Greenskins buildings
42 building chains Greenskins 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
Cavalry

Wolf Den
Level 1 · 500 gold · 1 turn
Unlocks

Boar Sty
Level 2 · 1,500 gold · 2 turns
Unlocks

Boar Penz
Level 3 · 3,000 gold · 3 turns
Unlocks
Goblin Recruitment

Goblin Camp
Level 1 · 500 gold · 1 turn
Unlocks

Night Goblin Hovels
Level 2 · 1,000 gold · 2 turns
Unlocks Hero recruitment: Goblin Big Boss
Unlocks

Mushroom Distillery
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Goblin Big Bosses
Unlocks Hero recruitment: Goblin Big Boss
Unlocks
Monsters

Troll Cave
Level 1 · 2,000 gold · 3 turns
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -5% for all buildings (local province)
Unlocks

Stompin' Groundz
Level 2 · 3,500 gold · 4 turns
Hero capacity: +1 for Giant River Troll Hags
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -10% for all buildings (local province)
Unlocks

Rock Mounds
Level 3 · 6,500 gold · 6 turns
Hero capacity: +1 for Giant River Troll Hags
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -15% for all buildings (local province)
Unlocks
Monsters

Troll Cave
Level 1 · 5,000 gold · 3 turns
Unlocks
Orc Recruitment

Musta Fieldz
Level 1 · 750 gold · 1 turn
Unlocks

Fightin' Pit
Level 2 · 1,250 gold · 2 turns
Unlocks Hero recruitment: Black Orc Big Boss
Unlocks

Black Orc Barracks
Level 3 · 6,000 gold · 6 turns
Hero capacity: +1 for Black Orc Big Bosses
Unlocks Hero recruitment: Black Orc Big Boss
Unlocks
Savage Orc Boars

Boar Sty
Level 1 · 3,000 gold · 3 turns
Unlocks
Savage Orc Boars

Boar Sty
Level 1 · 3,000 gold · 3 turns
Unlocks
Savage Orc Recruitment

Musta Fieldz
Level 1 · 1,000 gold · 1 turn
Unlocks

Brawlin' Groundz
Level 2 · 2,000 gold · 2 turns
Unlocks

Fightin' Pit
Level 3 · 4,000 gold · 3 turns
Unlocks
Savage Orc Recruitment

Musta Fieldz
Level 1 · 1,000 gold · 1 turn
Unlocks

Brawlin' Groundz
Level 2 · 2,000 gold · 2 turns
Unlocks

Fightin' Pit
Level 3 · 4,000 gold · 3 turns
Unlocks
Spiders

Gloomy Hollowz
Level 1 · 2,000 gold · 3 turns
Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +5% (armies in province)
Unlocks

Sacred Spider Groundz
Level 2 · 5,000 gold · 5 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +10% (armies in province)
Unlocks

Deep Spider Lairz
Level 3 · 6,500 gold · 6 turns
Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +15% (armies in province)
Unlocks
Squig Upgrades

Squig Nest
Level 1 · 2,000 gold · 2 turns
- HIDDEN - used in conjuction with squig recruit rank effect for merc squig units (armies in province)
Recruitment cost: -20% for Squig units (local province)
Recruit rank: +3 for Squig units (local province)
Upkeep: -3% for Squig units (all armies)
Unlocks
Tinkerer

Goblin Toolbox
Level 1 · 2,000 gold · 3 turns
Scrap gained: +1
Research rate: +3
Unlocks

Goblin Tinkerer Bench
Level 2 · 3,500 gold · 4 turns
Scrap gained: +2
Research rate: +5
Unlocks

Goblin Workshop
Level 3 · 5,000 gold · 5 turns
Scrap gained: +5
Research rate: +10
Unlocks
Beast Upgrades

Beast Lairz
Level 1 · 3,000 gold · 3 turns
Upkeep: -3% for Boar, Wolf and Spider Rider units (all armies)
Recruitment cost: -20% for Boar, Wolf and Spider Rider units (local province)
Recruit rank: +1 for Boar, Wolf and Spider Rider units (local province)
Carpentry Upgrades

Goblin Sawmillz
Level 1 · 3,000 gold · 3 turns
Upkeep: -3% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (all armies)
Recruitment cost: -20% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
Recruit rank: +1 for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
Flame of Ulric

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Empower 5 Sigils within the Black Pyramid
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
Vampiric corruption: +6
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2
Garrison

Outpost Garrison
Level 1 · 2,000 gold · 2 turns
Garrison

Goblin Watch Tower
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Orc Guard House
Level 2 · 4,000 gold · 4 turns
Defensive supplies: +2000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Garrison

Outpost Garrison
Level 1 · 1,500 gold · 2 turns
Garrison

Savage Watch Tower
Level 1 · 1,500 gold · 2 turns
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Savage Guard Post
Level 2 · 3,000 gold · 3 turns
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Metal Upgrades

Black Orc Forge
Level 1 · 3,000 gold · 3 turns
Recruitment cost: -10% for Big 'Uns and Black Orc units (local province)
Recruit rank: +1 for Big 'Uns and Black Orc units (local province)
Upkeep: -3% for Black Orcs and Big 'Uns units (all armies)
Outpost

Greenskin 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)

Greenskin 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)

Greenskin 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)
Walls

Ditches
Level 1 · 2,500 gold · 3 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Improved tower projectiles: Arrows

Stakes
Level 2 · 3,500 gold · 4 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -15%
Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Improved tower projectiles: Giant Dungballs

Big Walls
Level 3 · 5,000 gold · 5 turns
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Improved tower projectiles: Rock Idols
Economy
Major Settlement

Ruined Dwarfhold
Level 1 · 1 turn
Corruption: -2

Greenskin Hideout
Level 2 · 1,000 gold · 2 turns
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
Adds walls to the settlement
Local recruitment capacity: +1
Unlocks

Greenskin Camp
Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20
Adds walls to the settlement
Local recruitment capacity: +1
Unlocks

Greenskin Encampment
Level 4 · 4,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30
Adds walls to the settlement
Local recruitment capacity: +1

Greenskin Fort
Level 5 · 6,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -2
Grants 5 construction slots in the settlement
Income generated: 200
Growth: +40
Adds walls to the settlement
Local recruitment capacity: +1

Greenskin Stronghold
Level 6 · 10,000 gold · 6 turns
Defensive supplies: +1000
Corruption: -2
Grants 7 construction slots in the settlement
Income generated: 240
Growth: +50
Adds walls to the settlement
Local recruitment capacity: +1
Minor Settlement

Ruined Dwarfhold
Level 1 · 1 turn
Corruption: -1

Greenskin Hideout
Level 2 · 1,000 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
Unlocks

Greenskin Camp
Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20
Unlocks

Greenskin Burrows
Level 4 · 4,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30
Squigs

Squig Cages
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Night Goblin Big Boss
Unlocks

Squig Chasm
Level 2 · 4,000 gold · 4 turns
Hero capacity: +1 for Night Goblin Big Bosses
Unlocks Hero recruitment: Night Goblin Big Boss
Unlocks
Anti-Vermintide

Rat Catchers
Level 1 · 200 gold · 1 turn · upkeep 200
Prevents the Vermintide Under-Empire from spreading to this region
(while this building is present)
Income from all buildings: -5% (local province)
Control: -2

Well-Placed Explosives
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
This settlement will be razed and then cannot be occupied again for 20 turns

Raid the Under-City
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
Building will be removed upon completion
A Vermintide army will assault this settlement

Sewer Patrols
Level 2 · 500 gold · 2 turns · upkeep 500
Prevents the Vermintide Under-Empire from spreading to any region in this province
(while this building is present)
Income from all buildings: -10% (local province)
Control: -5
Encampment

Savage Orc Gathering
Level 1 · 750 gold · 2 turns
Income generated: 250
Horde growth: +1
Local recruitment capacity: +3

Savage Orc Camp
Level 2 · 1,500 gold · 3 turns
Income generated: 375
Horde growth: +2
Local recruitment capacity: +4

Savage Orc Host
Level 3 · 3,000 gold · 4 turns
Income generated: 500
Horde growth: +3
Local recruitment capacity: +5
Gem Mining

Cave of Shinies
Level 1 · 1,000 gold · 1 turn
Income generated: 350

Shiny Pit
Level 2 · 2,000 gold · 2 turns
Income generated: 525

Stunty Mine
Level 3 · 3,000 gold · 3 turns
Income generated: 700
Gold Mining

Cave of Shinies
Level 1 · 1,000 gold · 1 turn
Income generated: 350

Shiny Pit
Level 2 · 2,000 gold · 2 turns
Income generated: 525

Stunty Mine
Level 3 · 3,000 gold · 3 turns
Income generated: 700
Industry

Pile of Shiny Stuff
Level 1 · 1,000 gold · 1 turn
Prevents construction of Raiding building chain
Income generated: 250

Heap of Shiny Stuff
Level 2 · 2,000 gold · 2 turns
Prevents construction of Raiding building chain
Income generated: 375

Da Hoard
Level 3 · 3,000 gold · 3 turns
Prevents construction of Raiding building chain
Income generated: 500
Industry

Bone Carver
Level 1 · 650 gold · 1 turn
Income generated: 300

Bone Crafter
Level 2 · 1,300 gold · 2 turns
Income generated: 450

Hut of Bones
Level 3 · 2,200 gold · 3 turns
Income generated: 600
Leadership

Boss' Tent
Level 1 · 1,500 gold · 2 turns
Corruption: -1
Control: +4

Boss' Shack
Level 2 · 3,000 gold · 3 turns
Corruption: -1
Control: +6
Major Settlement

Ransacked Campsite
Level 1 · 1 turn
Corruption: -2

Savage Orc Gathering
Level 2 · 750 gold · 1 turn
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 200
Growth: +10
Adds walls to the settlement

Savage Orc Camp
Level 3 · 1,500 gold · 2 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 300
Growth: +20
Adds walls to the settlement

Savage Orc Host
Level 4 · 3,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 400
Growth: +30
Adds walls to the settlement
Local recruitment capacity: +1
Minor Settlement

Ransacked Campsite
Level 1 · 1 turn
Corruption: -1

Savage Orc Gathering
Level 2 · 750 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 200
Growth: +10

Savage Orc Camp
Level 3 · 1,500 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 300
Growth: +20

Savage Orc Host
Level 4 · 3,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 400
Growth: +30
Local recruitment capacity: +1
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

Oak of Ages (Pacified)
Level 2 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Timber resource production: 100 logs
Port

Ruined Docks
Level 1 · 1 turn

Greenskin Wharf
Level 2 · 1,000 gold · 1 turn
Income generated: 200
Growth: +15

Greenskin Docks
Level 3 · 2,500 gold · 3 turns
Income generated: 400
Growth: +30

Greenskin Shipyard
Level 4 · 4,500 gold · 5 turns
Income generated: 600
Growth: +45
Protection

Rat Trapperz
Level 1 · 1,500 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province
Corruption: -3
Control: +3

Gobbo Trackerz
Level 2 · 2,000 gold · 3 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)
Corruption: -4
Control: +3

Trapperz Shack
Level 3 · 2,500 gold · 4 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)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3
Raiding

Raidin' Stashes
Level 1 · 1,000 gold · 1 turn
Income from sacking and looting settlements: +1% (all characters)
Prevents construction of Industry building chain
Income from post-battle loot: +2% (factionwide)
Income from raiding: +1% (all armies)

Raidin' Hideout
Level 2 · 3,000 gold · 3 turns
Income from sacking and looting settlements: +2% (all characters)
Prevents construction of Industry building chain
Income from post-battle loot: +4% (factionwide)
Income from raiding: +2% (all armies)
Shaman

Shaman's Hut
Level 1 · 1,500 gold · 2 turns
Corruption: -4
Winds of Magic power reserve: +5 per turn (armies in local province)
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman

Shaman's Hovel
Level 2 · 4,000 gold · 4 turns
Corruption: -6
Winds of Magic power reserve: +10 per turn (armies in local province)
Hero capacity: +1 for Shamans
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman
Hero recruit rank: +2 for Shamans

Shamanic Tepee
Level 3 · 5,000 gold · 5 turns
Corruption in adjacent provinces: -2
Corruption: -8
Winds of Magic power reserve: +15 per turn (armies in local province)
Hero capacity: +2 for Shamans
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman
Hero recruit rank: +4 for Shamans
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Idolz
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Totem Pole
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +30

Boss Pole
Level 3 · 2,500 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40
Territory Marker

Tribal Markers
Level 1 · 500 gold · 1 turn
Casualty replenishment rate: +2%
Horde growth: +2

Totem Pole
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +3%
Horde growth: +3

Boss Pole
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +4%
Horde growth: +4
Landmarks
Show 63 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
Black Crag
Ruined Black Crag Level 1 · 1 turn
Corruption: -2
Black Crag (Greenskin Hideout) 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 generated: 150 · Growth: +10 · Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Black Crag (Greenskin Camp) Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 225 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Black Crag (Greenskin Encampment) 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 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 300 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Black Crag (Greenskin Fort) Level 5 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 375 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +2
Black Crag (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 450 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +2
Black Orc Headquarters
Big Fort Level 1 · 8,000 gold · 4 turns
Local Recruitment duration: -1 turn for Black Orc units (minimum 1) (local province) · Recruitment cost: -15% for Black Orc units · Recruit rank: +2 for Black Orc units (factionwide) · Hero capacity: +1 for Black Orc Big Bosses · Unlocks Hero recruitment: Black Orc Big Boss · Recruit rank: +3 for Black Orc units · Upkeep: -5% for Black Orcs and Big 'Uns units (all armies)
Unlocks: Black Orcs, Black Orcs (Great Weapons)
Bone Nose Idols
Bone Nose Idols Level 1 · 8,000 gold · 6 turns
Hero capacity: +2 for Shamans · Unlocks Hero recruitment: Night Goblin Shaman · Unlocks Hero recruitment: Orc Shaman · Hero recruit rank: +3 for Shamans (factionwide) · Lord recruit rank: +3 (factionwide)
Unlocks: Rogue Idol
Clar Karond Landmark
Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns
Upkeep: -25% for Giant units (all armies) · Exotic Animals resource production: 100 cages
Unlocks: Giant
Iron Penz
Iron Penz Level 1 · 4,000 gold · 4 turns
Unit mass: +10% for Orc Boar units (all armies) · Recruit rank: +2 for Orc Boar units · Armour: +5 for Orc Boar units (all armies) · Charge bonus: +5% for Orc Boar units (all armies)
Unlocks: Orc Boar Boy Big 'Uns, Orc Boar Boyz, Orc Boar Chariots
Karaz-a-Karak
Karaz-a-Karak Ruins Level 1 · 1 turn
Corruption: -2
Occupied Karaz-a-Karak (Greenskin Hideout) 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 generated: 150 · Growth: +10 · Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Occupied Karaz-a-Karak (Greenskin Camp) Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 225 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Occupied Karaz-a-Karak (Greenskin Encampment) 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 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 300 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Occupied Karaz-a-Karak (Greenskin Fort) Level 5 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 375 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Occupied Karaz-a-Karak (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 450 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Lair
Lair of the Broodmother (Dormant) Level 1 · 2,000 gold · 2 turns
Income generated: 50
Unlocks: Spider Hatchlings
Lair of the Broodmother (Stirring) Level 2 · 4,000 gold · 4 turns
Armour: +10 for Spider Hatchlings units (all armies) · Melee attack: +4 for Spider Hatchlings units (all armies) · Melee defence: +4 for Spider Hatchlings units (all armies) · Income generated: 100
Lair of the Broodmother (Awakened) Level 3 · 6,000 gold · 4 turns
Armour: +15 for Spider Hatchlings units (all armies) · Melee attack: +8 for Spider Hatchlings units (all armies) · Melee defence: +8 for Spider Hatchlings units (all armies) · Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies) · Income generated: 150
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
Brightstone Mine Level 1 · 6,000 gold · 5 turns
Unit mass: +25% for Squig units (all armies) · HIDDEN - used in conjuction with squig recruit rank effect for merc squig units (armies in province) · Recruit rank: +4 for Squig units · Upkeep: -5% for Squig units (all armies) · Income generated: 400
Unlocks: Colossal Squig, Mangler Squigs, Night Goblin Squig Hoppers
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
Major Settlement
Ruined Karak Eight Peaks Level 1 · 1 turn
Construction time: -1 for all buildings (minimum of 1 turn) · Corruption: -2
Karak Eight Peaks (Greenskin Hideout) Level 2 · 1,000 gold · 2 turns
Construction time: -1 for all buildings (minimum of 1 turn) · 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 generated: 80 · Growth: +10 · Control: +1 in adjacent provinces · Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Karak Eight Peaks (Greenskin Camp) Level 3 · 2,500 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Growth: +20 · Control: +1 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Karak Eight Peaks (Greenskin Encampment) Level 4 · 4,000 gold · 4 turns
Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Growth: +30 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Karak Eight Peaks (Greenskin Fort) Level 5 · 6,000 gold · 5 turns
Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Karak Eight Peaks (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns
Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Growth: +50 · Control: +3 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Massif Orcal
Ruined Massif Orcal Level 1 · 1 turn
Corruption: -2
Massif Orcal (Greenskin Hideout) 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 generated: 80 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Massif Orcal (Greenskin Camp) Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Attrition: -10% when under siege (armies in region) · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Massif Orcal (Greenskin Encampment) 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 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Attrition: -10% when under siege (armies in region) · Growth: +60 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Massif Orcal (Greenskin Fort) Level 5 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +80 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Massif Orcal (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Attrition: -10% when under siege (armies in region) · Growth: +100 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Monsters
Chaos Troll Lair Level 1 · 6,000 gold · 3 turns
Chaos Undivided corruption: +2 · Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units · Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units
Unlocks: Trolls, Chaos Trolls (Armoured)
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
Pig Jousting Arena
Pig Jousting Arena Level 1 · 8,000 gold · 5 turns
Enables Dazed attacks for Orc Boar Riders (factionwide) · Recruit rank: +3 for Orc Boar units · Income generated: 100
Unlocks: Orc Boar Boy Big 'Uns, Orc Boar Boyz
Savage Orc Camp
Savage Orc Gathering Level 1 · 750 gold · 1 turn
Unlocks: Savage Orcs
Savage Orc Camp Level 2 · 1,250 gold · 2 turns
Unlocks: Savage Orc Boar Boyz, Savage Orc Arrer Boyz
Savage Orc Host Level 3 · 3,000 gold · 3 turns
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
Special Quarry
Stone Troll Quarry Level 1 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +40 · Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units
Unlocks: Stone Trolls
Ancient Ruins
Da Biggest Bonez Level 1 · 6,000 gold · 3 turns
Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +1 for Shamans · Unlocks Hero recruitment: Orc Shaman
Art
Statue of Grom Level 1 · 4,000 gold · 5 turns
Leadership: +5 for Goblin and Night Goblin units (all armies) · Control: +10
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)
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 Bastion Tower Level 3 · 2,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 Bastion Citadel Level 4 · 4,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 Bastion Fortress Level 6 · 16,000 gold · 7 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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
Black Crag
Ruined Black Crag Level 1 · 1 turn
Corruption: -2
Black Crag (Savage Orc Gathering) Level 2 · 750 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 generated: 200 · Growth: +10
Black Crag (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20
Black Crag (Savage Orc Host) Level 4 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Growth: +30
Bonewood Totems
Bonewood Totems Level 1 · 6,000 gold · 4 turns
Corruption in adjacent provinces: -2 · Corruption: -5 · Spell intensity: +10% (faction leader) · Winds of Magic power reserve: +3 per turn (all armies) · Winds of Magic power reserve capacity: +5 (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
Effigies of Gork 'n' Mork
{{tr:building_culture_variants_name_ Level 1 · 5,000 gold · 4 turns
Cooldown: -5% to Big Waaagh! spells (all characters factionwide) · Recruit rank: +2 for Savage Orc units (all armies in local province) · Corruption: -3 · Winds of Magic power reserve capacity: +5 (faction leader's army) · Diplomatic relations: +5 with Greenskins
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
Galbaraz Landmark
Oathgold Mine Level 1 · 6,000 gold · 5 turns
Hero capacity: +1 for Goblin Big Bosses · Unlocks Hero recruitment: Goblin Big Boss · Hero recruit rank: +1 for Goblin Big Bosses (factionwide) · Income generated: 800 · Control: +5
Ghrond Landmark
Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6
Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12
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
Karaz-a-Karak
Karaz-a-Karak Ruins Level 1 · 1 turn
Corruption: -2
Occupied Karaz-a-Karak (Savage Orc Gathering) Level 2 · 750 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 generated: 200 · Growth: +10 · Adds walls to the settlement
Occupied Karaz-a-Karak (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20 · Adds walls to the settlement
Occupied Karaz-a-Karak (Savage Orc Host) Level 4 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Growth: +30 · Adds walls to the settlement
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
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Face of Hag Graef Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs
Eye of Hag Graef Level 2 · 4,000 gold · 4 turns
Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs
Mines of Hag Graef Level 3 · 6,000 gold · 5 turns
Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs
The Dark Crag Level 4 · 8,000 gold · 6 turns
Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs
Landmark
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
Beacon of Dawn Level 1 · 6,000 gold · 6 turns
Corruption: -10 · Slaanesh corruption: +10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
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
Landmark
The Valley of Many Eyes Level 1 · 8,000 gold · 4 turns
Recruitment cost: -25% for Arachnarok Spider units (all armies) · Unit experience gain: +100% for Spider units (all armies) · Income generated: 200
Landmark
Dork's Rock Level 1 · 10,000 gold · 6 turns
Income from post-battle loot: +20% (factionwide) · Income from raiding: +50% (all armies) · Global recruitment capacity: +1 (factionwide) · Control: +2 (factionwide) · Local recruitment capacity: +1 (factionwide) · Diplomatic relations: +20 with Greenskins · Lord recruit rank: +2 (factionwide)
Major Settlement
Ruined Karak Eight Peaks Level 1 · 1 turn
Corruption: -2
Karak Eight Peaks (Savage Orc Gathering) Level 2 · 750 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2
Karak Eight Peaks (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2
Karak Eight Peaks (Savage Orc Host) Level 4 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2
Massif Orcal
Ruined Massif Orcal Level 1 · 1 turn
Corruption: -2
Occupied Massif Orcal (Level 1) Level 2 · 750 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 generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +10 · Adds walls to the settlement
Occupied Massif Orcal (Level 2) Level 3 · 1,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Adds walls to the settlement
Occupied Massif Orcal (Level 3) Level 4 · 3,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Attrition: -10% when under siege (armies in region) · Growth: +30 · Adds walls to the settlement · Local recruitment capacity: +1
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)
Racetrack
Street Racing Circuit Level 1 · 6,000 gold · 4 turns
Recruit rank: +3 for Chariots and Pump Wagon units · Income generated: 100 · Control: +4 · Diplomatic relations: -25 with Empire
Saphery Landmark
Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6
Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12
Special Mine
The Grand Cauldron Level 1 · 4,000 gold · 3 turns
Passive ability: "Rowdy" (armies in local province) · Income from sacking and looting settlements: +10% (all characters) · Income generated: 300 · Growth: +10 (all provinces) · Control: +4
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
Corrupted Standing Stones Level 1 · 6,000 gold · 6 turns
Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide) · Growth: +20 · Research rate: +10
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 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 Volary Landmark
Tomb of Khengai Khan Level 1 · 6,000 gold · 4 turns
Armour-piercing weapon damage: +5 when fighting against Chaos Dwarfs (factionwide) · Upkeep: -15% for Goblin units (factionwide)