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

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

  1. 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

  2. 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)
  3. 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

  1. 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)
  2. 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

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Fungi of Defilement

  1. Fungi of Defilement

    Level 1 · 750 gold · 1 turn

    • Chance of a plague spreading: +5%
    • Infections: 10 per turn
    • Control: +2
  2. Toxic Spores

    Level 2 · 1,500 gold · 2 turns

    • Chance of a plague spreading: +10%
    • Infections: 15 per turn
    • Control: +3
  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
  4. Matured Saprophyte

    Level 4 · 4,000 gold · 6 turns

Garrison

  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

  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

  1. Microbial Bog

    Level 1 · 750 gold · 1 turn

    • Income generated: 200
    • Income generated: 50
  2. Decomposing Swamp

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 300
    • Income generated: 100
  3. Vile Synthesis

    Level 3 · 2,500 gold · 4 turns

    • Income generated: 450
    • Income generated: 150
  4. Replicating Mould

    Level 4 · 4,000 gold · 6 turns

    • Income generated: 600
    • Income generated: 250

Walls

  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

  1. Weeping Creepers

    Level 1 · 750 gold · 1 turn

    • Nurgle corruption in adjacent provinces: +1
    • Nurgle corruption: +2
    • Growth: +25
  2. Extending Tendrils

    Level 2 · 1,500 gold · 2 turns

    • Nurgle corruption in adjacent provinces: +2
    • Nurgle corruption: +3
    • Growth: +45
  3. Deadly Secretions

    Level 3 · 2,500 gold · 4 turns

    • 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

  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. Pestilence Spreader

    Level 1 · 1,000 gold · 2 turns

    • Nurgle corruption: +5 (local region)
    • Nurgle corruption: +10 (local region)

Cult Corruption

  1. 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

  1. Pox Weaver

    Level 1 · 600 gold · 2 turns

    • Infections: 5 per turn
    • Infections: 20 per turn

Cult Machinations

  1. Pathogen Propagator

    Level 1 · 2 turns

    • Income generated: 50
    • Income generated: 300

Cult Machinations

  1. Plague Inducer

    Level 1 · 2 turns

    • Plague duration: +50% (local region)
    • Infections: -2 per turn
    • Infections: -3 per turn

Cult Magus

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Khorne corruption: +5
    • Nurgle corruption: +5
    • Slaanesh corruption: +5
    • Tzeentch corruption: +5
  2. 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

  1. 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

  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. 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. 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

  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

  1. Cultist Camp (Dyes)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Exotic Animals

  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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  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

  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

  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

  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

  1. Ruined City

    Level 1 · 1 turn

    • Nurgle corruption: +1
  2. 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
  3. 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
  4. 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

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Cultist Camp (Obsidian)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 450
    • Research rate: +10

Orchards

  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

  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

  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

  1. Ruined Docks

    Level 1 · 3 turns

  2. Infernal Harbour

    Level 2 · 1,500 gold · 3 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 6,000 gold · 3 turns

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

Pottery Production

  1. Cultist Camp (Pottery)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Income generated: 450

Protection

  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
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • 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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • 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)
    • 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

  1. Ruined City

    Level 1 · 1 turn

    • Nurgle corruption: +2
  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
  3. 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
  4. 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
  5. 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
  6. 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

  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

  1. Cultist Camp (Salt)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Cultist Camp (Spices)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Tusks

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 3 turns

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

    Level 2 · 1,250 gold · 3 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Income generated: 450

Wild Game

  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

  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

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)