Lizardmen buildings
63 building chains Lizardmen can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.
Recruitment
Aeries

Terradon Hatchery
Level 1 · 1,500 gold · 3 turns
Unlocks

Ripperdactyl Hatchery
Level 2 · 4,000 gold · 4 turns
Unlocks
Beasts

Taming Pen
Level 1 · 4,000 gold · 1 turn
Unlocks

Feral Beast Lair
Level 2 · 6,000 gold · 1 turn
Unlocks

Stegadon Arena
Level 3 · 8,000 gold · 1 turn
Unlocks

Ancient Stegadon Arena
Level 4 · 10,000 gold · 1 turn
Unlocks
Cold Ones

Cold One Hollow
Level 1 · 6,000 gold · 1 turn
Unlocks

Building Removed
Level 2 · 8,000 gold · 1 turn
Cold Ones

Cold One Nesting Grounds
Level 1 · 2,000 gold · 2 turns
Unlocks

Cold One Caves
Level 2 · 3,000 gold · 3 turns
Unlocks
Cult of Sotek

Sacrificial Altar of Sotek
Level 1 · 3,000 gold · 4 turns
Corruption: -4
Sacrificial Offerings generated: 1 per turn
Income from post-battle loot: +2% (factionwide)
Control: +1
Unlocks

Blood Shrines of Sotek
Level 2 · 5,000 gold · 5 turns
Corruption: -6
Sacrificial Offerings generated: 2 per turn
Income from post-battle loot: +4% (factionwide)
Control: +2
Unlocks

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
Income from post-battle loot: +6% (factionwide)
Control: +3
Unlocks

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
Income from post-battle loot: +8% (factionwide)
Control: +4
Great Beasts

Hunting Pack Pen
Level 1 · 6,000 gold · 1 turn
Army ability: "Feral Cold Ones"
Unlocks

Salamander Enclosure
Level 2 · 8,000 gold · 1 turn
Army ability: "Feral Cold Ones"
Unlocks

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

Taming Pen
Level 1 · 2,000 gold · 4 turns
Exotic Animals resource production: 4 cages
Unlocks

Beast Lair
Level 2 · 3,000 gold · 5 turns
Exotic Animals resource production: 8 cages
Unlocks

Corral-Arena
Level 3 · 5,000 gold · 6 turns
Exotic Animals resource production: 12 cages
Unlocks

Pyramid of Itzl
Level 4 · 10,000 gold · 7 turns
Exotic Animals resource production: 18 cages
Unlocks
Natatorium

Ruined Spawning Chamber
Level 1 · 2,000 gold · 1 turn
Unlocks

Restored Spawning Chamber
Level 2 · 4,000 gold · 1 turn
Unlocks

Grand Natatorium
Level 3 · 6,000 gold · 1 turn
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran

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

Spawn-Pools of the Lower Castes
Level 1 · 750 gold · 2 turns
Unlocks

Spawn-Pools of the Braves
Level 2 · 1,500 gold · 3 turns
Unlocks Hero recruitment: Skink Chief
Unlocks

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

Lower Caste Spawning Chamber
Level 1 · 2,000 gold · 1 turn
Unlocks

Braves Spawning Chamber
Level 2 · 4,000 gold · 1 turn
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief
Unlocks

Chosen Spawning Chamber
Level 3 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief
Terrarium

Terrarium
Level 1 · 4,000 gold · 1 turn
Unlocks

Vivarium
Level 2 · 8,000 gold · 1 turn
Unlocks
Underground Spawning Pool

Underground Lagoon
Level 1 · 1,500 gold · 3 turns
Unlocks Hero recruitment: Saurus Scar-Veteran
Unlocks

Sacred Spawning Caverns
Level 2 · 2,500 gold · 4 turns
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran
Recruit rank: +1 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide)
Unlocks

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)
Recruit rank: +2 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide)
Unlocks
Altar

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

Training Hall
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2%
Horde growth: +1

Sacred Arena
Level 2 · 6,000 gold · 1 turn
Spawning Sequence: +25 per turn
Casualty replenishment rate: +4%
Horde growth: +2
Flame of Ulric

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Empower 5 Sigils within the Black Pyramid
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
Vampiric corruption: +6
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2
Garrison

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)

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

Outpost Garrison
Level 1 · 2,000 gold · 5 turns
Gyroscope

Rotating Disc of Quetzl
Level 1 · 2,000 gold · 1 turn
Army capacity: +1
Hero capacity: +1 for all Heroes
Corruption: -2 (local province)

Gimbals of Gold
Level 2 · 6,000 gold · 1 turn
Army capacity: +2
Hero capacity: +1 for all Heroes
Corruption: -4 (local province)

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

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

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

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

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

Old One Monument
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2%
Upkeep: -5%

Sky Plaza
Level 2 · 6,000 gold · 1 turn
Casualty replenishment rate: +4%
Upkeep: -10%

Floating Gardens
Level 3 · 10,000 gold · 1 turn
Casualty replenishment rate: +6%
Upkeep: -15%
Nexus

Portal Nexus
Level 1 · 2,000 gold · 1 turn
Recruitment cost: -6%
Horde growth: +1

Runic Portal Altar
Level 2 · 6,000 gold · 1 turn
Recruitment cost: -12%
Horde growth: +2
Outpost

Lizardmen Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +2% (own and enemy armies in region)

Lizardmen District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +3% (armies in region)

Lizardmen Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment cost outside friendly territory: -50%
Casualty replenishment rate: +4% (armies in region)
Quetzl

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

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

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

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)

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
Corruption: -8
Income from all buildings: +8% (local province)

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
Hero recruit rank: +1 for Skink Priests
Corruption: -10
Income from all buildings: +12% (local province)
Sanctuary

Communal Grounds
Level 1 · 2,000 gold · 1 turn
Upkeep: -5%
Horde growth: +1

Sanctuary to the Old Ones
Level 2 · 6,000 gold · 1 turn
Upkeep: -10%
Horde growth: +2
Scrying

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
Sentinel

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

Sacred Contemplation Chamber
Level 1 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest

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

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

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

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

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

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

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

Mystic Barriers
Level 1 · 2,000 gold · 5 turns
Army ability: "Holy Stela" (armies in region)
Cannot be constructed in minor settlements
Improved tower projectiles: Ballista
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Force Walls
Level 2 · 4,000 gold · 6 turns
Army ability: "Holy Stela" (armies in region)
Improved tower projectiles: Arcane Bolt
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Energy Dome
Level 3 · 6,000 gold · 7 turns
Army ability: "Holy Stela" (armies in region)
Improved tower projectiles: Rays of Light
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Ziggurat

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)
Income generated: 250
Upkeep: -5%
Horde recruitment capacity +2
Horde growth: +10

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)
Income generated: 250
Upkeep: -10%
Horde recruitment capacity +3
Horde growth: +10

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)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +1%
Upkeep: -15%
Horde recruitment capacity +4
Horde growth: +10

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)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +1% (all armies)
Upkeep: -20%
Horde recruitment capacity +5
Horde growth: +10

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)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +2% (all armies)
Upkeep: -25%
Horde recruitment capacity +6
Horde growth: +10
Ziggurat

Refurbished Temple
Level 1 · 2,000 gold · 1 turn
Horde growth: +10

Operational Ziggurat
Level 2 · 4,000 gold · 1 turn
Upkeep: -2%
Horde growth: +10

Holy Ziggurat
Level 3 · 6,000 gold · 1 turn
Upkeep: -5%
Horde growth: +10
Economy
Exotic Animals

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

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

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

Lizardmen Ruins
Level 1 · 1 turn
Corruption: -1

Lizardmen Commune
Level 2 · 1,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Unlocks

Lizardmen Plaza
Level 3 · 2,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20
Control: +1

Holy Ziggurat
Level 4 · 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

Lizardmen Ruins
Level 1 · 1 turn
Corruption: -2

Coldblood Commune
Level 2 · 1,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Adds walls to the settlement
Unlocks

Temple-Precinct
Level 3 · 2,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20
Control: +1
Adds walls to the settlement

Holy Ziggurat
Level 4 · 4,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +30
Control: +2
Adds walls to the settlement

Temple-City
Level 5 · 8,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
All Climate penalties are nullified (local province)
Grants 5 construction slots in the settlement
Income generated: 250
Growth: +40
Control: +2
Adds walls to the settlement

Temple-Nexus
Level 6 · 16,000 gold · 8 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
All Climate penalties are nullified (local province)
Grants 7 construction slots in the settlement
Income generated: 300
Growth: +50
Control: +3
Adds walls to the settlement
Annex

Stone Marker
Level 1 · 1,000 gold · 2 turns
Cannot be constructed in major settlements
Income from all buildings: +5% (local province)

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

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

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

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

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

Cinnabar Mining Pit
Level 1 · 500 gold · 2 turns
Income generated: 50
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Dyes resource production: 45 ounces
Food

Skink Foraging Camp
Level 1 · 500 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Insect Breeding Farm
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +30

Meat Storage Hall
Level 3 · 1,500 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40
Gem Mining

Gem Mineshaft
Level 1 · 500 gold · 3 turns
Income generated: 200
Gemstones resource production: 20 sacks

Gem Mine
Level 2 · 1,000 gold · 4 turns
Income generated: 350
Gemstones resource production: 30 sacks

Gemcutter's Workshop
Level 3 · 2,000 gold · 5 turns
Income generated: 500
Gemstones resource production: 45 sacks
Geomantic Web

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
Income from all buildings: +8% (local province)

Geomantic Spire
Level 2 · 3,000 gold · 5 turns
Reinforces the Geomantic Web, indirectly improving commandments
Spawning Sequence: +25 per turn
Income from all buildings: +10% (local province)

Geomantic Locus
Level 3 · 4,000 gold · 6 turns
Reinforces the Geomantic Web, indirectly improving commandments
Spawning Sequence: +50 per turn
Income from all buildings: +12% (local province)
Gold Mining

Gold Mining Pit
Level 1 · 500 gold · 3 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

Gold Mine
Level 2 · 1,000 gold · 4 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

Gold Smelter
Level 3 · 2,000 gold · 5 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

Skink Favelas
Level 1 · 500 gold · 1 turn
Income generated: 150

Skink Barrios
Level 2 · 1,000 gold · 2 turns
Income generated: 300

Kroxigor Labour District
Level 3 · 1,500 gold · 3 turns
Income generated: 450
Iron Mining

Iron Mining Pit
Level 1 · 500 gold · 3 turns
Income generated: 100
Iron resource production: 20 ingots

Iron Mines
Level 2 · 1,000 gold · 4 turns
Income generated: 150
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 2,000 gold · 5 turns
Income generated: 200
Iron resource production: 45 ingots
Marble Quarry

Sawyer
Level 1 · 500 gold · 2 turns
Construction cost: -5% for all buildings (local province)
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 3 turns
Construction cost: -10% for all buildings (local province)
Income generated: 150
Marble resource production: 30 slabs

Stone Mason's Workshop
Level 3 · 2,000 gold · 4 turns
Construction cost: -15% for all buildings (local province)
Income generated: 200
Marble resource production: 45 slabs
Medicine Production

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

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

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

Old One Monument
Level 1 · 1,000 gold · 1 turn
Control: +2

Grand Plaza
Level 2 · 1,500 gold · 2 turns
Control: +3

Floating Gardens
Level 3 · 2,000 gold · 3 turns
Control: +4

Inscrutable Monoliths
Level 4 · 3,000 gold · 4 turns
Recruitment cost: -20% (armies in province)
Control: +5

Pyramid Vaults
Level 5 · 4,000 gold · 5 turns
Recruitment cost: -30% (armies in province)
Upkeep: -10% (armies in province)
Control: +6
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 500 gold · 2 turns
Recruitment cost: -20% for Saurus units (local province)
Income generated: 100
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 3 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

Obsidian Amulet Carver
Level 3 · 2,000 gold · 4 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

Fruit Draft Compressors
Level 1 · 500 gold · 2 turns
Income generated: 50
Wine resource production: 20 barrels

Fruit Draft Storage
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Wine resource production: 30 barrels

Fruit Libation Factor
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Wine resource production: 45 barrels
Pastures

Grazing Pastures
Level 1 · 500 gold · 2 turns
Income generated: 50
Casualty replenishment rate: +4% (armies in province)
Growth: +30

Livestock Pens
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Casualty replenishment rate: +6% (armies in province)
Growth: +40

Hothouse Hatchery
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Casualty replenishment rate: +8% (armies in province)
Growth: +50
Port

Ruined Docks
Level 1 · 1 turn

Pliodon Landing
Level 2 · 750 gold · 3 turns
Income generated: 75
Growth: +10

Ancient Harbour
Level 3 · 1,500 gold · 5 turns
Income generated: 150
Growth: +20

Temple-Port
Level 4 · 3,000 gold · 7 turns
Income generated: 300
Growth: +30
Pottery Production

Clay Pit
Level 1 · 500 gold · 2 turns
Income generated: 50
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Pottery resource production: 45 kilnful
Protection

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
Corruption: -3
Control: +3

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)
Corruption: -4
Control: +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)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3
Saltmaking

Brine Mining Pans
Level 1 · 500 gold · 2 turns
Attrition: -1% casualties suffered from all attrition (all armies)
Salt resource production: 20 barrels

Brine Mining Basin
Level 2 · 1,000 gold · 3 turns
Attrition: -3% casualties suffered from all attrition (all armies)
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 4 turns
Attrition: -5% casualties suffered from all attrition (all armies)
Salt resource production: 45 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Spice Market
Level 1 · 500 gold · 2 turns
Income generated: 50
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Spices resource production: 45 sacks
Tusks

Animal Store
Level 1 · 500 gold · 2 turns
Ivory resource production: 20 tusks

Tusk Market
Level 2 · 1,000 gold · 3 turns
Ivory resource production: 30 tusks

Tusk Compound
Level 3 · 2,000 gold · 4 turns
Character experience per turn: +250
Ivory resource production: 45 tusks
Wild Game

Hunting Grounds
Level 1 · 500 gold · 2 turns
Furs resource production: 20 bundles

Hunting Camp
Level 2 · 1,000 gold · 3 turns
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 4 turns
Attrition: -10% casualties suffered from snow attrition (factionwide)
Furs resource production: 45 bundles
Woodlands

Logging Camp
Level 1 · 500 gold · 2 turns
Income generated: 50
Timber resource production: 20 logs

Foresters' Barrios
Level 2 · 1,000 gold · 3 turns
Income generated: 100
Timber resource production: 30 logs

Bastiladon Lumber Carriers
Level 3 · 2,000 gold · 4 turns
Income generated: 150
Timber resource production: 45 logs
Landmarks
Show 51 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Hexoatl
Ruined Hexoatl Level 1 · 1 turn
Corruption: -2
Hexoatl (Coldblood Commune) Level 2 · 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) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Hexoatl (Temple-Precinct) Level 3 · 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) · 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 · Adds walls to the settlement
Hexoatl (Holy Ziggurat) Level 4 · 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) · 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 · Adds walls to the settlement
Hexoatl (Temple-City) Level 5 · 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) · 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 · Adds walls to the settlement
Hexoatl (Temple-Citadel) Level 6 · 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) · 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 · Adds walls to the settlement
Itza
Ruined Itza Level 1 · 1 turn
Corruption: -2
Itza (Lizardmen Commune) Level 2 · 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) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Itza (Lizardmen Plaza) Level 3 · 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) · 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 · Adds walls to the settlement
Itza (Holy Ziggurat) Level 4 · 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) · 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 · Adds walls to the settlement
Itza (Temple-City) Level 5 · 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) · 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 · Adds walls to the settlement
Itza (Temple-Citadel) Level 6 · 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) · 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 · Adds walls to the settlement
Konquata
Ruined Konquata Level 1 · 1 turn
Corruption: -2
Konquata (Lizardmen Commune) Level 2 · 1,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Konquata (Lizardmen Plaza) Level 3 · 2,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +1 · Adds walls to the settlement
Konquata (Holy Ziggurat) Level 4 · 4,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 3 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +2 · Adds walls to the settlement
Konquata (Temple-City) Level 5 · 8,000 gold · 7 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 5 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +2 · Adds walls to the settlement
Konquata (Temple-Citadel) Level 6 · 16,000 gold · 8 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 7 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +3 · Adds walls to the settlement
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn
Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns
Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns
Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Special Port
Ruined Erengrad Harbour Level 1
Erengrad Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20
Erengrad Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30
Special Port
Ruined Marienburg Harbour Level 1
Marienburg Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Marienburg Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Growth: +50 · Control: +8 · Wine resource production: 144 barrels
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 Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
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
Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
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 · Slaanesh 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
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
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
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 Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
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) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10