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

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

  1. Cavern of Silk

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Animal Den

    Level 2 · 3,000 gold · 4 turns

    • Recruit rank: +1 for Snow Leopard units
    • Furs resource production: 8 bundles

    Unlocks

  3. Ur-Szalas

    Level 3 · 5,000 gold · 5 turns

    • Recruit rank: +2 for Snow Leopard units
    • Furs resource production: 12 bundles

    Unlocks

  4. 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. 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

  1. Kossar Hut

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Chataz

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Casern

    Level 3 · 2,500 gold · 3 turns

    Unlocks

Construction Halls

  1. Toolmaker

    Level 1 · 3,000 gold · 3 turns

    • Income from all buildings: +5% (local region)
    • Local recruitment capacity: +1

    Unlocks

  2. 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

  1. Eerie Woods

    Level 1 · 2,500 gold · 2 turns

    • Income generated: 75

    Unlocks

  2. Silent Grove

    Level 2 · 5,000 gold · 4 turns

    • Hero capacity: +1 for Hag Witches
    • Unlocks Hero recruitment: Hag Witch
    • Income generated: 100

    Unlocks

  3. 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

  1. 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

  1. Oblast Hollow

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Oblast Moot

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Oblast Stajin

    Level 3 · 2,500 gold · 3 turns

    Unlocks

Tzar Barracks

  1. 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

  2. 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

  1. Watch Patrol

    Level 1 · 1,000 gold · 2 turns

    • Control: +1
  2. Watch Tower

    Level 2 · 1,500 gold · 3 turns

    • Control: +2
  3. Watch House

    Level 3 · 2,000 gold · 4 turns

    • Control: +3
  4. Watch Garrison

    Level 4 · 3,000 gold · 5 turns

    • Control: +4
  5. Akshina Covert Office

    Level 5 · 4,000 gold · 6 turns

    • Control: +6

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Forest

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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

  1. Tallow-keepers Guild

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Growth: +30
  2. Tanners Guild

    Level 2 · 1,500 gold · 3 turns

    • Construction cost: -15% for all buildings (local province)
    • Growth: +40
  3. 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
  4. 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
  5. 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

  1. 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
  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
  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
  4. 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
  5. 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)
  6. 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

  1. 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
  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
  3. 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
  4. 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
  5. 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)
  6. 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

  1. 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)
  2. 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)
  3. 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

  1. Ruined Erengrad

    Level 1 · 1 turn

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined Kislev

    Level 1 · 1 turn

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -1
  2. 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

  3. 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
  4. 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

  1. Ruined Praag

    Level 1 · 1 turn

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

City Defences

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Farmstead

    Level 1 · 250 gold · 1 turn

    • Income generated: 50
    • Recruitment cost: -20% (armies in region)
    • Growth: +10
  2. Stud Farm

    Level 2 · 500 gold · 2 turns

    • Income generated: 100
    • Recruitment cost: -25% (armies in region)
    • Growth: +20
  3. Farm Estate

    Level 3 · 800 gold · 3 turns

    • Income generated: 150
    • Recruitment cost: -30% (armies in region)
    • Growth: +30

Gem Mining

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  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
  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
  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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Market Square

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Merchant Traders

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 200
  3. Trade Quorum

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 300
  4. Roads

    Level 4 · 2,000 gold · 4 turns

    • Tradable resource production: +30% (local province)
    • Income generated: 350
  5. Caravans

    Level 5 · 2,500 gold · 5 turns

    • Tradable resource production: +50% (local province)
    • Income generated: 400

Medicine Production

  1. 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
  2. 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
  3. 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

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

    • Immune to Athel Loren attrition (all armies)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Income from all buildings: +5% (factionwide)
    • Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn

    • 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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

  1. Ruined Docks

    Level 1 · 1 turn

  2. Anchorage

    Level 2 · 1,500 gold · 2 turns

    • Defensive supplies: +500
    • Income generated: 100
    • Growth: +10
  3. Harbour

    Level 3 · 3,000 gold · 4 turns

    • Defensive supplies: +1000
    • Income generated: 300
    • Growth: +20
  4. Seaport

    Level 4 · 6,000 gold · 6 turns

    • Defensive supplies: +1500
    • Income generated: 500
    • Growth: +30

Pottery Production

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Growth: +30

Spice Trading

  1. Spice Market

    Level 1 · 500 gold · 1 turn

    • 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
  2. 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
  3. 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

  1. Roadhouse

    Level 1 · 500 gold · 1 turn

    • Growth: +20
    • Control: +1
  2. Karczmaz

    Level 2 · 1,000 gold · 2 turns

    • Growth: +40
    • Control: +2
  3. Gospoda

    Level 3 · 1,500 gold · 3 turns

    • Growth: +60
    • Control: +3

Trade District

  1. Stall

    Level 1 · 1,000 gold · 2 turns

    • Income generated: 400
    • Income from Markets: +1% (factionwide)
    • Income from trade tariffs: +1%
  2. Market

    Level 2 · 1,500 gold · 3 turns

    • Income generated: 600
    • Income from Markets: +2% (factionwide)
    • Income from trade tariffs: +2%
  3. Grand Market

    Level 3 · 2,000 gold · 4 turns

    • Income generated: 800
    • Income from Markets: +3% (factionwide)
    • Income from trade tariffs: +3%
  4. Dwarfen District

    Level 4 · 3,000 gold · 5 turns

    • Income generated: 1000
    • Income from Markets: +4% (factionwide)
    • Income from trade tariffs: +4%
  5. Merchant Guildhall

    Level 5 · 4,000 gold · 6 turns

    • Income generated: 1200
    • Income from Markets: +5% (factionwide)
    • Income from trade tariffs: +5%

Tusks

  1. 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)
  2. 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)
  3. 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

  1. Tribal Encampment

    Level 1 · 1,000 gold · 1 turn

    • Recruitment cost: -20% (armies in region)
    • Growth: +30
  2. Tribal Enclave

    Level 2 · 1,500 gold · 2 turns

    • Recruitment cost: -22% (armies in region)
    • Growth: +40
  3. Tribal Bivouac

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -25% (armies in region)
    • Recruitment cost: -5% (all armies)
    • Growth: +50
  4. Tribal Cantonment

    Level 4 · 3,000 gold · 4 turns

    • Recruitment cost: -28% (armies in region)
    • Recruitment cost: -8% (all armies)
    • Growth: +60
  5. Ungol Consulate

    Level 5 · 4,000 gold · 5 turns

    • Recruitment cost: -30% (armies in region)
    • Recruitment cost: -10% (all armies)
    • Growth: +70

Wild Game

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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%