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
Armoury
2 levels · unlocks Celestial Dragon Guard, Celestial Dragon Crossbows

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

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

Ruined Bastion
Ruin
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

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

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

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

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

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

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

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

Nan-Gau Forge
Level 1 · 1,500 gold · 2 turns
While "Fortress City" is active: Ammunition: +3% (all armies)
Unlocks

Powder Magazine
Level 2 · 2,500 gold · 3 turns
While "Fortress City" is active: Ammunition: +6% (all armies)
Unlocks

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

Training Camp
Level 1 · 750 gold · 1 turn
While "Fortress City" is active: Local recruitment capacity: +1
Unlocks

Dormitory
Level 2 · 1,500 gold · 2 turns
While "Fortress City" is active: 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
While "Fortress City" is active: Local recruitment capacity: +3
Unlocks

Sky Port
2 levels · unlocks Sky Lantern, Sky-junk
Sky Port
2 levels · unlocks Sky Lantern, Sky-junk

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

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

Corral
Level 1 · 750 gold · 1 turn
While "Fortress City" is active: Recruit rank: +1 for all units
Unlocks

Jade Stables
Level 2 · 2,500 gold · 3 turns
While "Fortress City" is active: Recruit rank: +2 for all units
Unlocks

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

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

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

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
Artisan
5 levels

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)

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)

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)

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)

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
Flame of Ulric
1 level

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
Fortification
5 levels

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)

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)

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)

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)

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
Garrison
2 levels

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
3 levels
Outpost
3 levels

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)

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)

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
Refectory
5 levels

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

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

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

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

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
Sanctum
5 levels

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)

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)

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)

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)

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
Gem Mining
3 levels · unlocks Tiger Warriors, Tiger Warrior Stalkers

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

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

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
Minor Settlement
3 levels · unlocks Peasant Long Spearmen, Peasant Archers

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)

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

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

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
Protection
3 levels · unlocks Onyx Crowmen

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

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

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
Province Capital
5 levels · unlocks Peasant Long Spearmen, Peasant Archers

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)

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

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

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

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

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
Anti-Vermintide
4 levels

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)
3 levels
Civic (Yang)
3 levels

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

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

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
Civic (Yin)
3 levels

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

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

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
Conscription (Yang)
3 levels

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

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

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
Conscription (Yin)
3 levels

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

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

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
Dye Production
3 levels

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

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

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
Exotic Animals
3 levels

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

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

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
Garrison
3 levels

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)

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)

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
Garrison
3 levels

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)

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)

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
Gold Mining
3 levels

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

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

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
Industry (Yang)
3 levels

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%

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%

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
Industry (Yin)
3 levels

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%

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%

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
Iron Mining
3 levels

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

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

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
Marble Quarry
3 levels

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

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

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
Medicine Production
3 levels

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

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

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
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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
Obsidian Quarry
3 levels

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

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

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
Orchards
3 levels

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)

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)

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
Pastures
3 levels

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)

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)

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
Port
3 levels

Ruined Docks
Ruin

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

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

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
Pottery Production
3 levels

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

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

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
Saltmaking
3 levels

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

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

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
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

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
Spice Trading
3 levels

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

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

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
Tusks
3 levels

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

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

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
Wild Game
3 levels

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

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

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
Woodlands
3 levels

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

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

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
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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Jade Warriors | Training Camp | 750 | 1 | 1 | — | — |
| 2 | Peasant Horsemen | Corral | 750 | 1 | 1 | — | — |
| 3 | Peasant Archers | Bastion Gatehouse | 1,000 | 4 | — | — | — |
| 4 | Peasant Long Spearmen | Bastion Gatehouse | 1,000 | 4 | — | — | — |
| 5 | Iron Hail Gunners | Nan-Gau Forge | 1,500 | 2 | 2 | 2,000 | 1 |
| 6 | Nan-Gau Grenadiers | Nan-Gau Forge | 1,500 | 2 | 2 | 2,000 | 1 |
| 7 | Tiger Warriors | Tiger Warrior Den | 1,500 | 2 | 2 | 2,000 | 1 |
| 8 | Jade Warrior Crossbows | Dormitory | 2,250 | 3 | 2 | 2,000 | 1 |
| 9 | Onyx Crowmen | Dormitory | 2,250 | 3 | 2 | 2,000 | 1 |
| 10 | Celestial Lion | Celestial Tower | 3,000 | 4 | 3 | 6,000 | 3 |
| 11 | Jade Lion | Celestial Tower | 3,000 | 4 | 3 | 6,000 | 3 |
| 12 | Jet Lion | Celestial Tower | 3,000 | 4 | 3 | 6,000 | 3 |
| 13 | Sky Lantern | Alchemist Tower | 3,000 | 4 | 3 | 6,000 | 3 |
| 14 | Jade Lancers | Jade Stables | 3,250 | 4 | 3 | 6,000 | 3 |
| 15 | Crane Gunners | Powder Magazine | 4,000 | 5 | 3 | 6,000 | 3 |
| 16 | Grand Cannons | Powder Magazine | 4,000 | 5 | 3 | 6,000 | 3 |
| 17 | Zhangu War Drum | Powder Magazine | 4,000 | 5 | 3 | 6,000 | 3 |
| 18 | Tiger Warrior Stalkers | Clawspeaker Shrine | 4,500 | 6 | 3 | 6,000 | 3 |
| 19 | Jade Warrior Crossbows (Shields) | Jade Barracks | 4,750 | 6 | 3 | 6,000 | 3 |
| 20 | Jade Warriors (Halberds) | Jade Barracks | 4,750 | 6 | 3 | 6,000 | 3 |
| 21 | Celestial Dragon Guard | Celestial Barracks (capital) | 5,000 | 5 | 4 | 14,000 | 7 |
| 22 | Great Longma Riders | Longma Paddocks (capital) | 7,250 | 8 | 4 | 14,000 | 7 |
| 23 | Fire Rain Rocket Battery | Fire Rain Silo (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 24 | Great Moon Bird | Celestial Observatory (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 25 | Wu Xing War Compass | Celestial Observatory (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 26 | Iron Claw Tiger Warriors | Iron Claw Barracks (capital) | 10,500 | 11 | 4 | 14,000 | 7 |
| 27 | Sky-junk | Mooring Tower (capital) | 13,000 | 10 | 5 | 30,000 | 12 |
| 28 | Celestial Dragon Crossbows | Celestial Armoury (capital) | 15,000 | 11 | 5 | 30,000 | 12 |
| 29 | Terracotta Sentinel | Bastion Stronghold | 15,000 | 22 | — | — | — |