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

Nurgle buildings

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

Recruitment

Outpost

3 levels · unlocks Nurglings

  1. Nurglish Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)

    Unlocks

  2. Nurglish District

    Level 2 · 4,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Nurglish Colony

    Level 3 · 6,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Carnivorous Compost

2 levels

  1. Carnivorous Compost

    Level 1 · 1,500 gold · 2 turns

    • When growth per turn is more than 200 or with 5 population surplus: Recruit rank: +1 (armies in province)
    • Recruitment health: +5% for all units (armies in province)
    • Recruitment cost: -10% (local province)
  2. Detritus Pit

    Level 2 · 4,000 gold · 4 turns

    • When growth per turn is more than 200 or with 5 population surplus: Recruit rank: +3 (armies in province)
    • Recruitment health: +10% for all units (armies in province)
    • Recruitment cost: -25% (local province)

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Fungi of Defilement

4 levels

  1. Fungi of Defilement

    Level 1 · 750 gold · 1 turn

    • When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +5%
    • Infections: 10 per turn
    • Control: +2
  2. Toxic Spores

    Level 2 · 1,500 gold · 2 turns

    • When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +10%
    • Infections: 15 per turn
    • Control: +3
  3. Malevolent Mycelium

    Level 3 · 2,500 gold · 4 turns

    • When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +15%
    • When growth per turn is more than 200 or with 5 population surplus: Plague duration: +1 turns
    • Infections: 25 per turn
    • Control: +4
  4. Matured Saprophyte

    Level 4 · 4,000 gold · 6 turns

Garrison

2 levels

  1. 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%
  2. 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

8 levels

  1. Lesser Garden of Blight (Seeding)

    Level 1 · 6 turns

    • Recruitment pool size: +3 for all units
  2. Lesser Garden of Blight (Germinating)

    Level 2 · 6 turns

    • Recruitment pool size: +3 for all units
  3. Lesser Garden of Blight (Budding)

    Level 3 · 6 turns

    • Recruitment pool size: +3 for all units
  4. Lesser Garden of Blight (Flowering)

    Level 4 · 6 turns

    • Recruitment pool size: +3 for all units
  5. Lesser Garden of Blight (Pollinating)

    Level 5 · 6 turns

    • Recruitment pool size: +3 for all units
  6. Lesser Garden of Blight (Maturing)

    Level 6 · 6 turns

    • Recruitment pool size: +3 for all units
  7. Lesser Garden of Blight (Withering)

    Level 7 · 6 turns

    • Recruitment pool size: +3 for all units
  8. Lesser Garden of Blight (Decomposing)

    Level 8 · 6 turns

    • Recruitment pool size: +3 for all units

Microbial Bog

4 levels

  1. Microbial Bog

    Level 1 · 750 gold · 1 turn · pays back in 3.8 turns

    • Income generated: 200
    • When growth per turn is more than 200 or with 5 population surplus: Income generated: 50
  2. Decomposing Swamp

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

    • Income generated: 300
    • When growth per turn is more than 200 or with 5 population surplus: Income generated: 100
  3. Vile Synthesis

    Level 3 · 2,500 gold · 4 turns · pays back in 5.6 turns

    • Income generated: 450
    • When growth per turn is more than 200 or with 5 population surplus: Income generated: 150
  4. Replicating Mould

    Level 4 · 4,000 gold · 6 turns · pays back in 6.7 turns

    • Income generated: 600
    • When growth per turn is more than 200 or with 5 population surplus: Income generated: 250

Walls

3 levels

  1. 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)
  2. 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)
  3. 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

5 levels

  1. Weeping Creepers

    Level 1 · 750 gold · 1 turn

    • When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +1
    • Nurgle corruption: +2
    • Growth: +25
  2. Extending Tendrils

    Level 2 · 1,500 gold · 2 turns

    • When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +2
    • Nurgle corruption: +3
    • Growth: +45
  3. Deadly Secretions

    Level 3 · 2,500 gold · 4 turns

    • When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +3
    • Nurgle corruption: +4
    • Growth: +90
  4. Putrid Roots

    Level 4 · 4,000 gold · 6 turns

  5. Vines of Decay

    Level 5 · 6,000 gold · 8 turns

Economy

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Cult Corruption

1 level

  1. Pestilence Spreader

    Level 1 · 1,000 gold · 2 turns

    • Nurgle corruption: +5 (local region)
    • When own Hero is present: Nurgle corruption: +10 (local region)

Cult Corruption

1 level

  1. Concoction Chamber

    Level 1 · 1,000 gold · 2 turns

    • Nurgle corruption: +5 (local region)
    • When Nurgle corruption is 50 or more: Nurgle corruption: +3 (all adjacent provinces)
    • When Nurgle corruption is 50 or more: Unit experience gain per turn: +20 (factionwide)
    • When Nurgle corruption is 50 or more: Research rate: +10

Cult Machinations

1 level

  1. Pox Weaver

    Level 1 · 600 gold · 2 turns

    • Infections: 5 per turn
    • When enemy Lord is present: Infections: 20 per turn

Cult Machinations

1 level

  1. Pathogen Propagator

    Level 1 · 2 turns

    • Income generated: 50
    • When this settlement has a Plague: Income generated: 300

Cult Machinations

1 level

  1. Plague Inducer

    Level 1 · 2 turns

    • Plague duration: +50% (local region)
    • When Nurgle corruption is 75 or more: Plague duration: +50% (local region)
    • Infections: -2 per turn
    • When Nurgle corruption is 75 or more: Infections: -3 per turn

Cult Magus

2 levels

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Nurgle corruption: +5
  2. The Dark God's Choice

    Level 2 · 3,000 gold · 10 turns

    • Building is destroyed upon building completion
    • Instantly recruit a Nurgle Cult Magus at this location

Cult Magus

1 level

  1. Cult Magus Chambers

    Level 1 · 500 gold · 1 turn

    • Income gained based on the local settlement's income: 10%
    • When Nurgle corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
    • When Nurgle corruption is 50 or more: Hero capacity: +1 for Cultists
    • Nurgle corruption: +3 (local region)
    • When Nurgle corruption is 75 or more: Nurgle corruption: +5 (local region)
    • Income generated: 50

Cult Ritual

1 level

  1. 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

1 level

  1. 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

1 level

  1. 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

6 levels

  1. Daemonic Egg Sacs (Fertilisation)

    Level 1 · 4 turns

  2. Daemonic Egg Sacs (Incubation)

    Level 2 · 4 turns

  3. Daemonic Egg Sacs (Metamorphosis)

    Level 3 · 4 turns

  4. Daemonic Egg Sacs (Larvae)

    Level 4 · 4 turns

  5. Daemonic Egg Sacs (Pupae)

    Level 5 · 4 turns

  6. Daemonic Egg Sacs (Spawn)

    Level 6 · 4 turns

Dye Production

3 levels

  1. Cultist Camp (Dyes)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Hero recruit rank: +1 (local province)
    • Income generated: 200
  2. Cultist Outpost (Dyes)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Hero recruit rank: +1 (local province)
    • Income generated: 300
  3. Cultist Enclave (Dyes)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Hero recruit rank: +2 (local province)
    • Income generated: 450

Exotic Animals

3 levels

  1. Cultist Camp (Animals)

    Level 1 · 750 gold · 3 turns

    • Infections: 20 per turn
    • Infection cost to create a Plague: -5% (local province)
  2. Cultist Outpost (Animals)

    Level 2 · 1,250 gold · 3 turns

    • Infections: 30 per turn
    • Infection cost to create a Plague: -5% (local province)
  3. 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

3 levels

  1. Cultist Camp (Gems)

    Level 1 · 750 gold · 3 turns · pays back in 2.5 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
  2. Cultist Outpost (Gems)

    Level 2 · 1,250 gold · 3 turns · pays back in 3.1 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
  3. Cultist Enclave (Gems)

    Level 3 · 2,000 gold · 3 turns · pays back in 3.3 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

3 levels

  1. Cultist Camp (Gold)

    Level 1 · 750 gold · 3 turns · pays back in 2.5 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
  2. Cultist Outpost (Gold)

    Level 2 · 1,250 gold · 3 turns · pays back in 3.1 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
  3. Cultist Enclave (Gold)

    Level 3 · 2,000 gold · 3 turns · pays back in 3.3 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

3 levels

  1. Cultist Camp (Iron)

    Level 1 · 750 gold · 3 turns

    • Recruit rank: +1 (armies in province)
    • Recruitment health: +5% for all units (armies in province)
  2. 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)
  3. 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

8 levels

  1. Living Tree of Decay (Seeding)

    Level 1 · 6 turns

    • Recruitment pool size: +3 for all units
  2. Living Tree of Decay (Germinating)

    Level 2 · 6 turns

    • Recruitment pool size: +3 for all units
  3. Living Tree of Decay (Budding)

    Level 3 · 6 turns

    • Recruitment pool size: +3 for all units
  4. Living Tree of Decay (Leafing)

    Level 4 · 6 turns

    • Recruitment pool size: +3 for all units
  5. Living Tree of Decay (Fruiting)

    Level 5 · 6 turns

    • Recruitment pool size: +3 for all units
  6. Living Tree of Decay (Maturing)

    Level 6 · 6 turns

    • Recruitment pool size: +3 for all units
  7. Living Tree of Decay (Withering)

    Level 7 · 6 turns

    • Recruitment pool size: +3 for all units
  8. Living Tree of Decay (Decomposing)

    Level 8 · 6 turns

    • Recruitment pool size: +3 for all units

Marble Quarry

3 levels

  1. Cultist Camp (Marble)

    Level 1 · 750 gold · 3 turns

    • Construction cost: -10% for all buildings (local province)
  2. 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)
  3. 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

3 levels

  1. Cultist Camp (Medicine)

    Level 1 · 750 gold · 3 turns

    • Chance of a plague spreading: +10% (local region)
    • Plague duration: +1 turns (local region)
  2. Cultist Outpost (Medicine)

    Level 2 · 1,250 gold · 3 turns

    • Chance of a plague spreading: +15% (local region)
    • Plague duration: +1 turns (local region)
  3. 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

3 levels

  1. Ruined City

    Ruin

    • Nurgle corruption: +1
  2. Nurgle Nest

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Nurgle corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
  3. Nurgle Hollow

    Level 2 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Nurgle corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 125
    • Growth: +20
  4. Nurgle Thicket

    Level 3 · 4,500 gold · 5 turns

    • When technology "Gates of Rot" researched: 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

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. Cultist Camp (Obsidian)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Income generated: 200
    • Research rate: +5
  2. Cultist Outpost (Obsidian)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Income generated: 300
    • Research rate: +5
  3. Cultist Enclave (Obsidian)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Income generated: 450
    • Research rate: +10

Orchards

3 levels

  1. Cultist Camp (Wine)

    Level 1 · 750 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in local province)
    • Control: +2
  2. Cultist Outpost (Wine)

    Level 2 · 1,250 gold · 3 turns

    • Casualty replenishment rate: +7% (armies in local province)
    • Control: +3
  3. Cultist Enclave (Wine)

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +10% (armies in local province)
    • Control: +4

Pastures

3 levels

  1. Cultist Camp (Pasture)

    Level 1 · 750 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in local province)
    • Growth: +15
  2. Cultist Outpost (Pasture)

    Level 2 · 1,250 gold · 3 turns

    • Casualty replenishment rate: +7% (armies in local province)
    • Growth: +25
  3. Cultist Enclave (Pasture)

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +10% (armies in local province)
    • Growth: +40

Plagueflesh Poppies

6 levels

  1. Plagueflesh Poppies (Seeding)

    Level 1 · 4 turns

  2. Plagueflesh Poppies (Germinating)

    Level 2 · 4 turns

  3. Plagueflesh Poppies (Budding)

    Level 3 · 4 turns

  4. Plagueflesh Poppies (Pollinating)

    Level 4 · 4 turns

  5. Plagueflesh Poppies (Withering)

    Level 5 · 4 turns

  6. Plagueflesh Poppies (Decomposing)

    Level 6 · 4 turns

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Infernal Harbour

    Level 1 · 1,500 gold · 3 turns · pays back in 7.5 turns

    • Infections: 5 per turn
    • Nurgle corruption: +1
    • Income generated: 200
  3. Hell Port

    Level 2 · 3,000 gold · 3 turns · pays back in 7.5 turns

    • Infections: 10 per turn
    • Nurgle corruption: +2
    • Income generated: 400
  4. Eye of Terror

    Level 3 · 6,000 gold · 3 turns · pays back in 10 turns

    • Infections: 15 per turn
    • Nurgle corruption: +3
    • Income generated: 600

Pottery Production

3 levels

  1. Cultist Camp (Pottery)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Nurgle corruption: +1
    • Income generated: 200
  2. Cultist Outpost (Pottery)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Nurgle corruption: +2
    • Income generated: 300
  3. Cultist Enclave (Pottery)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Nurgle corruption: +3
    • Income generated: 450

Protection

3 levels

  1. 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 (Poxmakers of Nurgle only; Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Nurgle corruption: +3
  2. 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) (Poxmakers of Nurgle only; Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Nurgle corruption: +4
  3. 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) (Poxmakers of Nurgle only; Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Nurgle corruption in adjacent provinces: +2
    • Nurgle corruption: +5

Province Capital

5 levels

  1. Ruined City

    Ruin

    • Nurgle corruption: +2
  2. Withering Roots

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Nurgle corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  3. Tumid Hollow

    Level 2 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Nurgle corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 125
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Unclean Copse

    Level 3 · 4,500 gold · 5 turns

    • When technology "Gates of Rot" researched: 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) (Realm of Chaos campaign only)
    • Nurgle corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Diseased Grove

    Level 4 · 8,000 gold · 6 turns

    • When technology "Gates of Rot" researched: 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) (Realm of Chaos campaign only)
    • Nurgle corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 175
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Great Blight Oak

    Level 5 · 14,000 gold · 7 turns

    • When technology "Gates of Rot" researched: 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) (Realm of Chaos campaign only)
    • Nurgle corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 200
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Rancid Aloe

8 levels

  1. Rancid Aloe (Seeding)

    Level 1 · 4 turns

  2. Rancid Aloe (Germinating)

    Level 2 · 4 turns

  3. Rancid Aloe (Budding)

    Level 3 · 4 turns

  4. Rancid Aloe (Leafing)

    Level 4 · 4 turns

  5. Rancid Aloe (Fruiting)

    Level 5 · 4 turns

  6. Rancid Aloe (Maturing)

    Level 6 · 4 turns

  7. Rancid Aloe (Withering)

    Level 7 · 4 turns

  8. Rancid Aloe (Decomposing)

    Level 8 · 4 turns

Saltmaking

3 levels

  1. Cultist Camp (Salt)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Recruitment cost: -10% (local province)
    • Income generated: 200
  2. Cultist Outpost (Salt)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Recruitment cost: -15% (local province)
    • Income generated: 300
  3. Cultist Enclave (Salt)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Recruitment cost: -25% (local province)
    • Income generated: 450

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

    • Income generated: 400
    • Income from trade tariffs: +20%
    • Outside regions owned by Chaos Dwarfs: Growth: +20
  4. Manann’s Dry Docks

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Cultist Camp (Spices)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Chance of a plague spreading: +10% (local region)
    • Income generated: 200
  2. Cultist Outpost (Spices)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Chance of a plague spreading: +15% (local region)
    • Income generated: 300
  3. Cultist Enclave (Spices)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Chance of a plague spreading: +20% (local region)
    • Income generated: 450

Tusks

3 levels

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 3 turns · pays back in 3.8 turns

    • Nurgle corruption: +1
    • Income generated: 200
  2. Cultist Outpost (Tusks)

    Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns

    • Nurgle corruption: +2
    • Income generated: 300
  3. Cultist Enclave (Tusks)

    Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Nurgle corruption: +3
    • Income generated: 450

Wild Game

3 levels

  1. Cultist Camp (Furs)

    Level 1 · 750 gold · 3 turns

    • Infections: 20 per turn
    • Nurgle corruption: +1
  2. Cultist Outpost (Furs)

    Level 2 · 1,250 gold · 3 turns

    • Infections: 30 per turn
    • Nurgle corruption: +2
  3. Cultist Enclave (Furs)

    Level 3 · 2,000 gold · 3 turns

    • Infections: 40 per turn
    • Nurgle corruption: +3

Woodlands

3 levels

  1. 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)
  2. 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)
  3. 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

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

Show 34 landmark buildings (unique buildings in particular settlements) ▾

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn

Infections: 10 per turn · Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Infections: 20 per turn · Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Infections: 30 per turn · Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Asuryan Worship

Flame of Asuryan Level 1 · 2,000 gold · 3 turns

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle 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 Ruin

Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle 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 · 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

Nurgle 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

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

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

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Nurgle corruption: +2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Nurgle corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

The 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 (The Maggot Host only) · Infections: 40 per turn · Income generated: 750 · Control: +3 (factionwide)

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Nurgle factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 1 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

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1NurglingsNurglish Outpost2,00031——