Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

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

  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 level · unlocks Tzar Guard, Winged Lancers

  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
    • 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

  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

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

  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

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

  1. Eerie Woods

    Level 1 · 2,500 gold · 2 turns · pays back in 33.3 turns

    • Income generated: 75

    Unlocks

  2. 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

  3. 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)

  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

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

  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

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

  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

5 levels

  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 level

  1. 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

  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

3 levels

  1. 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
  2. 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
  3. 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

  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

5 levels

  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

6 levels

  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

    • 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)
  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

6 levels

  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
    • When Control is 50 or more: 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

    • 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)
  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

3 levels

  1. 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)
  2. 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)
  3. 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

  1. Ruined Erengrad

    Ruin

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined Kislev

    Ruin

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined City

    Ruin

    • Corruption: -1
  2. 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

  3. 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
  4. 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

  1. Ruined Praag

    Ruin

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Ruined City

    Ruin

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  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

5 levels

  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
    • 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
  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
    • 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
  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
    • 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
  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
    • 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
  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
    • 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Farmstead

    Level 1 · 250 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5 turns

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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  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

3 levels

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Market Square

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
  2. Merchant Traders

    Level 2 · 1,000 gold · 2 turns · pays back in 5 turns

    • Income generated: 200
  3. Trade Quorum

    Level 3 · 1,500 gold · 3 turns · pays back in 5 turns

    • Income generated: 300
  4. Roads

    Level 4 · 2,000 gold · 4 turns · pays back in 5.7 turns

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

  1. 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
  2. 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
  3. 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

  1. Oak of Ages (Ruined)

    Ruin

  2. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  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
    • When Worthy Offerings from the Court & Orthodoxy panel is active: 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
    • When Worthy Offerings from the Court & Orthodoxy panel is active: 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

3 levels

  1. 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
  2. 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
  3. 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

  1. Ruined Docks

    Ruin

  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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

  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 (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
  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) (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
  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) (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

  1. 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
  2. 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
  3. 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

  1. Ruined Bordeleaux Docks

    Ruin

  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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

  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

5 levels

  1. 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%
  2. 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%
  3. 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%
  4. 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%
  5. 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

  1. 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)
  2. 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)
  3. 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

  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

3 levels

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

Woodlands

3 levels

  1. 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
  2. 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
  3. 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.

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1Kossars (Spears)Kossar Hut75011——
2Kossovite DervishesOblast Hollow75011——
3Kislevite WarriorsErengrad (Village)1,0003———
4KossarsErengrad (Village)1,0003———
5Snow LeopardCavern of Silk2,000322,0001
6Armoured KossarsChataz2,250322,0001
7Armoured Kossars (Great Weapons)Chataz2,250322,0001
8Horse ArchersOblast Moot2,250322,0001
9Akshina AmbushersEerie Woods2,500222,0001
10Tzar Guard (Great Weapons)Royal Barracks2,500336,0003
11Light War SledsToolmaker3,000336,0003
12StreltsiCasern4,750636,0003
13Frost WyrmAnimal Den5,000736,0003
14Ice Guard (Glaives)Convent of Ice (capital)5,0005414,0007
15Ice Guard (Swords)Convent of Ice (capital)5,0005414,0007
16Tzar GuardAtaman's Estate5,000136,0003
17Winged LancersAtaman's Estate5,000136,0003
18Gryphon LegionRoyal Chapterhouse (capital)6,5007414,0007
19The Things in the WoodsSilent Grove7,500636,0003
20Heavy War SledsSmithery (capital)8,0007414,0007
21Little GromSmithery (capital)8,0007414,0007
22War Bear RidersUr-Szalas (capital)10,00012414,0007
23Incarnate Elemental of BeastsHaunted Forest (capital)13,50011530,00012
24Elemental BearGrand Ur-Szalas (capital)20,00018530,00012