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

Ogre Kingdoms buildings

46 building chains Ogre Kingdoms can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.

Recruitment

Barracks

  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

  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

  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

  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

  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

  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

  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

  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

  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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Growth

  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

  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

  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

  1. Ogre Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Ogre District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Ogre Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Roads

  1. Muck Trench

    Level 1 · 2,000 gold · 3 turns

    • Defensive supplies: +1000
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Leadership: +2 when under siege (armies in region)
    • Control: +2
    • Improved tower projectiles: Lead Shots
  2. Crap Moat

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +2000
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Leadership: +4 when under siege (armies in region)
    • Control: +2
    • Improved tower projectiles: Scrap Heaps
  3. Giant Stones

    Level 3 · 99,999 gold · 99 turns

Support

  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

  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

  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

  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

  1. Ruined Village

    Level 1 · 1 turn

    • Corruption: -2
  2. Stew Kitch'n

    Level 2 · 1,500 gold · 2 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • Growth: +15
    • Adds walls to the settlement

    Unlocks

  3. Maw Cave

    Level 3 · 2,500 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 75
    • Growth: +25
    • Adds walls to the settlement
  4. Cauldron Town

    Level 4 · 5,000 gold · 5 turns

    • Defensive supplies: +1500
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -3
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Growth: +30
    • Adds walls to the settlement

Minor Settlement

  1. Ruined Village

    Level 1 · 1 turn

    • Corruption: -1
  2. Stew Kitch'n

    Level 2 · 1,500 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • Growth: +15

    Unlocks

  3. Maw Cave

    Level 3 · 2,500 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 75
    • Growth: +25
  4. Cauldron Town

    Level 4 · 5,000 gold · 5 turns

    • Defensive supplies: +1500
    • Corruption: -3
    • Grants 3 construction slots in the settlement
    • Income generated: 100
    • Growth: +30

Ogre Camp

  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)
    • 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)
    • 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)
    • 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)
    • 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)
    • Camp limit: +1
    • Meat generated: 5
    • Greatly improves availability of Ogre Mercenary units
    • Casualty replenishment rate: +15%
    • Local recruitment capacity: +3

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Corruption

  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

  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

  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)
    • 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)
    • Control: +2
  3. Guard House

    Level 3 · 99,999 gold · 99 turns

Gem Mining

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 600
    • Gemstones resource production: 45 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 200
    • Income from all buildings: +5% (factionwide)
  2. Gold Mine

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 400
    • Income from all buildings: +5% (factionwide)
  3. Mint

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 600
    • Income from all buildings: +5% (factionwide)

Growth

  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

  1. Gold Hoard

    Level 1 · 750 gold · 1 turn

    • Income generated: 150
  2. Paychest Store

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 250
  3. Counting House

    Level 3 · 4,000 gold · 4 turns

    • Income generated: 400

Marble Quarry

  1. Quarry

    Level 1 · 1,000 gold · 1 turn

    • 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

    • 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

    • Construction cost: -30% for all buildings (local province)
    • Income generated: 400
    • Marble resource production: 45 slabs

Meat

  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

  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. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 1 turn

    • Winds of Magic power reserve: +2 per turn (armies in local province)
    • Spell resistance: 2% (factionwide)
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 2,000 gold · 2 turns

    • Unlocks Hero recruitment: Firebelly
    • Winds of Magic power reserve: +4 per turn (armies in local province)
    • Spell resistance: 3% (factionwide)
    • Carved Obsidian resource production: 30 chests
  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 (armies in local province)
    • Spell resistance: 5% (factionwide)
    • Carved Obsidian resource production: 45 chests

Orchards

  1. Orchards

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 400
    • Control: +6
    • Wine resource production: 45 barrels

Pastures

  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

  1. Ruined Docks

    Level 1 · 1 turn

  2. Raft Jetty

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  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

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

Saltmaking

  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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 150
    • Income from trade tariffs: +5%
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 250
    • Income from trade tariffs: +10%
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 400
    • Income from trade tariffs: +20%
    • Spices resource production: 45 sacks

Tusks

  1. Animal Store

    Level 1 · 1,000 gold · 1 turn

    • Ivory resource production: 20 tusks
    • Income generated: 150
    • Recruitment cost: -10% (armies in region)
  2. Tusk Market

    Level 2 · 2,000 gold · 2 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

    • Ivory resource production: 45 tusks
    • Income generated: 400
    • Recruitment cost: -30% (armies in region)

Wild Game

  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

  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

Show 30 landmark buildings (unique buildings in particular settlements) ▾

Landmark

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

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

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

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

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Lothern Port

Ruined Harbour of Lothern Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Gates of Lothern Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

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

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10

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

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

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Special Port

Ruined Erengrad Harbour Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20

Erengrad Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30

Special Port

Ruined Marienburg Harbour Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Marienburg Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Abandoned Sky-Titan Hold

Abandoned Sky-Titan Hold Level 1 · 6,000 gold · 7 turns

Income from all buildings: +8% (all adjacent provinces) · Casualty replenishment rate: +5% (armies in local province) · Growth: +5 (all provinces) · Control: +2 · Control: +1 in adjacent provinces

Asuryan Worship

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

Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Challenge Stone Bulge

Challenge Stone Bulge Level 1 · 6,000 gold · 10 turns

Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Melee attack: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Control: +2 (factionwide)

Forbidden Halls

Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns

Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200

Fort

Ruined Fort Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Gnoblar Underbelly

Gnoblar Underbelly Level 1 · 6,000 gold · 3 turns

Enables poison attacks for all Gnoblar Infantry units (factionwide) · Recruit rank: +3 for Gnoblars and Pigback Riders units (armies in local province) · Income generated: 100 · Income from raiding: +5% (factionwide)

Goldtooth's Toll Gate

Goldtooth's Toll Gate Level 1 · 6,000 gold · 6 turns

Diplomatic relations: -10 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +25%

Gorger Haunt

Gorger Haunt Level 1 · 6,000 gold · 6 turns

Recruit rank: +4 for Gorgers units (factionwide) · Recruitment cost: -25% for Gorgers units (factionwide)

Hidden Oasis

Watering Hole Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Caravan Racket Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Growth: +30

Karak Azorn Great Hall

Karak Azorn Great Hall Level 1 · 6,000 gold · 6 turns

Income from all buildings: +10% (local province) · Control: +10 · Dwarf beer resource production: 45 kegs · Diplomatic relations: -20 with Dwarfs

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

Bells of the Lazarghs Level 1 · 5,000 gold · 5 turns

Diplomatic relations: +25 with Ogre Kingdoms · Global recruitment duration: -1 turn(s) (minimum 1) (factionwide) · Income generated: 150 · Global recruitment capacity: +1 (factionwide)

Landmark

The Grand Cauldron Level 1 · 4,000 gold · 3 turns

Corruption: -4 · Meat generated: 30 (all armies in local province) · Growth: +5 (all provinces) · Control: +4 · Spices resource production: 24 sacks · Wine resource production: 24 barrels

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

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

The Fire Mouth

The Fire Mouth Level 1 · 6,000 gold · 5 turns

Hero capacity: +1 for Firebellies · Unlocks Hero recruitment: Firebelly · Hero recruit rank: +7 for Firebellies · Corruption: -4 · Control: +1 (factionwide)

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Sentinels Landmark

Karum Level 1 · 6,000 gold · 4 turns

Income from trade tariffs: +50% · Income from raiding: +15% (factionwide)