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

Warriors of Chaos buildings

39 building chains Warriors of Chaos can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Chaos Fortress

5 levels · unlocks Marauders

  1. Ruined City

    Ruin

    • Chaos Undivided corruption: +2
  2. Soul Keep

    Level 1 · 800 gold · 1 turn

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 1 construction slot in the settlement
    • Income generated: 30
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Dark Bastion

    Level 2 · 1,600 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)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 2 construction slots in the settlement
    • Income generated: 45
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Infernal Citadel

    Level 3 · 3,200 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)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 3 construction slots in the settlement
    • Income generated: 60
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Daemonic Fortress

    Level 4 · 4,800 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)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 5 construction slots in the settlement
    • Income generated: 75
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Chaos Dreadhold

    Level 5 · 7,200 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)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 7 construction slots in the settlement
    • Income generated: 90
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Arcane

1 level

  1. Twisted Relic

    Level 1 · 1,000 gold · 1 turn

    • Souls gained from battles: +15% (all your armies in adjacent regions)
    • Magic item drop chance from battle: +10% (all your armies in adjacent regions)
    • When technology "Erection of Ruinous Monuments" researched: Income from post-battle loot: +10% (all your armies in adjacent regions)

Fighters' Lodge

3 levels

  1. Fighters' Lodge

    Level 1 · 3,000 gold · 2 turns

    • Local Warband recruitment: +1 capacity for Chaos Warriors units
    • Unit Upgrades cost: -5% for all units (armies in region)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  2. Guards' Barracks

    Level 2 · 4,500 gold · 3 turns

    • Local Warband recruitment: +2 capacity for Chaos Warriors units
    • Unit Upgrades cost: -10% for all units (armies in region)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  3. Warriors' Hall

    Level 3 · 6,000 gold · 4 turns

    • Local Warband recruitment: +3 capacity for Chaos Warriors units
    • Unit Upgrades cost: -15% for all units (armies in region)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2

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

1 level

  1. Warband Camp

    Level 1 · 2,000 gold · 1 turn

    • Attrition: -5% when under siege
    • Leadership: +2 when under siege (armies in region)

Garrison

3 levels

  1. Haunted Tower

    Level 1 · 3,000 gold · 2 turns

    • Defensive supplies: +200
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Javelins
    • Enemy Hero action success chance: -10%
    • Attrition: -15% when under siege
    • Leadership: +2 when under siege (armies in region)
  2. Guarded Tower

    Level 2 · 6,000 gold · 3 turns

    • Defensive supplies: +300
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Raw Energy
    • Enemy Hero action success chance: -15%
    • Attrition: -20% when under siege
    • Leadership: +4 when under siege (armies in region)
  3. Armoured Tower

    Level 3 · 10,000 gold · 4 turns

    • Defensive supplies: +500
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Greater Raw Energy
    • Enemy Hero action success chance: -20%
    • Attrition: -20% when under siege
    • Leadership: +6 when under siege (armies in region)

Knights

3 levels

  1. Horse Barn

    Level 1 · 5,000 gold · 3 turns

    • Favour from all buildings: +10% (local region)
    • Local Warband recruitment: +1 capacity for Chaos Knights
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  2. Ruinous Stalls

    Level 2 · 7,500 gold · 4 turns

    • Favour from all buildings: +15% (local region)
    • Recruit rank: +1 for all units (armies in region)
    • Local Warband recruitment: +1 capacity for Chaos Knights
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  3. Chaos Stables

    Level 3 · 10,000 gold · 5 turns

    • Hero and Lord recruit rank: +1
    • Favour from all buildings: +25% (local region)
    • Recruit rank: +2 for all units (armies in region)
    • Local Warband recruitment: +2 capacity for Chaos Knights
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2

Large Monsters

3 levels

  1. Manticore Den

    Level 1 · 5,000 gold · 3 turns

    • Favour from all buildings: +10% (local region)
    • Local Warband recruitment: +1 capacity for Chaos Giants
    • Local Warband recruitment: +1 capacity for Feral Manticores
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Local Warband recruitment: +1 capacity for Dread Maws
    • Local Warband recruitment: +1 capacity for Giant Spined Chaos Beasts
    • Increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
    • Chaos Undivided corruption: +2
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  2. Dark Cavern

    Level 2 · 7,500 gold · 4 turns

    • Favour from all buildings: +15% (local region)
    • Local Warband recruitment: +1 capacity for Feral Manticores
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Local Warband recruitment: +1 capacity for Chimeras
    • Local Warband recruitment: +1 capacity for Basilisks
    • Moderately increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
    • Chaos Undivided corruption: +3
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  3. Giant's Hollow

    Level 3 · 10,000 gold · 5 turns

    • Favour from all buildings: +25% (local region)
    • Local Warband recruitment: +2 capacity for Dragon Ogre units
    • Local Warband recruitment: +2 capacity for Chaos Giants
    • Local Warband recruitment: +2 capacity for Feral Manticores
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Local Warband recruitment: +2 capacity for Chimeras
    • Local Warband recruitment: +2 capacity for Dread Maws
    • Local Warband recruitment: +2 capacity for Basilisks
    • Local Warband recruitment: +2 capacity for Giant Spined Chaos Beasts
    • Greatly increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
    • Chaos Undivided corruption: +4
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2

Marauder Tribes

3 levels

  1. Tribal Garrison

    Level 1 · 1,500 gold · 1 turn

    • Local Warband recruitment: +1 capacity for Marauders of Khorne (Legion of the Gorequeen only)
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle (The Fecundites only)
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle (Host of the Triplets only)
    • Local Warband recruitment: +1 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
    • Local Warband recruitment: +1 capacity for Marauders of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +1 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Recruitment cost: -10% (local region)
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  2. Bloody Barracks

    Level 2 · 3,000 gold · 2 turns

    • Local Warband recruitment: +1 capacity for Marauder Horsemen
    • Local Warband recruitment: +1 capacity for Marauders of Khorne (Legion of the Gorequeen only)
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle (The Fecundites only)
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle (Host of the Triplets only)
    • Local Warband recruitment: +1 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
    • Local Warband recruitment: +1 capacity for Marauders of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +2 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Local Warband recruitment: +1 capacity for Marauder Bearmen
    • Local Warband recruitment: +1 capacity for Flayerkin
    • Recruitment cost: -15% (local region)
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  3. Hall of Axes

    Level 3 · 4,500 gold · 3 turns

    • Local Warband recruitment: +1 capacity for Chaos Chariots
    • Local Warband recruitment: +1 capacity for Marauder Horsemen
    • Local Warband recruitment: +2 capacity for Marauders of Khorne (Legion of the Gorequeen only)
    • Local Warband recruitment: +2 capacity for Marauders of Nurgle (The Fecundites only)
    • Local Warband recruitment: +2 capacity for Marauders of Nurgle (Host of the Triplets only)
    • Local Warband recruitment: +2 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
    • Local Warband recruitment: +2 capacity for Marauders of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +2 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Local Warband recruitment: +1 capacity for Skullreapers (Legion of the Gorequeen only)
    • Local Warband recruitment: +1 capacity for Marauder Bearmen
    • Local Warband recruitment: +1 capacity for Marauder Bearmen (Great Weapons)
    • Local Warband recruitment: +1 capacity for Flayerkin
    • Recruitment cost: -20% (local region)
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2

Monsters

2 levels

  1. Spawn Cave

    Level 1 · 3,000 gold · 3 turns

    • Local Warband recruitment: +1 capacity for Chaos Trolls
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Khorne (Legion of the Gorequeen only)
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle (The Fecundites only)
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle (Host of the Triplets only)
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Slaanesh (The Ecstatic Legions only)
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +1 capacity for Forsaken and Chaos Spawn (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Chaos Undivided corruption: +1
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2
  2. Monstrous Lair

    Level 2 · 4,500 gold · 4 turns

    • Local Warband recruitment: +2 capacity for Chaos Trolls
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Khorne (Legion of the Gorequeen only)
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle (The Fecundites only)
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle (Host of the Triplets only)
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Slaanesh (The Ecstatic Legions only)
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +2 capacity for Forsaken and Chaos Spawn (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Local Warband recruitment: +2 capacity for Centigors of Tzeentch (Puppets of Misrule only)
    • Local Warband recruitment: +2 capacity for Tzaangors (Puppets of Misrule only)
    • Local Warband recruitment: +2 capacity for Pestigors (The Fecundites only)
    • Local Warband recruitment: +2 capacity for Pestigors (Host of the Triplets only)
    • Local Warband recruitment: +2 capacity for Khorngors (Legion of the Gorequeen only)
    • Local Warband recruitment: +2 capacity for Slaangors (The Ecstatic Legions only)
    • Chaos Undivided corruption: +2
    • When technology "Builder of Glory" is researched: Income generated: 100
    • When technology "Rancid Structures" is researched: Growth: +10
    • When technology "Arcane Construction" is researched: Research rate: +2

Outpost

3 levels

  1. Northmen Outpost

    Level 1 · 3,000 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
    • In Norscan-owned region: Income from all buildings: +20%
    • Casualty replenishment rate: +2% (own and enemy armies in region)
    • In Norscan-owned region: Local recruitment capacity: +1
  2. Northmen 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
    • In Norscan-owned region: Income from all buildings: +30%
    • Casualty replenishment rate: +3% (armies in region)
    • In Norscan-owned region: Local recruitment capacity: +2
  3. Northmen Colony

    Level 3 · 5,000 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
    • In Norscan-owned region: Income from all buildings: +40%
    • Casualty replenishment rate: +4% (armies in region)
    • In Norscan-owned region: Local recruitment capacity: +3

Recruitment

1 level

  1. Bleeding Grounds

    Level 1 · 1,000 gold

    • Local Warband recruitment: +1 capacity for Undivided Marauders
    • Unit Upgrades cost: -20% for all units (armies in region)
    • When technology "Erection of Ruinous Monuments" researched: Unlocks Hero recruitment: Exalted Hero

Replenishment

1 level

  1. Ritual Hut

    Level 1 · 1,000 gold

    • Winds of Magic power reserve capacity: +20 (all armies in local province)
    • When technology "Erection of Ruinous Monuments" researched: Unlocks Hero recruitment: Chaos Sorcerer
    • Casualty replenishment rate: +5% (armies in region)

Sorcery

3 levels

  1. Chaos Shrine

    Level 1 · 2,500 gold · 2 turns

    • Favour from all buildings: +30% (local region)
    • When technology "Malignant Totems" researched: Chaos Undivided corruption: +1
    • When technology "Bloodied Blade" researched: Khorne corruption: +1
    • When technology "Swamp of Souls" researched: Nurgle corruption: +1
    • When technology "Corrupted Offerings" researched: Slaanesh corruption: +1
    • When technology "Enchanted Idols" researched: Tzeentch corruption: +1
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer
  2. Shaman's Temple

    Level 2 · 7,500 gold · 4 turns

    • Favour from all buildings: +40% (local region)
    • When technology "Malignant Totems" researched: Chaos Undivided corruption: +1
    • When technology "Bloodied Blade" researched: Khorne corruption: +1
    • When technology "Swamp of Souls" researched: Nurgle corruption: +1
    • When technology "Corrupted Offerings" researched: Slaanesh corruption: +1
    • When technology "Enchanted Idols" researched: Tzeentch corruption: +1
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer
  3. Profane Sanctum

    Level 3 · 10,000 gold · 5 turns

    • Favour from all buildings: +50% (local region)
    • When technology "Malignant Totems" researched: Chaos Undivided corruption: +2
    • When technology "Bloodied Blade" researched: Khorne corruption: +2
    • When technology "Swamp of Souls" researched: Nurgle corruption: +2
    • When technology "Corrupted Offerings" researched: Slaanesh corruption: +2
    • When technology "Enchanted Idols" researched: Tzeentch corruption: +2
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer

Economy

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

Chaos Altar

1 level

  1. Ruined Chaos Altar

    Ruin

  2. Chaos Altar

    Level 1 · 2,000 gold · 1 turn

    • When technology "Malignant Totems" researched: Chaos Undivided corruption: +2
    • Chaos Undivided corruption: +3 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • When technology "Bloodied Blade" researched: Khorne corruption: +2
    • Khorne corruption: +3 (Legion of the Gorequeen only)
    • When technology "Swamp of Souls" researched: Nurgle corruption: +2
    • Nurgle corruption: +3 (The Fecundites only)
    • Nurgle corruption: +3 (Host of the Triplets only)
    • When technology "Corrupted Offerings" researched: Slaanesh corruption: +2
    • Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only)
    • When technology "Enchanted Idols" researched: Tzeentch corruption: +2
    • Tzeentch corruption: +3 (Puppets of Misrule only)
    • Casualty replenishment rate: +1% (armies in region)

Dark Fortress

5 levels

  1. Ruined Dark Fortress

    Ruin

  2. Chaos Keep

    Level 1 · 1,200 gold · 3 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +1 capacity for Dragon Ogre units (Heralds of the Tempest only)
    • Defensive supplies: +800
    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  3. Chaos Fort

    Level 2 · 2,500 gold · 4 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +1 capacity for Dragon Ogre units (Heralds of the Tempest only)
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Javelins
    • Grants 3 construction slots in the settlement
    • Income generated: 400
    • Growth: +30
    • Adds walls to the settlement
  4. Dark Redoubt

    Level 3 · 5,000 gold · 5 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +2 capacity for Dragon Ogre units (Heralds of the Tempest only)
    • Defensive supplies: +1200
    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Raw Energy
    • Grants 4 construction slots in the settlement
    • Income generated: 600
    • Growth: +80
    • Adds walls to the settlement
  5. Dark Fortress

    Level 4 · 10,000 gold · 6 turns

    • Allegiance points gained: +20% for alliances and vassalage with Norsca
    • Local Warband recruitment: +2 capacity for Dragon Ogre units (Heralds of the Tempest only)
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Greater Raw Energy
    • Grants 5 construction slots in the settlement
    • Income generated: 800
    • Growth: +90
    • Adds walls to the settlement
  6. Exalted Dark Fortress

    Level 5 · 20,000 gold · 7 turns

    • Allegiance points gained: +20% for alliances and vassalage with Norsca
    • Local Warband recruitment: +3 capacity for Dragon Ogre units (Heralds of the Tempest only)
    • Defensive supplies: +2000
    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Greater Raw Energy
    • Grants 7 construction slots in the settlement
    • Income generated: 1000
    • Growth: +100
    • Adds walls to the settlement

Dark Fortress

1 level

  1. Dark Fortress

    Level 1

Dye Production

1 level

  1. Cultist Camp (Dyes)

    Level 1 · 3,000 gold · 2 turns

    • Leadership: +5 for Marauder Horsemen (factionwide)
    • Dyes resource production: 5 ounces

Exotic Animals

1 level

  1. Cultist Camp (Animals)

    Level 1 · 3,000 gold · 2 turns

    • Charge bonus: +5% for all Chaos Knights, Marauder horsemen and Marauder Horsemaster units (factionwide)
    • Exotic Animals resource production: 5 cages

Gem Mining

1 level

  1. Cultist Camp (Gems)

    Level 1 · 3,000 gold · 2 turns

    • Winds of Magic power reserve capacity: +1 (all armies)
    • Gemstones resource production: 5 sacks

Gold Mining

1 level

  1. Cultist Camp (Gold)

    Level 1 · 3,000 gold · 2 turns

    • Chaos Undivided corruption: +2 (all provinces) (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (all provinces) (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (all provinces) (The Fecundites only)
    • Nurgle corruption: +2 (all provinces) (Host of the Triplets only)
    • Slaanesh corruption: +2 (all provinces) (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (all provinces) (Puppets of Misrule only)

Growth

4 levels

  1. Corpse Mound

    Level 1 · 2,000 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Bone Pit

    Level 2 · 4,000 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +40
  3. Flesh Tapestry

    Level 3 · 6,000 gold · 3 turns

    • Casualty replenishment rate: +7% (armies in province)
    • Growth: +70
  4. Skull Hall

    Level 4 · 8,000 gold · 4 turns

    • Casualty replenishment rate: +10% (armies in province)
    • Growth: +100

Iron Mining

1 level

  1. Cultist Camp (Iron)

    Level 1 · 3,000 gold · 2 turns

    • Armour: +10 for Chaos Warriors units (factionwide)
    • Iron resource production: 5 ingots

Marble Quarry

1 level

  1. Cultist Camp (Marble)

    Level 1 · 3,000 gold · 2 turns

    • Construction cost: -5% for all buildings (factionwide)
    • Marble resource production: 5 slabs

Medicine Production

1 level

  1. Cultist Camp (Medicine)

    Level 1 · 3,000 gold · 2 turns

    • Casualty replenishment rate: +5% for Chaos Marauder units (factionwide)
    • Medicinal Plants resource production: 5 bundles

Obsidian Quarry

1 level

  1. Cultist Camp (Obsidian)

    Level 1 · 3,000 gold · 2 turns

    • Missile strength: +10% for Marauder Horsemen and Marauder Horsemasters units (factionwide)
    • Carved Obsidian resource production: 5 chests

Orchards

1 level

  1. Cultist Camp (Wine)

    Level 1 · 3,000 gold · 2 turns

    • Melee attack: +5 for Marauders units (factionwide)
    • Wine resource production: 5 barrels

Pastures

1 level

  1. Cultist Camp (Pasture)

    Level 1 · 3,000 gold · 2 turns

    • Physical resistance: 5% for Chaos Warhounds and Feral Manticore units (factionwide)

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Chaos Wharf

    Level 1 · 2,000 gold

    • Local Warband recruitment: +1 capacity for Undivided Marauders
    • Recruitment cost: -10% for Chaos Marauder units (armies in region)
    • Casualty replenishment rate: +5% (armies in local province)
    • Growth: +20
  3. Longship Builder

    Level 2 · 4,000 gold · 3 turns

    • Local Warband recruitment: +1 capacity for Marauder Horsemen
    • Local Warband recruitment: +1 capacity for Undivided Marauders
    • Recruitment cost: -15% for Chaos Marauder units (armies in region)
    • Casualty replenishment rate: +10% (armies in local province)
    • Growth: +30
  4. Raiding Port

    Level 3 · 6,000 gold · 5 turns

    • Local Warband recruitment: +2 capacity for Marauder Horsemen
    • Local Warband recruitment: +1 capacity for Undivided Marauders
    • Recruitment cost: -20% for Chaos Marauder units (armies in region)
    • Casualty replenishment rate: +15% (armies in local province)
    • Growth: +40

Pottery Production

1 level

  1. Cultist Camp (Pottery)

    Level 1 · 3,000 gold · 2 turns

    • Favour from all buildings: +5% (factionwide)
    • Pottery resource production: 5 kilnful

Protection

3 levels

  1. Rat Catcher Outpost

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
    • Chance of a plague spreading: +10% (The Fecundites and Host of the Triplets only)
    • Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns (not for The Fecundites and Host of the Triplets)
    • Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +3 (Legion of the Gorequeen only)
    • Nurgle corruption: +3 (The Fecundites and Host of the Triplets only)
    • Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +3 (Puppets of Misrule only)
  2. Catchers' Camp

    Level 2 · 2,500 gold · 4 turns

    • Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
    • Chance of a plague spreading: +15% (The Fecundites only)
    • Chance of a plague spreading: +15% (Host of the Triplets only)
    • Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
    • Plague duration: +1 turns (The Fecundites only)
    • Plague duration: +1 turns (Host of the Triplets only)
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns (not for The Fecundites and Host of the Triplets)
    • Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +4 (Legion of the Gorequeen only)
    • Nurgle corruption: +4 (The Fecundites only)
    • Nurgle corruption: +4 (Host of the Triplets only)
    • Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +4 (Puppets of Misrule only)
  3. Vermin Slayers

    Level 3 · 4,000 gold · 5 turns

    • Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
    • Chance of a plague spreading: +20% (The Fecundites only)
    • Chance of a plague spreading: +20% (Host of the Triplets only)
    • Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
    • Plague duration: +1 turns (The Fecundites only)
    • Plague duration: +1 turns (Host of the Triplets only)
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns (not for The Fecundites and Host of the Triplets)
    • Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Chaos Undivided corruption: +5 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption in adjacent provinces: +2 (Legion of the Gorequeen only)
    • Khorne corruption: +5 (Legion of the Gorequeen only)
    • Nurgle corruption in adjacent provinces: +2 (The Fecundites only)
    • Nurgle corruption in adjacent provinces: +2 (Host of the Triplets only)
    • Nurgle corruption: +5 (The Fecundites only)
    • Nurgle corruption: +5 (Host of the Triplets only)
    • Slaanesh corruption in adjacent provinces: +2 (The Ecstatic Legions and The Decadent Host only)
    • Slaanesh corruption: +5 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption in adjacent provinces: +2 (Puppets of Misrule only)
    • Tzeentch corruption: +5 (Puppets of Misrule only)

Saltmaking

1 level

  1. Cultist Camp (Salt)

    Level 1 · 3,000 gold · 2 turns

    • Growth per region: +10 after winning a battle (all provinces) (all characters)
    • Salt resource production: 5 barrels

Spice Trading

1 level

  1. Cultist Camp (Spices)

    Level 1 · 3,000 gold · 2 turns

    • Melee attack: +5 for Chaos Trolls & Chaos Feral Manticore units (factionwide)
    • Spices resource production: 5 sacks

Tusks

1 level

  1. Cultist Camp (Tusks)

    Level 1 · 3,000 gold · 2 turns

    • Ivory resource production: 5 tusks
    • Weapon strength: +10% for Chaos Chariot units (factionwide)

Vassals

2 levels

  1. Vassal Emissary

    Level 1 · 4,000 gold · 2 turns

    • Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption: +2 (Legion of the Gorequeen only)
    • Nurgle corruption: +2 (The Fecundites only)
    • Nurgle corruption: +2 (Host of the Triplets only)
    • Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption: +2 (Puppets of Misrule only)
    • Income from all buildings: +20% (adjacent allied or vassal regions)
    • Control: +3
  2. Strategy Chamber

    Level 2 · 6,000 gold · 3 turns

    • Chaos Undivided corruption in adjacent provinces: +1 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Chaos Undivided corruption: +4 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
    • Khorne corruption in adjacent provinces: +1 (Legion of the Gorequeen only)
    • Khorne corruption: +4 (Legion of the Gorequeen only)
    • Nurgle corruption in adjacent provinces: +1 (The Fecundites only)
    • Nurgle corruption in adjacent provinces: +1 (Host of the Triplets only)
    • Nurgle corruption: +4 (The Fecundites only)
    • Nurgle corruption: +4 (Host of the Triplets only)
    • Slaanesh corruption in adjacent provinces: +1 (The Ecstatic Legions and The Decadent Host only)
    • Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only)
    • Tzeentch corruption in adjacent provinces: +1 (Puppets of Misrule only)
    • Tzeentch corruption: +4 (Puppets of Misrule only)
    • Income from all buildings: +40% (adjacent allied or vassal regions)
    • Control: +5

Wild Game

1 level

  1. Cultist Camp (Furs)

    Level 1 · 3,000 gold · 2 turns

    • Armour: +10 for Marauder Infantry units (factionwide)
    • Furs resource production: 5 bundles

Woodlands

1 level

  1. Cultist Camp (Wood)

    Level 1 · 3,000 gold · 2 turns

    • Ammunition: +25% for Marauder Horsemen and Marauder Horsemasters units (factionwide)
    • Timber resource production: 5 logs

Worship

4 levels

  1. Raid Trophies

    Level 1 · 2,000 gold · 1 turn · pays back in 5 turns

    • Favour generated: 400
  2. Spoils of War

    Level 2 · 4,000 gold · 2 turns · pays back in 6.7 turns

    • Favour generated: 600
    • Income from post-battle loot: +2% (factionwide)
    • Income from sacking settlements: +2% (factionwide)
  3. Loot Heap

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

    • Favour generated: 800
    • Income from post-battle loot: +3% (factionwide)
    • Income from sacking settlements: +3% (factionwide)
  4. Treasure House

    Level 4 · 8,000 gold · 4 turns · pays back in 8 turns

    • Favour generated: 1000
    • Income from post-battle loot: +4% (factionwide)
    • Income from sacking settlements: +4% (factionwide)

Landmarks

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

Show 15 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

Altdorf Landmark

Occupied Imperial Palace Level 1 · 10,000 gold · 6 turns

Diplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca · Hero capacity: +1 for all Heroes · Recruit rank: +1 for all units (factionwide) · Path to Glory: -25% Souls cost to devote to a God (all characters factionwide) · Hero recruit rank: +4 (factionwide)

Asuryan Worship

Corrupted Flame of Asuryan Level 1 · 5,000 gold · 4 turns

Daemons Reforged: +10% chance for destroyed Daemonic units to be restored after battle (all armies) · Souls gained from all sources: +10% · Winds of Magic power reserve capacity: +5 (all armies)

Chaos Altar

Ruined Chaos Altar Ruin

Barricaded Chaos Altar Level 1 · 1,000 gold · 3 turns

Chaos Undivided corruption: +3 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +3 (Legion of the Gorequeen only) · Nurgle corruption: +3 (The Fecundites only) · Nurgle corruption: +3 (Host of the Triplets only) · Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +3 (Puppets of Misrule only) · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Reinforced Chaos Altar Level 2 · 2,500 gold · 4 turns

Chaos Undivided corruption: +4 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +4 (Legion of the Gorequeen only) · Nurgle corruption: +4 (The Fecundites only) · Nurgle corruption: +4 (Host of the Triplets only) · Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +4 (Puppets of Misrule only) · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Fortified Chaos Altar Level 3 · 5,000 gold · 5 turns

Chaos Undivided corruption: +5 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +5 (Legion of the Gorequeen only) · Nurgle corruption: +5 (The Fecundites only) · Nurgle corruption: +5 (Host of the Triplets only) · Slaanesh corruption: +5 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +5 (Puppets of Misrule only) · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Garrison

Lookout Post Level 1 · 2,000 gold · 1 turn

Defensive supplies: +500 · Attrition: -5% when under siege · Leadership: +2 when under siege (armies in region)

Chaos Stronghold Level 2 · 4,000 gold · 2 turns

Defensive supplies: +600 · Improved tower projectiles: Javelins · Attrition: -10% when under siege · Leadership: +4 when under siege (armies in region)

Dark Bulwark Level 3 · 6,000 gold · 3 turns

Defensive supplies: +800 · Improved tower projectiles: Raw Energy · Attrition: -15% when under siege · Leadership: +6 when under siege (armies in region)

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

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

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

Rampaging Oak Level 1 · 3,000 gold · 6 turns

Immediately causes wall breaches when besieging (faction leader) · Attribute: Siege Attacker (all characters factionwide)

Landmark

Shrine of Asavar Kul Level 1 · 4,000 gold · 4 turns

Construction cost: -20% for all buildings (factionwide) · Income generated: 300

Landmark

Murksome Pools Level 1 · 6,000 gold · 5 turns

Recruit rank: +2 for Monster and Beast units (factionwide) · Local Warband recruitment: +1 capacity for Giant Spined Chaos Beasts (local province)

Overrun Port

Ruined Marienburg Harbour Ruin

Chaos Beachhead Level 1 · 2,000 gold · 2 turns

Ghurk's Pick: Chance of a plague spreading: +5% (all armies) · Armour-piercing weapon damage: +1 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +5% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 200 · Otto's Way: Casualty replenishment rate: +2% (all armies) · Growth: +20

Chaos Debarkation Level 2 · 6,000 gold · 4 turns

Ghurk's Pick: Chance of a plague spreading: +10% (all armies) · Armour-piercing weapon damage: +2 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +10% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +10 (all armies) · Income generated: 300 · Otto's Way: Casualty replenishment rate: +3% (all armies) · Growth: +40

Great Chaos Landing Level 3 · 10,000 gold · 6 turns

Ghurk's Pick: Chance of a plague spreading: +20% (all armies) · Armour-piercing weapon damage: +3 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +15% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +15 (all armies) · Income generated: 400 · Otto's Way: Casualty replenishment rate: +5% (all armies) · Growth: +40

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +2 (Legion of the Gorequeen only) · Nurgle corruption: +2 (The Fecundites and Host of the Triplets only) · Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +2 (Puppets of Misrule only)

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) · Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +2 (Legion of the Gorequeen only) · Nurgle corruption: +2 (The Fecundites and Host of the Triplets only) · Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +2 (Puppets of Misrule only) · 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 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)

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 Warriors of Chaos 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 — 1 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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