Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

The Empire buildings

43 building chains The Empire can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Barracks

3 levels · unlocks Swordsmen, Spearmen (Shields), Crossbowmen, Halberdiers, Huntsmen, Greatswords, Darkshards

  1. Training Field

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Rally Field

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Empire Captain

    Unlocks

  3. Barracks

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Empire Captains
    • Unlocks Hero recruitment: Empire Captain
    • Unlocks Hero recruitment: Captain

    Unlocks

Battle Wizards

3 levels · unlocks Luminark of Hysh, Celestial Hurricanum

  1. Wizard's Conclave

    Level 1 · 2,500 gold · 4 turns

    • Arcane Essays: 2 per turn (The Golden Order only)
    • Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
  2. Wizard's Campus

    Level 2 · 5,000 gold · 5 turns

    • Arcane Essays: 3 per turn (The Golden Order only)
    • Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
    • Hero capacity: +1 for Battle Wizards
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
    • Hero recruit rank: +2 for Battle Wizards
  3. Wizard's Tower

    Level 3 · 10,000 gold · 7 turns

    • Arcane Essays: 5 per turn (The Golden Order only)
    • Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
    • Hero capacity: +2 for Battle Wizards
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
    • Hero recruit rank: +2 for Battle Wizards (factionwide)

    Unlocks

Cult of Ulric

3 levels · unlocks Hunting Hounds, Warriors of Ulric, Knights of the White Wolf, Wolf-kin, Teutogen Guard

  1. Shrine of Ulric

    Level 1 · 1,750 gold · 3 turns

    • Hall of Eternal Flame provides: Fervour: 5 per turn
    • Hall of Eternal Flame provides: Fervour: 10 per turn
    • Hall of Eternal Flame provides: Fervour: 15 per turn
    • Unlocks Hero recruitment: Priest of Ulric
    • Income from post-battle loot: +15% (all your armies in adjacent regions)
    • Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)

    Unlocks

  2. Chapel of Ulric

    Level 2 · 3,000 gold · 4 turns

    • Hall of Eternal Flame provides: Fervour: 5 per turn
    • Hall of Eternal Flame provides: Fervour: 10 per turn
    • Hall of Eternal Flame provides: Fervour: 15 per turn
    • Unlocks Hero recruitment: Priest of Ulric
    • Hero recruit rank: +1 for Priests of Ulric
    • Income from post-battle loot: +30% (all your armies in adjacent regions)
    • Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)

    Unlocks

  3. Grand Altar of Ulric

    Level 3 · 6,000 gold · 5 turns

    • Income from post-battle loot: +2% (factionwide)
    • Hall of Eternal Flame provides: Fervour: 5 per turn
    • Hall of Eternal Flame provides: Fervour: 10 per turn
    • Hall of Eternal Flame provides: Fervour: 15 per turn
    • Hero capacity: +1 for Priests
    • Unlocks Hero recruitment: Priest of Ulric
    • Hero recruit rank: +2 for Priests of Ulric
    • Income from post-battle loot: +50% (all your armies in adjacent regions)
    • Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
    • Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
    • Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)

    Unlocks

Forges

4 levels · unlocks War Wagons, Mortars, War Wagons (Mortars), Great Cannons, Land Ship, Helstorm Rocket Battery, Helblaster Volley Guns, Steam Tank, Steam Tank (Volley Gun)

  1. Gunsmith

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Engineer
    • Research rate: +3

    Unlocks

  2. Foundry

    Level 2 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Research rate: +5

    Unlocks

  3. Engineer's Workshop

    Level 3 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Hero recruit rank: +2 for Engineer
    • Research rate: +7

    Unlocks

  4. Engineer's Guildhall

    Level 4 · 8,000 gold · 5 turns

    • Hero capacity: +2 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Hero recruit rank: +2 for Engineer (factionwide)
    • Research rate: +10

    Unlocks

Marksman

3 levels · unlocks Free Company Militia, Pistoliers, Handgunners, Outriders, Hochland Long Rifles, Nuln Ironsides, Outriders (Grenade Launchers)

  1. Shooting Range

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Firearms Academy

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Witch Hunter

    Unlocks

  3. Gunnery School

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Witch Hunters
    • Unlocks Hero recruitment: Witch Hunter

    Unlocks

Stables

3 levels · unlocks Empire Knights, Knights of the Black Rose, Knights Panther, Knights of the Blazing Sun, Reiksguard, Demigryph Knights (Halberds), Demigryph Knights

  1. Stables

    Level 1 · 1,500 gold · 2 turns

    • Local recruitment capacity: +1

    Unlocks

  2. Livery

    Level 2 · 2,500 gold · 3 turns

    • Local recruitment capacity: +2

    Unlocks

  3. Menagerie

    Level 3 · 4,000 gold · 4 turns

    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

    Unlocks

Worship

2 levels · unlocks Flagellants

  1. Shrine of Sigmar

    Level 1 · 1,750 gold · 3 turns

    • Corruption: -5
    • Unlocks Hero recruitment: Warrior Priest

    Unlocks

  2. Temple of Sigmar

    Level 2 · 3,000 gold · 4 turns

    • Corruption: -10
    • Hero capacity: +1 for Priests
    • Unlocks Hero recruitment: Warrior Priest
    • Hero recruit rank: +2 for Warrior Priests

Worship

2 levels · unlocks Flagellants

  1. Shrine of Myrmidia

    Level 1 · 4,000 gold · 3 turns

    • Corruption: -6

    Unlocks

  2. Temple of Myrmidia

    Level 2 · 6,000 gold · 4 turns

    • Corruption: -9

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 4 turns

Garrison

2 levels

  1. Guard House

    Level 1 · 2,000 gold · 4 turns

    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -10%
  2. City Watch

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -15%

Outpost

3 levels

  1. Empire Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Empire District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Empire Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Outpost

3 levels

  1. Southern Realms Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Southern Realms District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Southern Realms Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Walls

3 levels

  1. Basic Walls

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Bullets
  2. Tall Walls

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Cannon Balls
  3. Reinforced Walls

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Clockwork Bombs

Walls

3 levels

  1. Basic Walls

    Level 1 · 2,500 gold · 3 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets
  2. Tall Walls

    Level 2 · 5,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls
  3. Reinforced Walls

    Level 3 · 7,500 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Clockwork Bombs

Economy

Minor Settlement

3 levels · unlocks Archers, Spearmen

  1. Ruined Village

    Ruin

    • Corruption: -1
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • Prestige gained: +1 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +10

    Unlocks

  3. Village

    Level 2 · 2,000 gold · 4 turns

    • Prestige gained: +1 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +20
    • Control: +1
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • Prestige gained: +2 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +30
    • Control: +2

Provincial Capital

5 levels · unlocks Archers, Spearmen

  1. Ruined City

    Ruin

    • Corruption: -2
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • Prestige gained: +1 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Village

    Level 2 · 2,000 gold · 4 turns

    • Prestige gained: +1 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +20
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • Prestige gained: +2 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +30
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. City

    Level 4 · 8,000 gold · 6 turns

    • Prestige gained: +2 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 100
    • Growth: +40
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. City-State

    Level 5 · 16,000 gold · 7 turns

    • Prestige gained: +3 per turn (Reikland only)
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +50
    • Control: +3
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Dye Production

3 levels

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Dyes resource production: 45 ounces

Exotic Animals

3 levels

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Recruitment cost: -20% for Demigryph units (local province)
    • Income generated: 100
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Demigryph units (local province)
    • Recruit rank: +1 for Demigryph units (local province)
    • Income generated: 150
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Recruitment cost: -30% for Demigryph units (local province)
    • Recruit rank: +2 for Demigryph units (local province)
    • Upkeep: -3% for Demigryph units (all armies)
    • Income generated: 200
    • Exotic Animals resource production: 45 cages

Farm

3 levels

  1. Fields

    Level 1 · 750 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Farm

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  3. Landed Estate

    Level 3 · 2,250 gold · 3 turns

    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 500 gold · 2 turns · pays back in 2.5 turns

    • Income generated: 200
    • Gemstones resource production: 16 sacks
  2. Gem Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns

    • Income generated: 400
    • Gemstones resource production: 24 sacks
  3. Gemcutter's Workshop

    Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns

    • Income generated: 600
    • Gemstones resource production: 32 sacks

Gold Mining

3 levels

  1. Gold Mining Pit

    Level 1 · 500 gold · 2 turns · pays back in 2.5 turns

    • Recruitment cost: -20% for Free Company Militia units (local province)
    • Income generated: 200
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns

    • Recruitment cost: -25% for Free Company Militia units (local province)
    • Recruit rank: +1 for Free Company Militia units (local province)
    • Income generated: 400
  3. Gold Smelter

    Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns

    • Recruitment cost: -30% for Free Company Militia units (local province)
    • Recruit rank: +2 for Free Company Militia units (local province)
    • Upkeep: -3% for Free Company Militia units (all armies)
    • Hero recruit rank: +1 for Empire Captains (all provinces)
    • Income generated: 600

Industry

3 levels

  1. Weaving House

    Level 1 · 1,000 gold · 1 turn · pays back in 4 turns

    • Income generated: 250
  2. Clothier

    Level 2 · 1,750 gold · 2 turns · pays back in 4.7 turns

    • Income generated: 375
  3. Tailors' Guild

    Level 3 · 2,500 gold · 3 turns · pays back in 5 turns

    • Income generated: 500

Iron Mining

3 levels

  1. Iron Mining Pit

    Level 1 · 500 gold · 2 turns · pays back in 5 turns

    • Income generated: 100
    • Iron resource production: 20 ingots
    • Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)
  2. Iron Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns

    • Income generated: 150
    • Iron resource production: 30 ingots
    • Recruitment cost: -25% for Swordsmen, Greatswords and Knight units (local province)
    • Recruit rank: +1 for Swordsmen, Greatsword and Knights units (local province)
  3. Iron Smelter

    Level 3 · 2,000 gold · 4 turns · pays back in 10 turns

    • Upkeep: -3% for Swordsmen, Greatswords and Knight units (all armies)
    • Income generated: 200
    • Iron resource production: 45 ingots
    • Recruitment cost: -30% for Swordsmen, Greatswords and Knight units (local province)
    • Recruit rank: +2 for Swordsmen, Greatsword and Knights units (local province)

Marble Quarry

3 levels

  1. Stone Cutter

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Mason

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Marble resource production: 45 slabs

Medicine Production

3 levels

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Medicinal Plants resource production: 20 bundles
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Medicinal Plants resource production: 45 bundles

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

    • Immune to Athel Loren attrition (all armies)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income from all buildings: +5% (factionwide)
    • Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

3 levels

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Amulet Carver

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Carved Obsidian resource production: 45 chests

Orchards

3 levels

  1. Orchards

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Control: +3
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Control: +4
    • Wine resource production: 30 barrels
  3. Vintner

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Control: +5
    • Wine resource production: 45 barrels

Pastures

3 levels

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
    • Recruitment cost: -20% for Pistoliers and Outriders units (local province)
  2. Livestock Pens

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
    • Recruitment cost: -25% for Pistoliers and Outriders units (local province)
    • Recruit rank: +1 for Pistolier and Outrider units (local province)
  3. Cattle Ranch

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50
    • Recruitment cost: -30% for Pistoliers and Outriders units (local province)
    • Recruit rank: +2 for Pistolier and Outrider units (local province)
    • Upkeep: -3% for Pistoliers and Outriders units (all armies)

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Imperial Wharf

    Level 1 · 1,500 gold · 2 turns · pays back in 15 turns

    • Income generated: 100
    • Growth: +10
  3. Imperial Harbour

    Level 2 · 3,000 gold · 4 turns · pays back in 10 turns

    • Income generated: 300
    • Growth: +20
  4. Imperial Port

    Level 3 · 6,000 gold · 6 turns · pays back in 12 turns

    • Income generated: 500
    • Growth: +30

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Estalian Docks

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Growth: +10
  3. Estalian Harbour

    Level 2 · 2,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 300
    • Growth: +20
  4. Estalian Trading Port

    Level 3 · 4,000 gold · 3 turns · pays back in 8 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Pottery resource production: 45 kilnful

Protection

3 levels

  1. Night Watch

    Level 1 · 1,500 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • Corruption: -3
    • Control: +3
  2. Armoured Watchers

    Level 2 · 2,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
    • Corruption: -4
    • Control: +3
  3. Elite Watchers

    Level 3 · 3,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Saltmaking

3 levels

  1. Brine Mining Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Salt resource production: 20 barrels
  2. Brine Mine

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Salt resource production: 45 barrels

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Outside regions owned by Chaos Dwarfs: Growth: +20
  4. Manann’s Dry Docks

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Spice Market

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Spices resource production: 45 sacks

Transportation

2 levels

  1. Paved Roads

    Level 1 · 3,000 gold · 3 turns

    • Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
    • Global recruitment duration: -1 turn(s) (minimum 1) (armies in province)
    • Income from all buildings: +4% (local province)
  2. Toll Gates

    Level 2 · 4,500 gold · 4 turns

    • Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
    • Local recruitment duration: -1 turn(s) (minimum 1) (armies in province)
    • Global recruitment duration: -2 turn(s) (minimum 1) (armies in province)
    • Income from all buildings: +8% (local province)

Tusks

3 levels

  1. Animal Store

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Ivory resource production: 20 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Ivory resource production: 30 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Ivory resource production: 45 tusks
    • Income generated: 200

Wild Game

3 levels

  1. Hunting Camp

    Level 1 · 500 gold · 1 turn

    • Growth: +5
    • Furs resource production: 20 bundles
  2. Hunting Lodge

    Level 2 · 1,000 gold · 2 turns

    • Growth: +8
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 2,000 gold · 3 turns

    • Growth: +10
    • Furs resource production: 45 bundles

Woodlands

3 levels

  1. Woodman's Hut

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Timber resource production: 20 logs
    • Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
  2. Timber Mill

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Timber resource production: 30 logs
    • Recruitment cost: -25% for Crossbowmen and Spearmen units (local province)
    • Recruit rank: +1 for Crossbowmen and Spearmen units (local province)
  3. Lumberyard

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
    • Income generated: 200
    • Timber resource production: 45 logs
    • Recruitment cost: -30% for Crossbowmen and Spearmen units (local province)
    • Recruit rank: +2 for Crossbowmen and Spearmen units (local province)

Public order

Hostelry

3 levels

  1. Tap Room

    Level 1 · 1,500 gold · 2 turns

    • Upkeep: -5% (armies in region)
    • Control: +4
  2. Tavern

    Level 2 · 2,500 gold · 3 turns

    • Upkeep: -10% (armies in region)
    • Control: +6
  3. Coaching Inn

    Level 3 · 4,000 gold · 4 turns

    • Recruitment cost: -15% (armies in region)
    • Upkeep: -15% (armies in region)
    • Control: +10

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

Show 69 landmark buildings (unique buildings in particular settlements) ▾

Altdorf

Ruined Altdorf Ruin

Altdorf (Hamlet) Level 1 · 1,000 gold · 2 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

Altdorf (Village) Level 2 · 2,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Altdorf (Town) Level 3 · 4,000 gold · 4 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Altdorf (City) Level 4 · 8,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Altdorf (City-State) Level 5 · 16,000 gold · 6 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Battle Wizards

Altdorf Conclave of Battle Wizards Level 1 · 3,000 gold · 5 turns

Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · Winds of Magic power reserve capacity: +5 (all armies) · Hero capacity: +2 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard

Altdorf Colleges of Magic Level 2 · 10,000 gold · 6 turns

Arcane Essays: 50 per turn (The Golden Order only) · Winds of Magic power reserve: +20 per turn [PH] (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +2 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +4 for Battle Wizards (factionwide)

Unlocks: Luminark of Hysh, Celestial Hurricanum

Couronne

Couronne Ruins Ruin

Corruption: -2

Occupied Couronne (Hamlet) Level 1 · 1,000 gold · 2 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Spearmen, Archers

Occupied Couronne (Village) Level 2 · 2,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Couronne (Town) Level 3 · 4,000 gold · 4 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Couronne (City) Level 4 · 8,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Couronne (City-State) Level 5 · 16,000 gold · 6 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Cult of Myrmidia

Archecclesiatium of Myrmidia Level 1 · 10,000 gold · 6 turns

Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Corruption: -8 · Control: +8 · Control: +1 (factionwide)

Unlocks: Knights of the Blazing Sun

Cult of Ulric

Great Temple of Ulric Level 1 · 1,000 gold · 2 turns

Fervour: 10 per turn (Middenland only) · Corruption: -2 (local province) · Local recruitment capacity: +1

Unlocks: Warriors of Ulric

Sites of Holy Pilgrimage Level 2 · 4,000 gold · 4 turns

Fervour: 15 per turn (Middenland only) · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · Corruption: -4 (local province) · Unlocks Hero recruitment: Priest of Ulric · Recruit rank: +1 for all units (local province) · Local recruitment capacity: +1

Unlocks: Wolf-kin

Abodes of War and Worship Level 3 · 6,000 gold · 6 turns

Fervour: 25 per turn (Middenland only) · Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · Corruption: -6 · Hero capacity: +1 for Priests · Unlocks Hero recruitment: Priest of Ulric · Hero recruit rank: +3 for Priests of Ulric · Recruit rank: +1 for all units (local province) · Local recruitment capacity: +2

Unlocks: Knights of the White Wolf, Teutogen Guard

Great Fortress-Temple of the Eternal Flame Level 4 · 10,000 gold · 10 turns

Fervour: 50 per turn (Middenland only) · Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · Corruption in adjacent provinces: -2 · Corruption: -8 · Hero capacity: +2 for Priests · Unlocks Hero recruitment: Priest of Ulric · Hero recruit rank: +6 for Priests of Ulric · Recruit rank: +2 for all units (local province) · Local recruitment capacity: +2

Drakenhof

Drakenhof Ruins Ruin

Corruption: -2

Occupied Drakenhof Hamlet Level 1 · 1,000 gold · 2 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Spearmen, Archers

Occupied Drakenhof (Village) Level 2 · 2,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Drakenhof (Town) Level 3 · 4,000 gold · 4 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Drakenhof (City) Level 4 · 8,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Drakenhof (City-State) Level 5 · 16,000 gold · 6 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Fort

Ruined Fort Ruin

Small Fort Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +40

Unlocks: Archers, Spearmen

Fort Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +50 · Improved tower projectiles: Bullets

Grand Fort Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +60 · Improved tower projectiles: Cannon Balls

Imposing Fort Level 4 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +70 · Improved tower projectiles: Clockwork Bombs

Impregnable Fort Level 5 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Improved tower projectiles: Clockwork Bombs

Ghrond Landmark

Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Hero recruit rank: +2 for Battle Wizards · Research rate: +6

Cleansed Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Hero recruit rank: +4 for Battle Wizards · Research rate: +12

Unlocks: Celestial Hurricanum, Luminark of Hysh

Knightly Order

Black Rose Stables Level 1 · 4,000 gold · 3 turns

Recruitment cost: -15% for Knights of the Black Rose units · Recruit rank: +1 for Knights of the Black Rose units (factionwide)

Unlocks: Knights of the Black Rose

Black Rose Chapterhouse Level 2 · 8,000 gold · 4 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruitment cost: -35% for Knights of the Black Rose units · Recruit rank: +3 for Knights of the Black Rose units (factionwide) · Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province) · Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)

Knightly Order

Chapterhouse of the White Wolf Level 1 · 2,500 gold · 2 turns

Upkeep: -10% for Knights of the White Wolf (all armies) · Recruit rank: +2 for Knights of the White Wolf

Unlocks: Knights of the White Wolf

Knightly Order

Blazing Sun Stables Level 1 · 4,000 gold · 3 turns

Recruit rank: +1 for Knights of the Blazing Sun units (factionwide) · Recruitment cost: -15% for Knights of the Blazing Sun units

Unlocks: Knights of the Blazing Sun

Blazing Sun Chapterhouse Level 2 · 8,000 gold · 4 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Recruitment cost: -35% for Knights of the Blazing Sun units · Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province) · Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)

Knightly Order

Knights Panther Stables Level 1 · 2,500 gold · 2 turns

Recruitment cost: -15% for Knights Panther units · Recruit rank: +1 for Knights Panther units (factionwide)

Unlocks: Knights Panther

Knights Panther Chapterhouse Level 2 · 6,000 gold · 3 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Missile block chance: +15% for Empire Knights and Knights Panther units (all armies) · Recruitment cost: -35% for Knights Panther units · Recruit rank: +3 for Knights Panther units (factionwide)

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Landmark

Eckzahnehaus Level 1 · 2,500 gold · 2 turns

Upkeep: -10% for Hunting Hounds units (all armies) · Recruit rank: +2 for Hunting Hounds units · Melee attack: +5 for Hunting Hound units (all armies) · Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)

Unlocks: Hunting Hounds

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Miragliano

Miragliano Ruins Ruin

Corruption: -2

Occupied Miragliano (Hamlet) Level 1 · 1,000 gold · 2 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Miragliano (Village) Level 2 · 2,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Miragliano (Town) Level 3 · 4,000 gold · 4 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Miragliano (City) Level 4 · 8,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Miragliano (City-State) Level 5 · 16,000 gold · 6 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Provincial Capital

Ruined City Ruin

Corruption: -2

Middenheim (Hamlet) Level 1 · 1,000 gold · 2 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slot in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

Middenheim (Village) Level 2 · 2,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Middenheim (Town) Level 3 · 4,000 gold · 4 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Middenheim (City) Level 4 · 8,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Middenheim (City-State) Level 5 · 16,000 gold · 6 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Reiksguard Headquarters

Castle Reikguard Stables Level 1 · 4,000 gold · 3 turns

Recruitment cost: -15% for Reiksguard units · Recruit rank: +1 for Reiksguard units (factionwide)

Unlocks: Reiksguard

Castle Reikguard Level 2 · 8,000 gold · 4 turns

Recruitment cost: -35% for Reiksguard units · Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province) · Recruit rank: +3 for Reiksguard units (factionwide) · Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Attribute: Devastating Flanker for Reiksguard units (all armies)

Saphery Landmark

Occupied Library of Hoeth Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +2 for Battle Wizards · Research rate: +6

Occupied White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +5 for Battle Wizards · Research rate: +12

Unlocks: Luminark of Hysh, Celestial Hurricanum

Sartosa

Ruined Sartosa Ruin

Corruption: -2

Occupied Sartosa Level 1 Level 1 · 1,000 gold · 3 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 60 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Sartosa Level 2 Level 2 · 2,000 gold · 4 turns

Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 90 · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Sartosa Level 3 Level 3 · 4,000 gold · 5 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 120 · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Sartosa Level 4 Level 4 · 8,000 gold · 6 turns

Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 150 · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Sartosa Level 5 Level 5 · 16,000 gold · 7 turns

Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 180 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Altdorf Landmark

Imperial Palace Level 1 · 10,000 gold · 6 turns

Hero recruit rank: +2 for Empire Captains (factionwide) · Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Lord recruit rank: +2 (factionwide)

Asuryan Worship

Flame of Asuryan Level 1 · 2,000 gold · 3 turns

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels

Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns

Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels

Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns

Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels

Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns

Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Bretonnian Culture

Couronne Tournament Grounds Level 1 · 8,000 gold · 6 turns

Income generated: 800 · Recruit rank: +2 for Cavalry units (all characters) · Control: +10

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Upkeep: -25% for Demigryph units (all armies) · Exotic Animals resource production: 100 cages

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Eataine Landmark

Glittering Tower Lighthouse Level 1 · 6,000 gold · 3 turns

Income from Ports: +5% (factionwide) · Income from trade tariffs: +5%

Elven Enclave

Laurelorn Forest Level 1 · 6,000 gold · 4 turns

Converts the Climate of the region to Temperate (only while this building is present) · Corruption: -4 · Diplomatic relations: +15 with Wood Elves · Medicinal Plants resource production: 20 bundles · Elven Trinkets resource production: 10 chests

Forbidden Halls

Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns

Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200

Fort

Ruined Fort Ruin

Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Hexoatl Landmark

Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Itza Landmark

The Emerald Pools Level 1 · 8,000 gold · 5 turns

Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Kislev Palace

Bokha Palace Level 1 · 10,000 gold · 6 turns

Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 450 · Control: +5 · Research rate: +8

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

Landmark

Pfeildorf Wine Market Level 1 · 4,000 gold · 2 turns

Income from all buildings: +10% (local province) · Income generated: 300 · Wine resource production: 40 barrels

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Corruption: -10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Pillar of Bone Level 1 · 7,500 gold · 5 turns

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

The Grand Cauldron Level 1 · 4,000 gold · 3 turns

Corruption: -4 · Growth: +5 (all provinces) · Control: +4 · Spices resource production: 24 sacks · Wine resource production: 24 barrels

Landmark

Sigmar's Rock Level 1 · 6,000 gold · 6 turns

Corruption in adjacent provinces: -2 (all adjacent provinces) · Corruption: -3 · Corruption: -1 (all provinces)

Landmark

The Red Moon Inn Level 1 · 4,000 gold · 1 turn

Corruption: -1 · Income generated: 50 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Miragliano

Miragliano Ruins Ruin

Corruption: -2

Miragliano (Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Miragliano (Village) Level 2 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Miragliano (Town) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Miragliano (City) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Miragliano (City-State) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Pigbarter Market

Pigbarter Swamp-Wharf Level 1 · 4,000 gold · 2 turns

Income generated: 200 · Income from trade tariffs: +5% · Diplomatic relations: +50 with Greenskins

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Special Forges

Nuln Cannon Foundry Level 1 · 6,000 gold · 3 turns

Recruit rank: +2 for Artillery and Gun units (all characters) · Recruitment cost: -10% for Artillery and Gun units (all armies) · Upkeep: -5% for Artillery and Gun units (all armies) · Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State Troops · Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only) · Schematics gained: 50 per turn (Wissenland & Nuln only)

Nuln Gunnery School Level 2 · 10,000 gold · 6 turns

Recruit rank: +3 for Artillery and Gun units (all characters) · Recruitment cost: -15% for Artillery and Gun units (all armies) · Upkeep: -5% for Artillery and Gun units (all armies) · Mercenary replenishment time: -50% for Emperor's Wrath Elector Count State Troops · Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only) · Schematics gained: 100 per turn (Wissenland & Nuln only)

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

Temple of Elemental Winds

Temple of Elemental Winds Level 1 · 10,000 gold · 5 turns

Attribute: Mastery of Elemental Winds for Battle Wizards (all armies) · Arcane Essays: 20 per turn (The Golden Order only) · Unlocks Hero recruitment: Battle Wizard

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Corruption: -2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some The Empire factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 39 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

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1Free Company MilitiaShooting Range75011——
2PistoliersShooting Range75011——
3Spearmen (Shields)Training Field75011——
4SwordsmenTraining Field75011——
5ArchersHamlet1,0003———
6SpearmenHamlet1,0003———
7Empire KnightsStables1,500222,0001
8MortarsGunsmith1,500222,0001
9War WagonsGunsmith1,500222,0001
10FlagellantsShrine of Sigmar1,750322,0001
11Hunting HoundsShrine of Ulric1,750322,0001
12Warriors of UlricShrine of Ulric1,750322,0001
13CrossbowmenRally Field2,250322,0001
14HalberdiersRally Field2,250322,0001
15HandgunnersFirearms Academy2,250322,0001
16OutridersFirearms Academy2,250322,0001
17Great CannonsFoundry4,000536,0003
18Knights of the Black RoseLivery4,000536,0003
19Knights of the Blazing SunLivery4,000536,0003
20Knights PantherLivery4,000536,0003
21ReiksguardLivery4,000536,0003
22War Wagons (Mortars)Foundry4,000536,0003
23GreatswordsBarracks4,750636,0003
24Hochland Long RiflesGunnery School4,750636,0003
25HuntsmenBarracks4,750636,0003
26Knights of the White WolfChapel of Ulric4,750736,0003
27Nuln IronsidesGunnery School4,750636,0003
28Outriders (Grenade Launchers)Gunnery School4,750636,0003
29Wolf-kinChapel of Ulric4,750736,0003
30Demigryph KnightsMenagerie (capital)8,0009414,0007
31Demigryph Knights (Halberds)Menagerie (capital)8,0009414,0007
32Helblaster Volley GunsEngineer's Workshop (capital)8,0009414,0007
33Helstorm Rocket BatteryEngineer's Workshop (capital)8,0009414,0007
34Land ShipEngineer's Workshop (capital)8,0009414,0007
35Teutogen GuardGrand Altar of Ulric (capital)10,75012414,0007
36Steam TankEngineer's Guildhall (capital)16,00014530,00012
37Steam Tank (Volley Gun)Engineer's Guildhall (capital)16,00014530,00012
38Celestial HurricanumWizard's Tower (capital)17,50016530,00012
39Luminark of HyshWizard's Tower (capital)17,50016530,00012