Kislev buildings
51 building chains Kislev can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Animal Den
4 levels · unlocks Snow Leopard, Frost Wyrm, War Bear Riders, Elemental Bear
Animal Den
4 levels · unlocks Snow Leopard, Frost Wyrm, War Bear Riders, Elemental Bear

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
1 level · unlocks Tzar Guard, Winged Lancers
Atamans
1 level · unlocks Tzar Guard, Winged Lancers

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
When an Ataman is deployed in this province: Experience per turn: +1000 for Atamans deployed in this province
Construction cost: -10% for all buildings (local province)
When an Ataman is deployed in this province: Income from all buildings: -50% (local province)
Unlocks

Barracks
3 levels · unlocks Kossars (Spears), Armoured Kossars, Armoured Kossars (Great Weapons), Streltsi
Barracks
3 levels · unlocks Kossars (Spears), Armoured Kossars, Armoured Kossars (Great Weapons), Streltsi

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
2 levels · unlocks Light War Sleds, Heavy War Sleds, Little Grom
Construction Halls
2 levels · unlocks Light War Sleds, Heavy War Sleds, Little Grom

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
3 levels · unlocks Akshina Ambushers, The Things in the Woods, Incarnate Elemental of Beasts
Haunted Forest
3 levels · unlocks Akshina Ambushers, The Things in the Woods, Incarnate Elemental of Beasts

Eerie Woods
Level 1 · 2,500 gold · 2 turns · pays back in 33.3 turns
Income generated: 75
Unlocks

Silent Grove
Level 2 · 5,000 gold · 4 turns · pays back in 50 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 · pays back in 48 turns
Hero capacity: +1 for Hag Witches
Unlocks Hero recruitment: Hag Witch
Income generated: 125
Unlocks

Ice Training Grounds
1 level · unlocks Ice Guard (Swords), Ice Guard (Glaives)
Ice Training Grounds
1 level · unlocks Ice Guard (Swords), Ice Guard (Glaives)

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
3 levels · unlocks Kossovite Dervishes, Horse Archers, Winged Lancers
Stables
3 levels · unlocks Kossovite Dervishes, Horse Archers, Winged Lancers

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
2 levels · unlocks Tzar Guard, Tzar Guard (Great Weapons), Gryphon Legion
Tzar Barracks
2 levels · unlocks Tzar Guard, Tzar Guard (Great Weapons), Gryphon Legion

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
5 levels
City Watch
5 levels

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
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Forest
3 levels
Forest
3 levels

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
3 levels
Garrison
3 levels

Breastworks
Level 1 · 2,000 gold · 4 turns
Experience per turn: +100 for Atamans deployed in this province
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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
2 levels
Garrison
2 levels

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
5 levels
Guild District
5 levels

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
6 levels
Ice Court District
6 levels

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
If the Ice Court is currently neglected: Diplomatic relations: -30 with the faction of the Orthodoxy
If the Ice Court is currently neglected: Ice Court Support gained: +25 per turn
If the Ice Court is not currently neglected: Diplomatic relations: +10 with all Kislev factions
If the Ice Court is currently neglected: Income from all buildings: -100% (local province)
If the Ice Court is currently neglected: Control: -1 (all provinces)
If the Ice Court is not currently neglected: 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
6 levels
Orthodoxy District
6 levels

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
When Control is 50 or more: 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
If the Orthodoxy is currently neglected: Diplomatic relations: -30 with the faction of the Ice Court
If the Orthodoxy is currently neglected: Orthodoxy Support gained: +25 per turn
If the Orthodoxy is not currently neglected: Diplomatic relations: +10 with all Kislev factions
If the Orthodoxy is currently neglected: Income from all buildings: -100% (local province)
If the Orthodoxy is currently neglected: Control: -1 (all provinces)
If the Orthodoxy is not currently neglected: 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
3 levels
Outpost
3 levels

Kislevite Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Kislevite District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Kislevite Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)
Economy

Erengrad
5 levels · unlocks Kossars, Kossovite Dervishes, Kislevite Warriors
Erengrad
5 levels · unlocks Kossars, Kossovite Dervishes, Kislevite Warriors

Ruined Erengrad
Ruin
Corruption: -2

Erengrad (Village)
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 2 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 100
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1
Unlocks

Erengrad (Stanitsa)
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 200
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Erengrad (Town)
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 300
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Erengrad (City)
Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 400
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Erengrad (Council-City)
Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 500
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Kislev
5 levels · unlocks Kislevite Warriors, Kossars
Kislev
5 levels · unlocks Kislevite Warriors, Kossars

Ruined Kislev
Ruin
Corruption: -2

Kislev (Nascent City)
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 2 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 100
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1
Unlocks

Kislev (Developing City)
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 200
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Kislev (City)
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 300
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Kislev (Trade City)
Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 400
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Kislev (Impenetrable City)
Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 500
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Minor Settlement
3 levels · unlocks Kossars, Kislevite Warriors
Minor Settlement
3 levels · unlocks Kossars, Kislevite Warriors

Ruined City
Ruin
Corruption: -1

Village
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 100
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +10
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1
Unlocks

Stanitsa
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 150
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +20
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Town
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 200
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +30
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Praag
5 levels · unlocks Kossovite Dervishes, Kislevite Warriors, Kossars
Praag
5 levels · unlocks Kossovite Dervishes, Kislevite Warriors, Kossars

Ruined Praag
Ruin
Corruption: -2

Praag (Cursed City)
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 2 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 100
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1
Unlocks

Praag (Dying City)
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Arrows
Grants 3 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 200
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Praag (Rebuild City)
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Ice Shards
Grants 5 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 300
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Praag (City)
Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 400
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Praag (Bastion of the North)
Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
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
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 500
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Province Capital
5 levels · unlocks Kislevite Warriors, Kossars
Province Capital
5 levels · unlocks Kislevite Warriors, Kossars

Ruined City
Ruin
Corruption: -2

Village
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 1 construction slot in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 100
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1
Unlocks

Stanitsa
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 2 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 150
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Town
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 3 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 200
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

City
Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 5 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 250
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Council-City
Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Grants 7 construction slots in the settlement
When Unity in Toil from the Court & Orthodoxy panel is active: Income from all buildings: +1% (all adjacent regions)
Income generated: 300
When Unity in Toil from the Court & Orthodoxy panel is active: Growth: +5 (all adjacent provinces)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
When Ancient Dues from the Court & Orthodoxy panel is active: Research rate: +1

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

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

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

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

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

City Defences
5 levels
City Defences
5 levels

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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: 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
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Tor's Lightning
Attrition: -20% when under siege
Ammunition: +50% during siege defence battles (armies in region)
Control: +6

Dye Production
3 levels
Dye Production
3 levels

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Dyes resource production: 45 ounces

Exotic Animals
3 levels
Exotic Animals
3 levels

Exotic Animal Tamer
Level 1 · 500 gold · 1 turn · pays back in 5 turns
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) (Daughters of the Forest only)
Income generated: 100
Income from Farms: +1% (factionwide)
Exotic Animals resource production: 20 cages

Exotic Animal Pen
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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) (Daughters of the Forest only)
Income generated: 150
Income from Farms: +2% (factionwide)
Exotic Animals resource production: 30 cages

Exotic Animal Market
Level 3 · 2,000 gold · 3 turns · pays back in 10 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) (Daughters of the Forest only)
Income generated: 200
Income from Farms: +3% (factionwide)
Exotic Animals resource production: 45 cages

Farms
3 levels
Farms
3 levels

Farmstead
Level 1 · 250 gold · 1 turn · pays back in 5 turns
Income generated: 50
Recruitment cost: -20% (armies in region)
Growth: +10

Stud Farm
Level 2 · 500 gold · 2 turns · pays back in 5 turns
Income generated: 100
Recruitment cost: -25% (armies in region)
Growth: +20

Farm Estate
Level 3 · 800 gold · 3 turns · pays back in 5.3 turns
Income generated: 150
Recruitment cost: -30% (armies in region)
Growth: +30

Gem Mining
3 levels
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 500 gold · 2 turns · pays back in 2.5 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) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +1% (factionwide)
Gemstones resource production: 16 sacks

Gem Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 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) (Daughters of the Forest only)
Income generated: 400
Income from Markets: +2% (factionwide)
Gemstones resource production: 24 sacks

Gemcutter's Workshop
Level 3 · 2,000 gold · 4 turns · pays back in 3.3 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) (Daughters of the Forest only)
Income generated: 600
Income from Markets: +3% (factionwide)
Gemstones resource production: 32 sacks

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200

Gold Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 400

Gold Smelter
Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 600

Ice Court
4 levels
Ice Court
4 levels

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
3 levels
Iron Mining
3 levels

Iron Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 5 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) (Daughters of the Forest only)
Income generated: 100
Upkeep: -1% (all armies)
Iron resource production: 20 ingots

Iron Mines
Level 2 · 1,000 gold · 3 turns · pays back in 6.7 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) (Daughters of the Forest only)
Income generated: 150
Upkeep: -2% (all armies)
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 2,000 gold · 4 turns · pays back in 10 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) (Daughters of the Forest only)
Income generated: 200
Upkeep: -3% (all armies)
Iron resource production: 45 ingots

Marble Quarry
3 levels
Marble Quarry
3 levels

Sawyer
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
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 · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
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 · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Construction cost: -6% for Province Capital/Settlement buildings (factionwide)
Income generated: 200
Marble resource production: 45 slabs

Markets
5 levels
Markets
5 levels

Market Square
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100

Merchant Traders
Level 2 · 1,000 gold · 2 turns · pays back in 5 turns
Income generated: 200

Trade Quorum
Level 3 · 1,500 gold · 3 turns · pays back in 5 turns
Income generated: 300

Roads
Level 4 · 2,000 gold · 4 turns · pays back in 5.7 turns
Tradable resource production: +30% (local province)
Income generated: 350

Caravans
Level 5 · 2,500 gold · 5 turns · pays back in 6.3 turns
Tradable resource production: +50% (local province)
Income generated: 400

Medicine Production
3 levels
Medicine Production
3 levels

Herb Gatherer's Camp
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Casualty replenishment rate: +1% (factionwide)
Medicinal Plants resource production: 20 bundles

Exotic Hothouse
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Casualty replenishment rate: +2% (factionwide)
Medicinal Plants resource production: 30 bundles

Alchemy Workshop
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Casualty replenishment rate: +3% (factionwide)
Medicinal Plants resource production: 45 bundles

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Carved Obsidian resource production: 45 chests

Orchards
3 levels
Orchards
3 levels

Orchards
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Wine resource production: 20 barrels

Vineyard
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Wine resource production: 30 barrels

Vintner
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Wine resource production: 45 barrels

Orthodoxy
4 levels
Orthodoxy
4 levels

Orthodoxy Shrine
Level 1 · 500 gold · 1 turn
Prevents construction of Ice Court building chain
Corruption: -1
Orthodoxy Support gained: +1 per turn
When Worthy Offerings from the Court & Orthodoxy panel is active: 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
When Worthy Offerings from the Court & Orthodoxy panel is active: 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
When Worthy Offerings from the Court & Orthodoxy panel is active: 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
3 levels
Pastures
3 levels

Grazing Pastures
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Farms: +2% (factionwide)
Growth: +25

Livestock Pens
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Farms: +4% (factionwide)
Growth: +35

Cattle Ranch
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Farms: +6% (factionwide)
Growth: +45

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Anchorage
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +500
Income generated: 100
Growth: +10

Harbour
Level 2 · 3,000 gold · 4 turns · pays back in 10 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +1000
Income generated: 300
Growth: +20

Seaport
Level 3 · 6,000 gold · 6 turns · pays back in 12 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +1500
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Pottery resource production: 45 kilnful

Protection
3 levels
Protection
3 levels

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

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

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

Saltmaking
3 levels
Saltmaking
3 levels

Brine Mining Pans
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Salt resource production: 20 barrels

Brine Mining Basin
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Salt resource production: 45 barrels

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
3 levels
Spice Trading
3 levels

Spice Market
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Experience per turn: +200 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Experience per turn: +300 for Atamans deployed in this province
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)
Spices resource production: 45 sacks

Taverns
3 levels
Taverns
3 levels

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
5 levels
Trade District
5 levels

Stall
Level 1 · 1,000 gold · 2 turns · pays back in 2.5 turns
Income generated: 400
Income from Markets: +1% (factionwide)
Income from trade tariffs: +1%

Market
Level 2 · 1,500 gold · 3 turns · pays back in 2.5 turns
Income generated: 600
Income from Markets: +2% (factionwide)
Income from trade tariffs: +2%

Grand Market
Level 3 · 2,000 gold · 4 turns · pays back in 2.5 turns
Income generated: 800
Income from Markets: +3% (factionwide)
Income from trade tariffs: +3%

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

Merchant Guildhall
Level 5 · 4,000 gold · 6 turns · pays back in 3.3 turns
Income generated: 1200
Income from Markets: +5% (factionwide)
Income from trade tariffs: +5%

Tusks
3 levels
Tusks
3 levels

Animal Store
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Experience per turn: +100 for Atamans deployed in this province
Ivory resource production: 20 tusks
Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
Income generated: 100
Income from Markets: +1% (factionwide)

Tusk Market
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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) (Daughters of the Forest only)
Income generated: 150
Income from Markets: +2% (factionwide)

Tusk Compound
Level 3 · 2,000 gold · 3 turns · pays back in 10 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) (Daughters of the Forest only)
Income generated: 200
Income from Markets: +3% (factionwide)

Ungol District
5 levels
Ungol District
5 levels

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
3 levels
Wild Game
3 levels

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) (Daughters of the Forest only)
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) (Daughters of the Forest only)
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) (Daughters of the Forest only)
Income from Farms: +6% (factionwide)
Furs resource production: 45 bundles

Woodlands
3 levels
Woodlands
3 levels

Woodman's Hut
Level 1 · 500 gold · 1 turn · pays back in 5 turns
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) (Daughters of the Forest only)
Income generated: 100
Income from Farms: +2% (factionwide)
Timber resource production: 20 logs

Timber Mill
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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) (Daughters of the Forest only)
Income generated: 150
Income from Farms: +4% (factionwide)
Timber resource production: 30 logs

Lumberyard
Level 3 · 2,000 gold · 3 turns · pays back in 10 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) (Daughters of the Forest only)
Income generated: 200
Income from Farms: +6% (factionwide)
Timber resource production: 45 logs
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 42 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
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
Square of the Citadel 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)
Citadel Barracks 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
Ice Witch Quarters 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
Spire of Ice 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
Frosthome 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
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
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 Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
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
The Bleakness 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
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
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
Imperial Diplomat Quarters 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
Imperial Embassy Level 2 · 10,000 gold · 4 turns
Allegiance points gained: +10% for alliances with the Empire · Income from trade tariffs: +10% · When Control is 50 or more: Income from trade tariffs: +10% · Diplomatic relations: +5 with all factions · Diplomatic relations: +20 with Empire · When Control is 50 or more: 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
Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Kislev City
Pilgrims Square Level 1 · 6,000 gold · 4 turns
Orthodoxy Support gained: +1 per turn · Income from all buildings: +12% (local province) · Control: +4
School of Patriarchs Level 2 · 8,000 gold · 5 turns
Orthodoxy Support gained: +2 per turn · Income from all buildings: +16% (local province) · Control: +6
Grand Citadel 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
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
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
The 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
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
Temple of Manann
Altar of Manaan 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)
The Piers of Manaan 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)
Temple of Manann 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
Bear Totems 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
Ursunite Groves 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
Temple of Ursun 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) Ruin
Corruption: -2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The Harbour
Ruined Harbour Ruin
Erengrad Quay Level 1 · 500 gold · 2 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +1000 · Income generated: 100 · Growth: +20
Erengrad Jetty Level 2 · 1,000 gold · 2 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +2000 · Income generated: 200 · Growth: +30 · Pottery resource production: 10 kilnful
Erengrad Docks Level 3 · 2,000 gold · 3 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +3000 · Income generated: 400 · Growth: +40 · Iron resource production: 10 ingots · Pottery resource production: 10 kilnful
Erengrad Harbour Level 4 · 4,000 gold · 3 turns
When technology "Improved Harbour Defences" researched: Defensive supplies: +4000 · Income generated: 600 · Growth: +50 · Dyes resource production: 10 ounces · Iron resource production: 10 ingots · Pottery resource production: 10 kilnful
Erengrad Port Level 5 · 6,000 gold · 4 turns
When technology "Improved Harbour Defences" researched: 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%
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Kislev factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 24 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Kossars (Spears) | Kossar Hut | 750 | 1 | 1 | — | — |
| 2 | Kossovite Dervishes | Oblast Hollow | 750 | 1 | 1 | — | — |
| 3 | Kislevite Warriors | Erengrad (Village) | 1,000 | 3 | — | — | — |
| 4 | Kossars | Erengrad (Village) | 1,000 | 3 | — | — | — |
| 5 | Snow Leopard | Cavern of Silk | 2,000 | 3 | 2 | 2,000 | 1 |
| 6 | Armoured Kossars | Chataz | 2,250 | 3 | 2 | 2,000 | 1 |
| 7 | Armoured Kossars (Great Weapons) | Chataz | 2,250 | 3 | 2 | 2,000 | 1 |
| 8 | Horse Archers | Oblast Moot | 2,250 | 3 | 2 | 2,000 | 1 |
| 9 | Akshina Ambushers | Eerie Woods | 2,500 | 2 | 2 | 2,000 | 1 |
| 10 | Tzar Guard (Great Weapons) | Royal Barracks | 2,500 | 3 | 3 | 6,000 | 3 |
| 11 | Light War Sleds | Toolmaker | 3,000 | 3 | 3 | 6,000 | 3 |
| 12 | Streltsi | Casern | 4,750 | 6 | 3 | 6,000 | 3 |
| 13 | Frost Wyrm | Animal Den | 5,000 | 7 | 3 | 6,000 | 3 |
| 14 | Ice Guard (Glaives) | Convent of Ice (capital) | 5,000 | 5 | 4 | 14,000 | 7 |
| 15 | Ice Guard (Swords) | Convent of Ice (capital) | 5,000 | 5 | 4 | 14,000 | 7 |
| 16 | Tzar Guard | Ataman's Estate | 5,000 | 1 | 3 | 6,000 | 3 |
| 17 | Winged Lancers | Ataman's Estate | 5,000 | 1 | 3 | 6,000 | 3 |
| 18 | Gryphon Legion | Royal Chapterhouse (capital) | 6,500 | 7 | 4 | 14,000 | 7 |
| 19 | The Things in the Woods | Silent Grove | 7,500 | 6 | 3 | 6,000 | 3 |
| 20 | Heavy War Sleds | Smithery (capital) | 8,000 | 7 | 4 | 14,000 | 7 |
| 21 | Little Grom | Smithery (capital) | 8,000 | 7 | 4 | 14,000 | 7 |
| 22 | War Bear Riders | Ur-Szalas (capital) | 10,000 | 12 | 4 | 14,000 | 7 |
| 23 | Incarnate Elemental of Beasts | Haunted Forest (capital) | 13,500 | 11 | 5 | 30,000 | 12 |
| 24 | Elemental Bear | Grand Ur-Szalas (capital) | 20,000 | 18 | 5 | 30,000 | 12 |