Grand Cathay buildings
46 building chains Grand Cathay can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.
Recruitment
Armoury

Celestial Barracks
Level 1 · 5,000 gold · 5 turns
Units locally recruited in this province gain a permanent +10 Armour bonus
Recruit rank: +2 for all units
Unlocks

Celestial Armoury
Level 2 · 10,000 gold · 6 turns
Units locally recruited in this province gain a permanent +20 Armour bonus
Recruit rank: +4 for all units
Unlocks
Bastion

Ruined Bastion
Level 1 · 1 turn
Adds walls to the settlement

Bastion Gatehouse
Level 2 · 1,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -2
Allows settlements to perform a Garrison Sally Attack with +1500 range
Attribute: Unbreakable (settlement garrison)
Income generated: 100
Attrition: -30% when under siege
Melee defence: +1 (all armies)
Growth: +20
Adds walls to the settlement
Unlocks

Bastion Tower
Level 3 · 2,000 gold · 5 turns
Defensive supplies: +1200
Corruption: -2
Allows settlements to perform a Garrison Sally Attack with +1500 range
Attribute: Unbreakable (settlement garrison)
Income generated: 150
Attrition: -30% when under siege
Melee defence: +1 (all armies)
Growth: +30
Adds walls to the settlement

Bastion Citadel
Level 4 · 4,000 gold · 6 turns
Defensive supplies: +1800
Corruption: -2
Allows settlements to perform a Garrison Sally Attack with +1500 range
Attribute: Unbreakable (settlement garrison)
Income generated: 200
Attrition: -40% when under siege
Melee defence: +1 (all armies)
Growth: +40
Adds walls to the settlement

Bastion Stronghold
Level 5 · 8,000 gold · 7 turns
Defensive supplies: +2200
Corruption: -2
Allows settlements to perform a Garrison Sally Attack with +1500 range
Attribute: Unbreakable (settlement garrison)
Income generated: 250
Attrition: -40% when under siege
Melee defence: +1 (all armies)
Growth: +50
Adds walls to the settlement
Unlocks

Bastion Fortress
Level 6 · 16,000 gold · 8 turns
Defensive supplies: +2500
Wu Xing Compass cooldown: -1 turns
Corruption: -2
Allows settlements to perform a Garrison Sally Attack with +1500 range
Diplomatic relations: +2 with Grand Cathay
Attribute: Unbreakable (settlement garrison)
Income generated: 300
Attrition: -50% when under siege
Melee defence: +1 (all armies)
Growth: +50
Adds walls to the settlement
Celestial

Celestial Tower
Level 1 · 3,000 gold · 4 turns
Unlocks Hero recruitment: Astromancer
Hero action success chance: +3% (all characters)
Research rate: +5
Unlocks

Celestial Observatory
Level 2 · 5,000 gold · 5 turns
Hero capacity: +1 for Astromancers
Unlocks Hero recruitment: Astromancer
Hero action success chance: +4% (all characters)
Research rate: +6
Unlocks

Celestial Beacon
Level 3 · 10,000 gold · 6 turns
Hero capacity: +1 for Astromancers
Unlocks Hero recruitment: Astromancer
Hero action success chance: +5% (all characters)
Research rate: +8
Unlocks
Forge

Nan-Gau Forge
Level 1 · 1,500 gold · 2 turns
Ammunition: +3% (all armies)
Unlocks

Powder Magazine
Level 2 · 2,500 gold · 3 turns
Ammunition: +6% (all armies)
Unlocks

Fire Rain Silo
Level 3 · 4,000 gold · 4 turns
Ammunition: +10% (all armies)
Unlocks
Jade Barracks

Training Camp
Level 1 · 750 gold · 1 turn
Local recruitment capacity: +1
Unlocks

Dormitory
Level 2 · 1,500 gold · 2 turns
Local recruitment capacity: +2
Unlocks

Jade Barracks
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Gate Masters
Unlocks Hero recruitment: Gate Master
Local recruitment capacity: +3
Unlocks
Sky Port

Alchemist Tower
Level 1 · 3,000 gold · 4 turns
Hero capacity: +1 for Alchemists
Unlocks Hero recruitment: Alchemist
Campaign line of sight: +50%
Campaign line of sight: +25% (all armies)
Local recruitment capacity: +1
Unlocks

Mooring Tower
Level 2 · 10,000 gold · 6 turns
Hero capacity: +1 for Alchemists
Unlocks Hero recruitment: Alchemist
Campaign line of sight: +75%
Campaign line of sight: +50% (all armies)
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks
Stables

Corral
Level 1 · 750 gold · 1 turn
Recruit rank: +1 for all units
Unlocks

Jade Stables
Level 2 · 2,500 gold · 3 turns
Recruit rank: +2 for all units
Unlocks

Longma Paddocks
Level 3 · 4,000 gold · 4 turns
Recruit rank: +3 for all units
Unlocks
Tiger Den

Tiger Warrior Den
Level 1 · 1,500 gold · 2 turns
Unit experience gain: +4% (armies in region)
Units locally recruited in this province gain a permanent +4% Melee Attack bonus
Unlocks

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)
Units locally recruited in this province gain a permanent +6% Melee Attack bonus
Unlocks

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)
Units locally recruited in this province gain a permanent +8% Melee Attack bonus
Unlocks
Artisan

Bastion Lumber Pile
Level 1 · 1,000 gold · 1 turn
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)

Bastion Mill
Level 2 · 1,500 gold · 2 turns
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)

Bastion Siegeworks
Level 3 · 2,000 gold · 3 turns
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)

Bastion Foundry
Level 4 · 3,000 gold · 4 turns
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)

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)
Armour-piercing weapon damage: +2 (all armies)
Flame of Ulric

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Empower 5 Sigils within the Black Pyramid
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
Vampiric corruption: +6
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

Bastion Watch Mast
Level 1 · 1,000 gold · 1 turn
Campaign line of sight: +40%
Upkeep: -25% (armies in region)
Upkeep: -1% (all armies)

Bastion Barracks
Level 2 · 1,500 gold · 2 turns
Campaign line of sight: +50%
Upkeep: -35% (armies in region)
Upkeep: -2% (all armies)

Bastion Quarters
Level 3 · 2,000 gold · 3 turns
Campaign line of sight: +60%
Upkeep: -45% (armies in region)
Upkeep: -2% (all armies)

Bastion Overlook
Level 4 · 3,000 gold · 4 turns
Campaign line of sight: +70%
Upkeep: -55% (armies in region)
Upkeep: -3% (all armies)

Bastion Command Tower
Level 5 · 4,000 gold · 5 turns
Campaign line of sight: +100%
Upkeep: -65% (armies in region)
Upkeep: -3% (all armies)
Garrison

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%

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

Cathayan Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +2% (own and enemy armies in region)

Cathayan District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +3% (armies in region)

Cathayan Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment cost outside friendly territory: -50%
Casualty replenishment rate: +4% (armies in region)
Refectory

Bastion Water Station
Level 1 · 1,000 gold · 1 turn
Barrier hit points: +100 for all units when defending settlements (all armies)
Casualty replenishment rate: +4% (armies in region)
Growth: +20

Bastion Mess Hall
Level 2 · 1,500 gold · 2 turns
Barrier hit points: +200 for all units when defending settlements (all armies)
Casualty replenishment rate: +5% (armies in region)
Growth: +30

Bastion Feast Hall
Level 3 · 2,000 gold · 3 turns
Barrier hit points: +300 for all units when defending settlements (all armies)
Casualty replenishment rate: +6% (armies in region)
Growth: +40

Bastion Parlour
Level 4 · 3,000 gold · 4 turns
Barrier hit points: +400 for all units when defending settlements (all armies)
Casualty replenishment rate: +8% (armies in region)
Growth: +50

Bastion Grand Parlour
Level 5 · 4,000 gold · 5 turns
Barrier hit points: +500 for all units when defending settlements (all armies)
Casualty replenishment rate: +10% (armies in region)
Growth: +10 (all provinces)
Sanctum

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)
Spell resistance: 2% (all armies)

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)
Spell resistance: 4% (all armies)

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)
Spell resistance: 6% (all armies)

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)
Spell resistance: 8% (all armies)

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)
Spell resistance: 10% (all armies)
Economy
Gem Mining

Gem Mineshaft
Level 1 · 500 gold · 2 turns
Income from Gem Mines: +20% (local region)
Magic item drop chance from battle: +5% (factionwide)
Income generated: 100
Gemstones resource production: 16 sacks

Gem Mine
Level 2 · 1,000 gold · 3 turns
Income from Gem Mines: +20% (local region)
Magic item drop chance from battle: +7% (factionwide)
Income generated: 150
Gemstones resource production: 24 sacks
Unlocks

Gemcutter's Workshop
Level 3 · 2,000 gold · 4 turns
Income from Gem Mines: +20% (local region)
Magic item drop chance from battle: +10% (factionwide)
Income generated: 200
Gemstones resource production: 32 sacks
Unlocks
Minor Settlement

Ruined Town
Level 1 · 1 turn
Construction time: -100% for all buildings (local region)
Corruption: -1
Construction cost: -50% for all buildings (local region)

Hamlet
Level 2 · 1,000 gold · 3 turns
Construction time: -100% for all buildings (local region)
Defensive supplies: +500
Corruption: -1
Construction cost: -50% for all buildings (local region)
Grants 1 construction slot in the settlement
Income generated: 150
Growth: +10
Unlocks

Village
Level 3 · 2,000 gold · 4 turns
Construction time: -100% for all buildings (local region)
Defensive supplies: +500
Corruption: -1
Construction cost: -50% for all buildings (local region)
Grants 2 construction slots in the settlement
Income generated: 200
Growth: +20

Town
Level 4 · 4,000 gold · 5 turns
Construction time: -100% for all buildings (local region)
Defensive supplies: +500
Corruption: -1
Construction cost: -50% for all buildings (local region)
Grants 3 construction slots in the settlement
Income generated: 250
Growth: +30
Protection

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
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -3
Unlocks

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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -4

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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption in adjacent provinces: -2
Corruption: -5
Province Capital

Ruined City
Level 1 · 1 turn
Construction time: -100% for all buildings (local region)
Corruption: -2
Construction cost: -50% for all buildings (local region)

Hamlet
Level 2 · 1,000 gold · 3 turns
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)
Corruption: -2
Construction cost: -50% for all buildings (local region)
Grants 1 construction slot in the settlement
Income from all buildings: +5% (local province)
Income generated: 150
Tradable resources produced: +6% (factionwide)
Growth: +10
Adds walls to the settlement
Research rate: +5
Diplomatic relations: +5 with all factions
Unlocks

Village
Level 3 · 2,000 gold · 4 turns
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)
Corruption: -2
Construction cost: -50% for all buildings (local region)
Grants 2 construction slots in the settlement
Income from all buildings: +10% (local province)
Income generated: 200
Tradable resources produced: +8% (factionwide)
Growth: +20
Adds walls to the settlement
Research rate: +5
Diplomatic relations: +5 with all factions

Town
Level 4 · 4,000 gold · 5 turns
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)
Corruption: -2
Construction cost: -50% for all buildings (local region)
Grants 3 construction slots in the settlement
Income from all buildings: +15% (local province)
Income generated: 250
Tradable resources produced: +10% (factionwide)
Growth: +30
Adds walls to the settlement
Research rate: +5
Diplomatic relations: +10 with all factions

City
Level 5 · 8,000 gold · 6 turns
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)
Corruption: -2
Construction cost: -50% for all buildings (local region)
Grants 5 construction slots in the settlement
Income from all buildings: +20% (local province)
Income generated: 350
Tradable resources produced: +12% (factionwide)
Growth: +40
Adds walls to the settlement
Research rate: +5
Diplomatic relations: +15 with all factions

Province Capital
Level 6 · 16,000 gold · 7 turns
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)
Corruption: -2
Construction cost: -50% for all buildings (local region)
Grants 7 construction slots in the settlement
Income from all buildings: +25% (local province)
Income generated: 500
Tradable resources produced: +15% (factionwide)
Growth: +50
Adds walls to the settlement
Research rate: +5
Diplomatic relations: +20 with all factions
Anti-Vermintide

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

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

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

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)

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)
Construction cost: -3% for all buildings (factionwide)
Growth: +10

Bamboo Scaffold Depot
Level 2 · 1,000 gold · 2 turns
Harmony: +1 Yang (local province)
Construction cost: -5% for all buildings (local province)
Construction cost: -4% for all buildings (factionwide)
Growth: +20

Lumber Mill
Level 3 · 1,500 gold · 3 turns
Harmony: +1 Yang (local province)
Construction cost: -6% for all buildings (local province)
Construction cost: -5% for all buildings (factionwide)
Growth: +30
Civic (Yin)

Tea Parlour
Level 1 · 500 gold · 1 turn
Prevents construction of Labour Conscription Bureau building
Harmony: +1 Yin (local province)
Hero recruit rank: +1 (all provinces)
Income from all buildings: +2% (local province)
Growth: +20

Contemplation Gardens
Level 2 · 1,000 gold · 2 turns
Harmony: +1 Yin (local province)
Hero recruit rank: +2 (all provinces)
Income from all buildings: +4% (local province)
Growth: +30

Administration Centre
Level 3 · 1,500 gold · 3 turns
Harmony: +1 Yin (local province)
Hero recruit rank: +3 (all provinces)
Income from all buildings: +6% (local province)
Growth: +40
Conscription (Yang)

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)
Casualty replenishment rate: +1% for Yang units (all armies)
Prevents construction of Conscription Field building
Harmony: +1 Yang (local province)
Control: +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)
Casualty replenishment rate: +2% for Yang units (all armies)
Harmony: +1 Yang (local province)
Control: +4

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)
Casualty replenishment rate: +3% for Yang units (all armies)
Harmony: +1 Yang (local province)
Control: +5
Conscription (Yin)

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)
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

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)
Casualty replenishment rate: +2% for Yin units (all armies)
Harmony: +1 Yin (local province)
Casualty replenishment rate: +6% (armies in region)
Control: +2

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)
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

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn
Character experience gain: +5% (all characters)
Income generated: 100
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 2 turns
Character experience gain: +7% (all characters)
Income generated: 150
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 3 turns
Character experience gain: +10% (all characters)
Income generated: 200
Dyes resource production: 45 ounces
Exotic Animals

Exotic Animal Tamer
Level 1 · 500 gold · 1 turn
Income generated: 100
Charge bonus: +5% for Cavalry units (all armies)
Exotic Animals resource production: 20 cages

Exotic Animal Pen
Level 2 · 1,000 gold · 2 turns
Income generated: 150
Charge bonus: +7% for Cavalry units (all armies)
Exotic Animals resource production: 30 cages

Exotic Animal Market
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Charge bonus: +10% for Cavalry units (all armies)
Exotic Animals resource production: 45 cages
Garrison

Ramparts
Level 1 · 2,000 gold · 4 turns
Defensive supplies: +1000 (local province)
Prevents construction of Archer Platforms building
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Bullets
Harmony: +1 Yang (local province)

Cannon Emplacements
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +1500 (local province)
Defensive supplies: +50 per turn when under siege
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Cannon Balls
Harmony: +1 Yang (local province)

Artillery Batteries
Level 3 · 6,000 gold · 6 turns
Defensive supplies: +2000 (local province)
Defensive supplies: +100 per turn when under siege
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Fire Rain Rockets
Harmony: +1 Yang (local province)
Garrison

Archer Platforms
Level 1 · 2,000 gold · 4 turns
Defensive supplies: +1000 (local province)
Prevents construction of Ramparts building
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Bullets
Harmony: +1 Yin (local province)

Archer Towers
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +1500 (local province)
Defensive supplies: +50 per turn when under siege
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Cannon Balls
Harmony: +1 Yin (local province)

Sky Lantern Roosts
Level 3 · 6,000 gold · 6 turns
Defensive supplies: +2000 (local province)
Defensive supplies: +100 per turn when under siege
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Fire Rain Rockets
Harmony: +1 Yin (local province)
Gold Mining

Gold Mining Pit
Level 1 · 500 gold · 2 turns
Income from Mines and Quarries: +5% (factionwide)
Income from Gold Mines: +20% (local region)
Income generated: 100

Gold Mine
Level 2 · 1,000 gold · 3 turns
Income from Mines and Quarries: +7% (factionwide)
Income from Gold Mines: +20% (local region)
Income generated: 300

Gold Smelter
Level 3 · 2,000 gold · 4 turns
Income from Mines and Quarries: +10% (factionwide)
Income from Gold Mines: +20% (local region)
Income generated: 600
Income from all buildings: +10% (local province)
Industry (Yang)

Wares Market
Level 1 · 500 gold · 1 turn
Prevents construction of Spice Market building
Income from Industry (Yang) buildings: +15% (local region)
Harmony: +1 Yang (local province)
Income generated: 150
Income from trade tariffs: +15%

Merchant Caravans
Level 2 · 1,000 gold · 2 turns
Income from Industry (Yang) buildings: +15% (local region)
Harmony: +1 Yang (local province)
Income generated: 200
Income from trade tariffs: +20%

Trade Exchange
Level 3 · 1,500 gold · 3 turns
Income from Industry (Yang) buildings: +15% (local region)
Harmony: +1 Yang (local province)
Income generated: 325
Income from trade tariffs: +25%
Industry (Yin)

Spice Market
Level 1 · 500 gold · 1 turn
Income from Industry (Yin) buildings: +15% (local region)
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%

Gem Factors
Level 2 · 1,000 gold · 2 turns
Income from Industry (Yin) buildings: +15% (local region)
Sale value of cargo: +20% (all characters)
Harmony: +1 Yin (local province)
Income generated: 175
Income from trade tariffs: +4%

Goods Emporium
Level 3 · 1,500 gold · 3 turns
Income from Industry (Yin) buildings: +15% (local region)
Sale value of cargo: +30% (all characters)
Harmony: +1 Yin (local province)
Income generated: 250
Income from trade tariffs: +6%
Iron Mining

Iron Mining Pit
Level 1 · 500 gold · 2 turns
Income generated: 100
Recruit rank: +1 for all units (local province)
Armour: +3 (all armies)
Iron resource production: 20 ingots

Iron Mines
Level 2 · 1,000 gold · 3 turns
Income generated: 150
Recruit rank: +1 for all units (local province)
Armour: +5 (all armies)
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 2,000 gold · 4 turns
Income generated: 200
Recruit rank: +1 for all units (local province)
Armour: +7 (all armies)
Iron resource production: 45 ingots
Marble Quarry

Sawyer
Level 1 · 500 gold · 1 turn
Construction cost: -5% for Wall and Garrison buildings (factionwide)
Construction cost: -10% for all buildings (local province)
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 2 turns
Construction cost: -7% for Wall and Garrison buildings (factionwide)
Construction cost: -10% for all buildings (local province)
Income generated: 150
Marble resource production: 30 slabs

Stone Mason's Workshop
Level 3 · 2,000 gold · 3 turns
Construction cost: -10% for Wall and Garrison buildings (factionwide)
Construction cost: -10% for all buildings (local province)
Income generated: 200
Marble resource production: 45 slabs
Medicine Production

Herb Gatherer's Camp
Level 1 · 500 gold · 1 turn
Income generated: 100
Vigour loss reduction: -2% (all armies)
Medicinal Plants resource production: 20 bundles

Exotic Hothouse
Level 2 · 1,000 gold · 2 turns
Income generated: 150
Vigour loss reduction: -4% (all armies)
Medicinal Plants resource production: 30 bundles

Alchemy Workshop
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Vigour loss reduction: -5% (all armies)
Medicinal Plants resource production: 45 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

Oak of Ages (Pacified)
Level 2 · 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)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Timber resource production: 100 logs
Obsidian Quarry

Obsidian Quarry
Level 1 · 500 gold · 1 turn
Winds of Magic power reserve capacity: +3 (all armies)
Income generated: 100
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 2 turns
Winds of Magic power reserve capacity: +5 (all armies)
Income generated: 150
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +7 (all armies)
Income generated: 200
Carved Obsidian resource production: 45 chests
Orchards

Orchards
Level 1 · 500 gold · 1 turn
Income generated: 100
Wine resource production: 20 barrels
Lord recruit rank: +1 (all provinces)

Vineyard
Level 2 · 1,000 gold · 2 turns
Income generated: 150
Wine resource production: 30 barrels
Lord recruit rank: +1 (all provinces)

Vintner
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Wine resource production: 45 barrels
Lord recruit rank: +2 (all provinces)
Pastures

Grazing Pastures
Level 1 · 500 gold · 1 turn
Income generated: 100
Growth: +25
Growth: +2 (all provinces)

Livestock Pens
Level 2 · 1,000 gold · 2 turns
Income generated: 150
Growth: +35
Growth: +4 (all provinces)

Cattle Ranch
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Growth: +45
Growth: +5 (all provinces)
Port

Ruined Docks
Level 1 · 1 turn

Dock
Level 2 · 1,500 gold · 2 turns
Income generated: 100
Campaign movement range: +5% (all navies)
Growth: +10

River Port
Level 3 · 3,000 gold · 4 turns
Income generated: 300
Campaign movement range: +10% (all navies)
Growth: +20

Sea Port
Level 4 · 6,000 gold · 6 turns
Income generated: 500
Campaign movement range: +15% (all navies)
Growth: +30
Pottery Production

Clay Pit
Level 1 · 500 gold · 1 turn
Defensive supplies: +50 (factionwide)
Income generated: 100
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 2 turns
Defensive supplies: +100 (all provinces)
Income generated: 150
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 3 turns
Defensive supplies: +200 (all provinces)
Income generated: 200
Pottery resource production: 45 kilnful
Saltmaking

Brine Mining Pans
Level 1 · 500 gold · 1 turn
Corruption: -4 (all adjacent provinces)
Income generated: 100
Growth: +2 (all provinces)
Salt resource production: 20 barrels

Brine Mining Basin
Level 2 · 1,000 gold · 2 turns
Corruption: -6 (all adjacent provinces)
Income generated: 150
Growth: +4 (all provinces)
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 3 turns
Corruption: -8 (all adjacent provinces)
Income generated: 200
Growth: +5 (all provinces)
Salt resource production: 45 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

Bordeleaux Port
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
Growth: +10

Bordeleaux Harbour
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Growth: +20

Manann’s Dry Docks
Level 4 · 6,000 gold · 6 turns
Chivalry: +50 per turn
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Growth: +30
Spice Trading

Spice Market
Level 1 · 500 gold · 1 turn
Maximum Caravan cargo capacity: +5%
Income generated: 100
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 2 turns
Maximum Caravan cargo capacity: +7%
Income generated: 150
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 3 turns
Maximum Caravan cargo capacity: +10%
Income generated: 200
Spices resource production: 45 sacks
Tusks

Animal Store
Level 1 · 500 gold · 1 turn
Ivory resource production: 20 tusks
Income generated: 100
Diplomatic relations: +3 with all factions

Tusk Market
Level 2 · 1,000 gold · 2 turns
Ivory resource production: 30 tusks
Income generated: 150
Diplomatic relations: +4 with all factions

Tusk Compound
Level 3 · 2,000 gold · 3 turns
Ivory resource production: 45 tusks
Income generated: 200
Diplomatic relations: +5 with all factions
Wild Game

Hunting Camp
Level 1 · 500 gold · 1 turn
Income generated: 100
Attrition: -15% casualties suffered from snow attrition (all armies)
Furs resource production: 20 bundles

Hunting Lodge
Level 2 · 1,000 gold · 2 turns
Income generated: 150
Attrition: -10% casualties suffered from snow attrition (all armies)
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Attrition: -25% casualties suffered from snow attrition (all armies)
Furs resource production: 45 bundles
Woodlands

Woodman's Hut
Level 1 · 500 gold · 1 turn
Construction cost: -10% for all buildings (local province)
Construction cost: -5% for all buildings (factionwide)
Income generated: 100
Ammunition: +5% (all armies)
Timber resource production: 20 logs

Timber Mill
Level 2 · 1,000 gold · 2 turns
Construction cost: -10% for all buildings (local province)
Construction cost: -7% for all buildings (factionwide)
Income generated: 150
Ammunition: +7% (all armies)
Timber resource production: 30 logs

Lumberyard
Level 3 · 2,000 gold · 3 turns
Construction cost: -10% for all buildings (local province)
Construction cost: -10% for all buildings (factionwide)
Income generated: 200
Ammunition: +10% (all armies)
Timber resource production: 45 logs
Landmarks
Show 45 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · 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
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · 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
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · 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 Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn
Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns
Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns
Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Special Port
Ruined Erengrad Harbour Level 1
Erengrad Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20
Erengrad Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30
Special Port
Ruined Marienburg Harbour Level 1
Marienburg Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Marienburg Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Wei-Jin
Ruined Wei-Jin Level 1 · 1 turn
Corruption: -2
Wei-Jin (Tower) Level 2 · 1,000 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (local province) · Income generated: 150 · Tradable resources produced: +6% (factionwide) · Growth: +10 · Adds walls to the settlement · Research rate: +5 · Research rate: +20 · Diplomatic relations: +5 with all factions
Unlocks: Peasant Long Spearmen, Peasant Archers
Wei-Jin (Fortress) Level 3 · 2,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 3 construction slots in the settlement · Income from all buildings: +20% (local province) · Income generated: 200 · Tradable resources produced: +8% (factionwide) · Growth: +20 · Adds walls to the settlement · Research rate: +5 · Research rate: +40 · Diplomatic relations: +5 with all factions
Wei-Jin (Palace) Level 4 · 4,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 5 construction slots in the settlement · Income from all buildings: +30% (local province) · Income generated: 300 · Tradable resources produced: +10% (factionwide) · Growth: +30 · Adds walls to the settlement · Research rate: +5 · Research rate: +60 · Diplomatic relations: +10 with all factions
Wei-Jin (Celestial City) Level 5 · 8,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 7 construction slots in the settlement · Income from all buildings: +40% (local province) · Income generated: 400 · Tradable resources produced: +12% (factionwide) · Growth: +40 · Adds walls to the settlement · Research rate: +5 · Research rate: +80 · Diplomatic relations: +15 with all factions
Wei-Jin (Imperial Seat) Level 6 · 16,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 9 construction slots in the settlement · Income from all buildings: +50% (local province) · Income generated: 500 · Tradable resources produced: +15% (factionwide) · Growth: +50 · Adds walls to the settlement · Research rate: +5 · Research rate: +100 · Diplomatic relations: +20 with all factions
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
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 Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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
Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric 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
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
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · 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
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 Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 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) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · 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)