Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

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

  1. 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

  2. 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

  1. Ruined Bastion

    Level 1 · 1 turn

    • Adds walls to the settlement
  2. 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

  3. 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
  4. 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
  5. 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

  6. 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

  1. Celestial Tower

    Level 1 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Astromancer
    • Hero action success chance: +3% (all characters)
    • Research rate: +5

    Unlocks

  2. Celestial Observatory

    Level 2 · 5,000 gold · 5 turns

    • Hero capacity: +1 for Astromancers
    • Unlocks Hero recruitment: Astromancer
    • Hero action success chance: +4% (all characters)
    • Research rate: +6

    Unlocks

  3. Celestial Beacon

    Level 3 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Astromancers
    • Unlocks Hero recruitment: Astromancer
    • Hero action success chance: +5% (all characters)
    • Research rate: +8

    Unlocks

Forge

  1. Nan-Gau Forge

    Level 1 · 1,500 gold · 2 turns

    • Ammunition: +3% (all armies)

    Unlocks

  2. Powder Magazine

    Level 2 · 2,500 gold · 3 turns

    • Ammunition: +6% (all armies)

    Unlocks

  3. Fire Rain Silo

    Level 3 · 4,000 gold · 4 turns

    • Ammunition: +10% (all armies)

    Unlocks

Jade Barracks

  1. Training Camp

    Level 1 · 750 gold · 1 turn

    • Local recruitment capacity: +1

    Unlocks

  2. Dormitory

    Level 2 · 1,500 gold · 2 turns

    • Local recruitment capacity: +2

    Unlocks

  3. Jade Barracks

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Gate Masters
    • Unlocks Hero recruitment: Gate Master
    • Local recruitment capacity: +3

    Unlocks

Sky Port

  1. 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

  2. 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

  1. Corral

    Level 1 · 750 gold · 1 turn

    • Recruit rank: +1 for all units

    Unlocks

  2. Jade Stables

    Level 2 · 2,500 gold · 3 turns

    • Recruit rank: +2 for all units

    Unlocks

  3. Longma Paddocks

    Level 3 · 4,000 gold · 4 turns

    • Recruit rank: +3 for all units

    Unlocks

Tiger Den

  1. 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

  2. Clawspeaker Shrine

    Level 2 · 3,000 gold · 4 turns

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

    Unlocks

  3. Iron Claw Barracks

    Level 3 · 6,000 gold · 5 turns

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

    Unlocks

Artisan

  1. 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)
  2. 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)
  3. 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)
  4. 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)
  5. Bastion Arsenal

    Level 5 · 4,000 gold · 5 turns

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

Flame of Ulric

  1. 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

  1. Bastion Watch Mast

    Level 1 · 1,000 gold · 1 turn

    • Campaign line of sight: +40%
    • Upkeep: -25% (armies in region)
    • Upkeep: -1% (all armies)
  2. Bastion Barracks

    Level 2 · 1,500 gold · 2 turns

    • Campaign line of sight: +50%
    • Upkeep: -35% (armies in region)
    • Upkeep: -2% (all armies)
  3. Bastion Quarters

    Level 3 · 2,000 gold · 3 turns

    • Campaign line of sight: +60%
    • Upkeep: -45% (armies in region)
    • Upkeep: -2% (all armies)
  4. Bastion Overlook

    Level 4 · 3,000 gold · 4 turns

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

    Level 5 · 4,000 gold · 5 turns

    • Campaign line of sight: +100%
    • Upkeep: -65% (armies in region)
    • Upkeep: -3% (all armies)

Garrison

  1. Stockades

    Level 1 · 2,000 gold · 4 turns

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

    Level 2 · 4,000 gold · 5 turns

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

Outpost

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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

  1. Bastion Gaol

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

    Level 4 · 3,000 gold · 4 turns

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

    Level 5 · 4,000 gold · 5 turns

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

Economy

Gem Mining

  1. 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
  2. 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

  3. 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

  1. Ruined Town

    Level 1 · 1 turn

    • Construction time: -100% for all buildings (local region)
    • Corruption: -1
    • Construction cost: -50% for all buildings (local region)
  2. 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

  3. 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
  4. 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

  1. Sky Lantern Lookouts

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -3

    Unlocks

  2. Sky Lantern Scouts

    Level 2 · 3,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -4
  3. Dragon Sentries

    Level 3 · 4,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption in adjacent provinces: -2
    • Corruption: -5

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Construction time: -100% for all buildings (local region)
    • Corruption: -2
    • Construction cost: -50% for all buildings (local region)
  2. 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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Civic (Yang)

  1. Labour Conscription Bureau

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 1,500 gold · 3 turns

    • Harmony: +1 Yang (local province)
    • Construction cost: -6% for all buildings (local province)
    • Construction cost: -5% for all buildings (factionwide)
    • Growth: +30

Civic (Yin)

  1. 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
  2. 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
  3. 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)

  1. Conscription Office

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Conscription (Yin)

  1. Conscription Field

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -80% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
    • 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

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

    • Character experience gain: +7% (all characters)
    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 3 turns

    • Character experience gain: +10% (all characters)
    • Income generated: 200
    • Dyes resource production: 45 ounces

Exotic Animals

  1. 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
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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)

  1. 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%
  2. 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%
  3. 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)

  1. 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%
  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%
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Vigour loss reduction: -4% (all armies)
    • Medicinal Plants resource production: 30 bundles
  3. 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

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. 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

  1. 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
  2. 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
  3. 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

  1. Orchards

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Wine resource production: 20 barrels
    • Lord recruit rank: +1 (all provinces)
  2. Vineyard

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Wine resource production: 30 barrels
    • Lord recruit rank: +1 (all provinces)
  3. Vintner

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Wine resource production: 45 barrels
    • Lord recruit rank: +2 (all provinces)

Pastures

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Growth: +25
    • Growth: +2 (all provinces)
  2. Livestock Pens

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Growth: +35
    • Growth: +4 (all provinces)
  3. Cattle Ranch

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Growth: +45
    • Growth: +5 (all provinces)

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Dock

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 100
    • Campaign movement range: +5% (all navies)
    • Growth: +10
  3. River Port

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 300
    • Campaign movement range: +10% (all navies)
    • Growth: +20
  4. Sea Port

    Level 4 · 6,000 gold · 6 turns

    • Income generated: 500
    • Campaign movement range: +15% (all navies)
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 500 gold · 1 turn

    • Defensive supplies: +50 (factionwide)
    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 2 turns

    • Defensive supplies: +100 (all provinces)
    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 3 turns

    • Defensive supplies: +200 (all provinces)
    • Income generated: 200
    • Pottery resource production: 45 kilnful

Saltmaking

  1. 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
  2. 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
  3. 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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Growth: +10
  3. Bordeleaux Harbour

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Growth: +20
  4. 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

  1. Spice Market

    Level 1 · 500 gold · 1 turn

    • Maximum Caravan cargo capacity: +5%
    • Income generated: 100
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns

    • Maximum Caravan cargo capacity: +7%
    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns

    • Maximum Caravan cargo capacity: +10%
    • Income generated: 200
    • Spices resource production: 45 sacks

Tusks

  1. Animal Store

    Level 1 · 500 gold · 1 turn

    • Ivory resource production: 20 tusks
    • Income generated: 100
    • Diplomatic relations: +3 with all factions
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns

    • Ivory resource production: 30 tusks
    • Income generated: 150
    • Diplomatic relations: +4 with all factions
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

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

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

Landmark

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

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

Landmark

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

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

Landmark

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

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)