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

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

  1. Bull Pen

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Bruiser

    Unlocks

  2. Weapon Pile

    Level 2 · 3,500 gold · 4 turns

    • Hero capacity: +1 for Bruisers
    • Unlocks Hero recruitment: Bruiser

    Unlocks

  3. Bestest Weapon Pile

    Level 3 · 99,999 gold · 99 turns

Barracks

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

  1. Bull Pen

    Level 1 · 2 turns

    • Unlocks Hero recruitment: Bruiser

    Unlocks

  2. Weapon Pile

    Level 2 · 4 turns

    • Hero capacity: +1 for Bruisers
    • Unlocks Hero recruitment: Bruiser

    Unlocks

  3. 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)

  1. 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

  2. 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

  3. 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

  1. Pig-Jousting Fields

    Level 1 · 1 turn

    Unlocks

  2. Trapper Huts

    Level 2 · 2 turns

    Unlocks

  3. Cast-Off Workyards

    Level 3 · 4 turns

    Unlocks

Gnoblars

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

  1. Pig-Jousting Fields

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Trapper Huts

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. 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)

  1. Bounty Pot

    Level 1 · 3 turns

    • Lord and Hero recruit rank: +1 (all provinces)
    • Recruit rank: +1 for all units (local province)

    Unlocks

  2. Bounty Tent

    Level 2 · 5 turns

    • Lord and Hero recruit rank: +2 (all provinces)
    • Recruit rank: +2 for all units (local province)

    Unlocks

  3. 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)

  1. Pack Cave

    Level 1 · 2 turns

    • Unlocks Hero recruitment: Hunter

    Unlocks

  2. Gorger Cave

    Level 2 · 4 turns

    • Hero capacity: +1 for Hunters
    • Unlocks Hero recruitment: Hunter

    Unlocks

  3. Giant Pens

    Level 3 · 6 turns

    • Hero capacity: +1 for Hunters
    • Unlocks Hero recruitment: Hunter

    Unlocks

  4. 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

  1. Pack Cave

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Hunter

    Unlocks

  2. Gorger Cave

    Level 2 · 3,500 gold · 4 turns

    • Hero capacity: +1 for Hunters
    • Unlocks Hero recruitment: Hunter

    Unlocks

Army Support

5 levels

  1. 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)
  2. 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)
  3. 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)
  4. Butcher's Slab

    Level 4 · 99,999 gold · 99 turns

  5. Slaughtermaster's Table

    Level 5 · 99,999 gold · 99 turns

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Growth

4 levels

  1. Spare Tent

    Level 1 · 2 turns

    • Recruitment cost: -15%
    • Upkeep: -15% (this force and all forces in circle of influence)
    • Local recruitment capacity: +1
  2. 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
  3. 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
  4. Recrooter'z Hut

    Level 4 · 99,999 gold · 99 turns

Income

5 levels

  1. Loot Pile

    Level 1 · 1 turn

    • Income generated: 300
    • Income from post-battle loot: +10% (characters in circle of influence)
  2. Loot Hoard

    Level 2 · 2 turns

    • Income generated: 500
    • Income from post-battle loot: +20% (characters in circle of influence)
  3. Bounty Tent

    Level 3 · 3 turns

    • Income generated: 800
    • Income from post-battle loot: +30% (characters in circle of influence)
  4. 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)
  5. 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

  1. 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)
  2. 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)
  3. 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)
  4. 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)
  5. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. Giant Stones

    Level 3 · 99,999 gold · 99 turns

Support

5 levels

  1. 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)
  2. 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)
  3. 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)
  4. Camp Boiler

    Level 4 · 99,999 gold · 99 turns

  5. Huge Cauldron

    Level 5 · 99,999 gold · 99 turns

Upkeep

5 levels

  1. Gnoblars' Box

    Level 1 · 2 turns

    • Army ability: "Dismember"
    • Leadership: +4 (all units in army)
    • Melee attack: +4 (all units in army)
  2. 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)
  3. 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)
  4. Meat Market

    Level 4 · 99,999 gold · 99 turns

  5. 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

  1. 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

  2. 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

  3. 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

  1. 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
  2. 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

  3. 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

  1. Ruined Village

    Ruin

    • Corruption: -2
  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

  3. 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
  4. 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

  1. Ruined Village

    Ruin

    • Corruption: -1
  2. 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

  3. 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
  4. 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

  1. 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

  2. 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
  3. 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
  4. 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
  5. 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

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Corruption

3 levels

  1. Fire Shrine

    Level 1 · 1,500 gold · 3 turns

    • Unlocks Hero recruitment: Firebelly
    • Corruption: -3
    • Research rate: +3
  2. Fire Cave

    Level 2 · 2,500 gold · 5 turns

    • Hero capacity: +1 for Firebellies
    • Unlocks Hero recruitment: Firebelly
    • Corruption: -6
    • Research rate: +5
  3. Fire Mount

    Level 3 · 99,999 gold · 99 turns

Dye Production

3 levels

  1. 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
  2. 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
  3. 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

  1. 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
  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
  3. Guard House

    Level 3 · 99,999 gold · 99 turns

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 1 turn · pays back in 5 turns

    • Income generated: 200
    • Gemstones resource production: 20 sacks
  2. Gem Mine

    Level 2 · 2,000 gold · 2 turns · pays back in 5 turns

    • Income generated: 400
    • Gemstones resource production: 30 sacks
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. Big Slab

    Level 1 · 750 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in region)
    • Growth: +10
  2. Maw Hole

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +6% (armies in region)
    • Growth: +20
  3. Maw Pit

    Level 3 · 2,500 gold · 4 turns

    • Casualty replenishment rate: +9% (armies in region)
    • Growth: +30

Income

3 levels

  1. Gold Hoard

    Level 1 · 750 gold · 1 turn · pays back in 5 turns

    • Income generated: 150
  2. Paychest Store

    Level 2 · 2,000 gold · 2 turns · pays back in 8 turns

    • Income generated: 250
  3. Counting House

    Level 3 · 4,000 gold · 4 turns · pays back in 10 turns

    • Income generated: 400

Marble Quarry

3 levels

  1. 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
  2. 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
  3. 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

  1. Larder

    Level 1 · 2,000 gold · 3 turns

    • Unlocks Hero recruitment: Butcher
    • Attrition: -10% when under siege (armies in region)
    • Control: +3
  2. 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
  3. Steak Locker

    Level 3 · 99,999 gold · 99 turns

Medicine Production

3 levels

  1. 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
  2. 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
  3. 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

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. 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
  2. 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
  3. 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

  1. Orchards

    Level 1 · 1,000 gold · 1 turn · pays back in 6.7 turns

    • Income generated: 150
    • Control: +2
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 2,000 gold · 2 turns · pays back in 8 turns

    • Income generated: 250
    • Control: +4
    • Wine resource production: 30 barrels
  3. 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

  1. Grazing Pastures

    Level 1 · 1,000 gold · 1 turn

    • Meat generated: 4 (all armies in local province)
    • Growth: +20
  2. 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
  3. 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

  1. Ruined Docks

    Ruin

  2. Raft Jetty

    Level 1 · 1,000 gold · 2 turns · pays back in 4 turns

    • Income generated: 250
    • Growth: +15
  3. Big Wharf

    Level 2 · 3,000 gold · 4 turns · pays back in 6 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Ruined Bordeleaux Docks

    Ruin

  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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.

#
1Ogre Bulls (Dual Weapons)Bull Pen1,500222,5001
2Ogre Bulls (Ironfists)Bull Pen1,500222,5001
3IrongutsWeapon Pile5,000637,5003
4LeadbelchersWeapon Pile5,000637,5003