Slaanesh buildings
49 building chains Slaanesh 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
Daemonic Mounts

Divine Circus
Level 1 · 3,000 gold · 4 turns
Recruit rank: +1 for all units
Unlocks

Rapturous Circus
Level 2 · 5,000 gold · 5 turns
Recruit rank: +2 for all units
Recruit rank: +1 for all units
Unlocks

Exalted Circus
Level 3 · 10,000 gold · 6 turns
Recruit rank: +3 for all units
Recruit rank: +2 for all units
Unlocks
Daemonic Servants

Shrine of Decadence
Level 1 · 500 gold · 1 turn
Unlocks

Temple of Decadence
Level 2 · 2,000 gold · 3 turns
Unlocks
Exemplars of Excess

Drifting Tower
Level 1 · 3,000 gold · 4 turns
Hero capacity: +1 for Exalted Heroes of Slaanesh
Unlocks Hero recruitment: Exalted Hero of Slaanesh
Hero capacity: +1 for Alluresses
Unlocks Hero recruitment: Alluress
Local recruitment capacity: +1

Drifting Forge
Level 2 · 5,000 gold · 5 turns
Hero capacity: +1 for Exalted Heroes of Slaanesh
Unlocks Hero recruitment: Exalted Hero of Slaanesh
Hero capacity: +1 for Alluresses
Unlocks Hero recruitment: Alluress
Local recruitment capacity: +2
Unlocks

Drifting Bastion
Level 3 · 10,000 gold · 6 turns
Hero capacity: +1 for Exalted Heroes of Slaanesh
Unlocks Hero recruitment: Exalted Hero of Slaanesh
Hero capacity: +1 for Alluresses
Unlocks Hero recruitment: Alluress
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks
Followers

Dark Prince's Icon
Level 1 · 750 gold · 1 turn
Unlocks

Dark Prince's Banner
Level 2 · 1,500 gold · 2 turns
Hero capacity: +1 for Druchii Anointed
Unlocks Hero recruitment: Druchii Anointed
Unlocks

Dark Prince's Rally
Level 3 · 2,000 gold · 3 turns
Hero capacity: +1 for Druchii Anointed
Unlocks Hero recruitment: Druchii Anointed
Greater Servants

Sensuous Caress
Level 1 · 2,500 gold · 4 turns
Hero capacity: +1 for Chaos Sorcerers of Slaanesh
Unlocks Hero recruitment: Chaos Sorcerer of Slaanesh
Slaanesh corruption in adjacent provinces: +4
Research rate: +4
Unlocks

Tormented Whisper
Level 2 · 5,000 gold · 5 turns
Hero capacity: +1 for Chaos Sorcerers of Slaanesh
Unlocks Hero recruitment: Chaos Sorcerer of Slaanesh
Slaanesh corruption in adjacent provinces: +4
Research rate: +5
Research rate: +3
Unlocks

Daemonic Lure
Level 3 · 10,000 gold · 6 turns
Hero capacity: +1 for Chaos Sorcerers of Slaanesh
Unlocks Hero recruitment: Chaos Sorcerer of Slaanesh
Slaanesh corruption in adjacent provinces: +4
Research rate: +6
Unlocks
Mortal Riders

Challenge Stone
Level 1 · 3,000 gold · 3 turns
Casualties captured post-battle: +20% (armies in region)
Casualties captured post-battle: +20% in adjacent provinces
Unlocks

Arena of Excess
Level 2 · 5,000 gold · 4 turns
Casualties captured post-battle: +40% (armies in region)
Casualties captured post-battle: +40% in adjacent provinces
Unlocks
Mortal Servants

Scented Pavilion
Level 1 · 750 gold · 1 turn
Unlocks

Fragrant Pavilion
Level 2 · 1,500 gold · 2 turns
Unlocks

Pavilion of Excess
Level 3 · 3,000 gold · 2 turns
Unlocks

Pavillion of Perfection
Level 4 · 6,000 gold · 3 turns
Unlocks
Flame of Ulric

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

Slaaneshi Outpost
Level 1 · 2,000 gold · 3 turns
Seductive influence: +100% from Cults and Outposts
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
Seductive influence: +5 per turn for settlement owner
Casualty replenishment rate: +2% (own and enemy armies in region)

Slaaneshi District
Level 2 · 4,000 gold · 4 turns
Seductive influence: +100% from Cults and Outposts
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
Seductive influence: +10 per turn for settlement owner
Casualty replenishment rate: +3% (armies in region)

Slaaneshi Colony
Level 3 · 6,000 gold · 5 turns
Seductive influence: +100% from Cults and Outposts
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%
Seductive influence: +15 per turn for settlement owner
Casualty replenishment rate: +4% (armies in region)
Economy
Minor Settlement

Ruined City
Level 1 · 1 turn
Slaanesh corruption: +1

Soul Keep
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Portal
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Unlocks

Dimensional Tear
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Bastion
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Unlocks

Dark Bastion
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Portal
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20

Dimensional Breach
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Bastion
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20

Infernal Citadel
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Portal
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +30

Dimensional Rift
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Slaanesh corruption: +1
Can be converted into a Bastion
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +30
Province Capital

Ruined City
Level 1 · 1 turn
Slaanesh corruption: +2

Dimensional Tear
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption in adjacent provinces: +2
Slaanesh corruption: +2
Can be converted into a Bastion
Construction cost: -5% for Military Recruitment buildings (local province)
Grants 1 construction slot in the settlement
Income generated: 100
Recruitment cost: -5%
Growth: +10
Adds walls to the settlement
Unlocks

Soul Keep
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption: +2
Can be converted into a Portal
Construction cost: -10% for Infrastructure buildings (local province)
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Control: +1
Adds walls to the settlement
Unlocks

Dimensional Breach
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption in adjacent provinces: +3
Slaanesh corruption: +2
Can be converted into a Bastion
Construction cost: -10% for Military Recruitment buildings (local province)
Grants 2 construction slots in the settlement
Income generated: 150
Recruitment cost: -10%
Growth: +10
Adds walls to the settlement

Dark Bastion
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption: +2
Can be converted into a Portal
Construction cost: -20% for Infrastructure buildings (local province)
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20
Control: +2
Adds walls to the settlement

Dimensional Rift
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption in adjacent provinces: +4
Slaanesh corruption: +2
Can be converted into a Bastion
Construction cost: -15% for Military Recruitment buildings (local province)
Grants 3 construction slots in the settlement
Income generated: 200
Recruitment cost: -15%
Growth: +10
Adds walls to the settlement

Infernal Citadel
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption: +2
Can be converted into a Portal
Construction cost: -30% for Infrastructure buildings (local province)
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +30
Control: +3
Adds walls to the settlement

Dimensional Nexus
Level 5 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption in adjacent provinces: +5
Slaanesh corruption: +2
Can be converted into a Bastion
Construction cost: -20% for Military Recruitment buildings (local province)
Grants 5 construction slots in the settlement
Income generated: 250
Recruitment cost: -20%
Growth: +10
Adds walls to the settlement

Daemonic Fortress
Level 5 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption: +2
Can be converted into a Portal
Construction cost: -40% for Infrastructure buildings (local province)
Grants 5 construction slots in the settlement
Income generated: 250
Growth: +40
Control: +4
Adds walls to the settlement

Dimensional Cascade
Level 6 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption in adjacent provinces: +6
Slaanesh corruption: +2
Can be converted into a Bastion
Construction cost: -25% for Military Recruitment buildings (local province)
Grants 7 construction slots in the settlement
Income generated: 300
Recruitment cost: -25%
Growth: +10
Adds walls to the settlement

Chaos Dreadhold
Level 6 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Slaanesh corruption: +2
Can be converted into a Portal
Construction cost: -50% for Infrastructure buildings (local province)
Grants 7 construction slots in the settlement
Income generated: 300
Growth: +50
Control: +5
Adds walls to the settlement
Anti-Vermintide

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

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

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

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

Lodge of the Succubi
Level 1 · 1,000 gold · 1 turn
Slaanesh corruption in adjacent provinces: +1
Slaanesh corruption: +1
Control: +1

Bewitcher's Manse
Level 2 · 1,500 gold · 2 turns
Slaanesh corruption in adjacent provinces: +2
Slaanesh corruption: +2
Control: +2

Palace of the High Seductress
Level 3 · 2,000 gold · 3 turns
Slaanesh corruption in adjacent provinces: +4
Slaanesh corruption: +3
Control: +3
Cult Corruption

Words of Temptation
Level 1 · 1,000 gold · 2 turns
Slaanesh corruption: +5 (local region)
Slaanesh corruption: +10 (local region)
Cult Corruption

Population Preparation
Level 1 · 2 turns
Slaanesh corruption: +5 (local region)
Slaanesh corruption: +3 (all adjacent provinces)
Income from all buildings: +10% (local region owner)
Growth: +5
Growth: +20
Control: +2
Control: +5
Cult Machinations

Devotee Enticement
Level 1 · 600 gold · 2 turns
Devotees: +2 per turn
Devotees: +5 per turn
Cult Machinations

Charm Offensive
Level 1 · 2 turns
Seductive influence: +100% from Cults and Outposts
Temporary diplomatic relations bonus with settlement owner
Seductive influence: +2 per turn for settlement owner
Devotees: -3 per turn
Devotees: -1 per turn
Income generated: 50
Cult Machinations

Lure of Slaanesh
Level 1 · 1 turn
Seduce Units budget: +2% (all armies)
Seduce Units cost: -80% (local province)
Devotees: -5 per turn
Cult Magus

Acolyte Trials
Level 1 · 500 gold · 1 turn · upkeep 300
Khorne corruption: +5
Nurgle corruption: +5
Slaanesh corruption: +5
Tzeentch corruption: +5

The Dark God's Choice
Level 2 · 3,000 gold · 10 turns
Building is destroyed upon building completion
Instantly recruit a Khorne Cult Magus at this location
Instantly recruit a Nurgle Cult Magus at this location
Instantly recruit a Slaanesh Cult Magus at this location
Instantly recruit a Tzeentch Cult Magus at this location
Cult Magus

Cult Magus Chambers
Level 1 · 500 gold · 1 turn
Income gained based on the local settlement's income: 10%
Hero and Lord recruit rank: +1 (factionwide)
Hero capacity: +1 for Cultists
Slaanesh corruption: +3 (local region)
Slaanesh corruption: +5 (local region)
Income generated: 50
Cult Ritual

Ritual of the Disciples
Level 1 · 1 turn
Cult is destroyed upon building completion
Prevents other rituals from being started in this Cult
A Disciple Army will be summoned near this settlement
Cult Ritual

Ritual of Excess
Level 1 · 2 turns
Cult is destroyed upon building completion
Settlement owner instantly gains +200 Seductive influence upon completion
Instantly gain 5000 income (local region owner)
Prevents other rituals from being started in this Cult
Cult Ritual

Ritual of Summoning
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly transports your faction leader to this settlement
Prevents other rituals from being started in this Cult
This ritual can only begin in one Cult at a time
Devotee

Cult of Pleasure
Level 1 · 1,500 gold · 1 turn
Unlocks Hero recruitment: Cultist of Slaanesh
Slaanesh corruption: +1
Proliferate Cults cost: -1%
Devotees: +3 per turn
Devotees: +5 per turn
Control: +2

Cult of Pain
Level 2 · 2,000 gold · 2 turns
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Slaanesh
Slaanesh corruption: +2
Proliferate Cults cost: -2%
Devotees: +5 per turn
Devotees: +10 per turn
Control: +3

Cult of Agony
Level 3 · 3,000 gold · 3 turns
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Slaanesh
Slaanesh corruption: +3
Proliferate Cults cost: -3%
Devotees: +10 per turn
Devotees: +15 per turn
Control: +4
Dominance

The Dance of Dreaming
Level 1 · 1,000 gold · 1 turn
Income generated: 100

The Pageant of Pain
Level 2 · 1,500 gold · 2 turns
Income generated: 150

Opera of Dawn & Dusk
Level 3 · 2,000 gold · 3 turns
Income generated: 200

Rhan'k'adanra, the Final Dance
Level 4 · 4,000 gold · 4 turns
Income generated: 300
Dye Production

Cultist Camp (Dyes)
Level 1 · 500 gold · 1 turn
Devotees: +2 per turn
Income from all buildings: +5% (local province)
Dyes resource production: 10 ounces

Cultist Outpost (Dyes)
Level 2 · 1,000 gold · 2 turns
Devotees: +4 per turn
Income from all buildings: +10% (local province)
Dyes resource production: 20 ounces

Cultist Enclave (Dyes)
Level 3 · 2,000 gold · 3 turns
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Dyes resource production: 30 ounces
Excess

Crystalline Pool
Level 1 · 500 gold · 1 turn
Casualty replenishment rate: +3% (armies in region)
Growth: +20

Eternal Mirror
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +6% (armies in region)
Growth: +40

Pellucid Globe
Level 3 · 1,500 gold · 3 turns
Casualty replenishment rate: +9% (armies in region)
Growth: +60
Exotic Animals

Cultist Camp (Animals)
Level 1 · 500 gold · 1 turn
Devotees: +1 per turn
Income from all buildings: +5% (local province)
Exotic Animals resource production: 10 cages

Cultist Outpost (Animals)
Level 2 · 1,000 gold · 2 turns
Devotees: +2 per turn
Income from all buildings: +10% (local province)
Exotic Animals resource production: 20 cages

Cultist Enclave (Animals)
Level 3 · 2,000 gold · 3 turns
Devotees: +3 per turn
Income from all buildings: +15% (local province)
Exotic Animals resource production: 30 cages
Favoured Income

Lavish Ciborium
Level 1 · 500 gold · 1 turn
Income generated: 30
Income from all buildings: +20% (local region)
Growth: +5
Control: -2

Grandiose Feretory
Level 2 · 1,000 gold · 2 turns
Income generated: 60
Income from all buildings: +35% (local region)
Growth: +10
Control: -4

Opulent Antiquity
Level 3 · 1,500 gold · 3 turns
Income generated: 90
Income from all buildings: +50% (local region)
Growth: +15
Control: -6
Garrison

Daemonic Lurkers
Level 1 · 2,000 gold · 4 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Shards
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)

Daemonic Gathering
Level 2 · 4,000 gold · 5 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Flurry of Shards
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)

Daemonic Locus
Level 3 · 6,000 gold · 6 turns
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Greater Flurry of Shards
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Garrison

Fog of Revelation
Level 1 · 2,000 gold · 4 turns
Defensive supplies: +50 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Soporific Mist
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +100 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Gem Mining

Cultist Camp (Gems)
Level 1 · 500 gold · 1 turn
Devotees: +2 per turn
Income from all buildings: +5% (local province)
Gemstones resource production: 10 sacks

Cultist Outpost (Gems)
Level 2 · 1,000 gold · 2 turns
Devotees: +4 per turn
Income from all buildings: +10% (local province)
Gemstones resource production: 20 sacks

Cultist Enclave (Gems)
Level 3 · 2,000 gold · 3 turns
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Gemstones resource production: 30 sacks
Gold Mining

Cultist Camp (Gold)
Level 1 · 500 gold · 1 turn
Golden Idols resource production: 10 chests
Devotees: +2 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Gold)
Level 2 · 1,000 gold · 2 turns
Golden Idols resource production: 20 chests
Devotees: +4 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Gold)
Level 3 · 2,000 gold · 3 turns
Golden Idols resource production: 30 chests
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Iron Mining

Cultist Camp (Iron)
Level 1 · 500 gold · 1 turn
Devotees: +1 per turn
Income from all buildings: +5% (local province)
Iron resource production: 10 ingots

Cultist Outpost (Iron)
Level 2 · 1,000 gold · 2 turns
Devotees: +2 per turn
Income from all buildings: +10% (local province)
Iron resource production: 20 ingots

Cultist Enclave (Iron)
Level 3 · 2,000 gold · 3 turns
Devotees: +3 per turn
Income from all buildings: +15% (local province)
Iron resource production: 30 ingots
Marble Quarry

Cultist Camp (Marble)
Level 1 · 500 gold · 1 turn
Devotees: +2 per turn
Income from all buildings: +5% (local province)
Marble resource production: 10 slabs

Cultist Outpost (Marble)
Level 2 · 1,000 gold · 2 turns
Devotees: +4 per turn
Income from all buildings: +10% (local province)
Marble resource production: 20 slabs

Cultist Enclave (Marble)
Level 3 · 2,000 gold · 3 turns
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Marble resource production: 30 slabs
Medicine Production

Cultist Camp (Medicine)
Level 1 · 500 gold · 1 turn
Income from all buildings: +5% (local province)
Medicinal Plants resource production: 10 bundles

Cultist Outpost (Medicine)
Level 2 · 1,000 gold · 2 turns
Income from all buildings: +10% (local province)
Medicinal Plants resource production: 20 bundles

Cultist Enclave (Medicine)
Level 3 · 2,000 gold · 3 turns
Income from all buildings: +15% (local province)
Medicinal Plants resource production: 30 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Cultist Camp (Obsidian)
Level 1 · 500 gold · 1 turn
Income from all buildings: +5% (local province)
Carved Obsidian resource production: 10 chests

Cultist Outpost (Obsidian)
Level 2 · 1,000 gold · 2 turns
Income from all buildings: +10% (local province)
Carved Obsidian resource production: 20 chests

Cultist Enclave (Obsidian)
Level 3 · 2,000 gold · 3 turns
Income from all buildings: +15% (local province)
Carved Obsidian resource production: 30 chests
Orchards

Cultist Camp (Wine)
Level 1 · 500 gold · 1 turn
Devotees: +2 per turn
Income from all buildings: +5% (local province)
Wine resource production: 10 barrels

Cultist Outpost (Wine)
Level 2 · 1,000 gold · 2 turns
Devotees: +4 per turn
Income from all buildings: +10% (local province)
Wine resource production: 20 barrels

Cultist Enclave (Wine)
Level 3 · 2,000 gold · 3 turns
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Wine resource production: 30 barrels
Pastures

Cultist Camp (Pasture)
Level 1 · 500 gold · 1 turn
Income from all buildings: +5% (local province)
Growth: +10

Cultist Outpost (Pasture)
Level 2 · 1,000 gold · 2 turns
Income from all buildings: +10% (local province)
Growth: +20

Cultist Enclave (Pasture)
Level 3 · 2,000 gold · 3 turns
Income from all buildings: +15% (local province)
Growth: +30
Port

Ruined Docks
Level 1 · 1 turn

Infernal Harbour
Level 2 · 1,500 gold · 2 turns
Income generated: 100
Growth: +10

Hell Port
Level 3 · 3,000 gold · 4 turns
Income generated: 300
Growth: +20

Eye of Terror
Level 4 · 6,000 gold · 6 turns
Income generated: 500
Growth: +30
Pottery Production

Cultist Camp (Pottery)
Level 1 · 500 gold · 1 turn
Income from all buildings: +5% (local province)
Pottery resource production: 10 kilnful

Cultist Outpost (Pottery)
Level 2 · 1,000 gold · 2 turns
Income from all buildings: +10% (local province)
Pottery resource production: 20 kilnful

Cultist Enclave (Pottery)
Level 3 · 2,000 gold · 3 turns
Income from all buildings: +15% (local province)
Pottery resource production: 30 kilnful
Protection

Warpstone Locus
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)
Slaanesh corruption: +3

Warpstone Traps
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)
Slaanesh corruption: +4

Guarded Warpstone
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)
Slaanesh corruption in adjacent provinces: +2
Slaanesh corruption: +5
Saltmaking

Cultist Camp (Salt)
Level 1 · 500 gold · 1 turn
Income from all buildings: +5% (local province)
Salt resource production: 10 barrels

Cultist Outpost (Salt)
Level 2 · 1,000 gold · 2 turns
Income from all buildings: +10% (local province)
Salt resource production: 20 barrels

Cultist Enclave (Salt)
Level 3 · 2,000 gold · 3 turns
Income from all buildings: +15% (local province)
Salt resource production: 30 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Cultist Camp (Spices)
Level 1 · 500 gold · 1 turn
Devotees: +2 per turn
Income from all buildings: +5% (local province)
Spices resource production: 10 sacks

Cultist Outpost (Spices)
Level 2 · 1,000 gold · 2 turns
Devotees: +4 per turn
Income from all buildings: +10% (local province)
Spices resource production: 20 sacks

Cultist Enclave (Spices)
Level 3 · 2,000 gold · 3 turns
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Spices resource production: 30 sacks
Tusks

Cultist Camp (Tusks)
Level 1 · 500 gold · 1 turn
Ivory resource production: 10 tusks
Devotees: +2 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Tusks)
Level 2 · 1,000 gold · 2 turns
Ivory resource production: 20 tusks
Devotees: +4 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Tusks)
Level 3 · 2,000 gold · 3 turns
Ivory resource production: 30 tusks
Devotees: +6 per turn
Income from all buildings: +15% (local province)
Wild Game

Cultist Camp (Furs)
Level 1 · 500 gold · 1 turn
Devotees: +1 per turn
Income from all buildings: +5% (local province)
Furs resource production: 10 bundles

Cultist Outpost (Furs)
Level 2 · 1,000 gold · 2 turns
Devotees: +2 per turn
Income from all buildings: +10% (local province)
Furs resource production: 20 bundles

Cultist Enclave (Furs)
Level 3 · 2,000 gold · 3 turns
Devotees: +3 per turn
Income from all buildings: +15% (local province)
Furs resource production: 30 bundles
Woodlands

Cultist Camp (Wood)
Level 1 · 500 gold · 1 turn
Construction cost: -5% for all buildings (local province)
Income from all buildings: +5% (local province)
Timber resource production: 10 logs

Cultist Outpost (Wood)
Level 2 · 1,000 gold · 2 turns
Construction cost: -10% for all buildings (local province)
Income from all buildings: +10% (local province)
Timber resource production: 20 logs

Cultist Enclave (Wood)
Level 3 · 2,000 gold · 3 turns
Construction cost: -15% for all buildings (local province)
Income from all buildings: +15% (local province)
Timber resource production: 30 logs
Landmarks
Show 39 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn
Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns
Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns
Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Special Port
Ruined Erengrad Harbour Level 1
Erengrad Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20
Erengrad Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30
Special Port
Ruined Marienburg Harbour Level 1
Marienburg Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Marienburg Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Court of the Covenant
Court of the Covenant Level 1 · 10,000 gold · 8 turns
Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300
Ellyrian Landmark
Defiled Ellyrian Stables Level 1 · 5,000 gold · 5 turns
Slaanesh corruption: +4 · Recruit rank: +2 for Hellstriders of Slaanesh, Seekers of Slaanesh, Chaos Knights of Slaanesh and Heartseekers of Slaanesh units (factionwide) · Upkeep: -5% for Hellstriders of Slaanesh, Seekers of Slaanesh, Chaos Knights of Slaanesh and Heartseekers of Slaanesh units (all armies) · Income generated: 500
Elven Colony Landmark
Defiled Elven Colony Level 1 · 6,000 gold · 4 turns
Income from Ports: +2% (factionwide) · Speed: +2% when fighting against High Elves (all armies) · Corrupt Units: +5% maximum Favour spent (all armies) · Slaanesh corruption: +5 · Seduce Units budget: +5% (all armies)
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Altar to the Ecstatic Hunt Level 1 · 6,500 gold · 4 turns
Recruit rank: +2 for Seeker Chariots, Exalted Seeker Chariot, Chaos Chariot and Hellflayers units (factionwide) · Slaanesh corruption: +4 · Income generated: 200 · Growth: +25
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
Cirienvel's Stage Level 1 · 6,000 gold · 4 turns
Immune to Athel Loren attrition (all armies) · Tempo: +2 per turn (all armies) · Ambush defence chance: +15% (all armies) · Missile resistance: 5% (all armies)
Landmark
Desecrated Vale Level 1 · 6,000 gold · 4 turns
Daemons Reforged: +10% chance for destroyed Daemons of Slaanesh units to be restored after battle (all armies) · Aetheric Anchor: when normally killed in action, your Daemonic Lords & Heroes will be wounded instead. · Seduce Units cost: -50% for High Elf units (all armies) · Income generated: 400
Landmark
Temple of Desires Level 1 · 6,000 gold · 4 turns
Hero capacity: +2 for Druchii Anointed · Unlocks Hero recruitment: Druchii Anointed · Hero recruit rank: +2 for Druchii Anointed · Recruitment cost: -10% for all mortal Slaanesh units (all armies) · Upkeep: -5% for all mortal Slaanesh units (all armies) · Income generated: 400
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The Marcher Fortress
The Marcher Fortress Level 1 · 6,000 gold · 6 turns
Lord recruitment cost: -30% (factionwide) · Slaanesh corruption in adjacent provinces: +3 · Slaanesh corruption: +10 · Casualty replenishment rate: +25% (armies in local province)
The Pandemournium
The Pandemournium Level 1 · 10,000 gold · 10 turns
Slaanesh corruption: +3 · Growth: +5 (all provinces) · Control: +8 · Control: +2 (factionwide)
The Throne of Chaos
The Throne of Chaos Level 1 · 8,000 gold · 4 turns
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Income generated: 750 · Control: +3 (factionwide)
The Vale of Creatures
The Vale of Creatures Level 1 · 6,000 gold · 5 turns
Slaanesh corruption: +4 · Recruit rank: +3 for Daemonettes of Slaanesh and Exalted Daemonettes of Slaanesh units (factionwide) · Upkeep: -20% for Daemonettes of Slaanesh and Exalted Daemonettes of Slaanesh units (all armies)