Wood Elves buildings
44 building chains Wood Elves 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
Cavalry

Muster Stone
Level 1 · 2,000 gold · 3 turns
Unlocks

Grove of the Horse
Level 2 · 3,000 gold · 4 turns
Unlocks

Pastures of Skymark
Level 3 · 5,000 gold · 5 turns
Unlocks

Arboreal Paddock
Level 4 · 10,000 gold · 6 turns
Recruit rank: +2 for Cavalry units
Unlocks
Flying

Eyrie
Level 1 · 2,000 gold · 4 turns
Unlocks

Warhawk Crags
Level 2 · 3,000 gold · 5 turns
Unlocks

Dragon Lair
Level 3 · 10,000 gold · 6 turns
Unlocks
Forest Spirit

Haunted Groves
Level 1 · 1,000 gold · 3 turns
Unlocks

Tribal Stones
Level 2 · 3,000 gold · 5 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks

Nimbus-Shrouded Copse
Level 3 · 5,000 gold · 6 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks

Moonstone Clearing
Level 4 · 10,000 gold · 7 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks
Melee

Selathoi Gallery
Level 1 · 1,000 gold · 1 turn
Unlocks

Tricksters Gallery
Level 2 · 2,000 gold · 2 turns
Hero capacity: +1 for Glade Captains
Unlocks Hero recruitment: Glade Captain
Unlocks

Forest Lookout
Level 3 · 3,000 gold · 3 turns
Hero capacity: +1 for Glade Captains
Unlocks Hero recruitment: Glade Captain
Unlocks
Ranged

Glade Guard Hide
Level 1 · 1,000 gold · 1 turn
Unlocks

Deepwood Camp
Level 2 · 2,000 gold · 2 turns
Hero capacity: +1 for Waystalkers
Unlocks Hero recruitment: Waystalker
Unlocks

Waywatcher's Perch
Level 3 · 5,000 gold · 4 turns
Hero capacity: +1 for Waystalkers
Unlocks Hero recruitment: Waystalker
Unlocks
Slaughter

Sacrificial Grounds
Level 1 · 1,000 gold · 1 turn
Corruption: -2 (all adjacent provinces)
Income from post-battle loot: +15% (all your armies in adjacent regions)
Income from razing settlements: +50% (all your armies in adjacent regions)
Control: +1 (all adjacent provinces)
Unlocks
Worldroots

Worldroot Pathway
Level 1 · 1,000 gold · 1 turn
Global recruitment duration: -1 turn(s) (minimum 1) (armies in region)
Recruitment cost: -50% (armies in region)
Growth: +20 (all adjacent provinces)
Unlocks
Armoury

Asrai Forge
Level 1 · 3,000 gold · 5 turns
Construction cost: -4% for all buildings (local province)
Recruitment cost: -5% (armies in region)

Asrai Armoury
Level 2 · 4,000 gold · 6 turns
Construction cost: -8% for all buildings (local province)
Construction cost: -2% for all buildings (factionwide)
Recruitment cost: -10% (armies in region)
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
Forest Patrols

Forest Lookouts
Level 1 · 2,000 gold · 2 turns
Enemy Hero action success chance: -20%
Campaign line of sight: +40%
Control: +3

Forest Patrols
Level 2 · 6,000 gold · 4 turns
Enemy Hero action success chance: -50%
Campaign line of sight: +50%
Control: +3
Garrison

Guard Platform
Level 1 · 2,000 gold · 5 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +10% when under siege (armies in region)
Upkeep: -5% (armies in region)

Arbiter's Perch
Level 2 · 4,000 gold · 6 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +20% when under siege (armies in region)
Upkeep: -10% (armies in region)

Eternal Watcher's Garrison
Level 3 · 6,000 gold · 7 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +30% when under siege (armies in region)
Upkeep: -15% (armies in region)
Outpost

Wood Elf Outpost
Level 1 · 2,000 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
Casualty replenishment rate: +2% (own and enemy armies in region)

Wood Elf 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
Casualty replenishment rate: +3% (armies in region)

Wood Elf Colony
Level 3 · 6,000 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%
Casualty replenishment rate: +4% (armies in region)
Spellsingers

Roots of Ghyran
Level 1 · 3,000 gold · 3 turns
Corruption: -2
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +2 for Malevolent Branchwraiths

Branches of Ghur
Level 2 · 4,000 gold · 4 turns
Forest Health: +1 per turn to local Magical Forest
Corruption: -3
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +1 for Spellsingers
Hero recruit rank: +3 for Malevolent Branchwraiths

Canopy of Hysh
Level 3 · 6,000 gold · 5 turns
Forest Health: +1 per turn to local Magical Forest
Corruption in adjacent provinces: -2
Corruption: -4
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +2 for Spellsingers
Hero recruit rank: +3 for Malevolent Branchwraiths (all provinces)
Waystone

Waystone
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +10% (armies in region)
Growth: +5 (all provinces)
Economy
Elven Gods

Sacred Grounds of Anath Raema
Level 1 · 3,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region)
Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
Missile strength: +5% (all armies)
Unlocks

Temple of Anath Raema
Level 2 · 4,000 gold · 4 turns
Enables Awakened Forest attrition (enemy armies in region)
Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
Immune to Mountain attrition (all armies)
Immune to Snow attrition (all armies)
Missile strength: +10% (all armies)
Elven Gods

Temple of Ereth Khial
Level 1 · 4,000 gold · 4 turns
Immune to Vampiric attrition (all armies)
Enables Awakened Forest attrition (enemy armies in region)
Hero recruit rank: +3 for Branchwraiths (all provinces)
Control: +3
Unlocks
Elven Gods

Temple of Kurnous
Level 1 · 4,000 gold · 4 turns
Immune to Desert attrition (all armies)
Enables Awakened Forest attrition (enemy armies in region)
Hero recruit rank: +2 for Glade Captains (all provinces)
Immune to Barren Wasteland attrition (all armies)
Weapon strength: +10% (all armies)
Unlocks
Provincial Capital

Ruined Hall
Level 1 · 1 turn
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2

Copse
Level 2 · 1,200 gold · 2 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +3 per turn (armies in region)
Grants 3 construction slots in the settlement
Income generated: 300
Growth: +10
Unlocks

Glade
Level 3 · 2,500 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +6 per turn (armies in region)
Grants 5 construction slots in the settlement
Income from all buildings: +1% (factionwide)
Income generated: 350
Growth: +10

Hollow
Level 4 · 5,000 gold · 10 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +9 per turn (armies in region)
Grants 6 construction slots in the settlement
Income from all buildings: +2% (factionwide)
Income generated: 400
Growth: +10

Hall
Level 5 · 10,000 gold · 14 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +12 per turn (armies in region)
Grants 8 construction slots in the settlement
Income from all buildings: +3% (factionwide)
Income generated: 450
Growth: +10

Great Hall
Level 6 · 20,000 gold · 18 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +15 per turn (armies in region)
Grants 9 construction slots in the settlement
Income from all buildings: +4% (factionwide)
Income generated: 500
Growth: +10
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
Crafting

Craftmen's Tree
Level 1 · 1,500 gold · 1 turn
Income generated: 300
Growth: +5 (all provinces)
Control: +2
Pottery resource production: 3 kilnful
Timber resource production: 3 logs
Elven Trinkets resource production: 3 chests

Sculptor's Cavern
Level 2 · 2,000 gold · 2 turns
Income generated: 400
Growth: +10 (all provinces)
Control: +3
Pottery resource production: 4 kilnful
Timber resource production: 4 logs
Elven Trinkets resource production: 4 chests

Artisan's Nexus
Level 3 · 2,500 gold · 3 turns
Income generated: 500
Growth: +15 (all provinces)
Control: +4
Pottery resource production: 6 kilnful
Timber resource production: 6 logs
Elven Trinkets resource production: 6 chests
Dye Production

Cinnabar Mining Pit
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Dyes resource production: 20 ounces
Elven Gods

Temple of Isha
Level 1 · 4,000 gold · 4 turns
Exotic Animals

Exotic Animal Tamer
Level 1 · 1,000 gold · 3 turns
Income generated: 100
Exotic Animals resource production: 24 cages
Gem Mining

Gem Mine
Level 1 · 1,000 gold · 3 turns
Income generated: 100
Gemstones resource production: 20 sacks
Gold Mining

Gold Mining Pit
Level 1 · 1,000 gold · 3 turns
Income generated: 100
Grape Vines

Grape Vines
Level 1 · 1,000 gold · 1 turn
Income generated: 600
Wine resource production: 2 barrels

Vineyard
Level 2 · 1,500 gold · 2 turns
Income generated: 700
Wine resource production: 4 barrels

Winery
Level 3 · 2,000 gold · 3 turns
Income generated: 800
Wine resource production: 6 barrels

Wine Nexus
Level 4 · 3,000 gold · 4 turns
Income generated: 1000
Wine resource production: 8 barrels
Hunting

Trapper's Den
Level 1 · 1,000 gold · 1 turn
Income generated: 300
Casualty replenishment rate: +3% (armies in province)
Growth: +20
Furs resource production: 8 bundles

Game Lodge
Level 2 · 1,500 gold · 2 turns
Income generated: 400
Casualty replenishment rate: +5% (armies in province)
Growth: +40
Furs resource production: 12 bundles

Hunter's Vault
Level 3 · 2,000 gold · 3 turns
Income generated: 500
Casualty replenishment rate: +8% (armies in province)
Growth: +60
Furs resource production: 16 bundles
Iron Mining

Iron Mining Pit
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Iron resource production: 20 ingots
Large Outpost

Ruined Asrai Lookout
Level 1 · 1 turn
Corruption: -2

Asrai Lookout
Level 2 · 1,200 gold · 1 turn
Corruption: -2
Control: +6
Marble Quarry

Stone Cutter
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Marble resource production: 20 slabs
Medicine Production

Herb Gatherer's Camp
Level 1 · 1,000 gold · 3 turns
Income generated: 100
Medicinal Plants resource production: 20 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)

Oak of Ages (Dormant)
Level 2 · 1,200 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -1 (all adjacent provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +3 per turn (armies in region)

Oak of Ages (Withered)
Level 3 · 2,500 gold · 8 turns
Forest Health: +1 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -3 (all adjacent provinces)
Growth: +20 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +6 per turn (armies in region)
Unlocks Confederation missions with Torgovann and Wydrioth
Control: +2 (factionwide)

Oak of Ages (Budding)
Level 4 · 5,000 gold · 12 turns
Forest Health: +2 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -6 (all adjacent provinces)
Growth: +40 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +9 per turn (armies in region)
Unlocks Confederation missions with Argwylon, Talsyn and the Heralds of Ariel
Control: +3 (factionwide)

Oak of Ages (Thriving)
Level 5 · 10,000 gold · 16 turns
Forest Health: +3 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -9 (all adjacent provinces)
Growth: +80 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +12 per turn (armies in region)
Control: +4 (factionwide)

Oak of Ages (Flourishing)
Level 6 · 20,000 gold · 20 turns
Ammunition: +100% during forest battles (all armies)
Attribute: Vanguard Deployment during forest battles (all armies)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -12 (all provinces)
Growth: +160 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +15 per turn (armies in region)
Ward save: +10% during forest battles (all armies)
Control: +5 (factionwide)
Obsidian Quarry

Obsidian Quarry
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Carved Obsidian resource production: 20 chests
Orchards

Orchards
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Wine resource production: 20 barrels
Pastures

Cattle Pastures
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Recruit rank: +1 for Cavalry units (all characters)
Port

Ruined Port
Level 1 · 1 turn

Elven Haven
Level 2 · 2,000 gold · 1 turn
Income generated: 100
Income from trade tariffs: +5%
Pottery Production

Clay Pit
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Pottery resource production: 20 kilnful
Protection

Undergrowth Lookouts
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -3
Control: +3

Woodland Trenches
Level 2 · 2,500 gold · 3 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption: -4
Control: +3

Forest Caves
Level 3 · 4,000 gold · 4 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3
Saltmaking

Brine Mining Pit
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Salt resource production: 20 barrels
Spice Trading

Spice Market
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Spices resource production: 20 sacks
Supplies

Foraging Groves
Level 1 · 1,000 gold · 1 turn
Construction cost: -5% for all buildings (all adjacent provinces)
Growth: +20 (all adjacent provinces)
Tusks

Animal Store
Level 1 · 1,000 gold · 3 turns
Ivory resource production: 20 tusks
Income generated: 50
Wild Game

Hunting Camp
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Furs resource production: 20 bundles
Woodlands

Woodman's Hut
Level 1 · 1,000 gold · 3 turns
Income generated: 50
Timber resource production: 20 logs
Landmarks
Show 51 landmark buildings (unique buildings in particular settlements) ▾
Avelorn Landmark
Temple of Isha Level 1 · 6,000 gold · 5 turns
Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Winds of Magic power reserve capacity: +5 (all armies) · Physical resistance: 5% (all armies)
Unlocks: Dryads, Treeman, Great Eagle, Tree Kin
Elven Enclave
Verdant Heart of Laurelorn Level 1 · 6,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region) · Hero recruit rank: +3 for Waystalkers (all provinces) · Income from trade tariffs: +30% · Medicinal Plants resource production: 20 bundles · Timber resource production: 20 logs
Unlocks: Deepwood Scouts (Swiftshiver Shards), Deepwood Scouts, Waywatchers
Landmark
Shadow-Groves of Loec Level 1 · 6,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Shadows spellcasters (all provinces) · Recruit rank: +3 for Wardancer and Bladesinger units (factionwide) · Hero action success chance: +10% (all characters)
Unlocks: Wardancers (Asrai Spears), Wardancers, Giant Spiders, Bladesingers
Landmark
Sacred Pools of Isha Level 1 · 6,000 gold · 3 turns
Immune to Plague attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Life spellcasters (all provinces) · Immune to Swamp attrition (all armies) · Wound recovery time: -2 turns (all characters)
Unlocks: Sisters of the Thorn, Zoats, Malevolent Treeman
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
Landmark
Bamboo Grove Level 1 · 6,000 gold · 3 turns
Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Recruit rank: +4 for forest spirit and flying monster units (factionwide) · Upkeep: -30% for forest spirit units (all armies)
Unlocks: Great Eagle, Forest Dragon
Landmark
Gnoblar Outpost Level 1 · 6,000 gold · 3 turns
Immune to Vampiric attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Allegiance points gained: +100% for alliances with Ogre Kingdoms · Diplomatic relations: +40 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +50%
Unlocks: Great Eagle, Forest Dragon
Lothern Port
Ruined Harbour of Lothern Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn
Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns
Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns
Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Parravon Landmark
Peaks of Parravon Level 1 · 2,000 gold · 2 turns
Recruitment cost: -30% for Great Eagle and Hawk Rider units (armies in region) · Recruit rank: +3 for Great Eagle and Hawk Rider units · Upkeep: -5% for Great Eagle and Hawk Rider units (all armies)
Unlocks: Hawk Riders, Great Eagle
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fort
Ruined Fort Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30
Khaine Worship
Shrine of Widowmaker Level 1 · 2,000 gold · 15 turns
Grants owner access to the Sword of Khaine · Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
Face of Hag Graef Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs
Eye of Hag Graef Level 2 · 4,000 gold · 4 turns
Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs
Mines of Hag Graef Level 3 · 6,000 gold · 5 turns
Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs
The Dark Crag Level 4 · 8,000 gold · 6 turns
Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs
Landmark
Purified Oak Level 1 · 3,000 gold · 2 turns
Corruption in adjacent provinces: -2 · Upkeep: -10% for Dryads units (factionwide) · Casualty replenishment rate: +10% (armies in province) · Growth: +15 (all provinces)
Mossy Hell Pit
Ruined Hellpit Level 1 · 1 turn
Corruption: -2
Mossy Hellpit Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Mossy Skavenblight
Ruined Skavenblight Level 1 · 1 turn
Corruption: -2
Overgrown Skavenblight Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Altdorf
Ruined Altdorf Level 1 · 1 turn
Corruption: -2
Occupied Altdorf Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Black Crag
Ruined Black Crag Level 1 · 1 turn
Corruption: -2
Occupied Black Crag Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Castle Drakenhof
Ruined Castle Drakenhof Level 1 · 1 turn
Corruption: -2
Occupied Castle Drakenhof Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Couronne
Ruined Couronne Level 1 · 1 turn
Corruption: -2
Occupied Couronne Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Hexoatl
Ruined Hexoatl Level 1 · 1 turn
Corruption: -2
Occupied Hexoatl Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Itza
Ruined Itza Level 1 · 1 turn
Corruption: -2
Occupied Itza Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Karak Eight Peaks
Ruined Karak Eight Peaks Level 1 · 1 turn
Corruption: -2
Occupied Karak Eight Peaks Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Karaz-a-Karak
Ruined Karaz-a-Karak Level 1 · 1 turn
Corruption: -2
Occupied Karaz-a-Karak Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Khemri
Ruined Khemri Level 1 · 1 turn
Corruption: -2
Occupied Khemri Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Kislev
Ruined Kislev Level 1 · 1 turn
Corruption: -2
Occupied Kislev Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Konquata
Ruined Konquata Level 1 · 1 turn
Corruption: -2
Occupied Konquata Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Lahmia
Ruined Lahmia Level 1 · 1 turn
Corruption: -2
Occupied Lahmia Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Lothern
Ruined Lothern Level 1 · 1 turn
Corruption: -2
Occupied Lothern Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Miragliano
Ruined Miragliano Level 1 · 1 turn
Corruption: -2
Occupied Miragliano Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Naggarond
Ruined Naggarond Level 1 · 1 turn
Corruption: -2
Occupied Naggarond Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Pyramid of Nagash
Black Pyramid of Nagash (Empty) Level 1 · 1 turn
Corruption: -2
Overgrown Black Pyramid of Nagash Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Sartosa
Ruined Sartosa Level 1 · 1 turn
Corruption: -2
Occupied Sartosa Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown The Awakening
The Awakening Ruins Level 1 · 1 turn
Corruption: -2
Occupied The Awakening Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Wei-Jin
Ruined Wei-Jin Level 1 · 1 turn
Corruption: -2
Occupied Wei-Jin Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Zharr-Naggrund
Ruined Zharr-Naggrund Level 1 · 1 turn
Corruption: -2
Occupied Zharr-Naggrund Level 2 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Port
Ruined Port Level 1 · 1 turn
Elven Haven Level 2 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Port
Ruined Port Level 1 · 1 turn
Elven Haven Level 2 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Port
Ruined Port Level 1 · 1 turn
Elven Haven Level 2 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Special Port
Ruined Dawn's Harbour Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Gaean Vale
Ruined Gaean Vale Level 1 · 1 turn
Corruption: -2
Gaean Vale (Copse) Level 2 · 1,200 gold · 6 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +3 per turn (armies in region) · Grants 3 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Growth: +10
Gaean Vale (Glade) Level 3 · 2,500 gold · 8 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +6 per turn (armies in region) · Grants 5 construction slots in the settlement · Income from all buildings: +1% (factionwide) · Income generated: 350 · Growth: +10
Gaean Vale (Hollow) Level 4 · 5,000 gold · 10 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +9 per turn (armies in region) · Grants 6 construction slots in the settlement · Income from all buildings: +2% (factionwide) · Income generated: 400 · Growth: +10
Gaean Vale (Hall) Level 5 · 10,000 gold · 12 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +12 per turn (armies in region) · Grants 8 construction slots in the settlement · Income from all buildings: +3% (factionwide) · Income generated: 450 · Growth: +10
Gaean Vale (Great Hall) Level 6 · 20,000 gold · 14 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +15 per turn (armies in region) · Grants 9 construction slots in the settlement · Income from all buildings: +4% (factionwide) · Income generated: 500 · Growth: +10
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