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

Barracks
3 levels · unlocks Ogre Bulls (Dual Weapons), Ogre Bulls (Ironfists), Leadbelchers, Ironguts
Barracks
3 levels · unlocks Ogre Bulls (Dual Weapons), Ogre Bulls (Ironfists), Leadbelchers, Ironguts

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
3 levels · unlocks Ogre Bulls (Dual Weapons), Ogre Bulls (Ironfists), Leadbelchers, Ironguts, Ironblaster
Barracks
3 levels · unlocks Ogre Bulls (Dual Weapons), Ogre Bulls (Ironfists), Leadbelchers, Ironguts, Ironblaster

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
3 levels · unlocks Mournfang Cavalry, Mournfang Cavalry (Ironfists), Mournfang Cavalry (Great Weapons), Crushers (Ironfists), Crushers (Great Weapons)
Cavalry
3 levels · unlocks Mournfang Cavalry, Mournfang Cavalry (Ironfists), Mournfang Cavalry (Great Weapons), Crushers (Ironfists), Crushers (Great Weapons)

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
3 levels · unlocks Gnoblar Flingers, Gnoblars, Pigback Riders, Gnoblar Trappers, Gnoblar Scraplauncher
Gnoblars
3 levels · unlocks Gnoblar Flingers, Gnoblars, Pigback Riders, Gnoblar Trappers, Gnoblar Scraplauncher

Pig-Jousting Fields
Level 1 · 1 turn
Unlocks

Trapper Huts
Level 2 · 2 turns
Unlocks

Cast-Off Workyards
Level 3 · 4 turns
Unlocks

Gnoblars
3 levels · unlocks Gnoblar Flingers, Gnoblars, Gnoblar Trappers, Pigback Riders, Gnoblar Scraplauncher
Gnoblars
3 levels · unlocks Gnoblar Flingers, Gnoblars, Gnoblar Trappers, Pigback Riders, Gnoblar Scraplauncher

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
3 levels · unlocks Maneaters, Golgfag's Maneaters, Maneaters (Great Weapons), Maneaters (Ironfists), Maneaters (Ogre Pistols)
Maneater Camp
3 levels · unlocks Maneaters, Golgfag's Maneaters, Maneaters (Great Weapons), Maneaters (Ironfists), Maneaters (Ogre Pistols)

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
4 levels · unlocks Blood Vultures, Sabretusk Pack, Gorgers, Yhetees, Giant, Stonehorn, Thundertusk, Stonehorn (Harpoon Launcher)
Monster
4 levels · unlocks Blood Vultures, Sabretusk Pack, Gorgers, Yhetees, Giant, Stonehorn, Thundertusk, Stonehorn (Harpoon Launcher)

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
2 levels · unlocks Blood Vultures, Sabretusk Pack, Yhetees, Gorgers, Giant
Monster
2 levels · unlocks Blood Vultures, Sabretusk Pack, Yhetees, Gorgers, Giant

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
5 levels
Army Support
5 levels

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
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Growth
4 levels
Growth
4 levels

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
5 levels
Income
5 levels

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
5 levels
Meat
5 levels

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
3 levels
Outpost
3 levels

Ogre Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Ogre District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Ogre Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Roads
3 levels
Roads
3 levels

Muck Trench
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
When outside Wood Elf, Ogre or Norscan homeland: 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)
When technology "Sky-Titan Defences" researched: Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Improved tower projectiles: Lead Shots

Crap Moat
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +2000
When outside Wood Elf, Ogre or Norscan homeland: 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)
When technology "Sky-Titan Defences" researched: Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Improved tower projectiles: Scrap Heaps

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

Support
5 levels
Support
5 levels

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
5 levels
Upkeep
5 levels

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
3 levels · unlocks Blood Vultures, Sabretusk Pack, Giant, Yhetees, Gorgers, Stonehorn (Harpoon Launcher), Stonehorn, Thundertusk
Exotic Animals
3 levels · unlocks Blood Vultures, Sabretusk Pack, Giant, Yhetees, Gorgers, Stonehorn (Harpoon Launcher), Stonehorn, Thundertusk

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
3 levels · unlocks Ironguts, Leadbelchers, Ironblaster
Iron Mining
3 levels · unlocks Ironguts, Leadbelchers, Ironblaster

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
3 levels · unlocks Ogre Bulls, Gnoblars
Major Settlement
3 levels · unlocks Ogre Bulls, Gnoblars

Ruined Village
Ruin
Corruption: -2

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

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

Cauldron Town
Level 3 · 5,000 gold · 5 turns
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -3
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Minor Settlement
3 levels · unlocks Ogre Bulls, Gnoblars
Minor Settlement
3 levels · unlocks Ogre Bulls, Gnoblars

Ruined Village
Ruin
Corruption: -1

Stew Kitch'n
Level 1 · 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 2 · 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 3 · 5,000 gold · 5 turns
Defensive supplies: +1500
Corruption: -3
Grants 3 construction slots in the settlement
Income generated: 100
Growth: +30

Ogre Camp
5 levels · unlocks Gnoblars, Ogre Bulls
Ogre Camp
5 levels · unlocks Gnoblars, Ogre Bulls

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)
When technology "Butcher's Apron" researched: 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)
When technology "Butcher's Apron" researched: 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)
When technology "Butcher's Apron" researched: 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)
When technology "Butcher's Apron" researched: 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)
When technology "Ogre Throng" researched: Camp limit: +1
When technology "Butcher's Apron" researched: Meat generated: 5
Greatly improves availability of Ogre Mercenary units
Casualty replenishment rate: +15%
Local recruitment capacity: +3

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

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
3 levels
Corruption
3 levels

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
3 levels
Dye Production
3 levels

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
3 levels
Garrison
3 levels

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)
When technology "Sky-Titan Defences" researched: 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)
When technology "Sky-Titan Defences" researched: Control: +2

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

Gem Mining
3 levels
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 1,000 gold · 1 turn · pays back in 5 turns
Income generated: 200
Gemstones resource production: 20 sacks

Gem Mine
Level 2 · 2,000 gold · 2 turns · pays back in 5 turns
Income generated: 400
Gemstones resource production: 30 sacks

Big Gem Mine
Level 3 · 3,000 gold · 4 turns · pays back in 5 turns
Income generated: 600
Gemstones resource production: 45 sacks

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 1,000 gold · 1 turn · pays back in 5 turns
Income generated: 200
Income from all buildings: +5% (factionwide) (Goldtooth only)

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

Mint
Level 3 · 3,000 gold · 4 turns · pays back in 5 turns
Income generated: 600
Income from all buildings: +5% (factionwide) (Goldtooth only)

Growth
3 levels
Growth
3 levels

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
3 levels
Income
3 levels

Gold Hoard
Level 1 · 750 gold · 1 turn · pays back in 5 turns
Income generated: 150

Paychest Store
Level 2 · 2,000 gold · 2 turns · pays back in 8 turns
Income generated: 250

Counting House
Level 3 · 4,000 gold · 4 turns · pays back in 10 turns
Income generated: 400

Marble Quarry
3 levels
Marble Quarry
3 levels

Quarry
Level 1 · 1,000 gold · 1 turn · pays back in 6.7 turns
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 · pays back in 8 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 · pays back in 7.5 turns
Construction cost: -30% for all buildings (local province)
Income generated: 400
Marble resource production: 45 slabs

Meat
3 levels
Meat
3 levels

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
3 levels
Medicine Production
3 levels

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
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 1,000 gold · 1 turn
Winds of Magic power reserve: +2 per turn [PH]
(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 [PH]
(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 [PH]
(armies in local province)
Spell resistance: 5% (factionwide)
Carved Obsidian resource production: 45 chests

Orchards
3 levels
Orchards
3 levels

Orchards
Level 1 · 1,000 gold · 1 turn · pays back in 6.7 turns
Income generated: 150
Control: +2
Wine resource production: 20 barrels

Vineyard
Level 2 · 2,000 gold · 2 turns · pays back in 8 turns
Income generated: 250
Control: +4
Wine resource production: 30 barrels

Vintner
Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns
Income generated: 400
Control: +6
Wine resource production: 45 barrels

Pastures
3 levels
Pastures
3 levels

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
2 levels
Port
2 levels

Ruined Docks
Ruin

Raft Jetty
Level 1 · 1,000 gold · 2 turns · pays back in 4 turns
Income generated: 250
Growth: +15

Big Wharf
Level 2 · 3,000 gold · 4 turns · pays back in 6 turns
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

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
3 levels
Protection
3 levels

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 (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
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) (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
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) (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5

Saltmaking
3 levels
Saltmaking
3 levels

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
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
3 levels
Spice Trading
3 levels

Spice Market
Level 1 · 1,000 gold · 1 turn · pays back in 6.7 turns
Income generated: 150
Income from trade tariffs: +5%
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 2,000 gold · 2 turns · pays back in 8 turns
Income generated: 250
Income from trade tariffs: +10%
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns
Income generated: 400
Income from trade tariffs: +20%
Spices resource production: 45 sacks

Tusks
3 levels
Tusks
3 levels

Animal Store
Level 1 · 1,000 gold · 1 turn · pays back in 6.7 turns
Ivory resource production: 20 tusks
Income generated: 150
Recruitment cost: -10% (armies in region)

Tusk Market
Level 2 · 2,000 gold · 2 turns · pays back in 8 turns
Ivory resource production: 30 tusks
Income generated: 250
Recruitment cost: -20% (armies in region)

Tusk Compound
Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns
Ivory resource production: 45 tusks
Income generated: 400
Recruitment cost: -30% (armies in region)

Wild Game
3 levels
Wild Game
3 levels

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
3 levels
Woodlands
3 levels

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
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 30 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: 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
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · When any Lord is present: 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
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
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The 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) Ruin
Corruption: -2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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)
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Ogre Kingdoms factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 4 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Ogre Bulls (Dual Weapons) | Bull Pen | 1,500 | 2 | 2 | 2,500 | 1 |
| 2 | Ogre Bulls (Ironfists) | Bull Pen | 1,500 | 2 | 2 | 2,500 | 1 |
| 3 | Ironguts | Weapon Pile | 5,000 | 6 | 3 | 7,500 | 3 |
| 4 | Leadbelchers | Weapon Pile | 5,000 | 6 | 3 | 7,500 | 3 |