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

Slaanesh buildings

49 building chains Slaanesh can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Daemonic Mounts

3 levels · unlocks Seekers of Slaanesh, Seeker Chariots, Heartseekers of Slaanesh, Exalted Seeker Chariot, Hellflayers, Pleasureseekers

  1. Divine Circus

    Level 1 · 3,000 gold · 4 turns

    • Recruit rank: +1 for all units

    Unlocks

  2. Rapturous Circus

    Level 2 · 5,000 gold · 5 turns

    • Recruit rank: +2 for all units
    • When Control is below -40: Recruit rank: +1 for all units

    Unlocks

  3. Exalted Circus

    Level 3 · 10,000 gold · 6 turns

    • Recruit rank: +3 for all units
    • When Control is below -40: Recruit rank: +2 for all units

    Unlocks

Daemonic Servants

2 levels · unlocks Chaos Furies (Slaanesh), Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh

  1. Shrine of Decadence

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Temple of Decadence

    Level 2 · 2,000 gold · 3 turns

    Unlocks

Exemplars of Excess

3 levels · unlocks Champions Of Slaanesh, Soul Grinder of Slaanesh

  1. 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
  2. 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

  3. 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

3 levels · unlocks Slaangors, Forsaken of Slaanesh, Devotees of Slaanesh, Devotees of Slaanesh (Crossbows), Spawn of Slaanesh

  1. Dark Prince's Icon

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Dark Prince's Banner

    Level 2 · 1,500 gold · 2 turns

    • Hero capacity: +1 for Druchii Anointed
    • Unlocks Hero recruitment: Druchii Anointed

    Unlocks

  3. Dark Prince's Rally

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Druchii Anointed
    • Unlocks Hero recruitment: Druchii Anointed

Greater Servants

3 levels · unlocks Fiends of Slaanesh, Preyton, Keeper of Secrets

  1. 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

  2. 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
    • When Control is below -40: Research rate: +3

    Unlocks

  3. 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
    • When Control is below -40: Research rate: +6

    Unlocks

Mortal Riders

2 levels · unlocks Chaos Chariots of Slaanesh, Chaos Warshrine of Slaanesh, Chaos Knights of Slaanesh, Chaos Knights of Slaanesh (Lances)

  1. 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

  2. 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

4 levels · unlocks Devoted Marauders of Slaanesh (Spears), Hellstriders of Slaanesh, Marauder Horsemen of Slaanesh, Devoted Marauders of Slaanesh (Hellscourges), Hellstriders of Slaanesh (Hellscourges), Chaos Warriors of Slaanesh, Chaos Warriors of Slaanesh (Hellscourges), Chosen of Slaanesh (Hellscourges), Chosen of Slaanesh

  1. Scented Pavilion

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Fragrant Pavilion

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Pavilion of Excess

    Level 3 · 3,000 gold · 2 turns

    Unlocks

  4. Pavillion of Perfection

    Level 4 · 6,000 gold · 3 turns

    Unlocks

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Outpost

3 levels

  1. Slaaneshi Outpost

    Level 1 · 2,000 gold · 3 turns

    • When technology "Delicious Agony" researched: Seductive influence: +100% from Cults and Outposts
    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • When owner is susceptible to Slaaneshi influence: Seductive influence: +5 per turn for settlement owner (Seducers of Slaanesh only)
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Slaaneshi District

    Level 2 · 4,000 gold · 4 turns

    • When technology "Delicious Agony" researched: Seductive influence: +100% from Cults and Outposts
    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • When owner is susceptible to Slaaneshi influence: Seductive influence: +10 per turn for settlement owner (Seducers of Slaanesh only)
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Slaaneshi Colony

    Level 3 · 6,000 gold · 5 turns

    • When technology "Delicious Agony" researched: Seductive influence: +100% from Cults and Outposts
    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • When owner is susceptible to Slaaneshi influence: Seductive influence: +15 per turn for settlement owner (Seducers of Slaanesh only)
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Economy

Minor Settlement

6 levels · unlocks Devoted Marauders of Slaanesh, Daemonettes of Slaanesh

  1. Ruined City

    Ruin

    • Slaanesh corruption: +1
  2. Soul Keep

    Level 1 · 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

  3. Dimensional Tear

    Level 1 · 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

  4. Dark Bastion

    Level 2 · 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
  5. Dimensional Breach

    Level 2 · 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
  6. Infernal Citadel

    Level 3 · 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
  7. Dimensional Rift

    Level 3 · 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

10 levels · unlocks Daemonettes of Slaanesh, Devoted Marauders of Slaanesh

  1. Ruined City

    Ruin

    • Slaanesh corruption: +2
  2. Dimensional Tear

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Soul Keep

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  4. Dimensional Breach

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Dark Bastion

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Dimensional Rift

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  7. Infernal Citadel

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  8. Dimensional Nexus

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  9. Daemonic Fortress

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  10. Dimensional Cascade

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  11. Chaos Dreadhold

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • 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
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Corruption

3 levels

  1. Lodge of the Succubi

    Level 1 · 1,000 gold · 1 turn

    • When Control is 25 or more: Slaanesh corruption in adjacent provinces: +1
    • Slaanesh corruption: +1
    • Control: +1
  2. Bewitcher's Manse

    Level 2 · 1,500 gold · 2 turns

    • When Control is 25 or more: Slaanesh corruption in adjacent provinces: +2
    • Slaanesh corruption: +2
    • Control: +2
  3. Palace of the High Seductress

    Level 3 · 2,000 gold · 3 turns

    • When Control is 25 or more: Slaanesh corruption in adjacent provinces: +4
    • Slaanesh corruption: +3
    • Control: +3

Cult Corruption

1 level

  1. Words of Temptation

    Level 1 · 1,000 gold · 2 turns

    • Slaanesh corruption: +5 (local region)
    • When own Hero is present: Slaanesh corruption: +10 (local region)

Cult Corruption

1 level

  1. Population Preparation

    Level 1 · 2 turns

    • Slaanesh corruption: +5 (local region)
    • When Slaanesh corruption is 50 or more: Slaanesh corruption: +3 (all adjacent provinces)
    • Income from all buildings: +10% (local region owner)
    • Growth: +5
    • When Slaanesh corruption is 50 or more: Growth: +20
    • Control: +2
    • When Slaanesh corruption is 50 or more: Control: +5

Cult Machinations

1 level

  1. Devotee Enticement

    Level 1 · 600 gold · 2 turns

    • Devotees: +2 per turn
    • When own Hero is present: Devotees: +2 per turn
    • When enemy Lord is present: Devotees: +5 per turn
    • When Slaanesh corruption is 50 or more: Devotees: +2 per turn

Cult Machinations

1 level

  1. Charm Offensive

    Level 1 · 2 turns

    • When technology "Delicious Agony" researched: Seductive influence: +100% from Cults and Outposts
    • Temporary diplomatic relations bonus with settlement owner
    • Seductive influence: +2 per turn for settlement owner
    • When Control is 50 or more: Seductive influence: +2 per turn for settlement owner
    • When Slaanesh corruption is 50 or more: Seductive influence: +2 per turn for settlement owner
    • Devotees: -3 per turn
    • When Control is 50 or more: Devotees: -1 per turn
    • When Slaanesh corruption is 50 or more: Devotees: -1 per turn
    • When Control is 50 or more: Income generated: 50
    • When Slaanesh corruption is 50 or more: Income generated: 50

Cult Machinations

1 level

  1. Lure of Slaanesh

    Level 1 · 1 turn

    • When Control is 75 or more: Seduce Units budget: +2% (all armies)
    • When Slaanesh corruption is 75 or more: Seduce Units budget: +2% (all armies)
    • Seduce Units cost: -80% (local province)
    • Devotees: -5 per turn

Cult Magus

2 levels

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Slaanesh corruption: +5
  2. The Dark God's Choice

    Level 2 · 3,000 gold · 10 turns

    • Building is destroyed upon building completion
    • Instantly recruit a Slaanesh Cult Magus at this location

Cult Magus

1 level

  1. Cult Magus Chambers

    Level 1 · 500 gold · 1 turn

    • Income gained based on the local settlement's income: 10%
    • When Slaanesh corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
    • When Slaanesh corruption is 50 or more: Hero capacity: +1 for Cultists
    • Slaanesh corruption: +3 (local region)
    • When Slaanesh corruption is 75 or more: Slaanesh corruption: +5 (local region)
    • Income generated: 50

Cult Ritual

1 level

  1. 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

1 level

  1. 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

1 level

  1. 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

3 levels

  1. Cult of Pleasure

    Level 1 · 1,500 gold · 1 turn

    • Unlocks Hero recruitment: Cultist of Slaanesh
    • Slaanesh corruption: +1
    • Proliferate Cults cost: -1%
    • When Control is positive: Devotees: +3 per turn
    • When Control is below -40: Devotees: +5 per turn
    • Control: +2
  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%
    • When Control is positive: Devotees: +5 per turn
    • When Control is below -40: Devotees: +10 per turn
    • Control: +3
  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%
    • When Control is positive: Devotees: +10 per turn
    • When Control is below -40: Devotees: +15 per turn
    • Control: +4

Dominance

4 levels

  1. The Dance of Dreaming

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • When Control is below -40: Income generated: 100
  2. The Pageant of Pain

    Level 2 · 1,500 gold · 2 turns · pays back in 10 turns

    • Income generated: 150
    • When Control is below -40: Income generated: 150
  3. Opera of Dawn & Dusk

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • When Control is below -40: Income generated: 200
  4. Rhan'k'adanra, the Final Dance

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • When Control is below -40: Income generated: 300

Dye Production

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. Crystalline Pool

    Level 1 · 500 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in region)
    • Growth: +20
  2. Eternal Mirror

    Level 2 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +6% (armies in region)
    • Growth: +40
  3. Pellucid Globe

    Level 3 · 1,500 gold · 3 turns

    • Casualty replenishment rate: +9% (armies in region)
    • Growth: +60

Exotic Animals

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. Lavish Ciborium

    Level 1 · 500 gold · 1 turn · pays back in 16.7 turns

    • Income generated: 30
    • Income from all buildings: +20% (local region)
    • Growth: +5
    • When Control is negative: Control: -2
  2. Grandiose Feretory

    Level 2 · 1,000 gold · 2 turns · pays back in 16.7 turns

    • Income generated: 60
    • Income from all buildings: +35% (local region)
    • Growth: +10
    • When Control is negative: Control: -4
  3. Opulent Antiquity

    Level 3 · 1,500 gold · 3 turns · pays back in 16.7 turns

    • Income generated: 90
    • Income from all buildings: +50% (local region)
    • Growth: +15
    • When Control is negative: Control: -6

Garrison

3 levels

  1. Daemonic Lurkers

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Shards
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege
    • Leadership: +2 when under siege (armies in region)
  2. Daemonic Gathering

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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)
  3. Daemonic Locus

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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

2 levels

  1. 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%
  2. 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

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. 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)
  2. 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)
  3. 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

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. Cultist Camp (Medicine)

    Level 1 · 500 gold · 1 turn

    • Income from all buildings: +5% (local province)
    • Medicinal Plants resource production: 10 bundles
  2. Cultist Outpost (Medicine)

    Level 2 · 1,000 gold · 2 turns

    • Income from all buildings: +10% (local province)
    • Medicinal Plants resource production: 20 bundles
  3. 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

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. Cultist Camp (Obsidian)

    Level 1 · 500 gold · 1 turn

    • Income from all buildings: +5% (local province)
    • Carved Obsidian resource production: 10 chests
  2. Cultist Outpost (Obsidian)

    Level 2 · 1,000 gold · 2 turns

    • Income from all buildings: +10% (local province)
    • Carved Obsidian resource production: 20 chests
  3. Cultist Enclave (Obsidian)

    Level 3 · 2,000 gold · 3 turns

    • Income from all buildings: +15% (local province)
    • Carved Obsidian resource production: 30 chests

Orchards

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. Cultist Camp (Pasture)

    Level 1 · 500 gold · 1 turn

    • Income from all buildings: +5% (local province)
    • Growth: +10
  2. Cultist Outpost (Pasture)

    Level 2 · 1,000 gold · 2 turns

    • Income from all buildings: +10% (local province)
    • Growth: +20
  3. Cultist Enclave (Pasture)

    Level 3 · 2,000 gold · 3 turns

    • Income from all buildings: +15% (local province)
    • Growth: +30

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Infernal Harbour

    Level 1 · 1,500 gold · 2 turns · pays back in 15 turns

    • Income generated: 100
    • Growth: +10
  3. Hell Port

    Level 2 · 3,000 gold · 4 turns · pays back in 10 turns

    • Income generated: 300
    • Growth: +20
  4. Eye of Terror

    Level 3 · 6,000 gold · 6 turns · pays back in 12 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. Cultist Camp (Pottery)

    Level 1 · 500 gold · 1 turn

    • Income from all buildings: +5% (local province)
    • Pottery resource production: 10 kilnful
  2. Cultist Outpost (Pottery)

    Level 2 · 1,000 gold · 2 turns

    • Income from all buildings: +10% (local province)
    • Pottery resource production: 20 kilnful
  3. Cultist Enclave (Pottery)

    Level 3 · 2,000 gold · 3 turns

    • Income from all buildings: +15% (local province)
    • Pottery resource production: 30 kilnful

Protection

3 levels

  1. 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 (Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Slaanesh corruption: +3
  2. 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) (Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Slaanesh corruption: +4
  3. 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) (Realm of Chaos campaign only)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Slaanesh corruption in adjacent provinces: +2
    • Slaanesh corruption: +5

Saltmaking

3 levels

  1. Cultist Camp (Salt)

    Level 1 · 500 gold · 1 turn

    • Income from all buildings: +5% (local province)
    • Salt resource production: 10 barrels
  2. Cultist Outpost (Salt)

    Level 2 · 1,000 gold · 2 turns

    • Income from all buildings: +10% (local province)
    • Salt resource production: 20 barrels
  3. Cultist Enclave (Salt)

    Level 3 · 2,000 gold · 3 turns

    • Income from all buildings: +15% (local province)
    • Salt resource production: 30 barrels

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. 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)
  2. 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)
  3. 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

3 levels

  1. 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
  2. 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
  3. 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

3 levels

  1. 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
  2. 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
  3. 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

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

Show 39 landmark buildings (unique buildings in particular settlements) ▾

Landmark

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

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

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

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

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

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

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

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

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Asuryan Worship

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

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh 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) (The Tormentors only) · Slaanesh corruption: +5 · Seduce Units budget: +5% (all armies) (not for The Tormentors)

Forbidden Halls

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

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

Fort

Ruined Fort Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh 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

Slaanesh 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

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: 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) (The Accursed Troupe only) · 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) · Seduce Units cost: -50% for High Elf units (all armies) (not for The Tormentors) · Income generated: 400

Landmark

Temple of Desires Level 1 · 6,000 gold · 4 turns

With Tides of Torment – Slaanesh: Hero capacity: +2 for Druchii Anointed · With Tides of Torment – Slaanesh: Unlocks Hero recruitment: Druchii Anointed · With Tides of Torment – Slaanesh: 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

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

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

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Slaanesh corruption: +2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Slaanesh 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

Diplomatic relations: -50 with Chaos Dwarfs · 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)

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Slaanesh factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 33 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

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1Chaos Furies (Slaanesh)Shrine of Decadence50011——
2Daemonettes of SlaaneshShrine of Decadence50011——
3Devoted Marauders of Slaanesh (Spears)Scented Pavilion75011——
4Forsaken of SlaaneshDark Prince's Icon750122,0001
5Hellstriders of SlaaneshScented Pavilion75011——
6SlaangorsDark Prince's Icon750122,0001
7Devoted Marauders of SlaaneshSoul Keep1,0003———
8Devoted Marauders of Slaanesh (Hellscourges)Fragrant Pavilion2,250322,0001
9Devotees of SlaaneshDark Prince's Banner2,250336,0003
10Devotees of Slaanesh (Crossbows)Dark Prince's Banner2,250336,0003
11Hellstriders of Slaanesh (Hellscourges)Fragrant Pavilion2,250322,0001
12Marauder Horsemen of SlaaneshFragrant Pavilion2,250322,0001
13Spawn of SlaaneshDark Prince's Banner2,250336,0003
14Exalted Daemonettes of SlaaneshTemple of Decadence2,500436,0003
15Fiends of SlaaneshSensuous Caress2,500436,0003
16Chaos Chariots of SlaaneshChallenge Stone3,000336,0003
17Chaos Warshrine of SlaaneshChallenge Stone3,000336,0003
18Seeker ChariotsDivine Circus3,000436,0003
19Seekers of SlaaneshDivine Circus3,000436,0003
20Chaos Warriors of SlaaneshPavilion of Excess5,250536,0003
21Chaos Warriors of Slaanesh (Hellscourges)Pavilion of Excess5,250536,0003
22PreytonTormented Whisper (capital)7,5009414,0007
23Champions Of SlaaneshDrifting Forge (capital)8,0009414,0007
24Chaos Knights of SlaaneshArena of Excess (capital)8,0007414,0007
25Chaos Knights of Slaanesh (Lances)Arena of Excess (capital)8,0007414,0007
26Exalted Seeker ChariotRapturous Circus (capital)8,0009414,0007
27Heartseekers of SlaaneshRapturous Circus (capital)8,0009414,0007
28HellflayersRapturous Circus (capital)8,0009414,0007
29Chosen of SlaaneshPavillion of Perfection (capital)11,2508414,0007
30Chosen of Slaanesh (Hellscourges)Pavillion of Perfection (capital)11,2508414,0007
31Keeper of SecretsDaemonic Lure (capital)17,50015530,00012
32PleasureseekersExalted Circus (capital)18,00015530,00012
33Soul Grinder of SlaaneshDrifting Bastion (capital)18,00015530,00012