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

Grand Cathay buildings

46 building chains Grand Cathay can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Armoury

2 levels · unlocks Celestial Dragon Guard, Celestial Dragon Crossbows

  1. Celestial Barracks

    Level 1 · 5,000 gold · 5 turns

    • While "Fortress City" is active: Units locally recruited in this province gain a permanent +10 Armour bonus
    • Recruit rank: +2 for all units

    Unlocks

  2. Celestial Armoury

    Level 2 · 10,000 gold · 6 turns

    • While "Fortress City" is active: Units locally recruited in this province gain a permanent +20 Armour bonus
    • Recruit rank: +4 for all units

    Unlocks

Bastion

5 levels · unlocks Peasant Archers, Peasant Long Spearmen, Terracotta Sentinel

  1. Ruined Bastion

    Ruin

    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  2. Bastion Gatehouse

    Level 1 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • When technology "Clay-Scrying" researched: Attribute: Unbreakable (settlement garrison)
    • Income generated: 100
    • Attrition: -30% when under siege
    • While "Fortress City" is active: Melee defence: +1 (all armies)
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Bastion Tower

    Level 2 · 2,000 gold · 5 turns

    • Defensive supplies: +1200
    • Corruption: -2
    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • When technology "Clay-Scrying" researched: Attribute: Unbreakable (settlement garrison)
    • Income generated: 150
    • Attrition: -30% when under siege
    • While "Fortress City" is active: Melee defence: +1 (all armies)
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Bastion Citadel

    Level 3 · 4,000 gold · 6 turns

    • Defensive supplies: +1800
    • Corruption: -2
    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • When technology "Clay-Scrying" researched: Attribute: Unbreakable (settlement garrison)
    • Income generated: 200
    • Attrition: -40% when under siege
    • While "Fortress City" is active: Melee defence: +1 (all armies)
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Bastion Stronghold

    Level 4 · 8,000 gold · 7 turns

    • Defensive supplies: +2200
    • Corruption: -2
    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • When technology "Clay-Scrying" researched: Attribute: Unbreakable (settlement garrison)
    • Income generated: 250
    • Attrition: -40% when under siege
    • While "Fortress City" is active: Melee defence: +1 (all armies)
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  6. Bastion Fortress

    Level 5 · 16,000 gold · 8 turns

    • Defensive supplies: +2500
    • Wu Xing Compass cooldown: -1 turns (not for Claws of the White Tiger)
    • Corruption: -2
    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • Diplomatic relations: +2 with Grand Cathay
    • When technology "Clay-Scrying" researched: Attribute: Unbreakable (settlement garrison)
    • Income generated: 300
    • Attrition: -50% when under siege
    • While "Fortress City" is active: Melee defence: +1 (all armies)
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Celestial

3 levels · unlocks Jade Lion, Celestial Lion, Jet Lion, Great Moon Bird, Wu Xing War Compass, Terracotta Sentinel

  1. Celestial Tower

    Level 1 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Astromancer
    • While "Fortress City" is active: Hero action success chance: +3% (all characters)
    • Research rate: +5

    Unlocks

  2. Celestial Observatory

    Level 2 · 5,000 gold · 5 turns

    • Hero capacity: +1 for Astromancers
    • Unlocks Hero recruitment: Astromancer
    • While "Fortress City" is active: Hero action success chance: +4% (all characters)
    • Research rate: +6

    Unlocks

  3. Celestial Beacon

    Level 3 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Astromancers
    • Unlocks Hero recruitment: Astromancer
    • While "Fortress City" is active: Hero action success chance: +5% (all characters)
    • Research rate: +8

    Unlocks

Forge

3 levels · unlocks Iron Hail Gunners, Nan-Gau Grenadiers, Crane Gunners, Zhangu War Drum, Grand Cannons, Fire Rain Rocket Battery

  1. Nan-Gau Forge

    Level 1 · 1,500 gold · 2 turns

    • While "Fortress City" is active: Ammunition: +3% (all armies)

    Unlocks

  2. Powder Magazine

    Level 2 · 2,500 gold · 3 turns

    • While "Fortress City" is active: Ammunition: +6% (all armies)

    Unlocks

  3. Fire Rain Silo

    Level 3 · 4,000 gold · 4 turns

    • While "Fortress City" is active: Ammunition: +10% (all armies)

    Unlocks

Jade Barracks

3 levels · unlocks Jade Warriors, Onyx Crowmen, Jade Warrior Crossbows, Jade Warrior Crossbows (Shields), Jade Warriors (Halberds)

  1. Training Camp

    Level 1 · 750 gold · 1 turn

    • While "Fortress City" is active: Local recruitment capacity: +1

    Unlocks

  2. Dormitory

    Level 2 · 1,500 gold · 2 turns

    • While "Fortress City" is active: Local recruitment capacity: +2

    Unlocks

  3. Jade Barracks

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Gate Masters
    • Unlocks Hero recruitment: Gate Master
    • While "Fortress City" is active: Local recruitment capacity: +3

    Unlocks

Sky Port

2 levels · unlocks Sky Lantern, Sky-junk

  1. Alchemist Tower

    Level 1 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Alchemists
    • Unlocks Hero recruitment: Alchemist
    • Campaign line of sight: +50%
    • While "Fortress City" is active: Campaign line of sight: +25% (all armies)
    • Local recruitment capacity: +1

    Unlocks

  2. Mooring Tower

    Level 2 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Alchemists
    • Unlocks Hero recruitment: Alchemist
    • Campaign line of sight: +75%
    • While "Fortress City" is active: Campaign line of sight: +50% (all armies)
    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

    Unlocks

Stables

3 levels · unlocks Peasant Horsemen, Jade Lancers, Great Longma Riders

  1. Corral

    Level 1 · 750 gold · 1 turn

    • While "Fortress City" is active: Recruit rank: +1 for all units

    Unlocks

  2. Jade Stables

    Level 2 · 2,500 gold · 3 turns

    • While "Fortress City" is active: Recruit rank: +2 for all units

    Unlocks

  3. Longma Paddocks

    Level 3 · 4,000 gold · 4 turns

    • While "Fortress City" is active: Recruit rank: +3 for all units

    Unlocks

Tiger Den

3 levels · unlocks Tiger Warriors, Tiger Warrior Stalkers, Iron Claw Tiger Warriors

  1. Tiger Warrior Den

    Level 1 · 1,500 gold · 2 turns

    • Unit experience gain: +4% (armies in region)
    • While "Fortress City" is active: Units locally recruited in this province gain a permanent +4% Melee Attack bonus

    Unlocks

  2. Clawspeaker Shrine

    Level 2 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Clawspeakers
    • Unlocks Hero recruitment: Clawspeaker
    • Unit experience gain: +8% (armies in region)
    • While "Fortress City" is active: Units locally recruited in this province gain a permanent +6% Melee Attack bonus

    Unlocks

  3. Iron Claw Barracks

    Level 3 · 6,000 gold · 5 turns

    • Hero capacity: +1 for Clawspeakers
    • Unlocks Hero recruitment: Clawspeaker
    • Unit experience gain: +12% (armies in region)
    • While "Fortress City" is active: Units locally recruited in this province gain a permanent +8% Melee Attack bonus

    Unlocks

Artisan

5 levels

  1. Bastion Lumber Pile

    Level 1 · 1,000 gold · 1 turn

    • While "Fortress City" is active: Base weapon damage: +1 (all armies)
    • Defensive supplies: +500
    • Defensive supplies: +250 per turn when under siege
    • Ammunition: +20% during siege defence battles (armies in region)
  2. Bastion Mill

    Level 2 · 1,500 gold · 2 turns

    • While "Fortress City" is active: Base weapon damage: +1 (all armies)
    • Defensive supplies: +750
    • Defensive supplies: +500 per turn when under siege
    • Ammunition: +35% during siege defence battles (armies in region)
  3. Bastion Siegeworks

    Level 3 · 2,000 gold · 3 turns

    • While "Fortress City" is active: Base weapon damage: +2 (all armies)
    • Defensive supplies: +1000
    • Defensive supplies: +650 per turn when under siege
    • Ammunition: +50% during siege defence battles (armies in region)
  4. Bastion Foundry

    Level 4 · 3,000 gold · 4 turns

    • While "Fortress City" is active: Base weapon damage: +2 (all armies)
    • Defensive supplies: +1250
    • Defensive supplies: +650 per turn when under siege
    • Ammunition: +75% during siege defence battles (armies in region)
  5. Bastion Arsenal

    Level 5 · 4,000 gold · 5 turns

    • Defensive supplies: +1500
    • Defensive supplies: +650 per turn when under siege
    • Ammunition: +100% during siege defence battles (armies in region)
    • While "Fortress City" is active: Armour-piercing weapon damage: +2 (all armies)

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

Fortification

5 levels

  1. Bastion Watch Mast

    Level 1 · 1,000 gold · 1 turn

    • Campaign line of sight: +40%
    • Upkeep: -25% (armies in region)
    • While "Fortress City" is active: Upkeep: -1% (all armies)
  2. Bastion Barracks

    Level 2 · 1,500 gold · 2 turns

    • Campaign line of sight: +50%
    • Upkeep: -35% (armies in region)
    • While "Fortress City" is active: Upkeep: -2% (all armies)
  3. Bastion Quarters

    Level 3 · 2,000 gold · 3 turns

    • Campaign line of sight: +60%
    • Upkeep: -45% (armies in region)
    • While "Fortress City" is active: Upkeep: -2% (all armies)
  4. Bastion Overlook

    Level 4 · 3,000 gold · 4 turns

    • Campaign line of sight: +70%
    • Upkeep: -55% (armies in region)
    • While "Fortress City" is active: Upkeep: -3% (all armies)
  5. Bastion Command Tower

    Level 5 · 4,000 gold · 5 turns

    • Campaign line of sight: +100%
    • Upkeep: -65% (armies in region)
    • While "Fortress City" is active: Upkeep: -3% (all armies)

Garrison

2 levels

  1. Stockades

    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. Pagodan Walls

    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. Cathayan 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. Cathayan 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. Cathayan 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)

Refectory

5 levels

  1. Bastion Water Station

    Level 1 · 1,000 gold · 1 turn

    • While "Fortress City" is active: Barrier hit points: +100 for all units when defending settlements (all armies)
    • Casualty replenishment rate: +4% (armies in region)
    • Growth: +20
  2. Bastion Mess Hall

    Level 2 · 1,500 gold · 2 turns

    • While "Fortress City" is active: Barrier hit points: +200 for all units when defending settlements (all armies)
    • Casualty replenishment rate: +5% (armies in region)
    • Growth: +30
  3. Bastion Feast Hall

    Level 3 · 2,000 gold · 3 turns

    • While "Fortress City" is active: Barrier hit points: +300 for all units when defending settlements (all armies)
    • Casualty replenishment rate: +6% (armies in region)
    • Growth: +40
  4. Bastion Parlour

    Level 4 · 3,000 gold · 4 turns

    • While "Fortress City" is active: Barrier hit points: +400 for all units when defending settlements (all armies)
    • Casualty replenishment rate: +8% (armies in region)
    • Growth: +50
  5. Bastion Grand Parlour

    Level 5 · 4,000 gold · 5 turns

    • While "Fortress City" is active: Barrier hit points: +500 for all units when defending settlements (all armies)
    • Casualty replenishment rate: +10% (armies in region)
    • Growth: +10 (all provinces)

Sanctum

5 levels

  1. Bastion Gaol

    Level 1 · 1,000 gold · 1 turn

    • Attrition: -30% casualties suffered from Chaos Wastes attrition
    • Recruit rank: +1 for all units
    • Recruitment cost: -20% (armies in region)
    • While "Fortress City" is active: Spell resistance: 2% (all armies)
  2. Bastion Hospice

    Level 2 · 1,500 gold · 2 turns

    • Attrition: -40% casualties suffered from Chaos Wastes attrition
    • Recruit rank: +2 for all units
    • Recruitment cost: -30% (armies in region)
    • While "Fortress City" is active: Spell resistance: 4% (all armies)
  3. Bastion Shrine

    Level 3 · 2,000 gold · 3 turns

    • Attrition: -50% casualties suffered from Chaos Wastes attrition
    • Recruit rank: +3 for all units
    • Recruitment cost: -40% (armies in region)
    • While "Fortress City" is active: Spell resistance: 6% (all armies)
  4. Bastion Temple

    Level 4 · 3,000 gold · 4 turns

    • Attrition: -70% casualties suffered from Chaos Wastes attrition
    • Recruit rank: +4 for all units
    • Recruitment cost: -50% (armies in region)
    • While "Fortress City" is active: Spell resistance: 8% (all armies)
  5. Bastion Pagoda

    Level 5 · 4,000 gold · 5 turns

    • Attrition: -90% casualties suffered from Chaos Wastes attrition
    • Recruit rank: +5 for all units
    • Recruitment cost: -65% (armies in region)
    • While "Fortress City" is active: Spell resistance: 10% (all armies)

Economy

Gem Mining

3 levels · unlocks Tiger Warriors, Tiger Warrior Stalkers

  1. Gem Mineshaft

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

    • When technology "Moon Wood" researched: Income from Gem Mines: +20% (local region)
    • While "Commercial District" is active: Magic item drop chance from battle: +5% (factionwide)
    • Income generated: 100
    • Gemstones resource production: 16 sacks
  2. Gem Mine

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

    • When technology "Moon Wood" researched: Income from Gem Mines: +20% (local region)
    • While "Commercial District" is active: Magic item drop chance from battle: +7% (factionwide)
    • Income generated: 150
    • Gemstones resource production: 24 sacks

    Unlocks

  3. Gemcutter's Workshop

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

    • When technology "Moon Wood" researched: Income from Gem Mines: +20% (local region)
    • While "Commercial District" is active: Magic item drop chance from battle: +10% (factionwide)
    • Income generated: 200
    • Gemstones resource production: 32 sacks

    Unlocks

Minor Settlement

3 levels · unlocks Peasant Long Spearmen, Peasant Archers

  1. Ruined Town

    Ruin

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Corruption: -1
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Corruption: -1
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 1 construction slot in the settlement
    • Income generated: 150
    • Growth: +10

    Unlocks

  3. Village

    Level 2 · 2,000 gold · 4 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Corruption: -1
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Corruption: -1
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 3 construction slots in the settlement
    • Income generated: 250
    • Growth: +30

Protection

3 levels · unlocks Onyx Crowmen

  1. Sky Lantern Lookouts

    Level 1 · 2,000 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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -3

    Unlocks

  2. Sky Lantern Scouts

    Level 2 · 3,000 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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -4
  3. Dragon Sentries

    Level 3 · 4,000 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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2
    • Corruption: -5

Province Capital

5 levels · unlocks Peasant Long Spearmen, Peasant Archers

  1. Ruined City

    Ruin

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 1 construction slot in the settlement
    • While "Commercial District" is active: Income from all buildings: +5% (local province)
    • Income generated: 150
    • While "Commercial District" is active: Tradable resources produced: +6% (factionwide)
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5 (The Jade Court only)
    • While "Commercial District" is active: Diplomatic relations: +5 with all factions

    Unlocks

  3. Village

    Level 2 · 2,000 gold · 4 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 2 construction slots in the settlement
    • While "Commercial District" is active: Income from all buildings: +10% (local province)
    • Income generated: 200
    • While "Commercial District" is active: Tradable resources produced: +8% (factionwide)
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5 (The Jade Court only)
    • While "Commercial District" is active: Diplomatic relations: +5 with all factions
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 3 construction slots in the settlement
    • While "Commercial District" is active: Income from all buildings: +15% (local province)
    • Income generated: 250
    • While "Commercial District" is active: Tradable resources produced: +10% (factionwide)
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5 (The Jade Court only)
    • While "Commercial District" is active: Diplomatic relations: +10 with all factions
  5. City

    Level 4 · 8,000 gold · 6 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 5 construction slots in the settlement
    • While "Commercial District" is active: Income from all buildings: +20% (local province)
    • Income generated: 350
    • While "Commercial District" is active: Tradable resources produced: +12% (factionwide)
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5 (The Jade Court only)
    • While "Commercial District" is active: Diplomatic relations: +15 with all factions
  6. Province Capital

    Level 5 · 16,000 gold · 7 turns

    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction time: -100% for all buildings (local region)
    • Defensive supplies: +500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • When technology "Bulwark Against Chaos" researched, additional workers and materials are provided to counteract the construction penalties in Chaotic Wasteland climate: Construction cost: -50% for all buildings (local region)
    • Grants 7 construction slots in the settlement
    • While "Commercial District" is active: Income from all buildings: +25% (local province)
    • Income generated: 500
    • While "Commercial District" is active: Tradable resources produced: +15% (factionwide)
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5 (The Jade Court only)
    • While "Commercial District" is active: Diplomatic relations: +20 with all factions

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

Civic (Yang)

3 levels

  1. Labour Conscription Bureau

    Level 1 · 500 gold · 1 turn

    • Prevents construction of Tea Parlour building
    • Harmony: +1 Yang (local province)
    • Construction cost: -4% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -3% for all buildings (factionwide)
    • Growth: +10
  2. Bamboo Scaffold Depot

    Level 2 · 1,000 gold · 2 turns

    • Harmony: +1 Yang (local province)
    • Construction cost: -5% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -4% for all buildings (factionwide)
    • Growth: +20
  3. Lumber Mill

    Level 3 · 1,500 gold · 3 turns

    • Harmony: +1 Yang (local province)
    • Construction cost: -6% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -5% for all buildings (factionwide)
    • Growth: +30

Civic (Yin)

3 levels

  1. Tea Parlour

    Level 1 · 500 gold · 1 turn

    • Prevents construction of Labour Conscription Bureau building
    • Harmony: +1 Yin (local province)
    • While "Commercial District" is active: Hero recruit rank: +1 (all provinces)
    • Income from all buildings: +2% (local province)
    • Growth: +20
  2. Contemplation Gardens

    Level 2 · 1,000 gold · 2 turns

    • Harmony: +1 Yin (local province)
    • While "Commercial District" is active: Hero recruit rank: +2 (all provinces)
    • Income from all buildings: +4% (local province)
    • Growth: +30
  3. Administration Centre

    Level 3 · 1,500 gold · 3 turns

    • Harmony: +1 Yin (local province)
    • While "Commercial District" is active: Hero recruit rank: +3 (all provinces)
    • Income from all buildings: +6% (local province)
    • Growth: +40

Conscription (Yang)

3 levels

  1. Conscription Office

    Level 1 · 1,000 gold · 1 turn

    • Recruit rank: +2 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +1% for Yang units (all armies)
    • Prevents construction of Conscription Field building
    • Harmony: +1 Yang (local province)
    • Control: +2
  2. Temple of Yang

    Level 2 · 1,500 gold · 2 turns

    • Recruit rank: +4 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +2% for Yang units (all armies)
    • Harmony: +1 Yang (local province)
    • Control: +4
  3. Yang Sanctuary

    Level 3 · 2,000 gold · 3 turns

    • Recruit rank: +6 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +3% for Yang units (all armies)
    • Harmony: +1 Yang (local province)
    • Control: +5

Conscription (Yin)

3 levels

  1. Conscription Field

    Level 1 · 1,000 gold · 1 turn

    • Recruitment cost: -40% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +1% for Yin units (all armies)
    • Prevents construction of Conscription Office building
    • Harmony: +1 Yin (local province)
    • Casualty replenishment rate: +3% (armies in region)
    • Control: +2
  2. Shrine of Yin

    Level 2 · 1,500 gold · 2 turns

    • Recruitment cost: -60% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +2% for Yin units (all armies)
    • Harmony: +1 Yin (local province)
    • Casualty replenishment rate: +6% (armies in region)
    • Control: +2
  3. Yin Lodge

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -80% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • While "Commercial District" is active: Casualty replenishment rate: +3% for Yin units (all armies)
    • Harmony: +1 Yin (local province)
    • Casualty replenishment rate: +9% (armies in region)
    • Control: +3

Dye Production

3 levels

  1. Cinnabar Mining Pit

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

    • While "Commercial District" is active: Character experience gain: +5% (all characters)
    • Income generated: 100
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

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

    • While "Commercial District" is active: Character experience gain: +7% (all characters)
    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

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

    • While "Commercial District" is active: Character experience gain: +10% (all characters)
    • 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

    • Income generated: 100
    • While "Commercial District" is active: Charge bonus: +5% for Cavalry units (all armies)
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

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

    • Income generated: 150
    • While "Commercial District" is active: Charge bonus: +7% for Cavalry units (all armies)
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

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

    • Income generated: 200
    • While "Commercial District" is active: Charge bonus: +10% for Cavalry units (all armies)
    • Exotic Animals resource production: 45 cages

Garrison

3 levels

  1. Ramparts

    Level 1 · 2,000 gold · 4 turns

    • While "Fortress City" is active: Defensive supplies: +1000 (local province)
    • Prevents construction of Archer Platforms building
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets
    • Harmony: +1 Yang (local province)
  2. Cannon Emplacements

    Level 2 · 4,000 gold · 5 turns

    • While "Fortress City" is active: Defensive supplies: +1500 (local province)
    • Defensive supplies: +50 per turn when under siege
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls
    • Harmony: +1 Yang (local province)
  3. Artillery Batteries

    Level 3 · 6,000 gold · 6 turns

    • While "Fortress City" is active: Defensive supplies: +2000 (local province)
    • Defensive supplies: +100 per turn when under siege
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Fire Rain Rockets
    • Harmony: +1 Yang (local province)

Garrison

3 levels

  1. Archer Platforms

    Level 1 · 2,000 gold · 4 turns

    • While "Fortress City" is active: Defensive supplies: +1000 (local province)
    • Prevents construction of Ramparts building
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets
    • Harmony: +1 Yin (local province)
  2. Archer Towers

    Level 2 · 4,000 gold · 5 turns

    • While "Fortress City" is active: Defensive supplies: +1500 (local province)
    • Defensive supplies: +50 per turn when under siege
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls
    • Harmony: +1 Yin (local province)
  3. Sky Lantern Roosts

    Level 3 · 6,000 gold · 6 turns

    • While "Fortress City" is active: Defensive supplies: +2000 (local province)
    • Defensive supplies: +100 per turn when under siege
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Fire Rain Rockets
    • Harmony: +1 Yin (local province)

Gold Mining

3 levels

  1. Gold Mining Pit

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

    • While "Commercial District" is active: Income from Mines and Quarries: +5% (factionwide)
    • When technology "Moon Wood" researched: Income from Gold Mines: +20% (local region)
    • Income generated: 100
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 3.3 turns

    • While "Commercial District" is active: Income from Mines and Quarries: +7% (factionwide)
    • When technology "Moon Wood" researched: Income from Gold Mines: +20% (local region)
    • Income generated: 300
  3. Gold Smelter

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

    • While "Commercial District" is active: Income from Mines and Quarries: +10% (factionwide)
    • When technology "Moon Wood" researched: Income from Gold Mines: +20% (local region)
    • Income generated: 600
    • Income from all buildings: +10% (local province)

Industry (Yang)

3 levels

  1. Wares Market

    Level 1 · 500 gold · 1 turn · pays back in 3.3 turns

    • Prevents construction of Spice Market building
    • When technology "Yang Kiln" researched and Harmony (Yang): Income from Industry (Yang) buildings: +15% (local region)
    • Harmony: +1 Yang (local province)
    • Income generated: 150
    • While "Commercial District" is active: Income from trade tariffs: +15%
  2. Merchant Caravans

    Level 2 · 1,000 gold · 2 turns · pays back in 5 turns

    • When technology "Yang Kiln" researched and Harmony (Yang): Income from Industry (Yang) buildings: +15% (local region)
    • Harmony: +1 Yang (local province)
    • Income generated: 200
    • While "Commercial District" is active: Income from trade tariffs: +20%
  3. Trade Exchange

    Level 3 · 1,500 gold · 3 turns · pays back in 4.6 turns

    • When technology "Yang Kiln" researched and Harmony (Yang): Income from Industry (Yang) buildings: +15% (local region)
    • Harmony: +1 Yang (local province)
    • Income generated: 325
    • While "Commercial District" is active: Income from trade tariffs: +25%

Industry (Yin)

3 levels

  1. Spice Market

    Level 1 · 500 gold · 1 turn · pays back in 4 turns

    • When technology "Nan-Gau Forges" researched and Harmony (Yin): Income from Industry (Yin) buildings: +15% (local region)
    • While "Commercial District" is active: Sale value of cargo: +10% (all characters)
    • Prevents construction of Wares Market building
    • Harmony: +1 Yin (local province)
    • Income generated: 125
    • Income from trade tariffs: +2%
  2. Gem Factors

    Level 2 · 1,000 gold · 2 turns · pays back in 5.7 turns

    • When technology "Nan-Gau Forges" researched and Harmony (Yin): Income from Industry (Yin) buildings: +15% (local region)
    • While "Commercial District" is active: Sale value of cargo: +20% (all characters)
    • Harmony: +1 Yin (local province)
    • Income generated: 175
    • Income from trade tariffs: +4%
  3. Goods Emporium

    Level 3 · 1,500 gold · 3 turns · pays back in 6 turns

    • When technology "Nan-Gau Forges" researched and Harmony (Yin): Income from Industry (Yin) buildings: +15% (local region)
    • While "Commercial District" is active: Sale value of cargo: +30% (all characters)
    • Harmony: +1 Yin (local province)
    • Income generated: 250
    • Income from trade tariffs: +6%

Iron Mining

3 levels

  1. Iron Mining Pit

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

    • Income generated: 100
    • When technology "Moon Wood" researched: Recruit rank: +1 for all units (local province)
    • While "Commercial District" is active: Armour: +3 (all armies)
    • Iron resource production: 20 ingots
  2. Iron Mines

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

    • Income generated: 150
    • When technology "Moon Wood" researched: Recruit rank: +1 for all units (local province)
    • While "Commercial District" is active: Armour: +5 (all armies)
    • Iron resource production: 30 ingots
  3. Iron Smelter

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

    • Income generated: 200
    • When technology "Moon Wood" researched: Recruit rank: +1 for all units (local province)
    • While "Commercial District" is active: Armour: +7 (all armies)
    • Iron resource production: 45 ingots

Marble Quarry

3 levels

  1. Sawyer

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

    • While "Commercial District" is active: Construction cost: -5% for Wall and Garrison buildings (factionwide)
    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

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

    • While "Commercial District" is active: Construction cost: -7% for Wall and Garrison buildings (factionwide)
    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Stone Mason's Workshop

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

    • While "Commercial District" is active: Construction cost: -10% for Wall and Garrison buildings (factionwide)
    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • 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
    • While "Commercial District" is active: Vigour loss reduction: -2% (all armies)
    • 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
    • While "Commercial District" is active: Vigour loss reduction: -4% (all armies)
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

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

    • Income generated: 200
    • While "Commercial District" is active: Vigour loss reduction: -5% (all armies)
    • 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

    • While "Commercial District" is active: Winds of Magic power reserve capacity: +3 (all armies)
    • 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

    • While "Commercial District" is active: Winds of Magic power reserve capacity: +5 (all armies)
    • 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

    • While "Commercial District" is active: Winds of Magic power reserve capacity: +7 (all armies)
    • 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
    • Wine resource production: 20 barrels
    • While "Commercial District" is active: Lord recruit rank: +1 (all provinces)
  2. Vineyard

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

    • Income generated: 150
    • Wine resource production: 30 barrels
    • While "Commercial District" is active: Lord recruit rank: +1 (all provinces)
  3. Vintner

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

    • Income generated: 200
    • Wine resource production: 45 barrels
    • While "Commercial District" is active: Lord recruit rank: +2 (all provinces)

Pastures

3 levels

  1. Grazing Pastures

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

    • Income generated: 100
    • Growth: +25
    • While "Commercial District" is active: Growth: +2 (all provinces)
  2. Livestock Pens

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

    • Income generated: 150
    • Growth: +35
    • While "Commercial District" is active: Growth: +4 (all provinces)
  3. Cattle Ranch

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

    • Income generated: 200
    • Growth: +45
    • While "Commercial District" is active: Growth: +5 (all provinces)

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Dock

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

    • Income generated: 100
    • While "Commercial District" is active: Campaign movement range: +5% (all navies)
    • Growth: +10
  3. River Port

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

    • Income generated: 300
    • While "Commercial District" is active: Campaign movement range: +10% (all navies)
    • Growth: +20
  4. Sea Port

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

    • Income generated: 500
    • While "Commercial District" is active: Campaign movement range: +15% (all navies)
    • Growth: +30

Pottery Production

3 levels

  1. Clay Pit

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

    • While "Commercial District" is active: Defensive supplies: +50 (factionwide)
    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

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

    • While "Commercial District" is active: Defensive supplies: +100 (all provinces)
    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

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

    • While "Commercial District" is active: Defensive supplies: +200 (all provinces)
    • Income generated: 200
    • Pottery resource production: 45 kilnful

Saltmaking

3 levels

  1. Brine Mining Pans

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

    • Corruption: -4 (all adjacent provinces)
    • Income generated: 100
    • While "Commercial District" is active: Growth: +2 (all provinces)
    • Salt resource production: 20 barrels
  2. Brine Mining Basin

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

    • Corruption: -6 (all adjacent provinces)
    • Income generated: 150
    • While "Commercial District" is active: Growth: +4 (all provinces)
    • Salt resource production: 30 barrels
  3. Saltworks

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

    • Corruption: -8 (all adjacent provinces)
    • Income generated: 200
    • While "Commercial District" is active: Growth: +5 (all provinces)
    • 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

    • While "Commercial District" is active: Maximum Caravan cargo capacity: +5%
    • 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

    • While "Commercial District" is active: Maximum Caravan cargo capacity: +7%
    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

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

    • While "Commercial District" is active: Maximum Caravan cargo capacity: +10%
    • Income generated: 200
    • Spices resource production: 45 sacks

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
    • While "Commercial District" is active: Diplomatic relations: +3 with all factions
  2. Tusk Market

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

    • Ivory resource production: 30 tusks
    • Income generated: 150
    • While "Commercial District" is active: Diplomatic relations: +4 with all factions
  3. Tusk Compound

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

    • Ivory resource production: 45 tusks
    • Income generated: 200
    • While "Commercial District" is active: Diplomatic relations: +5 with all factions

Wild Game

3 levels

  1. Hunting Camp

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

    • Income generated: 100
    • While "Commercial District" is active: Attrition: -15% casualties suffered from snow attrition (all armies)
    • Furs resource production: 20 bundles
  2. Hunting Lodge

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

    • Income generated: 150
    • While "Commercial District" is active: Attrition: -10% casualties suffered from snow attrition (all armies)
    • Furs resource production: 30 bundles
  3. Tannery

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

    • Income generated: 200
    • While "Commercial District" is active: Attrition: -25% casualties suffered from snow attrition (all armies)
    • Furs resource production: 45 bundles

Woodlands

3 levels

  1. Woodman's Hut

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

    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -5% for all buildings (factionwide)
    • Income generated: 100
    • While "Commercial District" is active: Ammunition: +5% (all armies)
    • Timber resource production: 20 logs
  2. Timber Mill

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

    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -7% for all buildings (factionwide)
    • Income generated: 150
    • While "Commercial District" is active: Ammunition: +7% (all armies)
    • Timber resource production: 30 logs
  3. Lumberyard

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

    • When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
    • While "Commercial District" is active: Construction cost: -10% for all buildings (factionwide)
    • Income generated: 200
    • While "Commercial District" is active: Ammunition: +10% (all armies)
    • Timber resource production: 45 logs

Landmarks

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

Show 45 landmark buildings (unique buildings in particular settlements) ▾

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

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

Terracotta Road Level 1 · 8,000 gold · 5 turns

Recruit rank: +2 for Terracotta Sentinel units (factionwide) · Defensive supplies: +200 (factionwide) · Defensive supplies: +50 per turn when under siege (factionwide) · Upkeep: -10% for Terracotta Sentinel units (factionwide)

Unlocks: Terracotta Sentinel

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

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

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

Wei-Jin

Ruined Wei-Jin Ruin

Corruption: -2

Wei-Jin (Tower) 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 · While "Commercial District" is active: Income from all buildings: +10% (local province) · Income generated: 150 · While "Commercial District" is active: Tradable resources produced: +6% (factionwide) · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +5 (The Jade Court only) · While "Commercial District" is active: Research rate: +20 · While "Commercial District" is active: Diplomatic relations: +5 with all factions

Unlocks: Peasant Long Spearmen, Peasant Archers

Wei-Jin (Fortress) 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 · Grants 3 construction slots in the settlement · While "Commercial District" is active: Income from all buildings: +20% (local province) · Income generated: 200 · While "Commercial District" is active: Tradable resources produced: +8% (factionwide) · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +5 (The Jade Court only) · While "Commercial District" is active: Research rate: +40 · While "Commercial District" is active: Diplomatic relations: +5 with all factions

Wei-Jin (Palace) 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 · Grants 5 construction slots in the settlement · While "Commercial District" is active: Income from all buildings: +30% (local province) · Income generated: 300 · While "Commercial District" is active: Tradable resources produced: +10% (factionwide) · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +5 (The Jade Court only) · While "Commercial District" is active: Research rate: +60 · While "Commercial District" is active: Diplomatic relations: +10 with all factions

Wei-Jin (Celestial 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 · Grants 7 construction slots in the settlement · While "Commercial District" is active: Income from all buildings: +40% (local province) · Income generated: 400 · While "Commercial District" is active: Tradable resources produced: +12% (factionwide) · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +5 (The Jade Court only) · While "Commercial District" is active: Research rate: +80 · While "Commercial District" is active: Diplomatic relations: +15 with all factions

Wei-Jin (Imperial Seat) 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 · Grants 9 construction slots in the settlement · While "Commercial District" is active: Income from all buildings: +50% (local province) · Income generated: 500 · While "Commercial District" is active: Tradable resources produced: +15% (factionwide) · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +5 (The Jade Court only) · While "Commercial District" is active: Research rate: +100 · While "Commercial District" is active: Diplomatic relations: +20 with all factions

Asuryan Worship

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

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

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

Celestial Palace

Celestial Court Level 1 · 10,000 gold · 6 turns

Diplomatic relations: +30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Control: +10 · Control: +2 (factionwide) · 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

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

Grand Observatory of Xing Po

The Grand Observatory Level 1 · 6,000 gold · 3 turns

Hero capacity: +1 for Astromancers · Unlocks Hero recruitment: Astromancer · Hero recruit rank: +7 for Astromancers

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)

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

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

Grand Maritime Lift Level 1 · 10,000 gold · 6 turns

Removes campaign movement cost for embarking and disembarking (factionwide) · Sea Lanes journey duration: -1 turns

Landmark

House of Secrets Level 1 · 6,000 gold · 5 turns

Cooldown: -20% for Alchemist abilities "Alchemist's Elixir of Iron Skin", "Alchemist's Elixir of Puissance" and "Potion of Healing" (all characters factionwide) · Hero capacity: +2 for Alchemists · Unlocks Hero recruitment: Alchemist · Hero recruit rank: +2 for Alchemists (factionwide) · Income generated: 300

Landmark

Monument of the White Tiger Level 1 · 6,000 gold · 4 turns

Cooldown: -20% to Tiger Warrior Sawai abilities "Guiding Strike", "Masterful Strike" and "Predatory Instincts" (all characters factionwide) · Recruitment cost: -15% for all Tiger Warrior units (factionwide) · Spell intensity: +10% (all Clawspeakers) · Wound recovery time: -2 turns (all Clawspeaker heroes and Sawai lords)

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

Li Temple

Li Temple Level 1 · 6,000 gold · 6 turns

Corruption in adjacent provinces: -3 (all adjacent provinces) · Corruption: -3 · Income generated: 500 · Control: +5 (factionwide)

Paradise Gardens

Paradise Gardens Level 1 · 6,000 gold · 4 turns

Harmony: +1 Yin (local province) · Income from all buildings: +10% (local province) · Growth: +5 (factionwide) · Control: +10

Phoenix Temple

Phoenix Temple Level 1 · 6,000 gold · 4 turns

Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Corruption: -2 · Leadership: -20 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)

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 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 the Jade-Blood Sorcerers

Temple of the Jade-Blood Sorcerers Level 1 · 6,000 gold · 10 turns

Winds of Magic power reserve capacity: +5 (all armies) · Casualty replenishment rate: +5% (armies in local province) · Growth: +5 (all provinces) · Control: +2 · Control: +1 in adjacent provinces

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 Embassy

The Great Embassy Level 1 · 10,000 gold · 8 turns

Allegiance points gained: +50% · Income generated: 300 · Income from trade tariffs: +10% · Diplomatic relations: +10 with all factions

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

The Ninth Wall

The Ninth Wall Level 1 · 10,000 gold · 5 turns

Defensive supplies: +500 · Attrition: -40% when under siege · Ammunition: +30% during siege defence battles (all armies) · Melee defence: +10 when under siege (armies in region) · Control: +6 · Melee defence: +6 when defending (all armies)

The Palace of Scrolls

The Palace of Scrolls Level 1 · 10,000 gold · 5 turns

Allegiance points gained: +25% · Diplomatic relations: +20 with Grand Cathay · Income from all buildings: +10% (local province) · Lord recruit rank: +2 (factionwide)

The Temple of the Two Moons

Temple of the Two Moons Level 1 · 8,000 gold · 4 turns

Corruption: -2 · Recruit rank: +4 for Celestial Dragon Guard and Celestial Dragon Crossbows units · Recruitment cost: -30% for Celestial Dragon Guard and Celestial Dragon Crossbows units · Upkeep: -5% for Celestial Dragon Guard and Celestial Dragon Crossbows units (all armies)

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 Grand Cathay 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 — 29 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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1Jade WarriorsTraining Camp75011——
2Peasant HorsemenCorral75011——
3Peasant ArchersBastion Gatehouse1,0004———
4Peasant Long SpearmenBastion Gatehouse1,0004———
5Iron Hail GunnersNan-Gau Forge1,500222,0001
6Nan-Gau GrenadiersNan-Gau Forge1,500222,0001
7Tiger WarriorsTiger Warrior Den1,500222,0001
8Jade Warrior CrossbowsDormitory2,250322,0001
9Onyx CrowmenDormitory2,250322,0001
10Celestial LionCelestial Tower3,000436,0003
11Jade LionCelestial Tower3,000436,0003
12Jet LionCelestial Tower3,000436,0003
13Sky LanternAlchemist Tower3,000436,0003
14Jade LancersJade Stables3,250436,0003
15Crane GunnersPowder Magazine4,000536,0003
16Grand CannonsPowder Magazine4,000536,0003
17Zhangu War DrumPowder Magazine4,000536,0003
18Tiger Warrior StalkersClawspeaker Shrine4,500636,0003
19Jade Warrior Crossbows (Shields)Jade Barracks4,750636,0003
20Jade Warriors (Halberds)Jade Barracks4,750636,0003
21Celestial Dragon GuardCelestial Barracks (capital)5,0005414,0007
22Great Longma RidersLongma Paddocks (capital)7,2508414,0007
23Fire Rain Rocket BatteryFire Rain Silo (capital)8,0009414,0007
24Great Moon BirdCelestial Observatory (capital)8,0009414,0007
25Wu Xing War CompassCelestial Observatory (capital)8,0009414,0007
26Iron Claw Tiger WarriorsIron Claw Barracks (capital)10,50011414,0007
27Sky-junkMooring Tower (capital)13,00010530,00012
28Celestial Dragon CrossbowsCelestial Armoury (capital)15,00011530,00012
29Terracotta SentinelBastion Stronghold15,00022———