Nurgle buildings
46 building chains Nurgle 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
Outpost

Nurglish 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)
Unlocks

Nurglish District
Level 2 · 4,000 gold · 3 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)

Nurglish Colony
Level 3 · 6,000 gold · 3 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)
Carnivorous Compost

Carnivorous Compost
Level 1 · 1,500 gold · 2 turns
Recruit rank: +1 (armies in province)
Recruitment health: +5% for all units (armies in province)
Recruitment cost: -10% (local province)

Detritus Pit
Level 2 · 4,000 gold · 4 turns
Recruit rank: +3 (armies in province)
Recruitment health: +10% for all units (armies in province)
Recruitment cost: -25% (local province)
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
Fungi of Defilement

Fungi of Defilement
Level 1 · 750 gold · 1 turn
Chance of a plague spreading: +5%
Infections: 10 per turn
Control: +2

Toxic Spores
Level 2 · 1,500 gold · 2 turns
Chance of a plague spreading: +10%
Infections: 15 per turn
Control: +3

Malevolent Mycelium
Level 3 · 2,500 gold · 4 turns
Chance of a plague spreading: +15%
Plague duration: +1 turns
Infections: 25 per turn
Control: +4

Matured Saprophyte
Level 4 · 4,000 gold · 6 turns
Garrison

Festering Pit
Level 1 · 2,000 gold · 4 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Hall of Hosts
Level 2 · 4,000 gold · 5 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Lesser Garden of Blight

Lesser Garden of Blight (Seeding)
Level 1 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Germinating)
Level 2 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Budding)
Level 3 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Flowering)
Level 4 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Pollinating)
Level 5 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Maturing)
Level 6 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Withering)
Level 7 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Decomposing)
Level 8 · 6 turns
Recruitment pool size: +3 for all units
Microbial Bog

Microbial Bog
Level 1 · 750 gold · 1 turn
Income generated: 200
Income generated: 50

Decomposing Swamp
Level 2 · 1,500 gold · 2 turns
Income generated: 300
Income generated: 100

Vile Synthesis
Level 3 · 2,500 gold · 4 turns
Income generated: 450
Income generated: 150

Replicating Mould
Level 4 · 4,000 gold · 6 turns
Income generated: 600
Income generated: 250
Walls

Spiked Palisade
Level 1 · 2,000 gold · 4 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Improved tower projectiles: Nurglings
Enemy Hero action success chance: -10%
Leadership: +2 when under siege (armies in region)

Barricade of Bones
Level 2 · 4,000 gold · 5 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Improved tower projectiles: Greater Nurglings
Enemy Hero action success chance: -15%
Leadership: +4 when under siege (armies in region)

Rotten Ramparts
Level 3 · 6,000 gold · 6 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1500
Improved tower projectiles: Phlegm Bombards
Enemy Hero action success chance: -25%
Leadership: +6 when under siege (armies in region)
Weeping Creepers

Weeping Creepers
Level 1 · 750 gold · 1 turn
Nurgle corruption in adjacent provinces: +1
Nurgle corruption: +2
Growth: +25

Extending Tendrils
Level 2 · 1,500 gold · 2 turns
Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +3
Growth: +45

Deadly Secretions
Level 3 · 2,500 gold · 4 turns
Nurgle corruption in adjacent provinces: +3
Nurgle corruption: +4
Growth: +90

Putrid Roots
Level 4 · 4,000 gold · 6 turns

Vines of Decay
Level 5 · 6,000 gold · 8 turns
Economy
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
Cult Corruption

Pestilence Spreader
Level 1 · 1,000 gold · 2 turns
Nurgle corruption: +5 (local region)
Nurgle corruption: +10 (local region)
Cult Corruption

Concoction Chamber
Level 1 · 1,000 gold · 2 turns
Nurgle corruption: +5 (local region)
Nurgle corruption: +3 (all adjacent provinces)
Unit experience gain per turn: +20 (factionwide)
Research rate: +10
Cult Machinations

Pox Weaver
Level 1 · 600 gold · 2 turns
Infections: 5 per turn
Infections: 20 per turn
Cult Machinations

Pathogen Propagator
Level 1 · 2 turns
Income generated: 50
Income generated: 300
Cult Machinations

Plague Inducer
Level 1 · 2 turns
Plague duration: +50% (local region)
Infections: -2 per turn
Infections: -3 per turn
Cult Magus

Acolyte Trials
Level 1 · 500 gold · 1 turn · upkeep 300
Khorne corruption: +5
Nurgle corruption: +5
Slaanesh corruption: +5
Tzeentch corruption: +5

The Dark God's Choice
Level 2 · 3,000 gold · 10 turns
Building is destroyed upon building completion
Instantly recruit a Khorne Cult Magus at this location
Instantly recruit a Nurgle Cult Magus at this location
Instantly recruit a Slaanesh Cult Magus at this location
Instantly recruit a Tzeentch Cult Magus at this location
Cult Magus

Cult Magus Chambers
Level 1 · 500 gold · 1 turn
Income gained based on the local settlement's income: 10%
Hero and Lord recruit rank: +1 (factionwide)
Hero capacity: +1 for Cultists
Nurgle corruption: +3 (local region)
Nurgle corruption: +5 (local region)
Income generated: 50
Cult Ritual

Ritual of Plague
Level 1 · 1 turn
Cult is destroyed upon building completion
A random plague will be given to this settlement
Prevents other rituals from being started in this Cult
Cult Ritual

Ritual of Pestilence
Level 1 · 1 turn
Cult is destroyed upon building completion
A random plague will be given to this settlement
A random plague will be given to all adjacent settlements
Prevents other rituals from being started in this Cult
Cult Ritual

Ritual of Summoning
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly transports your faction leader to this settlement
Prevents other rituals from being started in this Cult
This ritual can only begin in one Cult at a time
Daemonic Egg Sacs

Daemonic Egg Sacs (Fertilisation)
Level 1 · 4 turns

Daemonic Egg Sacs (Incubation)
Level 2 · 4 turns

Daemonic Egg Sacs (Metamorphosis)
Level 3 · 4 turns

Daemonic Egg Sacs (Larvae)
Level 4 · 4 turns

Daemonic Egg Sacs (Pupae)
Level 5 · 4 turns

Daemonic Egg Sacs (Spawn)
Level 6 · 4 turns
Dye Production

Cultist Camp (Dyes)
Level 1 · 750 gold · 3 turns
Hero recruit rank: +1 (local province)
Income generated: 200

Cultist Outpost (Dyes)
Level 2 · 1,250 gold · 3 turns
Hero recruit rank: +1 (local province)
Income generated: 300

Cultist Enclave (Dyes)
Level 3 · 2,000 gold · 3 turns
Hero recruit rank: +2 (local province)
Income generated: 450
Exotic Animals

Cultist Camp (Animals)
Level 1 · 750 gold · 3 turns
Infections: 20 per turn
Infection cost to create a Plague: -5% (local province)

Cultist Outpost (Animals)
Level 2 · 1,250 gold · 3 turns
Infections: 30 per turn
Infection cost to create a Plague: -5% (local province)

Cultist Enclave (Animals)
Level 3 · 2,000 gold · 3 turns
Infections: 40 per turn
Infection cost to create a Plague: -10% (local province)
Gem Mining

Cultist Camp (Gems)
Level 1 · 750 gold · 3 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 300

Cultist Outpost (Gems)
Level 2 · 1,250 gold · 3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 400

Cultist Enclave (Gems)
Level 3 · 2,000 gold · 3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 600
Gold Mining

Cultist Camp (Gold)
Level 1 · 750 gold · 3 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 300

Cultist Outpost (Gold)
Level 2 · 1,250 gold · 3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 400

Cultist Enclave (Gold)
Level 3 · 2,000 gold · 3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 600
Iron Mining

Cultist Camp (Iron)
Level 1 · 750 gold · 3 turns
Recruit rank: +1 (armies in province)
Recruitment health: +5% for all units (armies in province)

Cultist Outpost (Iron)
Level 2 · 1,250 gold · 3 turns
Recruit rank: +1 (armies in province)
Recruitment health: +10% for all units (armies in province)

Cultist Enclave (Iron)
Level 3 · 2,000 gold · 3 turns
Recruit rank: +2 (armies in province)
Recruitment health: +10% for all units (armies in province)
Living Tree of Decay

Living Tree of Decay (Seeding)
Level 1 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Germinating)
Level 2 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Budding)
Level 3 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Leafing)
Level 4 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Fruiting)
Level 5 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Maturing)
Level 6 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Withering)
Level 7 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Decomposing)
Level 8 · 6 turns
Recruitment pool size: +3 for all units
Marble Quarry

Cultist Camp (Marble)
Level 1 · 750 gold · 3 turns
Construction cost: -10% for all buildings (local province)

Cultist Outpost (Marble)
Level 2 · 1,250 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -15% for all buildings (local province)

Cultist Enclave (Marble)
Level 3 · 2,000 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -20% for all buildings (local province)
Medicine Production

Cultist Camp (Medicine)
Level 1 · 750 gold · 3 turns
Chance of a plague spreading: +10% (local region)
Plague duration: +1 turns (local region)

Cultist Outpost (Medicine)
Level 2 · 1,250 gold · 3 turns
Chance of a plague spreading: +15% (local region)
Plague duration: +1 turns (local region)

Cultist Enclave (Medicine)
Level 3 · 2,000 gold · 3 turns
Chance of a plague spreading: +20% (local region)
Plague duration: +1 turns (local region)
Minor Settlement

Ruined City
Level 1 · 1 turn
Nurgle corruption: +1

Nurgle Nest
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Nurgle corruption: +1
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10

Nurgle Hollow
Level 3 · 2,500 gold · 4 turns
Defensive supplies: +1000
Nurgle corruption: +1
Grants 2 construction slots in the settlement
Income generated: 125
Growth: +20

Nurgle Thicket
Level 4 · 4,500 gold · 5 turns
- Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Nurgle corruption: +1
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30
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

Cultist Camp (Obsidian)
Level 1 · 750 gold · 3 turns
Income generated: 200
Research rate: +5

Cultist Outpost (Obsidian)
Level 2 · 1,250 gold · 3 turns
Income generated: 300
Research rate: +5

Cultist Enclave (Obsidian)
Level 3 · 2,000 gold · 3 turns
Income generated: 450
Research rate: +10
Orchards

Cultist Camp (Wine)
Level 1 · 750 gold · 3 turns
Casualty replenishment rate: +4% (armies in local province)
Control: +2

Cultist Outpost (Wine)
Level 2 · 1,250 gold · 3 turns
Casualty replenishment rate: +7% (armies in local province)
Control: +3

Cultist Enclave (Wine)
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +10% (armies in local province)
Control: +4
Pastures

Cultist Camp (Pasture)
Level 1 · 750 gold · 3 turns
Casualty replenishment rate: +4% (armies in local province)
Growth: +15

Cultist Outpost (Pasture)
Level 2 · 1,250 gold · 3 turns
Casualty replenishment rate: +7% (armies in local province)
Growth: +25

Cultist Enclave (Pasture)
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +10% (armies in local province)
Growth: +40
Plagueflesh Poppies

Plagueflesh Poppies (Seeding)
Level 1 · 4 turns

Plagueflesh Poppies (Germinating)
Level 2 · 4 turns

Plagueflesh Poppies (Budding)
Level 3 · 4 turns

Plagueflesh Poppies (Pollinating)
Level 4 · 4 turns

Plagueflesh Poppies (Withering)
Level 5 · 4 turns

Plagueflesh Poppies (Decomposing)
Level 6 · 4 turns
Port

Ruined Docks
Level 1 · 3 turns

Infernal Harbour
Level 2 · 1,500 gold · 3 turns
Infections: 5 per turn
Nurgle corruption: +1
Income generated: 200

Hell Port
Level 3 · 3,000 gold · 3 turns
Infections: 10 per turn
Nurgle corruption: +2
Income generated: 400

Eye of Terror
Level 4 · 6,000 gold · 3 turns
Infections: 15 per turn
Nurgle corruption: +3
Income generated: 600
Pottery Production

Cultist Camp (Pottery)
Level 1 · 750 gold · 3 turns
Nurgle corruption: +1
Income generated: 200

Cultist Outpost (Pottery)
Level 2 · 1,250 gold · 3 turns
Nurgle corruption: +2
Income generated: 300

Cultist Enclave (Pottery)
Level 3 · 2,000 gold · 3 turns
Nurgle corruption: +3
Income generated: 450
Protection

Warpstone Locus
Level 1 · 1,000 gold · 2 turns
Hidden armies will be visible (armies in region)
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +3

Warpstone Traps
Level 2 · 2,000 gold · 3 turns
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +4

Guarded Warpstone
Level 3 · 3,000 gold · 4 turns
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +5
Province Capital

Ruined City
Level 1 · 1 turn
Nurgle corruption: +2

Withering Roots
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +2
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Adds walls to the settlement

Tumid Hollow
Level 3 · 2,500 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +2
Grants 2 construction slots in the settlement
Income generated: 125
Growth: +20
Adds walls to the settlement

Unclean Copse
Level 4 · 4,500 gold · 5 turns
- Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +2
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30
Adds walls to the settlement

Diseased Grove
Level 5 · 8,000 gold · 6 turns
- Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +2
Grants 5 construction slots in the settlement
Income generated: 175
Growth: +40
Adds walls to the settlement

Great Blight Oak
Level 6 · 14,000 gold · 7 turns
- Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Nurgle corruption: +2
Grants 7 construction slots in the settlement
Income generated: 200
Growth: +50
Adds walls to the settlement
Rancid Aloe

Rancid Aloe (Seeding)
Level 1 · 4 turns

Rancid Aloe (Germinating)
Level 2 · 4 turns

Rancid Aloe (Budding)
Level 3 · 4 turns

Rancid Aloe (Leafing)
Level 4 · 4 turns

Rancid Aloe (Fruiting)
Level 5 · 4 turns

Rancid Aloe (Maturing)
Level 6 · 4 turns

Rancid Aloe (Withering)
Level 7 · 4 turns

Rancid Aloe (Decomposing)
Level 8 · 4 turns
Saltmaking

Cultist Camp (Salt)
Level 1 · 750 gold · 3 turns
Recruitment cost: -10% (local province)
Income generated: 200

Cultist Outpost (Salt)
Level 2 · 1,250 gold · 3 turns
Recruitment cost: -15% (local province)
Income generated: 300

Cultist Enclave (Salt)
Level 3 · 2,000 gold · 3 turns
Recruitment cost: -25% (local province)
Income generated: 450
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

Cultist Camp (Spices)
Level 1 · 750 gold · 3 turns
Chance of a plague spreading: +10% (local region)
Income generated: 200

Cultist Outpost (Spices)
Level 2 · 1,250 gold · 3 turns
Chance of a plague spreading: +15% (local region)
Income generated: 300

Cultist Enclave (Spices)
Level 3 · 2,000 gold · 3 turns
Chance of a plague spreading: +20% (local region)
Income generated: 450
Tusks

Cultist Camp (Tusks)
Level 1 · 750 gold · 3 turns
Nurgle corruption: +1
Income generated: 200

Cultist Outpost (Tusks)
Level 2 · 1,250 gold · 3 turns
Nurgle corruption: +2
Income generated: 300

Cultist Enclave (Tusks)
Level 3 · 2,000 gold · 3 turns
Nurgle corruption: +3
Income generated: 450
Wild Game

Cultist Camp (Furs)
Level 1 · 750 gold · 3 turns
Infections: 20 per turn
Nurgle corruption: +1

Cultist Outpost (Furs)
Level 2 · 1,250 gold · 3 turns
Infections: 30 per turn
Nurgle corruption: +2

Cultist Enclave (Furs)
Level 3 · 2,000 gold · 3 turns
Infections: 40 per turn
Nurgle corruption: +3
Woodlands

Cultist Camp (Wood)
Level 1 · 750 gold · 3 turns
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -10% for all buildings (local province)

Cultist Outpost (Wood)
Level 2 · 1,250 gold · 3 turns
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -15% for all buildings (local province)

Cultist Enclave (Wood)
Level 3 · 2,000 gold · 3 turns
Cycle time: -1 for Advanced Military buildings (local province)
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -20% for all buildings (local province)
Landmarks
Show 34 landmark buildings (unique buildings in particular settlements) ▾
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
Court of the Covenant
Court of the Covenant Level 1 · 10,000 gold · 8 turns
Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3
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
Desecrated Grove
Infected Grove Level 1 · 4,000 gold · 3 turns
Battle healing cap: +25% for Plaguebearers units (all armies) · Recruit rank: +1 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (factionwide) · Income generated: 400 · Growth: +35
Foetid Swamp
Corrupted Swamp-Town Level 1 · 4,000 gold · 3 turns
Passive ability: "Regeneration" for Rot Flies units (factionwide) · Recruitment health: +25% for Plague Toad and Pox Rider units (factionwide) · Income generated: 150 · Casualty replenishment rate: +10% (armies in local province)
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
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
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
The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
The Gallows Tree Level 1 · 10,000 gold · 5 turns
Plague immunity duration: -1 turns (for all future plagues) (factionwide) · Chance of a plague spreading: +5% (for all future plagues) (factionwide) · Nurgle corruption: +5
Landmark
Bilious Slimepools Level 1 · 6,000 gold · 3 turns
Recruit rank: +2 for Monster and Beast units (factionwide) · Recruitment cost: -10% Monster and beasts units (all armies)
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The Throne of Chaos
The Throne of Chaos Level 1 · 8,000 gold · 4 turns
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Dominance gained: +1 per turn · Infections: 40 per turn · Income generated: 750 · Control: +3 (factionwide)