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

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

  1. Terradon Hatchery

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Ripperdactyl Hatchery

    Level 2 · 4,000 gold · 4 turns

    Unlocks

Beasts

  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

  1. Cold One Hollow

    Level 1 · 6,000 gold · 1 turn

    Unlocks

  2. Building Removed

    Level 2 · 8,000 gold · 1 turn

Cold 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

  1. 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

  2. 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

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

Great Beasts

  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

  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

  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

  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

  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

  1. Terrarium

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Vivarium

    Level 2 · 8,000 gold · 1 turn

    Unlocks

Underground Spawning Pool

  1. Underground Lagoon

    Level 1 · 1,500 gold · 3 turns

    • Unlocks Hero recruitment: Saurus Scar-Veteran

    Unlocks

  2. 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

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

    Unlocks

Altar

  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

  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. 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

  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. Outpost Garrison

    Level 1 · 2,000 gold · 5 turns

Gyroscope

  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

  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. 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

  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

  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

  1. 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)
  2. 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)
  3. 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

  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

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

Sanctuary

  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. 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

  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

  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. 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. 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

  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

  1. 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
  2. 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
  3. 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

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

Ziggurat

  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

  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

  1. Lizardmen Ruins

    Level 1 · 1 turn

    • Corruption: -1
  2. 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

  3. 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
  4. 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

  1. Lizardmen Ruins

    Level 1 · 1 turn

    • Corruption: -2
  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

  3. 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
  4. 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
  5. 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
  6. 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

  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

  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

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Food

  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

  1. Gem Mineshaft

    Level 1 · 500 gold · 3 turns

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

    Level 2 · 1,000 gold · 4 turns

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

    Level 3 · 2,000 gold · 5 turns

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

Geomantic Web

  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
    • 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
    • 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
    • Income from all buildings: +12% (local province)

Gold Mining

  1. 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
  2. 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
  3. 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

  1. Skink Favelas

    Level 1 · 500 gold · 1 turn

    • Income generated: 150
  2. Skink Barrios

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 300
  3. Kroxigor Labour District

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 450

Iron Mining

  1. Iron Mining Pit

    Level 1 · 500 gold · 3 turns

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

    Level 2 · 1,000 gold · 4 turns

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

    Level 3 · 2,000 gold · 5 turns

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

Marble Quarry

  1. Sawyer

    Level 1 · 500 gold · 2 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

    • 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

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

Medicine Production

  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

  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

    • Recruitment cost: -20% (armies in province)
    • Control: +5
  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

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 2 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

    • 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

    • 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

  1. Fruit Draft Compressors

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Pastures

  1. Grazing Pastures

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Pliodon Landing

    Level 2 · 750 gold · 3 turns

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

    Level 3 · 1,500 gold · 5 turns

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

    Level 4 · 3,000 gold · 7 turns

    • Income generated: 300
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Protection

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

Saltmaking

  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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Tusks

  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

  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

  1. Logging Camp

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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