Ogre Kingdoms buildings
46 building chains Ogre Kingdoms 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
Barracks

Bull Pen
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Bruiser
Unlocks

Weapon Pile
Level 2 · 3,500 gold · 4 turns
Hero capacity: +1 for Bruisers
Unlocks Hero recruitment: Bruiser
Unlocks

Bestest Weapon Pile
Level 3 · 99,999 gold · 99 turns
Barracks

Bull Pen
Level 1 · 2 turns
Unlocks Hero recruitment: Bruiser
Unlocks

Weapon Pile
Level 2 · 4 turns
Hero capacity: +1 for Bruisers
Unlocks Hero recruitment: Bruiser
Unlocks

Bestest Weapon Pile
Level 3 · 6 turns
Hero capacity: +1 for Bruisers
Unlocks Hero recruitment: Bruiser
Unlocks
Cavalry

Mournfang Cage
Level 1 · 3 turns
Campaign movement range: +5% (this force and all forces in circle of influence)
Income from raiding: +15% (this force and all forces in circle of influence)
Unlocks

Favoured Mournfang Cage
Level 2 · 5 turns
Campaign movement range: +10% (this force and all forces in circle of influence)
Income from raiding: +30% (this force and all forces in circle of influence)
Unlocks

Big Crusher Rock
Level 3 · 8 turns
Campaign movement range: +15% (this force and all forces in circle of influence)
Income from raiding: +50% (this force and all forces in circle of influence)
Unlocks
Gnoblars

Pig-Jousting Fields
Level 1 · 1 turn
Unlocks

Trapper Huts
Level 2 · 2 turns
Unlocks

Cast-Off Workyards
Level 3 · 4 turns
Unlocks
Gnoblars

Pig-Jousting Fields
Level 1 · 750 gold · 1 turn
Unlocks

Trapper Huts
Level 2 · 1,500 gold · 2 turns
Unlocks

Cast-Off Workyards
Level 3 · 3,500 gold · 4 turns
Unlocks
Maneater Camp

Bounty Pot
Level 1 · 3 turns
Lord and Hero recruit rank: +1 (all provinces)
Recruit rank: +1 for all units (local province)
Unlocks

Bounty Tent
Level 2 · 5 turns
Lord and Hero recruit rank: +2 (all provinces)
Recruit rank: +2 for all units (local province)
Unlocks

Stash Hut
Level 3 · 8 turns
Lord and Hero recruit rank: +3 (all provinces)
Recruit rank: +3 for all units (local province)
Unlocks
Monster

Pack Cave
Level 1 · 2 turns
Unlocks Hero recruitment: Hunter
Unlocks

Gorger Cave
Level 2 · 4 turns
Hero capacity: +1 for Hunters
Unlocks Hero recruitment: Hunter
Unlocks

Giant Pens
Level 3 · 6 turns
Hero capacity: +1 for Hunters
Unlocks Hero recruitment: Hunter
Unlocks

Boulder Fields
Level 4 · 8 turns
Hero capacity: +1 for Hunters
Unlocks Hero recruitment: Hunter
Unlocks
Monster

Pack Cave
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Hunter
Unlocks

Gorger Cave
Level 2 · 3,500 gold · 4 turns
Hero capacity: +1 for Hunters
Unlocks Hero recruitment: Hunter
Unlocks
Army Support

Gut Stone
Level 1 · 2 turns
Income from sacking and looting settlements: +15% (characters in circle of influence)
Income from razing settlements: +25% (characters in circle of influence)

Plate Store
Level 2 · 3 turns
Income from sacking and looting settlements: +30% (characters in circle of influence)
Unlocks Hero recruitment: Firebelly
Income from razing settlements: +50% (characters in circle of influence)

Gut Henge
Level 3 · 5 turns
Income from sacking and looting settlements: +50% (characters in circle of influence)
Income from razing settlements: +20% (all armies)
Income from sacking and looting settlements: +10% (all armies)
Hero capacity: +1 for Firebellies
Unlocks Hero recruitment: Firebelly
Income from razing settlements: +100% (characters in circle of influence)

Butcher's Slab
Level 4 · 99,999 gold · 99 turns

Slaughtermaster's Table
Level 5 · 99,999 gold · 99 turns
Flame of Ulric

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

Spare Tent
Level 1 · 2 turns
Recruitment cost: -15%
Upkeep: -15% (this force and all forces in circle of influence)
Local recruitment capacity: +1

Recrooter'z Table
Level 2 · 4 turns
Recruitment cost: -30%
Upkeep: -30% (this force and all forces in circle of influence)
Global recruitment capacity: +1
Local recruitment capacity: +2

Recrooter'z Tent
Level 3 · 6 turns
Recruitment cost: -50%
Upkeep: -50% (this force and all forces in circle of influence)
Global recruitment capacity: +2
Local recruitment capacity: +3

Recrooter'z Hut
Level 4 · 99,999 gold · 99 turns
Income

Loot Pile
Level 1 · 1 turn
Income generated: 300
Income from post-battle loot: +10% (characters in circle of influence)

Loot Hoard
Level 2 · 2 turns
Income generated: 500
Income from post-battle loot: +20% (characters in circle of influence)

Bounty Tent
Level 3 · 3 turns
Income generated: 800
Income from post-battle loot: +30% (characters in circle of influence)

Bounty Hut
Level 4 · 5 turns
Income from post-battle loot: +5% (all characters)
Income generated: 1200
Income from post-battle loot: +40% (characters in circle of influence)

Bounty Shack
Level 5 · 6 turns
Income from post-battle loot: +10% (all characters)
Income generated: 1600
Income from post-battle loot: +50% (characters in circle of influence)
Meat

Feast Table
Level 1 · 1 turn
Meat generated: 4 (this force and all forces in circle of influence)
Meat gained from battles: +10% (characters in circle of influence)

Feast Yurt
Level 2 · 2 turns
Unlocks Hero recruitment: Butcher
Meat generated: 8 (this force and all forces in circle of influence)
Meat gained from battles: +20% (characters in circle of influence)

Feast Tent
Level 3 · 3 turns
Hero capacity: +1 for Butchers
Unlocks Hero recruitment: Butcher
Meat generated: 12 (this force and all forces in circle of influence)
Meat gained from battles: +30% (characters in circle of influence)

Big Feast Tent
Level 4 · 5 turns
Meat gained from battles: +5% (all armies)
Hero capacity: +1 for Butchers
Unlocks Hero recruitment: Butcher
Meat generated: 16 (this force and all forces in circle of influence)
Meat gained from battles: +40% (characters in circle of influence)

Feasting Stones
Level 5 · 6 turns
Meat gained from battles: +10% (all armies)
Hero capacity: +1 for Butchers
Unlocks Hero recruitment: Butcher
Meat upkeep from units disabled (this force and all forces in circle of influence)
Meat generated: 20 (this force and all forces in circle of influence)
Meat gained from battles: +50% (characters in circle of influence)
Outpost

Ogre 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)

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

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

Muck Trench
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Leadership: +2 when under siege (armies in region)
Control: +2
Improved tower projectiles: Lead Shots

Crap Moat
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +2000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Leadership: +4 when under siege (armies in region)
Control: +2
Improved tower projectiles: Scrap Heaps

Giant Stones
Level 3 · 99,999 gold · 99 turns
Support

Camp Pot
Level 1 · 2 turns
Army ability: "Gluttony" (this force and all forces in circle of influence)
Casualty replenishment rate: +3% (this force and all forces in circle of influence)
Attrition: -5% casualties suffered from all attrition (this force and all forces in circle of influence)

Camp Bowl
Level 2 · 4 turns
Ability number of uses: +1 for "Gluttony" (this force and all forces in circle of influence)
Army ability: "Gluttony" (this force and all forces in circle of influence)
Casualty replenishment rate: +6% (this force and all forces in circle of influence)
Attrition: -15% casualties suffered from all attrition (this force and all forces in circle of influence)

Huge Cauldron
Level 3 · 6 turns
Ability number of uses: +2 for "Gluttony" (this force and all forces in circle of influence)
Army ability: "Gluttony" (this force and all forces in circle of influence)
Casualty replenishment rate: +10% (this force and all forces in circle of influence)
Attrition: -25% casualties suffered from all attrition (this force and all forces in circle of influence)

Camp Boiler
Level 4 · 99,999 gold · 99 turns

Huge Cauldron
Level 5 · 99,999 gold · 99 turns
Upkeep

Gnoblars' Box
Level 1 · 2 turns
Army ability: "Dismember"
Leadership: +4 (all units in army)
Melee attack: +4 (all units in army)

Trader's Tent
Level 2 · 3 turns
Army ability: "Dismember"
Army ability: "Massacre"
Leadership: +6 (all units in army)
Melee attack: +6 (all units in army)

Trader's Hut
Level 3 · 5 turns
Army ability: "Meat Feast"
Army ability: "Dismember"
Army ability: "Massacre"
Leadership: +10 (all units in army)
Melee attack: +10 (all units in army)

Meat Market
Level 4 · 99,999 gold · 99 turns

Flesh Bazaar
Level 5 · 99,999 gold · 99 turns
Economy
Exotic Animals

Exotic Animal Tamer
Level 1 · 1,000 gold · 1 turn
Meat generated: 4 (all armies in local province)
Exotic Animals resource production: 20 cages
Unlocks

Exotic Pet Store
Level 2 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Hunter
Meat generated: 8 (all armies in local province)
Exotic Animals resource production: 30 cages
Unlocks

Exotic Animal Bazaar
Level 3 · 3,000 gold · 4 turns
Hero capacity: +1 for Hunters
Unlocks Hero recruitment: Hunter
Meat generated: 15 (all armies in local province)
Exotic Animals resource production: 45 cages
Unlocks
Iron Mining

Iron Mining Pit
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -10% (armies in region)
Armour: +2 (all armies)
Iron resource production: 20 ingots

Iron Mine
Level 2 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Bruiser
Recruitment cost: -20% (armies in region)
Armour: +3 (all armies)
Iron resource production: 30 ingots
Unlocks

Iron Smelter
Level 3 · 3,000 gold · 4 turns
Hero capacity: +1 for Bruisers
Unlocks Hero recruitment: Bruiser
Recruitment cost: -30% (armies in region)
Armour: +5 (all armies)
Iron resource production: 45 ingots
Unlocks
Major Settlement

Ruined Village
Level 1 · 1 turn
Corruption: -2

Stew Kitch'n
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 50
Growth: +15
Adds walls to the settlement
Unlocks

Maw Cave
Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 75
Growth: +25
Adds walls to the settlement

Cauldron Town
Level 4 · 5,000 gold · 5 turns
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -3
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30
Adds walls to the settlement
Minor Settlement

Ruined Village
Level 1 · 1 turn
Corruption: -1

Stew Kitch'n
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 50
Growth: +15
Unlocks

Maw Cave
Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 75
Growth: +25

Cauldron Town
Level 4 · 5,000 gold · 5 turns
Defensive supplies: +1500
Corruption: -3
Grants 3 construction slots in the settlement
Income generated: 100
Growth: +30
Ogre Camp

Ogre Shelter
Level 1
Immune to regionless attrition (all armies)
Corruption: -1 (local province)
Upkeep: -100%%
Meat upkeep from units disabled (all units in camp)
Meat generated: 5
Casualty replenishment rate: +3%
Local recruitment capacity: +1
Unlocks

Ogre Camp
Level 2 · 2 turns
Immune to regionless attrition (all armies)
Corruption: -2 (local province)
Upkeep: -100%%
Meat upkeep from units disabled (all units in camp)
Meat generated: 5
Improves availability of Ogre Mercenary units
Casualty replenishment rate: +6%
Local recruitment capacity: +1

Tribal Campground
Level 3 · 4 turns
Immune to regionless attrition (all armies)
Corruption: -3 (local province)
Upkeep: -100%%
Meat upkeep from units disabled (all units in camp)
Meat generated: 5
Greatly improves availability of Ogre Mercenary units
Casualty replenishment rate: +9%
Local recruitment capacity: +2

Ancient Tooth Circle
Level 4 · 6 turns
Immune to regionless attrition (all armies)
Corruption: -4 (local province)
Upkeep: -100%%
Meat upkeep from units disabled (all units in camp)
Meat generated: 5
Greatly improves availability of Ogre Mercenary units
Casualty replenishment rate: +12%
Local recruitment capacity: +2

Great Maw Site
Level 5 · 8 turns
Immune to regionless attrition (all armies)
Corruption: -6 (local province)
Upkeep: -100%%
Meat upkeep from units disabled (all units in camp)
Camp limit: +1
Meat generated: 5
Greatly improves availability of Ogre Mercenary units
Casualty replenishment rate: +15%
Local recruitment capacity: +3
Anti-Vermintide

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

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

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

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

Fire Shrine
Level 1 · 1,500 gold · 3 turns
Unlocks Hero recruitment: Firebelly
Corruption: -3
Research rate: +3

Fire Cave
Level 2 · 2,500 gold · 5 turns
Hero capacity: +1 for Firebellies
Unlocks Hero recruitment: Firebelly
Corruption: -6
Research rate: +5

Fire Mount
Level 3 · 99,999 gold · 99 turns
Dye Production

Cinnabar Mining Pit
Level 1 · 1,000 gold · 1 turn
Leadership aura size: +3% (all characters)
Recruitment cost: -10% (local province)
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 2,000 gold · 2 turns
Leadership aura size: +6% (all characters)
Recruitment cost: -15% (local province)
Dyes resource production: 30 ounces
Local recruitment capacity: +1

Dyemaker
Level 3 · 3,000 gold · 4 turns
Leadership aura size: +10% (all characters)
Recruitment cost: -20% (local province)
Dyes resource production: 45 ounces
Local recruitment capacity: +2
Garrison

Guard Tent
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Control: +2

Guard Hut
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +2000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Control: +2

Guard House
Level 3 · 99,999 gold · 99 turns
Gem Mining

Gem Mineshaft
Level 1 · 1,000 gold · 1 turn
Income generated: 200
Gemstones resource production: 20 sacks

Gem Mine
Level 2 · 2,000 gold · 2 turns
Income generated: 400
Gemstones resource production: 30 sacks

Big Gem Mine
Level 3 · 3,000 gold · 4 turns
Income generated: 600
Gemstones resource production: 45 sacks
Gold Mining

Gold Mining Pit
Level 1 · 1,000 gold · 1 turn
Income generated: 200
Income from all buildings: +5% (factionwide)

Gold Mine
Level 2 · 2,000 gold · 2 turns
Income generated: 400
Income from all buildings: +5% (factionwide)

Mint
Level 3 · 3,000 gold · 4 turns
Income generated: 600
Income from all buildings: +5% (factionwide)
Growth

Big Slab
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +3% (armies in region)
Growth: +10

Maw Hole
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +6% (armies in region)
Growth: +20

Maw Pit
Level 3 · 2,500 gold · 4 turns
Casualty replenishment rate: +9% (armies in region)
Growth: +30
Income

Gold Hoard
Level 1 · 750 gold · 1 turn
Income generated: 150

Paychest Store
Level 2 · 2,000 gold · 2 turns
Income generated: 250

Counting House
Level 3 · 4,000 gold · 4 turns
Income generated: 400
Marble Quarry

Quarry
Level 1 · 1,000 gold · 1 turn
Construction cost: -10% for all buildings (local province)
Income generated: 150
Marble resource production: 20 slabs

Granite Werks
Level 2 · 2,000 gold · 2 turns
Construction cost: -20% for all buildings (local province)
Income generated: 250
Marble resource production: 30 slabs

Marble Werks
Level 3 · 3,000 gold · 4 turns
Construction cost: -30% for all buildings (local province)
Income generated: 400
Marble resource production: 45 slabs
Meat

Larder
Level 1 · 2,000 gold · 3 turns
Unlocks Hero recruitment: Butcher
Attrition: -10% when under siege (armies in region)
Control: +3

Meat Store
Level 2 · 4,000 gold · 5 turns
Hero capacity: +1 for Butchers
Unlocks Hero recruitment: Butcher
Meat upkeep from units disabled (armies in region)
Attrition: -25% when under siege (armies in region)
Control: +6

Steak Locker
Level 3 · 99,999 gold · 99 turns
Medicine Production

Herb Patch
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +1% (all armies)
Casualty replenishment rate: +3% (armies in local province)
Medicinal Plants resource production: 20 bundles

Herb Garden
Level 2 · 2,000 gold · 2 turns
Casualty replenishment rate: +1% (all armies)
Hit points: +1% (all characters factionwide)
Casualty replenishment rate: +6% (armies in local province)
Medicinal Plants resource production: 30 bundles

Herb Tent
Level 3 · 3,000 gold · 4 turns
Casualty replenishment rate: +2% (all armies)
Hit points: +2% (all characters factionwide)
Casualty replenishment rate: +9% (armies in local province)
Medicinal Plants resource production: 45 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 1,000 gold · 1 turn
Winds of Magic power reserve: +2 per turn (armies in local province)
Spell resistance: 2% (factionwide)
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Firebelly
Winds of Magic power reserve: +4 per turn (armies in local province)
Spell resistance: 3% (factionwide)
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 3,000 gold · 4 turns
Hero capacity: +1 for Firebellies
Unlocks Hero recruitment: Firebelly
Winds of Magic power reserve: +8 per turn (armies in local province)
Spell resistance: 5% (factionwide)
Carved Obsidian resource production: 45 chests
Orchards

Orchards
Level 1 · 1,000 gold · 1 turn
Income generated: 150
Control: +2
Wine resource production: 20 barrels

Vineyard
Level 2 · 2,000 gold · 2 turns
Income generated: 250
Control: +4
Wine resource production: 30 barrels

Vintner
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Control: +6
Wine resource production: 45 barrels
Pastures

Grazing Pastures
Level 1 · 1,000 gold · 1 turn
Meat generated: 4 (all armies in local province)
Growth: +20

Livestock Pens
Level 2 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Butcher
Unit mass: +2% (all armies)
Meat generated: 8 (all armies in local province)
Growth: +40

Mountain Ranch
Level 3 · 3,000 gold · 4 turns
Hero capacity: +1 for Butchers
Unlocks Hero recruitment: Butcher
Unit mass: +5% (all armies)
Meat generated: 15 (all armies in local province)
Growth: +60
Port

Ruined Docks
Level 1 · 1 turn

Raft Jetty
Level 2 · 1,000 gold · 2 turns
Income generated: 250
Growth: +15

Big Wharf
Level 3 · 3,000 gold · 4 turns
Income generated: 500
Growth: +30
Pottery Production

Clay Pit
Level 1 · 1,000 gold · 1 turn
Defensive supplies: +250
Attrition: -5% when under siege (armies in region)
Pottery resource production: 20 kilnful

Potter's Tent
Level 2 · 2,000 gold · 2 turns
Defensive supplies: +500
Attrition: -10% when under siege (armies in region)
Leadership: +3 when under siege (armies in region)
Pottery resource production: 30 kilnful

Mountain Kilns
Level 3 · 3,000 gold · 4 turns
Defensive supplies: +1000
Camp limit: +1
Attrition: -15% when under siege (armies in region)
Leadership: +5 when under siege (armies in region)
Pottery resource production: 45 kilnful
Protection

Big Rat-Trap
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -3

Refined Rat Trap
Level 2 · 3,000 gold · 4 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -4

Rodent Lures
Level 3 · 4,000 gold · 5 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption in adjacent provinces: -2
Corruption: -5
Saltmaking

Salt Flats
Level 1 · 1,000 gold · 1 turn
Meat upkeep from units disabled (armies in region)
Upkeep: -1% (all armies)
Salt resource production: 20 barrels

Salt Pans
Level 2 · 2,000 gold · 2 turns
Meat upkeep from units disabled (all armies in local province)
Upkeep: -2% (all armies)
Salt resource production: 30 barrels

Salt Distillery
Level 3 · 3,000 gold · 4 turns
Meat upkeep from units disabled (all armies in local and adjacent provinces)
Upkeep: -3% (all armies)
Salt resource production: 45 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Spice Market
Level 1 · 1,000 gold · 1 turn
Income generated: 150
Income from trade tariffs: +5%
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 2,000 gold · 2 turns
Income generated: 250
Income from trade tariffs: +10%
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Income from trade tariffs: +20%
Spices resource production: 45 sacks
Tusks

Animal Store
Level 1 · 1,000 gold · 1 turn
Ivory resource production: 20 tusks
Income generated: 150
Recruitment cost: -10% (armies in region)

Tusk Market
Level 2 · 2,000 gold · 2 turns
Ivory resource production: 30 tusks
Income generated: 250
Recruitment cost: -20% (armies in region)

Tusk Compound
Level 3 · 3,000 gold · 4 turns
Ivory resource production: 45 tusks
Income generated: 400
Recruitment cost: -30% (armies in region)
Wild Game

Skinner's Tent
Level 1 · 1,000 gold · 1 turn
Meat generated: 4 (all armies in local province)
Missile resistance: 1% (all armies)
Furs resource production: 20 bundles

Skinner's Hut
Level 2 · 2,000 gold · 2 turns
Meat generated: 8 (all armies in local province)
Missile resistance: 1% (all armies)
Furs resource production: 30 bundles

Tanner's Place
Level 3 · 3,000 gold · 4 turns
Meat generated: 15 (all armies in local province)
Missile resistance: 2% (all armies)
Furs resource production: 45 bundles
Woodlands

Woodman's Hut
Level 1 · 1,000 gold · 1 turn
Defensive supplies: +250
Construction cost: -10% for all buildings (local province)
Timber resource production: 20 logs

Timber Mill
Level 2 · 2,000 gold · 2 turns
Defensive supplies: +500
Construction cost: -20% for all buildings (local province)
Timber resource production: 30 logs

Lumberyard
Level 3 · 3,000 gold · 4 turns
Defensive supplies: +1000
Construction cost: -30% for all buildings (local province)
Timber resource production: 45 logs
Landmarks
Show 30 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
Abandoned Sky-Titan Hold
Abandoned Sky-Titan Hold Level 1 · 6,000 gold · 7 turns
Income from all buildings: +8% (all adjacent provinces) · Casualty replenishment rate: +5% (armies in local province) · Growth: +5 (all provinces) · Control: +2 · Control: +1 in adjacent provinces
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
Challenge Stone Bulge
Challenge Stone Bulge Level 1 · 6,000 gold · 10 turns
Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Melee attack: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Control: +2 (factionwide)
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
Gnoblar Underbelly
Gnoblar Underbelly Level 1 · 6,000 gold · 3 turns
Enables poison attacks for all Gnoblar Infantry units (factionwide) · Recruit rank: +3 for Gnoblars and Pigback Riders units (armies in local province) · Income generated: 100 · Income from raiding: +5% (factionwide)
Goldtooth's Toll Gate
Goldtooth's Toll Gate Level 1 · 6,000 gold · 6 turns
Diplomatic relations: -10 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +25%
Gorger Haunt
Gorger Haunt Level 1 · 6,000 gold · 6 turns
Recruit rank: +4 for Gorgers units (factionwide) · Recruitment cost: -25% for Gorgers units (factionwide)
Hidden Oasis
Watering Hole 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
Caravan Racket 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
Karak Azorn Great Hall
Karak Azorn Great Hall Level 1 · 6,000 gold · 6 turns
Income from all buildings: +10% (local province) · Control: +10 · Dwarf beer resource production: 45 kegs · Diplomatic relations: -20 with Dwarfs
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
Bells of the Lazarghs Level 1 · 5,000 gold · 5 turns
Diplomatic relations: +25 with Ogre Kingdoms · Global recruitment duration: -1 turn(s) (minimum 1) (factionwide) · Income generated: 150 · Global recruitment capacity: +1 (factionwide)
Landmark
The Grand Cauldron Level 1 · 4,000 gold · 3 turns
Corruption: -4 · Meat generated: 30 (all armies in local province) · Growth: +5 (all provinces) · Control: +4 · Spices resource production: 24 sacks · Wine resource production: 24 barrels
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 Fire Mouth
The Fire Mouth Level 1 · 6,000 gold · 5 turns
Hero capacity: +1 for Firebellies · Unlocks Hero recruitment: Firebelly · Hero recruit rank: +7 for Firebellies · Corruption: -4 · Control: +1 (factionwide)
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 Sentinels Landmark
Karum Level 1 · 6,000 gold · 4 turns
Income from trade tariffs: +50% · Income from raiding: +15% (factionwide)