Kislev buildings
51 building chains Kislev 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
Animal Den

Cavern of Silk
Level 1 · 2,000 gold · 3 turns
Unlocks

Animal Den
Level 2 · 3,000 gold · 4 turns
Recruit rank: +1 for Snow Leopard units
Furs resource production: 8 bundles
Unlocks

Ur-Szalas
Level 3 · 5,000 gold · 5 turns
Recruit rank: +2 for Snow Leopard units
Furs resource production: 12 bundles
Unlocks

Grand Ur-Szalas
Level 4 · 10,000 gold · 6 turns
Recruit rank: +3 for Snow Leopard units
Recruit rank: +1 for War Bear Riders units
Furs resource production: 24 bundles
Unlocks
Atamans

Ataman's Estate
Level 1 · 5,000 gold · 1 turn
Defensive supplies: +1000
Chance for Ataman characters deployed in this province to gain a unique trait
Experience per turn: +1000 for Atamans deployed in this province
Construction cost: -10% for all buildings (local province)
Income from all buildings: -50% (local province)
Unlocks
Barracks

Kossar Hut
Level 1 · 750 gold · 1 turn
Unlocks

Chataz
Level 2 · 1,500 gold · 2 turns
Unlocks

Casern
Level 3 · 2,500 gold · 3 turns
Unlocks
Construction Halls

Toolmaker
Level 1 · 3,000 gold · 3 turns
Income from all buildings: +5% (local region)
Local recruitment capacity: +1
Unlocks

Smithery
Level 2 · 5,000 gold · 4 turns
Income from all buildings: +10% (local region)
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks
Haunted Forest

Eerie Woods
Level 1 · 2,500 gold · 2 turns
Income generated: 75
Unlocks

Silent Grove
Level 2 · 5,000 gold · 4 turns
Hero capacity: +1 for Hag Witches
Unlocks Hero recruitment: Hag Witch
Income generated: 100
Unlocks

Haunted Forest
Level 3 · 6,000 gold · 5 turns
Hero capacity: +1 for Hag Witches
Unlocks Hero recruitment: Hag Witch
Income generated: 125
Unlocks
Ice Training Grounds

Convent of Ice
Level 1 · 5,000 gold · 5 turns
Hero capacity: +1 for Frost Maidens
Unit experience gain per turn: +100 (armies in province)
Recruit rank: +3 for all units
Unlocks
Stables

Oblast Hollow
Level 1 · 750 gold · 1 turn
Unlocks

Oblast Moot
Level 2 · 1,500 gold · 2 turns
Unlocks

Oblast Stajin
Level 3 · 2,500 gold · 3 turns
Unlocks
Tzar Barracks

Royal Barracks
Level 1 · 2,500 gold · 3 turns
Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
Unlocks

Royal Chapterhouse
Level 2 · 4,000 gold · 4 turns
Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
Unlocks
City Watch

Watch Patrol
Level 1 · 1,000 gold · 2 turns
Control: +1

Watch Tower
Level 2 · 1,500 gold · 3 turns
Control: +2

Watch House
Level 3 · 2,000 gold · 4 turns
Control: +3

Watch Garrison
Level 4 · 3,000 gold · 5 turns
Control: +4

Akshina Covert Office
Level 5 · 4,000 gold · 6 turns
Control: +6
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
Forest

Hallowed Wood
Level 1 · 1,000 gold · 1 turn
Corruption: -1
Income from Farms: +10% (local province)
Casualty replenishment rate: +3% (armies in region)
Ambush success chance: +5% (armies in province)

Hallowed Weald
Level 2 · 1,500 gold · 2 turns
Corruption: -2
Income from Farms: +20% (local province)
Casualty replenishment rate: +6% (armies in region)
Ambush success chance: +8% (armies in province)

Hallowed Forest
Level 3 · 2,000 gold · 3 turns
Corruption: -3
Income from Farms: +30% (local province)
Casualty replenishment rate: +9% (armies in region)
Ambush success chance: +10% (armies in province)
Garrison

Breastworks
Level 1 · 2,000 gold · 4 turns
Experience per turn: +100 for Atamans deployed in this province
Improved tower projectiles: Arrows
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)
Control: +1

Curtain Walls
Level 2 · 4,000 gold · 5 turns
Experience per turn: +200 for Atamans deployed in this province
Improved tower projectiles: Ice Shards
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)
Control: +2

Lower City Ramparts
Level 3 · 6,000 gold · 6 turns
Experience per turn: +300 for Atamans deployed in this province
Improved tower projectiles: Tor's Lightning
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Control: +3
Garrison

Palisade
Level 1 · 2,000 gold · 4 turns
Defensive supplies: +50 per turn when under siege
Experience per turn: +100 for Atamans deployed in this province
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%
Control: +1

Stanitsa Defences
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +100 per turn when under siege
Experience per turn: +200 for Atamans deployed in this province
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Control: +2
Guild District

Tallow-keepers Guild
Level 1 · 1,000 gold · 2 turns
Construction cost: -10% for all buildings (local province)
Growth: +30

Tanners Guild
Level 2 · 1,500 gold · 3 turns
Construction cost: -15% for all buildings (local province)
Growth: +40

Woodworkers Guild
Level 3 · 2,000 gold · 4 turns
Construction time: -1 for all buildings (local province)
Construction cost: -20% for all buildings (local province)
Construction cost: -2% for all buildings (factionwide)
Growth: +50

Masons Guild
Level 4 · 3,000 gold · 5 turns
Construction time: -1 for all buildings (local province)
Construction cost: -25% for all buildings (local province)
Construction cost: -4% for all buildings (factionwide)
Growth: +60

Goldsmiths Halls
Level 5 · 4,000 gold · 6 turns
Construction time: -1 for all buildings (local province)
Construction cost: -30% for all buildings (local province)
Construction cost: -6% for all buildings (factionwide)
Growth: +70
Ice Court District

Courthouse
Level 1 · 1,000 gold · 2 turns
Prevents construction of Orthodoxy building chain
Ice Court Support gained: +1 per turn
Income from all buildings: +2% (local province)
Growth: +3
Control: +2

Grand Courthouse
Level 2 · 1,500 gold · 3 turns
Ice Court Support gained: +2 per turn
Income from all buildings: +3% (local province)
Growth: +5
Control: +3

Ministerial Housing
Level 3 · 3,000 gold · 5 turns
Hero capacity: +1 for Frost Maidens
Ice Court training cost: -5%
Ice Court Support gained: +7 per turn
Diplomatic relations: +5 with all Kislev factions
Control: +2

Provincial Courthouse
Level 3 · 2,000 gold · 4 turns
Ice Court Support gained: +3 per turn
Upkeep: -1% for Ice Guard units (all armies)
Income from all buildings: +5% (local province)
Growth: +8
Control: +4

Ice Court Envoys
Level 3 · 2,000 gold · 1 turn
Diplomatic relations: -30 with the faction of the Orthodoxy
Ice Court Support gained: +25 per turn
Diplomatic relations: +10 with all Kislev factions
Income from all buildings: -100% (local province)
Control: -1 (all provinces)
Control: +2 (local province)

Court of the Motherland
Level 4 · 3,000 gold · 5 turns
Ice Court Support gained: +4 per turn
Upkeep: -2% for Ice Guard units (all armies)
Income from all buildings: +7% (local province)
Growth: +10
Control: +6
Orthodoxy District

Orthodoxy Oubliette
Level 1 · 1,000 gold · 2 turns
Prevents construction of Ice Court building chain
Corruption: -2
Orthodoxy Support gained: +1 per turn
Control: +2

Orthodoxy Church
Level 2 · 1,500 gold · 3 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -4
Orthodoxy Support gained: +2 per turn
Control: +4

Orthodoxy Archive
Level 3 · 3,000 gold · 5 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -4
Orthodoxy Support gained: +6 per turn
Control: +4
Research rate: +5

Orthodoxy Basilica
Level 3 · 2,000 gold · 4 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -6
Orthodoxy Support gained: +3 per turn
Control: +6

Ice Witch Quarters
Level 3 · 2,000 gold · 1 turn
Diplomatic relations: -30 with the faction of the Ice Court
Orthodoxy Support gained: +25 per turn
Diplomatic relations: +10 with all Kislev factions
Income from all buildings: -100% (local province)
Control: -1 (all provinces)
Control: +2 (local province)

Orthodoxy Cathedral
Level 4 · 3,000 gold · 5 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -8
Orthodoxy Support gained: +4 per turn
Control: +8
Outpost

Kislevite 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)

Kislevite 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)

Kislevite 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)
Economy
Erengrad

Ruined Erengrad
Level 1 · 1 turn
Corruption: -2

Erengrad (Village)
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 100
Growth: +5 (all adjacent provinces)
Growth: +10
Adds walls to the settlement
Research rate: +1
Unlocks

Erengrad (Stanitsa)
Level 3 · 2,000 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
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 200
Growth: +5 (all adjacent provinces)
Growth: +20
Adds walls to the settlement
Research rate: +1

Erengrad (Town)
Level 4 · 4,000 gold · 5 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
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 300
Growth: +5 (all adjacent provinces)
Growth: +30
Adds walls to the settlement
Research rate: +1

Erengrad (City)
Level 5 · 8,000 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
Improved tower projectiles: Tor's Lightning
Grants 7 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 400
Growth: +5 (all adjacent provinces)
Growth: +40
Adds walls to the settlement
Research rate: +1

Erengrad (Council-City)
Level 6 · 16,000 gold · 7 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
Improved tower projectiles: Tor's Lightning
Grants 9 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 500
Growth: +5 (all adjacent provinces)
Growth: +50
Adds walls to the settlement
Research rate: +1
Kislev

Ruined Kislev
Level 1 · 1 turn
Corruption: -2

Kislev (Nascent City)
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 100
Growth: +5 (all adjacent provinces)
Growth: +10
Adds walls to the settlement
Research rate: +1
Unlocks

Kislev (Developing City)
Level 3 · 2,000 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
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 200
Growth: +5 (all adjacent provinces)
Growth: +20
Adds walls to the settlement
Research rate: +1

Kislev (City)
Level 4 · 4,000 gold · 5 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
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 300
Growth: +5 (all adjacent provinces)
Growth: +30
Adds walls to the settlement
Research rate: +1

Kislev (Trade City)
Level 5 · 8,000 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
Improved tower projectiles: Tor's Lightning
Grants 7 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 400
Growth: +5 (all adjacent provinces)
Growth: +40
Adds walls to the settlement
Research rate: +1

Kislev (Impenetrable City)
Level 6 · 16,000 gold · 7 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
Improved tower projectiles: Tor's Lightning
Grants 9 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 500
Growth: +5 (all adjacent provinces)
Growth: +50
Adds walls to the settlement
Research rate: +1
Minor Settlement

Ruined City
Level 1 · 1 turn
Corruption: -1

Village
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 100
Growth: +5 (all adjacent provinces)
Growth: +10
Research rate: +1
Unlocks

Stanitsa
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 150
Growth: +5 (all adjacent provinces)
Growth: +20
Research rate: +1

Town
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 200
Growth: +5 (all adjacent provinces)
Growth: +30
Research rate: +1
Praag

Ruined Praag
Level 1 · 1 turn
Corruption: -2

Praag (Cursed City)
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 100
Growth: +5 (all adjacent provinces)
Growth: +10
Adds walls to the settlement
Research rate: +1
Unlocks

Praag (Dying City)
Level 3 · 2,000 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
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 200
Growth: +5 (all adjacent provinces)
Growth: +20
Adds walls to the settlement
Research rate: +1

Praag (Rebuild City)
Level 4 · 4,000 gold · 5 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
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 300
Growth: +5 (all adjacent provinces)
Growth: +30
Adds walls to the settlement
Research rate: +1

Praag (City)
Level 5 · 8,000 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
Improved tower projectiles: Tor's Lightning
Grants 7 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 400
Growth: +5 (all adjacent provinces)
Growth: +40
Adds walls to the settlement
Research rate: +1

Praag (Bastion of the North)
Level 6 · 16,000 gold · 7 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
Improved tower projectiles: Tor's Lightning
Grants 9 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 500
Growth: +5 (all adjacent provinces)
Growth: +50
Adds walls to the settlement
Research rate: +1
Province Capital

Ruined City
Level 1 · 1 turn
Corruption: -2

Village
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 1 construction slot in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 100
Growth: +5 (all adjacent provinces)
Growth: +10
Adds walls to the settlement
Research rate: +1
Unlocks

Stanitsa
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 150
Growth: +5 (all adjacent provinces)
Growth: +20
Adds walls to the settlement
Research rate: +1

Town
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 3 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 200
Growth: +5 (all adjacent provinces)
Growth: +30
Adds walls to the settlement
Research rate: +1

City
Level 5 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 5 construction slots in the settlement
Income from all buildings: +1% (all adjacent regions)
Income generated: 250
Growth: +5 (all adjacent provinces)
Growth: +40
Adds walls to the settlement
Research rate: +1

Council-City
Level 6 · 16,000 gold · 7 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: +1% (all adjacent regions)
Income generated: 300
Growth: +5 (all adjacent provinces)
Growth: +50
Adds walls to the settlement
Research rate: +1
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
City Defences

Watch Patrol
Level 1 · 1,000 gold · 2 turns
Defensive supplies: +100 per turn when under siege
Experience per turn: +100 for Atamans deployed in this province
Improved tower projectiles: Arrows
Attrition: -10% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +1

Breastworks
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +200 per turn when under siege
Experience per turn: +200 for Atamans deployed in this province
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Arrows
Attrition: -10% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +2

Curtain Walls
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +300 per turn when under siege
Experience per turn: +300 for Atamans deployed in this province
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Ice Shards
Attrition: -15% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +3

Lower City Ramparts
Level 4 · 6,000 gold · 6 turns
Defensive supplies: +400 per turn when under siege
Experience per turn: +400 for Atamans deployed in this province
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Tor's Lightning
Attrition: -20% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +4

Higher City Ramparts
Level 5 · 8,000 gold · 7 turns
Defensive supplies: +500 per turn when under siege
Experience per turn: +500 for Atamans deployed in this province
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Tor's Lightning
Attrition: -20% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +6
Dye Production

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Dyes resource production: 45 ounces
Exotic Animals

Exotic Animal Tamer
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Recruitment cost: -5% for Cavalry and Monster units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Farms: +1% (factionwide)
Exotic Animals resource production: 20 cages

Exotic Animal Pen
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Recruitment cost: -10% for Cavalry and Monster units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Farms: +2% (factionwide)
Exotic Animals resource production: 30 cages

Exotic Animal Market
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Recruitment cost: -15% for Cavalry and Monster units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Farms: +3% (factionwide)
Exotic Animals resource production: 45 cages
Farms

Farmstead
Level 1 · 250 gold · 1 turn
Income generated: 50
Recruitment cost: -20% (armies in region)
Growth: +10

Stud Farm
Level 2 · 500 gold · 2 turns
Income generated: 100
Recruitment cost: -25% (armies in region)
Growth: +20

Farm Estate
Level 3 · 800 gold · 3 turns
Income generated: 150
Recruitment cost: -30% (armies in region)
Growth: +30
Gem Mining

Gem Mineshaft
Level 1 · 500 gold · 2 turns
Experience per turn: +100 for Atamans deployed in this province
Recruitment cost: -5% for Ice Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +1% (factionwide)
Gemstones resource production: 16 sacks

Gem Mine
Level 2 · 1,000 gold · 3 turns
Experience per turn: +200 for Atamans deployed in this province
Recruitment cost: -10% for Ice Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 400
Income from Markets: +2% (factionwide)
Gemstones resource production: 24 sacks

Gemcutter's Workshop
Level 3 · 2,000 gold · 4 turns
Experience per turn: +300 for Atamans deployed in this province
Recruitment cost: -15% for Ice Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 600
Income from Markets: +3% (factionwide)
Gemstones resource production: 32 sacks
Gold Mining

Gold Mining Pit
Level 1 · 500 gold · 2 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200

Gold Mine
Level 2 · 1,000 gold · 3 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 400

Gold Smelter
Level 3 · 2,000 gold · 4 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 600
Ice Court

Courthouse
Level 1 · 500 gold · 1 turn
Prevents construction of Orthodoxy building chain
Ice Court Support gained: +1 per turn
Income from all buildings: +2% (local province)
Growth: +3
Control: +2

Grand Courthouse
Level 2 · 1,000 gold · 2 turns
Ice Court Support gained: +2 per turn
Income from all buildings: +3% (local province)
Growth: +5
Control: +3

Provincial Courthouse
Level 3 · 1,500 gold · 3 turns
Ice Court Support gained: +3 per turn
Upkeep: -1% for Ice Guard units (all armies)
Income from all buildings: +5% (local province)
Growth: +8
Control: +4

Ministerial Housing
Level 3 · 1,500 gold · 3 turns
Hero capacity: +1 for Frost Maidens
Ice Court training cost: -5%
Ice Court Support gained: +7 per turn
Diplomatic relations: +5 with all Kislev factions
Control: +2
Iron Mining

Iron Mining Pit
Level 1 · 500 gold · 2 turns
Experience per turn: +100 for Atamans deployed in this province
Recruitment cost: -5% for Armoured Kossars and Tzar Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Upkeep: -1% (all armies)
Iron resource production: 20 ingots

Iron Mines
Level 2 · 1,000 gold · 3 turns
Experience per turn: +200 for Atamans deployed in this province
Recruitment cost: -10% for Armoured Kossars and Tzar Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Upkeep: -2% (all armies)
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 2,000 gold · 4 turns
Experience per turn: +300 for Atamans deployed in this province
Recruitment cost: -15% for Armoured Kossars and Tzar Guard units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Upkeep: -3% (all armies)
Iron resource production: 45 ingots
Marble Quarry

Sawyer
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Construction cost: -2% for Province Capital/Settlement buildings (factionwide)
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Construction cost: -4% for Province Capital/Settlement buildings (factionwide)
Income generated: 150
Marble resource production: 30 slabs

Stone Mason's Workshop
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Construction cost: -6% for Province Capital/Settlement buildings (factionwide)
Income generated: 200
Marble resource production: 45 slabs
Markets

Market Square
Level 1 · 500 gold · 1 turn
Income generated: 100

Merchant Traders
Level 2 · 1,000 gold · 2 turns
Income generated: 200

Trade Quorum
Level 3 · 1,500 gold · 3 turns
Income generated: 300

Roads
Level 4 · 2,000 gold · 4 turns
Tradable resource production: +30% (local province)
Income generated: 350

Caravans
Level 5 · 2,500 gold · 5 turns
Tradable resource production: +50% (local province)
Income generated: 400
Medicine Production

Herb Gatherer's Camp
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Casualty replenishment rate: +1% (factionwide)
Medicinal Plants resource production: 20 bundles

Exotic Hothouse
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Casualty replenishment rate: +2% (factionwide)
Medicinal Plants resource production: 30 bundles

Alchemy Workshop
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Casualty replenishment rate: +3% (factionwide)
Medicinal Plants resource production: 45 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Carved Obsidian resource production: 45 chests
Orchards

Orchards
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Wine resource production: 20 barrels

Vineyard
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Wine resource production: 30 barrels

Vintner
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Wine resource production: 45 barrels
Orthodoxy

Orthodoxy Shrine
Level 1 · 500 gold · 1 turn
Prevents construction of Ice Court building chain
Corruption: -1
Orthodoxy Support gained: +1 per turn
Growth: +10
Control: +1

Orthodoxy Chapel
Level 2 · 1,000 gold · 2 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -2
Orthodoxy Support gained: +2 per turn
Growth: +20
Control: +2

Orthodoxy Church
Level 3 · 1,500 gold · 3 turns
Hero capacity: +1 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -3
Orthodoxy Support gained: +3 per turn
Growth: +30
Control: +3

Orthodoxy Oubliette
Level 3 · 1,500 gold · 3 turns
Hero capacity: +2 for Patriarchs
Unlocks Hero recruitment: Patriarch
Corruption: -4
Orthodoxy Support gained: +7 per turn
Pastures

Grazing Pastures
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Farms: +2% (factionwide)
Growth: +25

Livestock Pens
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Farms: +4% (factionwide)
Growth: +35

Cattle Ranch
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Farms: +6% (factionwide)
Growth: +45
Port

Ruined Docks
Level 1 · 1 turn

Anchorage
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +500
Income generated: 100
Growth: +10

Harbour
Level 3 · 3,000 gold · 4 turns
Defensive supplies: +1000
Income generated: 300
Growth: +20

Seaport
Level 4 · 6,000 gold · 6 turns
Defensive supplies: +1500
Income generated: 500
Growth: +30
Pottery Production

Clay Pit
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Pottery resource production: 45 kilnful
Protection

Night Patrol House
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

Frozen Outpost
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

Underground Ice Den
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
Saltmaking

Brine Mining Pans
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Salt resource production: 20 barrels

Brine Mining Basin
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Salt resource production: 45 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Spice Market
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Spices resource production: 45 sacks
Taverns

Roadhouse
Level 1 · 500 gold · 1 turn
Growth: +20
Control: +1

Karczmaz
Level 2 · 1,000 gold · 2 turns
Growth: +40
Control: +2

Gospoda
Level 3 · 1,500 gold · 3 turns
Growth: +60
Control: +3
Trade District

Stall
Level 1 · 1,000 gold · 2 turns
Income generated: 400
Income from Markets: +1% (factionwide)
Income from trade tariffs: +1%

Market
Level 2 · 1,500 gold · 3 turns
Income generated: 600
Income from Markets: +2% (factionwide)
Income from trade tariffs: +2%

Grand Market
Level 3 · 2,000 gold · 4 turns
Income generated: 800
Income from Markets: +3% (factionwide)
Income from trade tariffs: +3%

Dwarfen District
Level 4 · 3,000 gold · 5 turns
Income generated: 1000
Income from Markets: +4% (factionwide)
Income from trade tariffs: +4%

Merchant Guildhall
Level 5 · 4,000 gold · 6 turns
Income generated: 1200
Income from Markets: +5% (factionwide)
Income from trade tariffs: +5%
Tusks

Animal Store
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Ivory resource production: 20 tusks
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Markets: +1% (factionwide)

Tusk Market
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Ivory resource production: 30 tusks
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Markets: +2% (factionwide)

Tusk Compound
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Ivory resource production: 45 tusks
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Markets: +3% (factionwide)
Ungol District

Tribal Encampment
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% (armies in region)
Growth: +30

Tribal Enclave
Level 2 · 1,500 gold · 2 turns
Recruitment cost: -22% (armies in region)
Growth: +40

Tribal Bivouac
Level 3 · 2,000 gold · 3 turns
Recruitment cost: -25% (armies in region)
Recruitment cost: -5% (all armies)
Growth: +50

Tribal Cantonment
Level 4 · 3,000 gold · 4 turns
Recruitment cost: -28% (armies in region)
Recruitment cost: -8% (all armies)
Growth: +60

Ungol Consulate
Level 5 · 4,000 gold · 5 turns
Recruitment cost: -30% (armies in region)
Recruitment cost: -10% (all armies)
Growth: +70
Wild Game

Hunting Camp
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Recruitment cost: -10% for Kossar and Light Cavalry units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income from Farms: +2% (factionwide)
Furs resource production: 20 bundles

Hunting Lodge
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Recruitment cost: -15% for Kossar and Light Cavalry units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income from Farms: +4% (factionwide)
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Recruitment cost: -20% for Kossar and Light Cavalry units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income from Farms: +6% (factionwide)
Furs resource production: 45 bundles
Woodlands

Woodman's Hut
Level 1 · 500 gold · 1 turn
Experience per turn: +100 for Atamans deployed in this province
Recruitment cost: -5% for War Sled units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 100
Income from Farms: +2% (factionwide)
Timber resource production: 20 logs

Timber Mill
Level 2 · 1,000 gold · 2 turns
Experience per turn: +200 for Atamans deployed in this province
Recruitment cost: -10% for War Sled units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 150
Income from Farms: +4% (factionwide)
Timber resource production: 30 logs

Lumberyard
Level 3 · 2,000 gold · 3 turns
Experience per turn: +300 for Atamans deployed in this province
Recruitment cost: -15% for War Sled units (armies in province)
Winds of Magic power reserve capacity: +1 (all armies)
Income generated: 200
Income from Farms: +6% (factionwide)
Timber resource production: 45 logs
Landmarks
Show 42 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
Bokha Palace
Bokha Square Level 1 · 6,000 gold · 4 turns
Ice Court Support gained: +1 per turn
Unlocks: Tzar Guard (Great Weapons), Tzar Guard
Bokha Battlements Level 2 · 8,000 gold · 5 turns
Ice Court Support gained: +2 per turn · Upkeep: -10% for Ice Guard units (all armies) · Leadership: +7 when under siege (armies in region)
Unlocks: Ice Guard (Glaives), Ice Guard (Swords)
Bokha Palace Level 3 · 10,000 gold · 7 turns
Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied · Ice Court Support gained: +3 per turn · Upkeep: -15% for Ice Guard units (all armies) · Leadership: +10 when under siege (armies in region)
Citadel of Praag
Citadel Barracks Level 1 · 6,000 gold · 2 turns
Global recruitment duration: -1 turn(s) (minimum 1) · Global recruitment capacity: +1 · Leadership: +4 when under siege (armies in region)
Unlocks: Streltsi, Armoured Kossars, Armoured Kossars (Great Weapons)
The Magnus Gardens Level 2 · 8,000 gold · 2 turns
Global recruitment duration: -1 turn(s) (minimum 1) · Global recruitment capacity: +2 · Leadership: +8 when under siege (armies in region)
Citadel of Praag Level 3 · 10,000 gold · 2 turns
Global recruitment duration: -2 turn(s) (minimum 1) · Global recruitment capacity: +3 · Leadership: +12 when under siege (armies in region)
Frosthome
Erengrad Jetty Level 1 · 6,000 gold · 2 turns
Hero and Lord recruit rank: +2 · Hero capacity: +1 for Frost Maidens · Upkeep: -5% for War Sled and Little Grom units (all armies)
Unlocks: Light War Sleds
Erengrad Docks Level 2 · 8,000 gold · 2 turns
Hero and Lord recruit rank: +3 · Hero capacity: +1 for Frost Maidens · Upkeep: -10% for War Sled and Little Grom units (all armies)
Unlocks: Little Grom, Heavy War Sleds
Erengrad Harbour Level 3 · 10,000 gold · 2 turns
Hero and Lord recruit rank: +4 · Hero capacity: +1 for Frost Maidens · Upkeep: -15% for War Sled and Little Grom units (all armies)
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
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
Njevski's Citadel
Njevski's Citadel Level 1 · 7,500 gold · 5 turns
Recruit rank: +3 for Gryphon Legion and Tzar Guard units
Unlocks: Tzar Guard, Tzar Guard (Great Weapons), Gryphon Legion
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 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
The Bleakness
The Paupers' Graveyard Level 1 · 6,000 gold · 2 turns
Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Upkeep: -10% for Gryphon Legion units (all armies) · Attrition: -5% casualties suffered from all attrition (factionwide)
Unlocks: Gryphon Legion
Statue of Magnus the Pious Level 2 · 8,000 gold · 2 turns
Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Upkeep: -20% for Gryphon Legion units (all armies) · Attrition: -10% casualties suffered from all attrition (factionwide)
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
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
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
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
Imperial Embassy
Square of the Citadel Level 1 · 8,000 gold · 3 turns
Allegiance points gained: +5% for alliances with the Empire · Income from trade tariffs: +5% · Diplomatic relations: +10 with Empire
Citadel Barracks Level 2 · 10,000 gold · 4 turns
Allegiance points gained: +10% for alliances with the Empire · Income from trade tariffs: +10% · Diplomatic relations: +5 with all factions · Diplomatic relations: +20 with Empire · Diplomatic relations: +5 with Empire
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)
Kislev City
Ursunite Groves Level 1 · 6,000 gold · 4 turns
Orthodoxy Support gained: +1 per turn · Income from all buildings: +12% (local province) · Control: +4
Temple of Ursun Level 2 · 8,000 gold · 5 turns
Orthodoxy Support gained: +2 per turn · Income from all buildings: +16% (local province) · Control: +6
Imperial Diplomat Quarters Level 3 · 10,000 gold · 7 turns
Orthodoxy Support gained: +3 per turn · Income from all buildings: +20% (local province) · Control: +8 · Control: +1 (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
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
Magnus Gardens
Statue of Magnus the Pious Level 1 · 6,000 gold · 2 turns
Hero and Lord recruit rank: +2 · Hero capacity: +1 for Patriarchs · Unlocks Hero recruitment: Patriarch · Corruption in adjacent provinces: -1
The Old Observatory Level 2 · 8,000 gold · 2 turns
Hero and Lord recruit rank: +3 · Hero capacity: +1 for Patriarchs · Unlocks Hero recruitment: Patriarch · Corruption in adjacent provinces: -2
Magnus Gardens Level 3 · 10,000 gold · 2 turns
Hero and Lord recruit rank: +4 · Hero capacity: +1 for Patriarchs · Unlocks Hero recruitment: Patriarch · Corruption in adjacent provinces: -3
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
Temple of Manann
Spire of Ice Level 1 · 6,000 gold · 2 turns
Construction cost: -10% for Ports (factionwide) · Attrition: -25% casualties suffered from high seas, reef and storm attrition (factionwide) · Melee attack: +5 when fighting at sea (factionwide)
Frosthome Level 2 · 8,000 gold · 2 turns
Construction cost: -15% for Ports (factionwide) · Attrition: -50% casualties suffered from high seas, reef and storm attrition (factionwide) · Melee attack: +7 when fighting at sea (factionwide)
Erengrad Quay Level 3 · 10,000 gold · 3 turns
Immune to Storm and Reef attrition (factionwide) · Construction cost: -25% for Ports (factionwide) · Melee attack: +10 when fighting at sea (factionwide)
Temple of Ursun
Imperial Embassy Level 1 · 6,000 gold · 4 turns
Upkeep: -3% for Elemental Bear and War Bear Riders units (all armies) · Growth: +40 · Furs resource production: 40 bundles
The Paupers' Graveyard Level 2 · 8,000 gold · 5 turns
Upkeep: -6% for Elemental Bear and War Bear Riders units (all armies) · Growth: +50 · Furs resource production: 50 bundles
The Bleakness Level 3 · 10,000 gold · 6 turns
Upkeep: -10% for Elemental Bear and War Bear Riders units (all armies) · Growth: +20 (factionwide) · Furs resource production: 75 bundles
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 Harbour
Ruined Harbour Level 1 · 1 turn
Erengrad Port Level 2 · 500 gold · 2 turns
Defensive supplies: +1000 · Income generated: 100 · Growth: +20
Bokha Square Level 3 · 1,000 gold · 2 turns
Defensive supplies: +2000 · Income generated: 200 · Growth: +30 · Pottery resource production: 10 kilnful
Bokha Battlements Level 4 · 2,000 gold · 3 turns
Defensive supplies: +3000 · Income generated: 400 · Growth: +40 · Iron resource production: 10 ingots · Pottery resource production: 10 kilnful
The Bokha Palace Level 5 · 4,000 gold · 3 turns
Defensive supplies: +4000 · Income generated: 600 · Growth: +50 · Dyes resource production: 10 ounces · Iron resource production: 10 ingots · Pottery resource production: 10 kilnful
Pilgrims Square Level 6 · 6,000 gold · 4 turns
Defensive supplies: +5000 · Income generated: 800 · Growth: +50 · Dyes resource production: 10 ounces · Iron resource production: 10 ingots · Pottery resource production: 10 kilnful · Spices resource production: 10 sacks
The Lynsk Bridge
The Lynsk Bridge Level 1 · 6,000 gold · 3 turns
Income from all buildings: +20% (local region) · Income from trade tariffs: +8%