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

Ruined City
Level 1 · 1 turn
Chaos Undivided corruption: +2

Soul Keep
Level 2 · 800 gold · 1 turn
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Chaos Undivided corruption: +2 (local province)
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +10
Adds walls to the settlement
Unlocks

Dark Bastion
Level 3 · 1,600 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Chaos Undivided corruption: +2 (local province)
Grants 2 construction slots in the settlement
Income generated: 45
Growth: +20
Adds walls to the settlement

Infernal Citadel
Level 4 · 3,200 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Chaos Undivided corruption: +2 (local province)
Grants 3 construction slots in the settlement
Income generated: 60
Growth: +30
Adds walls to the settlement

Daemonic Fortress
Level 5 · 4,800 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Chaos Undivided corruption: +2 (local province)
Grants 5 construction slots in the settlement
Income generated: 75
Growth: +40
Adds walls to the settlement

Chaos Dreadhold
Level 6 · 7,200 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Chaos Undivided corruption: +2 (local province)
Grants 7 construction slots in the settlement
Income generated: 90
Growth: +50
Adds walls to the settlement
Arcane

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)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Fighters' Lodge

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)
Warband upgrade cost: -2% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
Income generated: 100
Growth: +10
Research rate: +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)
Warband upgrade cost: -4% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
Income generated: 100
Growth: +10
Research rate: +2

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)
Warband upgrade cost: -6% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
Income generated: 100
Growth: +10
Research rate: +2
Flame of Ulric

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

Warband Camp
Level 1 · 2,000 gold · 1 turn
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)
Garrison

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)

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)

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

Horse Barn
Level 1 · 5,000 gold · 3 turns
Favour from all buildings: +10% (local region)
Local Warband recruitment: +1 capacity for Chaos Knights
Warband upgrade cost: -2% for Slaanesh units (armies in region)
Income generated: 100
Growth: +10
Research rate: +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
Warband upgrade cost: -4% for Slaanesh units (armies in region)
Income generated: 100
Growth: +10
Research rate: +2

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
Warband upgrade cost: -6% for Slaanesh units (armies in region)
Income generated: 100
Growth: +10
Research rate: +2
Large Monsters

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
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
Income generated: 100
Growth: +10
Research rate: +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
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
Income generated: 100
Growth: +10
Research rate: +2

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
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
Income generated: 100
Growth: +10
Research rate: +2
Marauder Tribes

Tribal Garrison
Level 1 · 1,500 gold · 1 turn
Local Warband recruitment: +1 capacity for Marauders of Khorne
Local Warband recruitment: +1 capacity for Marauders of Nurgle
Local Warband recruitment: +1 capacity for Marauders of Slaanesh
Local Warband recruitment: +1 capacity for Marauders of Tzeentch
Local Warband recruitment: +1 capacity for Undivided Marauders
Warband upgrade cost: -2% for Slaanesh units (armies in region)
Recruitment cost: -10% (local region)
Growth: +10
Research rate: +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
Local Warband recruitment: +1 capacity for Marauders of Nurgle
Local Warband recruitment: +1 capacity for Marauders of Slaanesh
Local Warband recruitment: +1 capacity for Marauders of Tzeentch
Local Warband recruitment: +2 capacity for Undivided Marauders
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)
Growth: +10
Research rate: +2

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
Local Warband recruitment: +2 capacity for Marauders of Nurgle
Local Warband recruitment: +2 capacity for Marauders of Slaanesh
Local Warband recruitment: +2 capacity for Marauders of Tzeentch
Local Warband recruitment: +2 capacity for Undivided Marauders
Warband upgrade cost: -6% for Slaanesh units (armies in region)
Local Warband recruitment: +1 capacity for Skullreapers
Local Warband recruitment: +1 capacity for Wrathmongers
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)
Growth: +10
Research rate: +2
Monsters

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
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Slaanesh
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Tzeentch
Local Warband recruitment: +1 capacity for Forsaken and Chaos Spawn
Warband upgrade cost: -2% for Slaanesh units (armies in region)
Chaos Undivided corruption: +1
Income generated: 100
Growth: +10
Research rate: +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
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Slaanesh
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Tzeentch
Local Warband recruitment: +2 capacity for Forsaken and Chaos Spawn
Warband upgrade cost: -4% for Slaanesh units (armies in region)
Local Warband recruitment: +2 capacity for Centigors of Tzeentch
Local Warband recruitment: +2 capacity for Tzaangors
Local Warband recruitment: +2 capacity for Pestigors
Local Warband recruitment: +2 capacity for Khorngors
Local Warband recruitment: +2 capacity for Slaangors
Chaos Undivided corruption: +2
Income generated: 100
Growth: +10
Research rate: +2
Outpost

Northmen Outpost
Level 1 · 3,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Income from all buildings: +20%
Casualty replenishment rate: +2% (own and enemy armies in region)
Local recruitment capacity: +1

Northmen District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Income from all buildings: +30%
Casualty replenishment rate: +3% (armies in region)
Local recruitment capacity: +2

Northmen Colony
Level 3 · 5,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment cost outside friendly territory: -50%
Income from all buildings: +40%
Casualty replenishment rate: +4% (armies in region)
Local recruitment capacity: +3
Recruitment

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)
Unlocks Hero recruitment: Exalted Hero
Replenishment

Ritual Hut
Level 1 · 1,000 gold
Winds of Magic power reserve capacity: +20 (all armies in local province)
Unlocks Hero recruitment: Chaos Sorcerer
Casualty replenishment rate: +5% (armies in region)
Sorcery

Chaos Shrine
Level 1 · 2,500 gold · 2 turns
Favour from all buildings: +30% (local region)
Chaos Undivided corruption: +1
Khorne corruption: +1
Nurgle corruption: +1
Slaanesh corruption: +1
Tzeentch corruption: +1
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer

Shaman's Temple
Level 2 · 7,500 gold · 4 turns
Favour from all buildings: +40% (local region)
Chaos Undivided corruption: +1
Khorne corruption: +1
Nurgle corruption: +1
Slaanesh corruption: +1
Tzeentch corruption: +1
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer

Profane Sanctum
Level 3 · 10,000 gold · 5 turns
Favour from all buildings: +50% (local region)
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer
Economy
Anti-Vermintide

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

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

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

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

Ruined Chaos Altar
Level 1

Chaos Altar
Level 2 · 2,000 gold · 1 turn
Chaos Undivided corruption: +2
Chaos Undivided corruption: +3
Khorne corruption: +2
Khorne corruption: +3
Nurgle corruption: +2
Nurgle corruption: +3
Slaanesh corruption: +2
Slaanesh corruption: +3
Tzeentch corruption: +2
Tzeentch corruption: +3
Casualty replenishment rate: +1% (armies in region)
Dark Fortress

Ruined Dark Fortress
Level 1

Chaos Keep
Level 2 · 1,200 gold · 3 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +1 capacity for Dragon Ogre units
Defensive supplies: +800
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
Grants 2 construction slots in the settlement
Income generated: 200
Growth: +20
Adds walls to the settlement

Chaos Fort
Level 3 · 2,500 gold · 4 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +1 capacity for Dragon Ogre units
Defensive supplies: +1000
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
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

Dark Redoubt
Level 4 · 5,000 gold · 5 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +2 capacity for Dragon Ogre units
Defensive supplies: +1200
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
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

Dark Fortress
Level 5 · 10,000 gold · 6 turns
Allegiance points gained: +20% for alliances and vassalage with Norsca
Local Warband recruitment: +2 capacity for Dragon Ogre units
Defensive supplies: +1500
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
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

Exalted Dark Fortress
Level 6 · 20,000 gold · 7 turns
Allegiance points gained: +20% for alliances and vassalage with Norsca
Local Warband recruitment: +3 capacity for Dragon Ogre units
Defensive supplies: +2000
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
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

Dark Fortress
Level 1
Dye Production

Cultist Camp (Dyes)
Level 1 · 3,000 gold · 2 turns
Leadership: +5 for Marauder Horsemen (factionwide)
Dyes resource production: 5 ounces
Exotic Animals

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

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

Cultist Camp (Gold)
Level 1 · 3,000 gold · 2 turns
Chaos Undivided corruption: +2 (all provinces)
Khorne corruption: +2 (all provinces)
Nurgle corruption: +2 (all provinces)
Slaanesh corruption: +2 (all provinces)
Tzeentch corruption: +2 (all provinces)
Growth

Corpse Mound
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Bone Pit
Level 2 · 4,000 gold · 2 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40

Flesh Tapestry
Level 3 · 6,000 gold · 3 turns
Casualty replenishment rate: +7% (armies in province)
Growth: +70

Skull Hall
Level 4 · 8,000 gold · 4 turns
Casualty replenishment rate: +10% (armies in province)
Growth: +100
Iron Mining

Cultist Camp (Iron)
Level 1 · 3,000 gold · 2 turns
Armour: +10 for Chaos Warriors units (factionwide)
Iron resource production: 5 ingots
Marble Quarry

Cultist Camp (Marble)
Level 1 · 3,000 gold · 2 turns
Construction cost: -5% for all buildings (factionwide)
Marble resource production: 5 slabs
Medicine Production

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

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

Cultist Camp (Wine)
Level 1 · 3,000 gold · 2 turns
Melee attack: +5 for Marauders units (factionwide)
Wine resource production: 5 barrels
Pastures

Cultist Camp (Pasture)
Level 1 · 3,000 gold · 2 turns
Physical resistance: 5% for Chaos Warhounds and Feral Manticore units (factionwide)
Port

Ruined Docks
Level 1 · 1 turn

Chaos Wharf
Level 2 · 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

Longship Builder
Level 3 · 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

Raiding Port
Level 4 · 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

Cultist Camp (Pottery)
Level 1 · 3,000 gold · 2 turns
Favour from all buildings: +5% (factionwide)
Pottery resource production: 5 kilnful
Protection

Rat Catcher Outpost
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50%
Chance of a plague spreading: +10%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Undivided corruption in adjacent provinces: +2
Khorne corruption: +3
Nurgle corruption: +3
Slaanesh corruption: +3
Tzeentch corruption: +3

Catchers' Camp
Level 2 · 2,500 gold · 4 turns
Chance of a plague spreading: -50%
Chance of a plague spreading: +15%
Plague duration: -1 turns
Plague duration: +1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Chaos Undivided corruption in adjacent provinces: +2
Khorne corruption: +4
Nurgle corruption: +4
Slaanesh corruption: +4
Tzeentch corruption: +4

Vermin Slayers
Level 3 · 4,000 gold · 5 turns
Chance of a plague spreading: -50%
Chance of a plague spreading: +20%
Plague duration: -1 turns
Plague duration: +1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Undivided corruption in adjacent provinces: +2
Chaos Undivided corruption: +5
Khorne corruption in adjacent provinces: +2
Khorne corruption: +5
Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +5
Slaanesh corruption in adjacent provinces: +2
Slaanesh corruption: +5
Tzeentch corruption in adjacent provinces: +2
Tzeentch corruption: +5
Saltmaking

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

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

Cultist Camp (Tusks)
Level 1 · 3,000 gold · 2 turns
Ivory resource production: 5 tusks
Weapon strength: +10% for Chaos Chariot units (factionwide)
Vassals

Vassal Emissary
Level 1 · 4,000 gold · 2 turns
Chaos Undivided corruption: +2
Khorne corruption: +2
Nurgle corruption: +2
Slaanesh corruption: +2
Tzeentch corruption: +2
Income from all buildings: +20% (adjacent allied or vassal regions)
Control: +3

Strategy Chamber
Level 2 · 6,000 gold · 3 turns
Chaos Undivided corruption in adjacent provinces: +1
Chaos Undivided corruption: +4
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Nurgle corruption in adjacent provinces: +1
Nurgle corruption: +4
Slaanesh corruption in adjacent provinces: +1
Slaanesh corruption: +4
Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +4
Income from all buildings: +40% (adjacent allied or vassal regions)
Control: +5
Wild Game

Cultist Camp (Furs)
Level 1 · 3,000 gold · 2 turns
Armour: +10 for Marauder Infantry units (factionwide)
Furs resource production: 5 bundles
Woodlands

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

Raid Trophies
Level 1 · 2,000 gold · 1 turn
Favour generated: 400

Spoils of War
Level 2 · 4,000 gold · 2 turns
Favour generated: 600
Income from post-battle loot: +2% (factionwide)
Income from sacking settlements: +2% (factionwide)

Loot Heap
Level 3 · 6,000 gold · 3 turns
Favour generated: 800
Income from post-battle loot: +3% (factionwide)
Income from sacking settlements: +3% (factionwide)

Treasure House
Level 4 · 8,000 gold · 4 turns
Favour generated: 1000
Income from post-battle loot: +4% (factionwide)
Income from sacking settlements: +4% (factionwide)
Landmarks
Show 15 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9
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) · 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 Level 1
Barricaded Chaos Altar Level 2 · 1,000 gold · 3 turns
Chaos Undivided corruption: +3 · Khorne corruption: +3 · Nurgle corruption: +3 · Slaanesh corruption: +3 · Tzeentch corruption: +3 · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · Adds walls to the settlement
Reinforced Chaos Altar Level 3 · 2,500 gold · 4 turns
Chaos Undivided corruption: +4 · Khorne corruption: +4 · Nurgle corruption: +4 · Slaanesh corruption: +4 · Tzeentch corruption: +4 · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · Adds walls to the settlement
Fortified Chaos Altar Level 4 · 5,000 gold · 5 turns
Chaos Undivided corruption: +5 · Khorne corruption: +5 · Nurgle corruption: +5 · Slaanesh corruption: +5 · Tzeentch corruption: +5 · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · 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
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
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 Level 1 · 2 turns
Chaos Beachhead Level 2 · 2,000 gold · 2 turns
Chance of a plague spreading: +5% (all armies) · Armour-piercing weapon damage: +1 for non-Daemonic units (all armies) · Battle healing cap: +5% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 200 · Casualty replenishment rate: +2% (all armies) · Growth: +20
Chaos Debarkation Level 3 · 6,000 gold · 4 turns
Chance of a plague spreading: +10% (all armies) · Armour-piercing weapon damage: +2 for non-Daemonic units (all armies) · Battle healing cap: +10% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +10 (all armies) · Income generated: 300 · Casualty replenishment rate: +3% (all armies) · Growth: +40
Great Chaos Landing Level 4 · 10,000 gold · 6 turns
Chance of a plague spreading: +20% (all armies) · Armour-piercing weapon damage: +3 for non-Daemonic units (all armies) · Battle healing cap: +15% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +15 (all armies) · Income generated: 400 · Casualty replenishment rate: +5% (all armies) · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The 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)