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

Vampire Coast buildings

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

Recruitment

Artillery

3 levels · unlocks Mortars, Carronades, Deck Gunners

  1. Munitions Hut

    Level 1 · 2,000 gold · 3 turns

    • Army ability: "Zhufbar 42 Pounders" (armies in region)

    Unlocks

  2. Cannonry Shed

    Level 2 · 3,000 gold · 4 turns

    • Army ability: "Sartosa Grapeshot" (armies in region)

    Unlocks

  3. Black Powder Depot

    Level 3 · 5,000 gold · 5 turns

    • Army ability: "Norse Roar" (armies in region)

    Unlocks

Barracks

4 levels · unlocks Zombie Pirate Deckhand Mob, Scurvy Dogs, Zombie Pirate Deckhand Mob (Polearms), Depth Guard, Depth Guard (Polearms)

  1. Lagoon of Drowned Sailors

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Deckhands’ Boneyard

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Tomb of First Mates

    Level 3 · 4,000 gold · 3 turns

    Unlocks

  4. Admirals' Mausoleum

    Level 4 · 8,000 gold · 4 turns

    Unlocks

Cannons

3 levels · unlocks Mortars, Carronades, Deck Gunners

  1. Bombards

    Level 1 · 2,000 gold · 1 turn

    • Army ability: "Zhufbar 42 Pounders"

    Unlocks

  2. Carronades

    Level 2 · 2,500 gold · 1 turn

    • Army ability: "Sartosa Grapeshot"
    • Army ability: "Zhufbar 42 Pounders"

    Unlocks

  3. Cannons

    Level 3 · 4,000 gold · 1 turn

    • Army ability: "Norse Roar"
    • Army ability: "Sartosa Grapeshot"
    • Army ability: "Zhufbar 42 Pounders"

    Unlocks

Crow's Nest

4 levels · unlocks Fell Bats, Deck Droppers, Deck Droppers (Bombers), Deck Droppers (Handgunners), Death Shriek Terrorgheist

  1. Lookout Seat

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Lookout Cradle

    Level 2 · 3,000 gold · 1 turn

    Unlocks

  3. Crow's Nest

    Level 3 · 5,000 gold · 1 turn

    Unlocks

  4. Crow's Castle

    Level 4 · 10,000 gold · 1 turn

    Unlocks

Flying

4 levels · unlocks Fell Bats, Deck Droppers, Deck Droppers (Handgunners), Deck Droppers (Bombers), Death Shriek Terrorgheist

  1. Fell Hollows

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Roosting Trees

    Level 2 · 2,500 gold · 3 turns

    Unlocks

  3. Cave of Flying Horrors

    Level 3 · 4,000 gold · 4 turns

    Unlocks

  4. Giant Feeding Cavern

    Level 4 · 8,000 gold · 5 turns

    Unlocks

Gunports

4 levels · unlocks Zombie Pirate Gunnery Mob, Zombie Pirate Gunnery Mob (Bombers), Zombie Pirate Gunnery Mob (Handgunners), Zombie Pirate Gunnery Mob (Hand Cannons), Rotting Prometheans (Gunnery Mob)

  1. Holes in the Side

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Portholes

    Level 2 · 2,000 gold · 1 turn

    Unlocks

  3. Gunports

    Level 3 · 3,000 gold · 1 turn

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

  4. Shuttered Gunports

    Level 4 · 5,000 gold · 1 turn

    • Hero capacity: +1 for Gunnery Wights
    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

Hold

3 levels · unlocks Animated Hulks, Bloated Corpse, Mournguls, Rotting Prometheans, Syreens, Rotting Leviathan

  1. Ship's Hold

    Level 1 · 2,000 gold · 1 turn

    Unlocks

  2. Cargo Hold

    Level 2 · 3,000 gold · 1 turn

    • Unlocks Hero recruitment: Mourngul Haunter

    Unlocks

  3. Bulk Cargo Hold

    Level 3 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Mourngul Haunters
    • Unlocks Hero recruitment: Mourngul Haunter

    Unlocks

Hull

3 levels · unlocks Necrofex Colossus

  1. Basic Wooden Hull

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +4%
    • Horde recruitment capacity +2
  2. Wooden Hull with Keel

    Level 2 · 3,000 gold · 1 turn

    • Casualty replenishment rate: +6%
    • Horde recruitment capacity +4
  3. Composite Hull

    Level 3 · 10,000 gold · 1 turn

    • Casualty replenishment rate: +8%
    • Horde recruitment capacity +6

    Unlocks

Main Deck

4 levels · unlocks Zombie Pirate Deckhand Mob, Zombie Pirate Deckhand Mob (Polearms), Scurvy Dogs, Depth Guard, Depth Guard (Polearms)

  1. Spar Deck

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Upper Deck

    Level 2 · 2,000 gold · 1 turn

    Unlocks

  3. Weather Deck

    Level 3 · 5,000 gold · 1 turn

    Unlocks

  4. Main Deck

    Level 4 · 10,000 gold · 1 turn

    Unlocks

Monsters

3 levels · unlocks Bloated Corpse, Animated Hulks, Mournguls, Rotting Prometheans, Syreens, Rotting Leviathan

  1. Desolate Shoal

    Level 1 · 2,000 gold · 4 turns

    • Vampiric corruption: +1

    Unlocks

  2. Mangrove of Monsters

    Level 2 · 3,000 gold · 5 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • Vampiric corruption: +1

    Unlocks

  3. Cape of Conjuring

    Level 3 · 10,000 gold · 6 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • Vampiric corruption: +2

    Unlocks

Necrofex

1 level · unlocks Necrofex Colossus

  1. Great Altar of the Necrarchs

    Level 1 · 10,000 gold · 6 turns

    • Vampiric corruption: +2

    Unlocks

Ranged

4 levels · unlocks Zombie Pirate Gunnery Mob, Zombie Pirate Gunnery Mob (Bombers), Zombie Pirate Gunnery Mob (Handgunners), Zombie Pirate Gunnery Mob (Hand Cannons), Rotting Prometheans (Gunnery Mob)

  1. Rusty Pistol-Trove

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Hoard of Filched Firearms

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Armoury of the Soulless

    Level 3 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

  4. Dead Pirates' Workshop

    Level 4 · 4,000 gold · 4 turns

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

Anchor

3 levels

  1. Heavy Ballast

    Level 1 · 1,500 gold · 1 turn

    • Pirate crew growth: +2
    • Unit experience gain per turn: +20
  2. Stone Weight

    Level 2 · 2,500 gold · 1 turn

    • Pirate crew growth: +4
    • Unit experience gain per turn: +40
  3. Steel Anchor

    Level 3 · 5,000 gold · 1 turn

    • Pirate crew growth: +6
    • Unit experience gain per turn: +80

Captain's Cabin

5 levels

  1. General Cabin

    Level 1 · 1,200 gold · 1 turn

    • Pirate crew growth: +10
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Horde recruitment capacity +2
  2. Officers' Cabin

    Level 2 · 2,500 gold · 1 turn

    • Pirate crew growth: +10
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -5%
    • Horde recruitment capacity +3
  3. Captain's Cabin

    Level 3 · 5,000 gold · 1 turn

    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -10%
    • Horde recruitment capacity +4
  4. Sea Cabin

    Level 4 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Vampire Fleet Captains
    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -15%
    • Horde recruitment capacity +5
  5. Great Cabin

    Level 5 · 20,000 gold · 1 turn

    • Hero capacity: +1 for Vampire Fleet Captains
    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -20%
    • Horde recruitment capacity +6

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

Garrison

2 levels

  1. Zombie Watch Posts

    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. Haunted Blockhouse

    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%

Garrison

1 level

  1. Palisades

    Level 1 · 2,000 gold · 4 turns

Helm

3 levels

  1. Tiller

    Level 1 · 1,000 gold · 1 turn

    • Vampiric corruption: +4 (local province)
    • Upkeep: -5%
  2. Whipstaff

    Level 2 · 3,000 gold · 1 turn

    • Vampiric corruption: +6 (local province)
    • Upkeep: -10%
  3. Ship's Wheel

    Level 3 · 10,000 gold · 1 turn

    • Vampiric corruption: +8 (local province)
    • Upkeep: -15%

Main Sail

3 levels

  1. Topgallant Royal

    Level 1 · 1,000 gold · 1 turn

    • Campaign movement range: +10%
  2. Skysail

    Level 2 · 3,000 gold · 1 turn

    • Campaign movement range: +20%
  3. Moonraker

    Level 3 · 10,000 gold · 1 turn

    • Campaign movement range: +30%

Outpost

3 levels

  1. Undead Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Undead District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Undead Colony

    Level 3 · 6,000 gold · 5 turns

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

Walls

3 levels

  1. Palisades

    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
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bones
  2. Barricade of Debris

    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
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Caged Bats
  3. Parapets

    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
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Corpse Ball

Economy

Port

3 levels · unlocks Sartosa Militia, Sartosa Free Company, Maneaters, Maneaters (Ogre Pistols)

  1. Ruined Port

    Ruin · 100 gold · 1 turn

  2. Smugglers' Landing

    Level 1 · 1,500 gold · 2 turns · pays back in 7.5 turns

    • Income from Ports: +1% (factionwide)
    • Income generated: 200
    • Growth: +10

    Unlocks

  3. Smugglers' Jetty

    Level 2 · 3,000 gold · 4 turns · pays back in 7.5 turns

    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Income from Ports: +1% (factionwide)
    • Income generated: 400
    • Growth: +20

    Unlocks

  4. Pirate Wharf

    Level 3 · 6,000 gold · 6 turns · pays back in 7.5 turns

    • Hero capacity: +1 for Vampire Fleet Captains
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Income from Ports: +4% (factionwide)
    • Income generated: 800
    • Growth: +30
    • Lord recruit rank: +1 (factionwide)

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

Buried Treasure

5 levels

  1. Plunder Pile

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

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 100
  2. Swag Sacks

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

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 150
  3. Hoard of Booty

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

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 200
  4. Bullion Coffers

    Level 4 · 3,000 gold · 4 turns · pays back in 12 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 250
  5. Buried Treasure Chest

    Level 5 · 4,000 gold · 5 turns · pays back in 13.3 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 300

Corrupted Tavern

1 level

  1. Corrupted Tavern

    Level 1 · 2,500 gold · 1 turn

    • Infamy gained: 20 per turn
    • Vampiric corruption in adjacent provinces: +3
    • Vampiric corruption: +5

Corruption

3 levels

  1. Dead Pirate’s Totems

    Level 1 · 1,500 gold · 2 turns

    • Vampiric corruption in adjacent provinces: +1
    • Vampiric corruption: +2
  2. Effigies of Undeath

    Level 2 · 2,000 gold · 3 turns

    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +4
  3. Night Pyres

    Level 3 · 3,000 gold · 4 turns

    • Vampiric corruption in adjacent provinces: +4
    • Vampiric corruption: +6

Dye Production

1 level

  1. Pigment Grinder's Shop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Dyes resource production: 10 ounces

Exotic Animals

1 level

  1. Exotic Animal Market

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Exotic Animals resource production: 10 cages

Gem Mining

1 level

  1. Gemstone Mine

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Gemstones resource production: 10 sacks

Gold Mining

1 level

  1. Gold Mine

    Level 1 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150

Growth

3 levels

  1. Tree & Noose

    Level 1 · 500 gold · 1 turn

    • Enemy Hero action success chance: -10%
    • Growth: +20
    • Control: +3
  2. Lynching Post

    Level 2 · 1,000 gold · 2 turns

    • Enemy Hero action success chance: -15%
    • Growth: +30
    • Control: +3
  3. Pirate Gallows

    Level 3 · 1,500 gold · 3 turns

    • Enemy Hero action success chance: -20%
    • Leadership: -5 when laying siege or encircling (enemy armies in province)
    • Growth: +40
    • Control: +3

Income

2 levels

  1. Slave Pits

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
  2. Meat Market

    Level 2 · 1,500 gold · 3 turns · pays back in 7.5 turns

    • Income generated: 200

Iron Mining

1 level

  1. Iron Mine

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Iron resource production: 10 ingots

Marble Quarry

1 level

  1. Brimstone Cutter's Workshop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Marble resource production: 10 slabs

Medicine Production

1 level

  1. Alchemy Workshop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Medicinal Plants resource production: 10 bundles

Minor Settlement

3 levels

  1. Ruins

    Ruin

    • Vampiric corruption: +1
  2. Ghetto of the Cursed

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 30
    • Growth: +8
  3. Haunted Hovels

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 45
    • Growth: +15
  4. Dead Pirates' Hamlet

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 60
    • Growth: +22

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

1 level

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Carved Obsidian resource production: 10 chests

Orchards

1 level

  1. Thorny Orchard

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Wine resource production: 10 barrels

Pastures

1 level

  1. Haunted Mill

    Level 1 · 1,000 gold · 2 turns · pays back in 10 turns

    • Income generated: 100
    • Growth: +30

Pirate Den

1 level

  1. Pirates' Rest

    Level 1 · 2,500 gold · 1 turn

    • Hero capacity: +1 for Mourngul Haunters
    • Hero capacity: +1 for Gunnery Wights
    • Infamy gained: 20 per turn
    • Lord recruit rank: +1 (factionwide)

Pottery Production

1 level

  1. Clay Pit

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Pottery resource production: 10 kilnful

Protection

3 levels

  1. Low Lighthouses

    Level 1 · 1,500 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)
    • Vampiric corruption: +3
    • Control: +3
  2. Crows' Nests

    Level 2 · 2,000 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)
    • Vampiric corruption: +4
    • Control: +3
  3. Lighthouse Keeper

    Level 3 · 3,000 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)
    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +5
    • Control: +3

Provincial Capital

5 levels

  1. Ruins

    Ruin

    • Vampiric corruption: +2
  2. Slums of the Cursed

    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)
    • Vampiric corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  3. Haunted Shanty Town

    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)
    • Vampiric corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Dead Pirates' Holdout

    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)
    • Vampiric corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Dead Pirates' Lair

    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)
    • Vampiric corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Dead Pirates' Stronghold

    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)
    • Vampiric corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Public Order

3 levels

  1. Scurvy Dog Pits

    Level 1 · 1,500 gold · 2 turns · pays back in 75 turns

    • Income generated: 20
    • Control: +4
  2. Midnight Gambling Den

    Level 2 · 2,000 gold · 3 turns · pays back in 50 turns

    • Income generated: 40
    • Control: +6
  3. Buccaneer’s Tavern

    Level 3 · 3,000 gold · 4 turns · pays back in 50 turns

    • Income generated: 60
    • Control: +6
    • Control: +2 in adjacent provinces

Robbers' Hideout

1 level

  1. Picaroons' Hideout

    Level 1 · 5,000 gold · 1 turn

    • Income gained based on the local settlement's income: 50%
    • Infamy gained: 10 per turn

Saltmaking

1 level

  1. Salt Pans

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Salt resource production: 10 barrels

Smugglers' Cove

1 level

  1. Smugglers' Cove

    Level 1 · 2,500 gold · 1 turn

    • Infamy gained: 10 per turn
    • Income generated: 200
    • Income from trade tariffs: +2%
    • Research rate: +3

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

1 level

  1. Eastern Bazaar

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Spices resource production: 10 sacks

Tusks

1 level

  1. Animal Store

    Level 1 · 1,000 gold · 2 turns

    • Ivory resource production: 10 tusks
    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (local province)

Wild Game

1 level

  1. Poaching Camp

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Furs resource production: 10 bundles

Woodlands

1 level

  1. Forester's Shack

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Timber resource production: 10 logs

Landmarks

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

Show 35 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Dragon Graveyard

Dragon Grave Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies)

Unlocks: Zombie Dragon

Landmark

Wreck of the Heldenhammer Level 1 · 10,000 gold · 6 turns

Missile strength: +10% for Carronade, Mortar and Queen Bess units (all armies) · Recruit rank: +4 for Artillery units (all characters) · Recruitment cost: -15% for Artillery units (all armies)

Unlocks: Necrofex Colossus

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

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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

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

Drakenhof

Ruined Drakenhof Ruin

Occupied Drakenhof Level 1 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) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Drakenhof Level 2 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Drakenhof Level 3 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Drakenhof Level 4 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Drakenhof Level 5 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Forbidden Halls

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

Cooldown: -20% to spells (all armies) · Vampiric corruption: +50 (local region) · Physical resistance: 5% (all armies) · Income generated: 450

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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · Vampiric 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) · 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

Landmark

Dragon Tooth Lighthouse Level 1 · 10,000 gold · 6 turns

All sea regions are made visible to your faction

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

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

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

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

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

Hall of Rebirth Level 1 · 8,000 gold · 4 turns

Tradable resources produced: +5% (factionwide) · Research rate: +20

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

Pyramid

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

Vampiric corruption in adjacent provinces: +25 · Vampiric corruption: +50 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Income generated: 800 · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Sartosa

Ruined Sartosa Ruin

Vampiric corruption: +2

Sartosa (Pirate Slums) 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) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Sartosa (Pirate Shanty Town) 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones

Sartosa (Pirate Holdout) 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Sartosa (Pirate Lair) 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Sartosa (Pirate Stronghold) 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Special Deck

Dart Launcher Level 1 · 1,000 gold · 1 turn

Missile strength: +5% for Carronade, Mortar and Queen Bess units · Melee defence: +2 when defending

Barb Launcher Level 2 · 2,000 gold · 1 turn

Missile strength: +5% for Carronade, Mortar and Queen Bess units · Infamy gained: 5 per turn · Melee defence: +4 when defending

Gaff Launcher Level 3 · 4,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Infamy gained: 10 per turn · Melee defence: +6 when defending

Trident Launcher Level 4 · 6,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Infamy gained: 15 per turn · Hero recruit rank: +1 · Melee defence: +8 when defending

Harpoon Launcher Level 5 · 8,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +15% for Carronade, Mortar and Queen Bess units · Infamy gained: 20 per turn · Hero recruit rank: +2 · Melee defence: +10 when defending

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 Awakening

The Awakening Ruins Ruin

Vampiric corruption: +2

The Awakening (Pirate Slums) 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) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

The Awakening (Pirate Shanty Town) 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones

The Awakening (Pirate Holdout) 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) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

The Awakening (Pirate Lair) 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

The Awakening (Pirate Stronghold) 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) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Vampiric corruption: +2

The Maelstrom (Dormant) Level 1 · 1,000 gold · 1 turn

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 160 · Growth: +10

The Maelstrom (Stirring) Level 2 · 2,000 gold · 2 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 4 construction slots in the settlement · Income generated: 240 · Growth: +20

The Maelstrom (Active) Level 3 · 4,000 gold · 3 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 6 construction slots in the settlement · Income generated: 320 · Growth: +30

The Maelstrom (Powerful) Level 4 · 8,000 gold · 4 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 8 construction slots in the settlement · Income generated: 400 · Growth: +40

The Maelstrom (Raging) Level 5 · 16,000 gold · 5 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 9 construction slots in the settlement · Income generated: 480 · Growth: +50

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

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 Vampire Coast 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 — 27 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.

#
1Fell BatsFell Hollows75011——
2Zombie Pirate Deckhand MobLagoon of Drowned Sailors75011——
3Zombie Pirate Gunnery MobRusty Pistol-Trove75011——
4Sartosa Free CompanySmugglers' Landing1,60031——
5Sartosa MilitiaSmugglers' Landing1,60031——
6Animated HulksShip's Hold2,00011——
7Bloated CorpseShip's Hold2,00011——
8MortarsBombards2,00011——
9Scurvy DogsDeckhands’ Boneyard2,250322,0001
10Zombie Pirate Deckhand Mob (Polearms)Deckhands’ Boneyard2,250322,0001
11Zombie Pirate Gunnery Mob (Bombers)Hoard of Filched Firearms2,250322,0001
12Zombie Pirate Gunnery Mob (Handgunners)Hoard of Filched Firearms2,250322,0001
13Deck DroppersRoosting Trees3,250436,0003
14CarronadesCarronades4,500222,0001
15Zombie Pirate Gunnery Mob (Hand Cannons)Armoury of the Soulless4,750636,0003
16MourngulsCargo Hold5,000222,0001
17Rotting PrometheansCargo Hold5,000222,0001
18SyreensCargo Hold5,000222,0001
19Depth GuardTomb of First Mates (capital)6,2506414,0007
20Deck Droppers (Bombers)Cave of Flying Horrors (capital)7,2508414,0007
21Deck Droppers (Handgunners)Cave of Flying Horrors (capital)7,2508414,0007
22Deck GunnersCannons8,500336,0003
23Rotting Prometheans (Gunnery Mob)Dead Pirates' Workshop (capital)8,75010414,0007
24Necrofex ColossusComposite Hull (capital)14,0003414,0007
25Depth Guard (Polearms)Admirals' Mausoleum (capital)14,25010530,00012
26Rotting LeviathanBulk Cargo Hold (capital)15,0003414,0007
27Death Shriek TerrorgheistGiant Feeding Cavern (capital)15,25013530,00012