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

Lizardmen buildings

63 building chains Lizardmen can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Aeries

2 levels · unlocks Terradon Riders, Terradon Riders (Fireleech Bolas), Coatl, Ripperdactyl Riders

  1. Terradon Hatchery

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Ripperdactyl Hatchery

    Level 2 · 4,000 gold · 4 turns

    Unlocks

Beasts

4 levels · unlocks Feral Bastiladon, Bastiladon (Solar Engine), Bastiladon (Revivification Crystal), Feral Stegadon, Stegadon, Ancient Stegadon

  1. Taming Pen

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Feral Beast Lair

    Level 2 · 6,000 gold · 1 turn

    Unlocks

  3. Stegadon Arena

    Level 3 · 8,000 gold · 1 turn

    Unlocks

  4. Ancient Stegadon Arena

    Level 4 · 10,000 gold · 1 turn

    Unlocks

Cold Ones

2 levels · unlocks Cold One Spear-Riders, Feral Cold Ones, Cold One Riders

  1. Cold One Hollow

    Level 1 · 6,000 gold · 1 turn

    Unlocks

  2. Building Removed

    Level 2 · 8,000 gold · 1 turn

Cold Ones

2 levels · unlocks Feral Cold Ones, Cold One Spear-Riders, Cold One Riders, Horned Ones

  1. Cold One Nesting Grounds

    Level 1 · 2,000 gold · 2 turns

    Unlocks

  2. Cold One Caves

    Level 2 · 3,000 gold · 3 turns

    Unlocks

Cult of Sotek

4 levels · unlocks Salamander Hunting Pack, Razordon Hunting Pack, Ancient Salamander, Dread Saurian, Feral Dread Saurian

  1. Sacrificial Altar of Sotek

    Level 1 · 3,000 gold · 4 turns

    • Corruption: -4
    • Sacrificial Offerings generated: 1 per turn (Cult of Sotek only)
    • Income from post-battle loot: +2% (factionwide)
    • Control: +1

    Unlocks

  2. Blood Shrines of Sotek

    Level 2 · 5,000 gold · 5 turns

    • Corruption: -6
    • Sacrificial Offerings generated: 2 per turn (Cult of Sotek only)
    • Income from post-battle loot: +4% (factionwide)
    • Control: +2

    Unlocks

  3. Crimson Pyramid of Sotek

    Level 3 · 10,000 gold · 6 turns

    • Unit capacity: +1 Feral Dread Saurian
    • Unit capacity: +1 Dread Saurian
    • Corruption: -8
    • Sacrificial Offerings generated: 3 per turn (Cult of Sotek only)
    • Income from post-battle loot: +6% (factionwide)
    • Control: +3

    Unlocks

  4. Golden Ziggurat of Sotek

    Level 4 · 15,000 gold · 7 turns

    • Unit capacity: +2 Feral Dread Saurian
    • Unit capacity: +2 Dread Saurian
    • Corruption: -10
    • Sacrificial Offerings generated: 4 per turn (Cult of Sotek only)
    • Income from post-battle loot: +8% (factionwide)
    • Control: +4

Great Beasts

3 levels · unlocks Razordon Hunting Pack, Salamander Hunting Pack, Ancient Salamander, Feral Troglodon, Feral Dread Saurian, Dread Saurian, Feral Carnosaur

  1. Hunting Pack Pen

    Level 1 · 6,000 gold · 1 turn

    • Army ability: "Feral Cold Ones"

    Unlocks

  2. Salamander Enclosure

    Level 2 · 8,000 gold · 1 turn

    • Army ability: "Feral Cold Ones"

    Unlocks

  3. Giant Beast Pit

    Level 3 · 10,000 gold · 1 turn

    • Unit capacity: +1 Feral Dread Saurian
    • Unit capacity: +1 Dread Saurian
    • Army ability: "Feral Cold Ones"

    Unlocks

Great Beasts

4 levels · unlocks Feral Bastiladon, Bastiladon (Revivification Crystal), Bastiladon (Ark of Sotek), Bastiladon (Solar Engine), Feral Stegadon, Feral Carnosaur, Feral Troglodon, Stegadon, Ancient Stegadon, Ancient Stegadon (Engine of the Gods)

  1. Taming Pen

    Level 1 · 2,000 gold · 4 turns

    • Exotic Animals resource production: 4 cages

    Unlocks

  2. Beast Lair

    Level 2 · 3,000 gold · 5 turns

    • Exotic Animals resource production: 8 cages

    Unlocks

  3. Corral-Arena

    Level 3 · 5,000 gold · 6 turns

    • Exotic Animals resource production: 12 cages

    Unlocks

  4. Pyramid of Itzl

    Level 4 · 10,000 gold · 7 turns

    • Exotic Animals resource production: 18 cages

    Unlocks

Natatorium

4 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Warriors (Shields), Saurus Spears (Shields)

  1. Ruined Spawning Chamber

    Level 1 · 2,000 gold · 1 turn

    Unlocks

  2. Restored Spawning Chamber

    Level 2 · 4,000 gold · 1 turn

    Unlocks

  3. Grand Natatorium

    Level 3 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Saurus Scar-Veterans
    • Unlocks Hero recruitment: Saurus Scar-Veteran
  4. Building Removed

    Level 4 · 8,000 gold · 1 turn

    • Hero capacity: +1 for Saurus Scar-Veterans
    • Unlocks Hero recruitment: Saurus Scar-Veteran

Outdoor Spawning Pool

3 levels · unlocks Skink Skirmishers, Red Crested Skinks, Chameleon Skinks, Chameleon Stalkers, Kroxigor, Sacred Kroxigor

  1. Spawn-Pools of the Lower Castes

    Level 1 · 750 gold · 2 turns

    Unlocks

  2. Spawn-Pools of the Braves

    Level 2 · 1,500 gold · 3 turns

    • Unlocks Hero recruitment: Skink Chief

    Unlocks

  3. Spawn-Pools of the Chosen

    Level 3 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Skink Chiefs
    • Unlocks Hero recruitment: Skink Chief

    Unlocks

Spawning Chamber

3 levels · unlocks Red Crested Skinks, Skink Cohort, Skink Cohort (Javelins), Skink Skirmishers, Chameleon Stalkers, Chameleon Skinks

  1. Lower Caste Spawning Chamber

    Level 1 · 2,000 gold · 1 turn

    Unlocks

  2. Braves Spawning Chamber

    Level 2 · 4,000 gold · 1 turn

    • Hero capacity: +1 for Skink Chiefs
    • Unlocks Hero recruitment: Skink Chief

    Unlocks

  3. Chosen Spawning Chamber

    Level 3 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Skink Chiefs
    • Unlocks Hero recruitment: Skink Chief

Terrarium

2 levels · unlocks Terradon Riders (Fireleech Bolas), Terradon Riders, Coatl, Ripperdactyl Riders

  1. Terrarium

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Vivarium

    Level 2 · 8,000 gold · 1 turn

    Unlocks

Underground Spawning Pool

3 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Spears (Shields), Saurus Warriors (Shields), Temple Guard

  1. Underground Lagoon

    Level 1 · 1,500 gold · 3 turns

    • Unlocks Hero recruitment: Saurus Scar-Veteran (Last Defenders only)

    Unlocks

  2. Sacred Spawning Caverns

    Level 2 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Saurus Scar-Veterans (Last Defenders only)
    • Unlocks Hero recruitment: Saurus Scar-Veteran (Last Defenders only)
    • Recruit rank: +1 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)

    Unlocks

  3. Temple Guard Barracks

    Level 3 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Saurus Scar-Veterans
    • Unlocks Hero recruitment: Saurus Scar-Veteran
    • Hero recruit rank: +1 for Saurus Scar-Veterans (local province) (not for Last Defenders)
    • Recruit rank: +2 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)

    Unlocks

Altar

1 level

  1. Altar of Enlightenment

    Level 1 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Skink Oracles
    • Unlocks Hero recruitment: Skink Oracle
    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
    • Horde growth: +1

Arena

2 levels

  1. Training Hall

    Level 1 · 2,000 gold · 1 turn

    • Casualty replenishment rate: +2%
    • Horde growth: +1
  2. Sacred Arena

    Level 2 · 6,000 gold · 1 turn

    • Spawning Sequence: +25 per turn
    • Casualty replenishment rate: +4%
    • Horde growth: +2

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

Garrison

2 levels

  1. Skink Lookouts

    Level 1 · 2,000 gold · 5 turns

    • Cannot be constructed in major settlements
    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  2. Saurus Garrison

    Level 2 · 4,000 gold · 6 turns

    • Army ability: "Holy Stela" (armies in region)
    • Cannot be constructed in major settlements
    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 5 turns

Gyroscope

3 levels

  1. Rotating Disc of Quetzl

    Level 1 · 2,000 gold · 1 turn

    • Army capacity: +1
    • Hero capacity: +1 for all Heroes
    • Corruption: -2 (local province)
  2. Gimbals of Gold

    Level 2 · 6,000 gold · 1 turn

    • Army capacity: +2
    • Hero capacity: +1 for all Heroes
    • Corruption: -4 (local province)
  3. Gyroscope of Eternal Radiance

    Level 3 · 10,000 gold · 1 turn

    • Army capacity: +3
    • Hero capacity: +1 for all Heroes
    • Corruption: -6 (local province)

Itzl

3 levels

  1. Lower Portal of Itzl

    Level 1 · 2,000 gold · 1 turn

    • Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
    • Horde growth: +1
  2. Portal of Itzl

    Level 2 · 4,000 gold · 1 turn

    • Global recruitment duration: -2 turns for Bastiladon units
    • Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
    • Horde growth: +2
  3. Higher Portal of Itzl

    Level 3 · 6,000 gold · 1 turn

    • Global recruitment duration: -2 turns for Bastiladon units
    • Global recruitment duration: -3 turns for Ancient Stegadon (Engine of the Gods), Feral Dread Saurian and Dread Saurian units
    • Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
    • Global recruitment duration: -2 turns for Stegadon, Ancient Stegadon, Feral Carnosaur and Feral Troglodon units
    • Unit capacity: +1 Feral Dread Saurian
    • Unit capacity: +1 Dread Saurian
    • Horde growth: +3

Meditation

1 level

  1. Meditation Chamber

    Level 1 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Skink Chiefs
    • Unlocks Hero recruitment: Skink Chief
    • Campaign movement range: +10%
    • Horde growth: +1

Monuments

3 levels

  1. Old One Monument

    Level 1 · 2,000 gold · 1 turn

    • Casualty replenishment rate: +2%
    • Upkeep: -5%
  2. Sky Plaza

    Level 2 · 6,000 gold · 1 turn

    • Casualty replenishment rate: +4%
    • Upkeep: -10%
  3. Floating Gardens

    Level 3 · 10,000 gold · 1 turn

    • Casualty replenishment rate: +6%
    • Upkeep: -15%

Nexus

2 levels

  1. Portal Nexus

    Level 1 · 2,000 gold · 1 turn

    • Recruitment cost: -6%
    • Horde growth: +1
  2. Runic Portal Altar

    Level 2 · 6,000 gold · 1 turn

    • Recruitment cost: -12%
    • Horde growth: +2

Outpost

3 levels

  1. Lizardmen 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. Lizardmen 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. Lizardmen 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)

Quetzl

3 levels

  1. Lower Portal of Quetzl

    Level 1 · 2,000 gold · 1 turn

    • Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
    • Horde growth: +1
  2. Portal of Quetzl

    Level 2 · 4,000 gold · 1 turn

    • Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
    • Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
    • Horde growth: +2
  3. Higher Portal of Quetzl

    Level 3 · 6,000 gold · 1 turn

    • Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
    • Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
    • Global recruitment duration: -2 turns for Temple Guard, Kroxigor and Ancient Kroxigor units
    • Horde growth: +3

Reverence of the Old Ones

3 levels

  1. Shrine of the Old Ones

    Level 1 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Skink Priest
    • Corruption: -6
    • Income from all buildings: +4% (local province)
  2. Temple of the Old Ones

    Level 2 · 5,000 gold · 5 turns

    • Unlocks Hero recruitment: Skink Oracle
    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
    • Hero recruit rank: +1 for Skink Oracles (Ghosts of Pahuax only)
    • Corruption: -8
    • Income from all buildings: +8% (local province)
  3. Ziggurat of the Old Ones

    Level 3 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Skink Oracles
    • Unlocks Hero recruitment: Skink Oracle
    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
    • Hero recruit rank: +2 for Skink Oracles (Ghosts of Pahuax only)
    • Hero recruit rank: +1 for Skink Priests
    • Corruption: -10
    • Income from all buildings: +12% (local province)

Sanctuary

2 levels

  1. Communal Grounds

    Level 1 · 2,000 gold · 1 turn

    • Upkeep: -5%
    • Horde growth: +1
  2. Sanctuary to the Old Ones

    Level 2 · 6,000 gold · 1 turn

    • Upkeep: -10%
    • Horde growth: +2

Scrying

1 level

  1. Scrying Pool

    Level 1 · 2,000 gold · 3 turns

    • Campaign movement range: +15% for own armies starting their turn in this region
    • Hero action success chance: +10%
    • Enemy Hero action success chance: -10% (local characters)
    • Ambush success chance: +10% (armies in province)
    • Research rate: +5
    • When technology "Elder Wisdom" researched: Research rate: +5

Sentinel

1 level

  1. Sentinel Hall

    Level 1 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Saurus Scar-Veterans
    • Unlocks Hero recruitment: Saurus Scar-Veteran
    • Unit experience gain per turn: +50
    • Horde growth: +1

Slann

3 levels

  1. Sacred Contemplation Chamber

    Level 1 · 6,000 gold · 1 turn

    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
  2. Star Chamber

    Level 2 · 8,000 gold · 1 turn

    • Unlocks Hero recruitment: Skink Oracle
    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
    • Hero recruit rank: +1 for Skink Priests
  3. Exalted Star Chamber

    Level 3 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Skink Oracles
    • Unlocks Hero recruitment: Skink Oracle
    • Hero capacity: +1 for Skink Priests
    • Unlocks Hero recruitment: Skink Priest
    • Hero recruit rank: +2 for Skink Priests

Slann

1 level

  1. Star Chamber

    Level 1 · 3,000 gold · 4 turns

    • Lord recruit rank: +3 for Slann-Mage Priests (factionwide)
    • Hero recruit rank: +2 (factionwide)
    • Income from all buildings: +5% (local province)
    • Recruit rank: +1 for all units
    • Attrition: -15% when under siege (armies in region)

Smiths

1 level

  1. Weapon-Crafters' Commune

    Level 1 · 3,000 gold · 4 turns

    • Global recruitment duration: -1 turn for all units (armies in region)
    • Recruit rank: +1 for all units
    • Local recruitment capacity: +1

Tlanxla

3 levels

  1. Lower Portal of Tlanxla

    Level 1 · 2,000 gold · 1 turn

    • Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
    • Horde growth: +1
  2. Portal of Tlanxla

    Level 2 · 4,000 gold · 1 turn

    • Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
    • Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
    • Horde growth: +2
  3. Higher Portal of Tlanxla

    Level 3 · 6,000 gold · 1 turn

    • Global recruitment duration: -1 turn for Ancient Salamander units
    • Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
    • Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
    • Global recruitment duration: -2 turn for Ripperdactyl Riders and Coatl units
    • Horde growth: +3

Walls

3 levels

  1. Mystic Barriers

    Level 1 · 2,000 gold · 5 turns

    • Army ability: "Holy Stela" (armies in region)
    • Cannot be constructed in minor settlements
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Ballista
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  2. Force Walls

    Level 2 · 4,000 gold · 6 turns

    • Army ability: "Holy Stela" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Arcane Bolt
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  3. Energy Dome

    Level 3 · 6,000 gold · 7 turns

    • Army ability: "Holy Stela" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Rays of Light
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Ziggurat

5 levels

  1. Ruined Ziggurat of Caxuatn

    Level 1 · 2,000 gold · 1 turn

    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income generated: 250
    • Upkeep: -5%
    • Horde recruitment capacity +2
    • Horde growth: +10
  2. Restored Ziggurat of Caxuatn

    Level 2 · 4,000 gold · 1 turn

    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income generated: 250
    • Upkeep: -10%
    • Horde recruitment capacity +3
    • Horde growth: +10
  3. Reactivated Ziggurat of Caxuatn

    Level 3 · 6,000 gold · 1 turn

    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income generated: 250
    • Campaign movement range: +10%
    • Casualty replenishment rate: +1%
    • Upkeep: -15%
    • Horde recruitment capacity +4
    • Horde growth: +10
  4. Primed Ziggurat of Caxuatn

    Level 4 · 8,000 gold · 1 turn

    • Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income generated: 250
    • Campaign movement range: +10%
    • Casualty replenishment rate: +1% (all armies)
    • Upkeep: -20%
    • Horde recruitment capacity +5
    • Horde growth: +10
  5. Ascendant Ziggurat of Caxuatn

    Level 5 · 10,000 gold · 1 turn

    • Physical resistance: 10% for Kroxigor and Sacred Kroxigor units (Lord's army)
    • Weapon strength: +15% for Kroxigor and Sacred Kroxigor units (Lord's army)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income generated: 250
    • Campaign movement range: +10%
    • Casualty replenishment rate: +2% (all armies)
    • Upkeep: -25%
    • Horde recruitment capacity +6
    • Horde growth: +10

Ziggurat

3 levels

  1. Refurbished Temple

    Level 1 · 2,000 gold · 1 turn

    • Horde growth: +10
  2. Operational Ziggurat

    Level 2 · 4,000 gold · 1 turn

    • Upkeep: -2%
    • Horde growth: +10
  3. Holy Ziggurat

    Level 3 · 6,000 gold · 1 turn

    • Upkeep: -5%
    • Horde growth: +10

Economy

Exotic Animals

3 levels · unlocks Feral Cold Ones

  1. Chameleon Menagerie

    Level 1 · 500 gold · 2 turns

    • Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
    • Exotic Animals resource production: 20 cages

    Unlocks

  2. Terradon Cages

    Level 2 · 1,000 gold · 3 turns

    • Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
    • Recruit rank: +1 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
    • Exotic Animals resource production: 30 cages
  3. Dinosaur Reserve

    Level 3 · 2,000 gold · 4 turns

    • Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
    • Recruit rank: +2 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
    • Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (all armies)
    • Exotic Animals resource production: 45 cages

Minor Settlement

3 levels · unlocks Skink Cohort (Javelins), Skink Cohort

  1. Lizardmen Ruins

    Ruin

    • Corruption: -1
  2. Lizardmen Commune

    Level 1 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Lizardmen Plaza

    Level 2 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • Control: +1
  4. Holy Ziggurat

    Level 3 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Control: +2

Province Capital

5 levels · unlocks Skink Cohort (Javelins), Skink Cohort

  1. Lizardmen Ruins

    Ruin

    • Corruption: -2
  2. Coldblood Commune

    Level 1 · 1,000 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 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Temple-Precinct

    Level 2 · 2,000 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 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Holy Ziggurat

    Level 3 · 4,000 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 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Temple-City

    Level 4 · 8,000 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
    • When technology "Determining the Great Plan" researched: All Climate penalties are nullified (local province)
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Growth: +40
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Temple-Nexus

    Level 5 · 16,000 gold · 8 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
    • When technology "Determining the Great Plan" researched: All Climate penalties are nullified (local province)
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Growth: +50
    • Control: +3
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Annex

2 levels

  1. Stone Marker

    Level 1 · 1,000 gold · 2 turns

    • Cannot be constructed in major settlements
    • Income from all buildings: +5% (local province)
  2. Lodestone

    Level 2 · 1,500 gold · 3 turns

    • Cannot be constructed in major settlements
    • Income from all buildings: +8% (local province)
    • Local recruitment capacity: +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

Dye Production

3 levels

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Dyes resource production: 45 ounces

Food

3 levels

  1. Skink Foraging Camp

    Level 1 · 500 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Insect Breeding Farm

    Level 2 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +30
  3. Meat Storage Hall

    Level 3 · 1,500 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +40

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 500 gold · 3 turns · pays back in 2.5 turns

    • Income generated: 200
    • Gemstones resource production: 20 sacks
  2. Gem Mine

    Level 2 · 1,000 gold · 4 turns · pays back in 2.9 turns

    • Income generated: 350
    • Gemstones resource production: 30 sacks
  3. Gemcutter's Workshop

    Level 3 · 2,000 gold · 5 turns · pays back in 4 turns

    • Income generated: 500
    • Gemstones resource production: 45 sacks

Geomantic Web

3 levels

  1. Geomantic Pylon

    Level 1 · 2,000 gold · 4 turns

    • Cannot be constructed in minor settlements
    • Reinforces the Geomantic Web, indirectly improving commandments
    • Spawning Sequence: +10 per turn (not for Cult of Sotek and Ghosts of Pahuax)
    • Income from all buildings: +8% (local province)
  2. Geomantic Spire

    Level 2 · 3,000 gold · 5 turns

    • Reinforces the Geomantic Web, indirectly improving commandments
    • Spawning Sequence: +25 per turn (not for Cult of Sotek and Ghosts of Pahuax)
    • Income from all buildings: +10% (local province)
  3. Geomantic Locus

    Level 3 · 4,000 gold · 6 turns

    • Reinforces the Geomantic Web, indirectly improving commandments
    • Spawning Sequence: +50 per turn (not for Cult of Sotek and Ghosts of Pahuax)
    • Income from all buildings: +12% (local province)

Gold Mining

3 levels

  1. Gold Mining Pit

    Level 1 · 500 gold · 3 turns · pays back in 2.5 turns

    • Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
    • Golden Idols resource production: 6 chests
    • Income generated: 200
  2. Gold Mine

    Level 2 · 1,000 gold · 4 turns · pays back in 2.9 turns

    • Recruitment cost: -25% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
    • Recruit rank: +1 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
    • Golden Idols resource production: 8 chests
    • Income generated: 350
  3. Gold Smelter

    Level 3 · 2,000 gold · 5 turns · pays back in 4 turns

    • Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces)
    • Recruitment cost: -30% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
    • Recruit rank: +2 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
    • Upkeep: -3% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (all armies)
    • Golden Idols resource production: 12 chests
    • Income generated: 500

Industry

3 levels

  1. Skink Favelas

    Level 1 · 500 gold · 1 turn · pays back in 3.3 turns

    • Income generated: 150
  2. Skink Barrios

    Level 2 · 1,000 gold · 2 turns · pays back in 3.3 turns

    • Income generated: 300
  3. Kroxigor Labour District

    Level 3 · 1,500 gold · 3 turns · pays back in 3.3 turns

    • Income generated: 450

Iron Mining

3 levels

  1. Iron Mining Pit

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

    • Income generated: 100
    • Iron resource production: 20 ingots
  2. Iron Mines

    Level 2 · 1,000 gold · 4 turns · pays back in 6.7 turns

    • Income generated: 150
    • Iron resource production: 30 ingots
  3. Iron Smelter

    Level 3 · 2,000 gold · 5 turns · pays back in 10 turns

    • Income generated: 200
    • Iron resource production: 45 ingots

Marble Quarry

3 levels

  1. Sawyer

    Level 1 · 500 gold · 2 turns · pays back in 5 turns

    • Construction cost: -5% for all buildings (local province)
    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns

    • Construction cost: -10% for all buildings (local province)
    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Stone Mason's Workshop

    Level 3 · 2,000 gold · 4 turns · pays back in 10 turns

    • Construction cost: -15% for all buildings (local province)
    • Income generated: 200
    • Marble resource production: 45 slabs

Medicine Production

3 levels

  1. Glowing Berry Patches

    Level 1 · 500 gold · 2 turns

    • Recruitment cost: -20% for Skink and Chameleon Skinks units (local province)
    • Medicinal Plants resource production: 20 bundles
  2. Mystic Fern Grove

    Level 2 · 1,000 gold · 3 turns

    • Recruitment cost: -25% for Skink and Chameleon Skinks units (local province)
    • Recruit rank: +1 for Skink and Chameleon Skinks units (local province)
    • Medicinal Plants resource production: 30 bundles
  3. Lotus Gathering Camp

    Level 3 · 2,000 gold · 4 turns

    • Hero recruit rank: +1 for Skink Chiefs (all provinces)
    • Hero recruit rank: +1 for Skink Priests (all provinces)
    • Recruitment cost: -30% for Skink and Chameleon Skinks units (local province)
    • Recruit rank: +2 for Skink and Chameleon Skinks units (local province)
    • Upkeep: -3% for Skink and Chameleon Skinks units (all armies)
    • Medicinal Plants resource production: 45 bundles

Monuments

5 levels

  1. Old One Monument

    Level 1 · 1,000 gold · 1 turn

    • Control: +2
  2. Grand Plaza

    Level 2 · 1,500 gold · 2 turns

    • Control: +3
  3. Floating Gardens

    Level 3 · 2,000 gold · 3 turns

    • Control: +4
  4. Inscrutable Monoliths

    Level 4 · 3,000 gold · 4 turns

    • When Control is 75 or more: Recruitment cost: -20% (armies in province)
    • Control: +5
  5. Pyramid Vaults

    Level 5 · 4,000 gold · 5 turns

    • When Control is 75 or more: Recruitment cost: -30% (armies in province)
    • When Control is 75 or more: Upkeep: -10% (armies in province)
    • Control: +6

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 · 2 turns · pays back in 5 turns

    • Recruitment cost: -20% for Saurus units (local province)
    • Income generated: 100
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Saurus units (local province)
    • Recruit rank: +1 for Saurus units (local province)
    • Income generated: 150
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Amulet Carver

    Level 3 · 2,000 gold · 4 turns · pays back in 10 turns

    • Recruitment cost: -30% for Saurus units (local province)
    • Upkeep: -3% for Saurus units (all armies)
    • Recruit rank: +2 for Saurus units (local province)
    • Income generated: 200
    • Carved Obsidian resource production: 45 chests

Orchards

3 levels

  1. Fruit Draft Compressors

    Level 1 · 500 gold · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Wine resource production: 20 barrels
  2. Fruit Draft Storage

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Wine resource production: 30 barrels
  3. Fruit Libation Factor

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Wine resource production: 45 barrels

Pastures

3 levels

  1. Grazing Pastures

    Level 1 · 500 gold · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  2. Livestock Pens

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
  3. Hothouse Hatchery

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Pliodon Landing

    Level 1 · 750 gold · 3 turns · pays back in 10 turns

    • Income generated: 75
    • Growth: +10
  3. Ancient Harbour

    Level 2 · 1,500 gold · 5 turns · pays back in 10 turns

    • Income generated: 150
    • Growth: +20
  4. Temple-Port

    Level 3 · 3,000 gold · 7 turns · pays back in 10 turns

    • Income generated: 300
    • Growth: +30

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 500 gold · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Pottery resource production: 45 kilnful

Protection

3 levels

  1. Reclaimed Tunnels

    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)
    • Corruption: -3
    • Control: +3
  2. Mapped Passageways

    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)
    • Corruption: -4
    • Control: +3
  3. Rebuilt Labyrinth

    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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Saltmaking

3 levels

  1. Brine Mining Pans

    Level 1 · 500 gold · 2 turns

    • Attrition: -1% casualties suffered from all attrition (all armies)
    • Salt resource production: 20 barrels
  2. Brine Mining Basin

    Level 2 · 1,000 gold · 3 turns

    • Attrition: -3% casualties suffered from all attrition (all armies)
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 2,000 gold · 4 turns

    • Attrition: -5% casualties suffered from all attrition (all armies)
    • 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 · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Spices resource production: 45 sacks

Tusks

3 levels

  1. Animal Store

    Level 1 · 500 gold · 2 turns

    • Ivory resource production: 20 tusks
  2. Tusk Market

    Level 2 · 1,000 gold · 3 turns

    • Ivory resource production: 30 tusks
  3. Tusk Compound

    Level 3 · 2,000 gold · 4 turns

    • Character experience per turn: +250
    • Ivory resource production: 45 tusks

Wild Game

3 levels

  1. Hunting Grounds

    Level 1 · 500 gold · 2 turns

    • Furs resource production: 20 bundles
  2. Hunting Camp

    Level 2 · 1,000 gold · 3 turns

    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 2,000 gold · 4 turns

    • Attrition: -10% casualties suffered from snow attrition (factionwide)
    • Furs resource production: 45 bundles

Woodlands

3 levels

  1. Logging Camp

    Level 1 · 500 gold · 2 turns · pays back in 10 turns

    • Income generated: 50
    • Timber resource production: 20 logs
  2. Foresters' Barrios

    Level 2 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100
    • Timber resource production: 30 logs
  3. Bastiladon Lumber Carriers

    Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 150
    • Timber resource production: 45 logs

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

Show 51 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

Hexoatl

Ruined Hexoatl Ruin

Corruption: -2

Hexoatl (Coldblood Commune) Level 1 · 1,000 gold · 4 turns

Army ability: "Geomantic Nexus" (armies in region) · 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 · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Skink Cohort, Skink Cohort (Javelins)

Hexoatl (Temple-Precinct) Level 2 · 2,000 gold · 5 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Ballista · 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 · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Hexoatl (Holy Ziggurat) Level 3 · 4,000 gold · 6 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Arcane Bolt · 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 · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Hexoatl (Temple-City) Level 4 · 8,000 gold · 7 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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 · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Hexoatl (Temple-Citadel) Level 5 · 16,000 gold · 8 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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 · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Itza

Ruined Itza Ruin

Corruption: -2

Itza (Lizardmen Commune) Level 1 · 1,000 gold · 3 turns

Army ability: "Geomantic Nexus" (armies in region) · 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 · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Skink Cohort, Skink Cohort (Javelins)

Itza (Lizardmen Plaza) Level 2 · 2,000 gold · 4 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Ballista · 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 · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Itza (Holy Ziggurat) Level 3 · 4,000 gold · 5 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Arcane Bolt · 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 · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Itza (Temple-City) Level 4 · 8,000 gold · 6 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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 · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Itza (Temple-Citadel) Level 5 · 16,000 gold · 7 turns

Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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 · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Konquata

Ruined Konquata Ruin

Corruption: -2

Konquata (Lizardmen Commune) Level 1 · 1,000 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 1 construction slot in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Skink Cohort, Skink Cohort (Javelins)

Konquata (Lizardmen Plaza) Level 2 · 2,000 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 2 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Konquata (Holy Ziggurat) Level 3 · 4,000 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 3 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Konquata (Temple-City) Level 4 · 8,000 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 5 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Konquata (Temple-Citadel) Level 5 · 16,000 gold · 8 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 · Income generated: 300 · Growth: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

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 Erengrad Harbour Ruin

Erengrad 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: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad 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: +20

Erengrad 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: +30

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

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

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Fallen Gates Landmark

Plateau of the Fallen Gates Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces) · Hero recruit rank: +1 for Skink Priests (all provinces) · Recruit rank: +2 for Temple Guard units (factionwide) · Upkeep: -5% for Temple Guard units (all armies)

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

Ghrond Landmark

Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6

Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12

Hexoatl Landmark

Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +15 · Lord recruit rank: +2 (factionwide)

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Itza Landmark

The Emerald Pools Level 1 · 8,000 gold · 5 turns

Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

Itza Landmark

Vaults of the Old Ones Level 1 · 10,000 gold · 12 turns

Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Diplomatic relations: +20 with Lizardmen · Attrition: -10% casualties suffered from Chaos attrition · Diplomatic relations: -10 with Daemons of Chaos

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)

Landmark

Chameleon Shrine Level 1 · 6,000 gold · 4 turns

Unlocks Hero recruitment: Skink Chief (all provinces) · Hero recruit rank: +2 for Skink Chiefs (all provinces) · Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 2 turns

Corruption: -5 · Income generated: 600 · Control: +5 · Research rate: +8

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Blessed Incubator Level 1 · 10,000 gold · 6 turns

Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units · Upkeep: -25% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies) · Exotic Animals resource production: 100 cages

Landmark

Shrine of Birds Level 1 · 6,000 gold · 4 turns

Upkeep: -15% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies) · Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (factionwide) · Ammunition: +20% for Terradon Riders units (all armies)

Landmark

Serpent Lairs of Sotek Level 1 · 6,000 gold · 4 turns

Leadership: +20 when fighting against Skaven (armies in province) · Income from post-battle loot: +15% (factionwide) · Ambush success chance: +5% (all armies) · Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10% (all characters factionwide)

Landmark

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 200 · Income from all buildings: +10% (local province) · Growth: +10 (all provinces) · Research rate: +5

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 500 · Income from all buildings: +20% (local province) · Growth: +15 (all provinces) · Research rate: +10

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 800 · Income from all buildings: +30% (local province) · Growth: +20 (all provinces) · Research rate: +15

Landmark

Temple of the Eclipse Level 1 · 8,000 gold · 5 turns

Hero capacity: +1 for Skink Priests · Hero recruit rank: +2 for Skink Priests (all provinces) · Corruption: -1 (all provinces) · Research rate: +10

Landmark

Temple of Mists Level 1 · 8,000 gold · 5 turns

Army ability: "Temple of Mists" (all armies in local and adjacent regions) · Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Leadership: -20 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Corruption: -10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Glacial Caves Level 1 · 7,500 gold · 4 turns

Corruption in adjacent provinces: -3 · Corruption: -5 · Income generated: 200 · Research rate: +10

Landmark

Huatl Level 1 · 10,000 gold · 6 turns

Diplomatic relations: +30 with Lizardmen · Hero action success chance: +5% (all characters) · Income from all buildings: +5% (factionwide) · Growth: +5 (all provinces)

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

New Seeding

Jungles of the Old Ones Level 1 · 6,000 gold · 5 turns

Local Recruitment duration: -1 turn for all units (minimum 1) (armies in region) · Immune to Snow attrition (all armies) · Income generated: 200 · Casualty replenishment rate: +15% (armies in region) · Growth: +30

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)

Saphery Landmark

Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6

Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12

Special 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

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

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

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 Lizardmen 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 — 36 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.

#
1Red Crested SkinksLower Caste Spawning Chamber2,0001———
2Saurus SpearsRuined Spawning Chamber2,00011——
3Saurus WarriorsRuined Spawning Chamber2,00011——
4Skink CohortLower Caste Spawning Chamber2,0001———
5Skink Cohort (Javelins)Lower Caste Spawning Chamber2,0001———
6Skink SkirmishersLower Caste Spawning Chamber2,0001———
7Feral BastiladonTaming Pen4,00011——
8Terradon RidersTerrarium4,00011——
9Terradon Riders (Fireleech Bolas)Terrarium4,00011——
10KroxigorSpawn-Pools of the Chosen4,750936,0003
11Sacred KroxigorSpawn-Pools of the Chosen4,750936,0003
12Bastiladon (Ark of Sotek)Beast Lair5,000936,0003
13Horned OnesCold One Caves5,000536,0003
14Chameleon SkinksBraves Spawning Chamber6,00021——
15Chameleon StalkersBraves Spawning Chamber6,00021——
16Cold One RidersCold One Hollow6,000122,0001
17Cold One Spear-RidersCold One Hollow6,000122,0001
18Feral Cold OnesCold One Hollow6,000122,0001
19Razordon Hunting PackHunting Pack Pen6,000122,0001
20Salamander Hunting PackHunting Pack Pen6,000122,0001
21Saurus Spears (Shields)Restored Spawning Chamber6,000222,0001
22Saurus Warriors (Shields)Restored Spawning Chamber6,000222,0001
23Temple GuardTemple Guard Barracks (capital)8,00012414,0007
24Bastiladon (Revivification Crystal)Feral Beast Lair10,000222,0001
25Bastiladon (Solar Engine)Feral Beast Lair10,000222,0001
26Feral StegadonFeral Beast Lair10,000222,0001
27CoatlVivarium12,000236,0003
28Ripperdactyl RidersVivarium12,000236,0003
29Ancient SalamanderSalamander Enclosure14,000236,0003
30StegadonStegadon Arena18,000336,0003
31Ancient Stegadon (Engine of the Gods)Pyramid of Itzl (capital)20,00022530,00012
32Dread SaurianGiant Beast Pit (capital)24,0003414,0007
33Feral CarnosaurGiant Beast Pit (capital)24,0003414,0007
34Feral Dread SaurianGiant Beast Pit (capital)24,0003414,0007
35Feral TroglodonGiant Beast Pit (capital)24,0003414,0007
36Ancient StegadonAncient Stegadon Arena (capital)28,0004414,0007