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

Radious Kislev units

81 Kislev units Radious Total War Mod changes against patch 9.0.4, 21 it adds, and 48 skills, 190 buildings and 36 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Cave Batswh2_dlc16_wef_mon_cave_bats604,200 → 7,2000 → 1019 → 1844 → 5020 → 226 → 3350 → 400350 → 400Charge bonus 6 → 15; Upkeep 88 → 60
Giant Spiderswh2_dlc16_wef_mon_giant_spiders_0605,880 → 9,00070 → 8432 → 3330 → 3612 → 1325 → 26550 → 600550 → 600Speed 78 → 80; Charge bonus 30 → 38; Mass 700 → 750; Upkeep 138 → 100
Spider Hatchlingswh2_dlc16_wef_mon_spider_hatchlings_0604,380 → 7,50045 → 5622 → 2420 → 2618 → 205250 → 500250 → 500Speed 76 → 80; Charge bonus 19 → 25; Upkeep 60 → 70
Felixwh2_pro08_neu_cha_felix14,168 → 5,46070 → 9050 → 5955 → 66115 → 170265 → 315800800Bonus vs infantry 20 → 30; Charge bonus 35 → 52
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 6,8200 → 347050 → 56120 → 165350 → 3951,1001,150 → 1,100Bonus vs large 35 → 40; Charge bonus 65 → 70; Mass 1,500 → 1,600; Spell resistance 35% → 30%
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 4,70050 → 645046 → 52250 → 275200 → 2251,000 → 1,150900 → 1,150Charge bonus 25 → 35; Ammunition 30 → 55; Missile base damage 124 → 175; Missile AP damage 84 → 110
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,31080 → 845046 → 52250 → 275200 → 2251,150 → 1,2501,100 → 1,250Speed 78 → 80; Charge bonus 50 → 60; Mass 2,100 → 2,200; Ammunition 30 → 75; Missile base damage 124 → 175; Missile AP damage 84 → 110
Druzhinawh3_dlc24_ksl_cha_druzhina14,268 → 5,00065 → 845040 → 46110 → 150335 → 340900 → 1,000900 → 1,000Bonus vs large 0 → 20; Charge bonus 30 → 35; Range 180 m → 190 m; Ammunition 25 → 35; Missile base damage 240 → 250; Missile AP damage 160 → 175; Reload time 8 s → 7 s; Upkeep 225 → 120
Druzhinawh3_dlc24_ksl_cha_druzhina_warhorse14,676 → 5,51095 → 10550 → 5240 → 48110 → 150335 → 3401,1001,100Speed 78 → 80; Bonus vs large 0 → 20; Charge bonus 45 → 50; Mass 2,300 → 2,400; Range 180 m → 190 m; Ammunition 25 → 35; Missile base damage 240 → 250; Missile AP damage 160 → 175; Reload time 8 s → 7 s; Upkeep 275 → 130
The Golden Knight Naryska Leysawh3_dlc24_ksl_cha_golden_knight14,668 → 5,400100 → 11455 → 5955 → 58290 → 325150 → 1651,000 → 1,4001,000 → 1,400Missile block 55% → 65%; Bonus vs infantry 0 → 20; Charge bonus 40 → 50; Mass 1,000 → 1,100; Spell resistance 0% → 15%
The Golden Knight Naryska Leysawh3_dlc24_ksl_cha_golden_knight_warhorse15,062 → 6,010130 → 13555 → 6155 → 60290 → 325150 → 1651,200 → 1,6001,200 → 1,600Missile block 55% → 65%; Bonus vs infantry 0 → 20; Charge bonus 65 → 75; Mass 2,500 → 2,600; Spell resistance 0% → 15%
Hag Witch (Beasts)wh3_dlc24_ksl_cha_hag_witch_beast14,640 → 6,54030 → 4236 → 3828 → 32140 → 150160 → 1651,000 → 1,1001,000 → 1,100Charge bonus 62 → 65; Mass 3,800 → 3,900; Range 100 m → 120 m; Ammunition 28 → 50; Missile base damage 40 → 55; Missile AP damage 90 → 110; Upkeep 250 → 135
Hag Witch (Death)wh3_dlc24_ksl_cha_hag_witch_death14,640 → 6,54030 → 4236 → 3828 → 32140 → 150160 → 1651,000 → 1,1001,000 → 1,100Charge bonus 62 → 65; Mass 3,800 → 3,900; Range 100 m → 120 m; Ammunition 28 → 50; Missile base damage 40 → 55; Missile AP damage 90 → 110; Upkeep 250 → 135
Hag Witch (Hag)wh3_dlc24_ksl_cha_hag_witch_hag14,640 → 6,54030 → 4236 → 3828 → 32140 → 150160 → 1651,000 → 1,1001,000 → 1,100Charge bonus 62 → 65; Mass 3,800 → 3,900; Range 100 m → 120 m; Ammunition 28 → 50; Missile base damage 40 → 60; Missile AP damage 90 → 105; Upkeep 250 → 135
Hag Witch (Shadows)wh3_dlc24_ksl_cha_hag_witch_shadow14,640 → 6,54030 → 4236 → 3828 → 32140 → 150160 → 1651,000 → 1,1001,000 → 1,100Charge bonus 62 → 65; Mass 3,800 → 3,900; Range 100 m → 120 m; Ammunition 28 → 50; Missile base damage 40 → 55; Missile AP damage 90 → 110; Upkeep 250 → 135
Ice Witch (Ice)wh3_dlc24_ksl_cha_ice_witch_ice_frost_wyrm18,138 → 8,21090 → 11848 → 5135 → 45135 → 160310 → 3551,550 → 1,6001,650 → 1,600Leadership 70 → 65; Charge bonus 50 → 66; Upkeep 387 → 160; New: Immune to Flanking
Ice Witch (Tempest)wh3_dlc24_ksl_cha_ice_witch_tempest_frost_wyrm18,138 → 8,21090 → 11848 → 5135 → 45135 → 160310 → 3551,550 → 1,6001,650 → 1,600Leadership 70 → 65; Charge bonus 50 → 66; Upkeep 387 → 160; New: Immune to Flanking
Tzarina Katarinwh3_dlc24_ksl_cha_katarin_frost_wyrm18,362 → 8,51090 → 12248 → 5535 → 48135 → 160310 → 3601,600 → 1,6501,650Bonus vs infantry 0 → 24; Bonus vs large 25 → 0; Charge bonus 50 → 72; Upkeep 400 → 175; New: Immune to Flanking
Tzarina Katarinwh3_dlc24_ksl_cha_katarin_ice_court_sled17,356 → 7,610110 → 12250 → 5125 → 40130 → 120320 → 3251,750 → 1,8001,750 → 1,800Speed 84 → 95; Ammunition 40 → 55; Missile base damage 25 → 55; Missile AP damage 75 → 90; Reload time 10 s → 8 s; Upkeep 437 → 185
Mother Ostankyawh3_dlc24_ksl_cha_mother_ostankya15,436 → 7,05040 → 5444 → 4532 → 40110 → 125120 → 1351,450 → 1,5001,400 → 1,500Charge bonus 56 → 70; Range 120 m → 135 m; Ammunition 25 → 60; Missile base damage 40 → 55; Missile AP damage 90 → 110; Reload time 12 s → 11 s; Upkeep 360 → 160; Spell resistance 0% → 15%
Akshina Ambusherswh3_dlc24_ksl_inf_akshina_ambushers906,930 → 12,15030 → 4626 → 3026 → 382510 → 12850850Charge bonus 10 → 15; Range 150 m → 160 m; Ammunition 24 → 35; Missile base damage 18 → 11; Missile AP damage 10 → 19; Upkeep 213 → 100; Physical resistance 0% → 10%
The Wolfhearts (Akshina Ambushers)wh3_dlc24_ksl_inf_akshina_ambushers_ror906,930 → 12,60030 → 5234 → 3534 → 4225 → 2610 → 131,150 → 1,0501,150 → 1,050Leadership 80 → 75; Bonus vs infantry 0 → 5; Charge bonus 10 → 20; Range 150 m → 165 m; Ammunition 24 → 40; Missile base damage 20 → 12; Missile AP damage 12 → 20; Upkeep 288 → 115; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Kislevite Warriorswh3_dlc24_ksl_inf_kislevite_warriors1208,400 → 14,40030 → 4423 → 2936 → 448 → 1217 → 15500 → 610500 → 610Leadership 60 → 65; Bonus vs large 15 → 12; Charge bonus 8 → 18; Upkeep 125 → 90
Boydinov's Brawlers (Streltsi)wh3_dlc24_ksl_inf_streltsi_ror907,470 → 12,15070 → 8845 → 3638 → 399 → 1025 → 241,1501,150Leadership 80 → 75; Bonus vs large 0 → 8; Charge bonus 16 → 20; Range 90 m → 100 m; Ammunition 20 → 40; Missile base damage 5 → 6; Missile AP damage 13 → 14; Reload time 11 s → 10 s; Upkeep 288 → 140; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Frost Wyrmwh3_dlc24_ksl_mon_frost_wyrm17,980 → 9,55090 → 11848 → 5935 → 47135 → 160310 → 3551,450 → 1,6001,500 → 1,600Charge bonus 50 → 64; Upkeep 362 → 160; Physical resistance 0% → 15%; New: Immune to Flanking
Incarnate Elemental of Beastswh3_dlc24_ksl_mon_incarnate_elemental_of_beasts19,008 → 10,90050 → 7462 → 6830 → 43250 → 275400 → 4151,800 → 1,9001,900Bonus vs infantry 10 → 20; Charge bonus 64 → 73; Upkeep 450 → 190; Physical resistance 20% → 25%; Spell resistance 20% → 25%
The Things in the Woodswh3_dlc24_ksl_mon_the_things_in_the_woods246,168 → 11,64035 → 4638 → 4032 → 3715 → 1847 → 50700 → 750875 → 750Charge bonus 46 → 54; Mass 1,500 → 1,600; Upkeep 175 → 90
The Mordheim Balewolves (The Things in the Woods)wh3_dlc24_ksl_mon_the_things_in_the_woods_ror246,552 → 11,88035 → 5248 → 4341 → 4215 → 2047 → 52950 → 1,0001,125 → 1,000Leadership 70 → 65; Bonus vs infantry 16 → 18; Charge bonus 56 → 60; Mass 1,500 → 1,600; Upkeep 238 → 110; Fire resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Gryphon Legionwh3_main_ksl_cav_gryphon_legion_0606,960 → 12,000110 → 11834 → 4132 → 4928 → 3012 → 141,250 → 1,3001,250 → 1,300Missile block 30% → 35%; Leadership 75 → 80; Speed 75 → 85; Bonus vs infantry 0 → 10; Charge bonus 72 → 78; Mass 1,300 → 1,400; Upkeep 312 → 150; New: Lance, Immune to Psychology
Horse Archerswh3_main_ksl_cav_horse_archers_0605,460 → 9,60025 → 3426 → 2724 → 2721 → 247 → 6550 → 700600 → 700Speed 92 → 95; Charge bonus 30 → 38; Mass 600 → 650; Range 140 m → 145 m; Ammunition 18 → 30; Missile base damage 16 → 19; Upkeep 138 → 85
Kossovite Dervisheswh3_main_ksl_cav_horse_raiders_0605,640 → 9,60025 → 2828 → 3024 → 3521 → 247 → 6450 → 600525 → 600Speed 92 → 95; Charge bonus 40 → 48; Mass 600 → 650; Upkeep 113 → 75
War Bear Riderswh3_main_ksl_cav_war_bear_riders_1168,256 → 14,720100 → 10846 → 4534 → 4233 → 3877 → 861,600 → 1,7001,600 → 1,700Leadership 70 → 75; Speed 75 → 80; Bonus vs large 23 → 20; Charge bonus 44 → 55; Mass 1,700 → 1,900; Upkeep 400 → 170
Winged Lancerswh3_main_ksl_cav_winged_lancers_0606,480 → 10,80080 → 9426 → 3126 → 3421 → 249 → 101,0001,000Missile block 30% → 35%; Speed 84 → 85; Bonus vs large 0 → 10; Charge bonus 70 → 68; Mass 1,100 → 1,200; Upkeep 250 → 130; New: Lance
Boris Ursuswh3_main_ksl_cha_boris_014,672 → 5,80085 → 965055 → 58130 → 160300 → 3351,100 → 1,3001,050 → 1,300Leadership 80 → 75; Bonus vs large 25 → 26; Charge bonus 40 → 45; Mass 1,100 → 1,200; Upkeep 275 → 150
Boris Ursuswh3_main_ksl_cha_boris_115,080 → 6,210115 → 12250 → 5255 → 60130 → 160300 → 3351,300 → 1,5001,250 → 1,500Leadership 80 → 75; Speed 78 → 80; Bonus vs large 25 → 26; Charge bonus 65 → 70; Mass 2,600 → 2,800; Upkeep 325 → 160
Boris Ursuswh3_main_ksl_cha_boris_216,380 → 7,660115 → 12250 → 5455 → 62150 → 180340 → 3751,500 → 1,7001,450 → 1,700Leadership 80 → 75; Speed 82 → 85; Bonus vs large 25 → 28; Charge bonus 65 → 75; Mass 3,100 → 3,200; Upkeep 375 → 170
Boyarwh3_main_ksl_cha_boyar_014,068 → 5,05085 → 9655 → 4845 → 44290 → 330140 → 1751,000 → 1,100700 → 1,100Bonus vs infantry 15 → 16; Charge bonus 45 → 46; Upkeep 250 → 135
Boyarwh3_main_ksl_cha_boyar_114,680 → 5,710115 → 12255 → 5145 → 46290 → 330140 → 1751,200 → 1,300900 → 1,300Speed 78 → 80; Bonus vs infantry 15 → 16; Charge bonus 65 → 68; Mass 2,300 → 2,400; Upkeep 300 → 150
Boyarwh3_main_ksl_cha_boyar_215,316 → 6,310115 → 12255 → 5345 → 48130 → 160300 → 3251,200 → 1,3001,200 → 1,300Speed 75 → 80; Bonus vs infantry 20 → 22; Charge bonus 65 → 70; Mass 2,600 → 2,700; Upkeep 300 → 150
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_013,420 → 4,20015 → 2835 → 3430 → 33200 → 21585 → 1051,000 → 1,100300 → 1,100Charge bonus 15 → 18; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_113,828 → 4,66045 → 5635 → 3630 → 35200 → 21585 → 1051,100 → 1,200500 → 1,200Speed 78 → 80; Charge bonus 35 → 42; Mass 2,100 → 2,200; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_214,428 → 5,26075 → 8845 → 4430 → 3785 → 115200 → 2151,100 → 1,200850 → 1,200Speed 75 → 80; Charge bonus 50 → 54; Mass 2,400 → 2,500; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_013,420 → 4,20015 → 2835 → 3430 → 33200 → 21585 → 1051,000 → 1,100300 → 1,100Charge bonus 15 → 18; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_113,828 → 4,61045 → 5635 → 3630 → 35200 → 21585 → 1051,100 → 1,200500 → 1,200Speed 78 → 80; Charge bonus 35 → 42; Mass 2,100 → 2,200; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_214,428 → 5,26075 → 8845 → 4430 → 3785 → 115200 → 2151,100 → 1,200850 → 1,200Speed 75 → 80; Charge bonus 50 → 54; Mass 2,400 → 2,500; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_013,688 → 4,55015 → 2840 → 3835 → 38220 → 245100 → 1151,000 → 1,100400 → 1,100Leadership 70 → 65; Charge bonus 20 → 22; Upkeep 300 → 135
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_114,096 → 5,16045 → 564035 → 40220 → 245100 → 1151,100 → 1,200600 → 1,200Leadership 70 → 65; Speed 78 → 80; Charge bonus 40 → 46; Mass 2,100 → 2,200; Upkeep 300 → 140
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_214,696 → 5,71075 → 8850 → 4835 → 4295 → 115225 → 2451,100 → 1,200900 → 1,200Leadership 70 → 65; Speed 75 → 80; Charge bonus 50 → 56; Mass 2,400 → 2,500; Upkeep 300 → 140
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_013,688 → 4,50015 → 2840 → 3835 → 38220 → 245100 → 1151,000 → 1,100400 → 1,100Leadership 70 → 65; Charge bonus 20 → 22; Upkeep 300 → 135
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_114,096 → 5,16045 → 564035 → 40220 → 245100 → 1151,100 → 1,200600 → 1,200Leadership 70 → 65; Speed 78 → 80; Charge bonus 40 → 46; Mass 2,100 → 2,200; Upkeep 300 → 140
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_214,696 → 5,71075 → 8850 → 4835 → 4295 → 115225 → 2451,100 → 1,200900 → 1,200Leadership 70 → 65; Speed 75 → 80; Charge bonus 50 → 56; Mass 2,400 → 2,500; Upkeep 300 → 140
Tzarina Katarinwh3_main_ksl_cha_katarin_013,888 → 4,75015 → 2850 → 4845 → 46260 → 295140 → 1751,000 → 1,100550 → 1,100Charge bonus 20 → 24; Upkeep 250 → 135
Tzarina Katarinwh3_main_ksl_cha_katarin_114,296 → 5,26045 → 565045 → 48260 → 295140 → 1751,100 → 1,200750 → 1,200Speed 78 → 80; Charge bonus 40 → 48; Mass 2,300 → 2,400; Upkeep 275 → 140
Tzarina Katarinwh3_main_ksl_cha_katarin_215,096 → 6,01075 → 8850 → 5245 → 50120 → 150280 → 3001,450 → 1,5001,000 → 1,500Speed 75 → 80; Charge bonus 50 → 58; Mass 2,600 → 2,700; Upkeep 362 → 160
Kostaltynwh3_main_ksl_cha_kostaltyn_015,072 → 6,20020 → 3460 → 5840 → 42115 → 150265 → 2901,100 → 1,200900 → 1,200Charge bonus 30 → 32; Upkeep 300 → 140
Kostaltynwh3_main_ksl_cha_kostaltyn_115,716 → 7,06050 → 646040 → 44115 → 150265 → 2901,100 → 1,2001,100 → 1,200Speed 78 → 80; Charge bonus 50 → 56; Mass 2,300 → 2,400; Upkeep 325 → 140
Kostaltynwh3_main_ksl_cha_kostaltyn_216,116 → 7,36075 → 8860 → 6240 → 46140 → 170320 → 3501,300 → 1,4001,300 → 1,400Speed 75 → 80; Charge bonus 60 → 64; Mass 2,600 → 2,700; Upkeep 325 → 155
Patriarchwh3_main_ksl_cha_patriarch_013,420 → 4,20020 → 3435 → 3630 → 32240 → 280120 → 1501,000 → 1,100350 → 1,100Charge bonus 20 → 24; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Patriarchwh3_main_ksl_cha_patriarch_113,828 → 4,76050 → 6435 → 3730 → 34240 → 280120 → 1501,100 → 1,200550 → 1,200Speed 78 → 80; Charge bonus 40 → 45; Mass 2,100 → 2,200; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Patriarchwh3_main_ksl_cha_patriarch_214,428 → 5,26075 → 8845 → 4430 → 36110 → 145250 → 2701,100 → 1,200850 → 1,200Speed 75 → 80; Charge bonus 50 → 55; Mass 2,400 → 2,500; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Armoured Kossarswh3_main_ksl_inf_armoured_kossars_01008,200 → 13,50080 → 9432 → 3640 → 4123 → 219 → 14650 → 750700 → 750Missile block 55% → 60%; Leadership 65 → 70; Charge bonus 12 → 20; Range 90 m → 100 m; Ammunition 6 → 10; Missile base damage 15 → 16; Missile AP damage 5 → 9; Upkeep 163 → 100
Armoured Kossars (Great Weapons)wh3_main_ksl_inf_armoured_kossars_11008,200 → 13,50080 → 9434 → 4034 → 4310 → 1226 → 25700 → 800700 → 800Leadership 65 → 70; Charge bonus 22 → 26; Range 90 m → 100 m; Ammunition 6 → 10; Missile base damage 15 → 16; Missile AP damage 5 → 9; Upkeep 175 → 105
Ice Guard (Glaives)wh3_main_ksl_inf_ice_guard_080 → 907,040 → 13,50050 → 6432 → 3440 → 478 → 1020 → 251,100 → 1,3001,100 → 1,300Bonus vs large 17 → 16; Charge bonus 10 → 15; Range 160 m → 175 m; Ammunition 22 → 36; Missile base damage 18 → 19; Missile AP damage 6 → 7; Upkeep 275 → 145; Spell resistance 35% → 15%
Ice Guard (Swords)wh3_main_ksl_inf_ice_guard_180 → 907,040 → 13,50050 → 6442 → 4136 → 4222 → 2310 → 111,000 → 1,2001,000 → 1,200Bonus vs infantry 9 → 8; Charge bonus 16 → 20; Range 160 m → 175 m; Ammunition 22 → 36; Missile base damage 18 → 19; Missile AP damage 6 → 7; Upkeep 250 → 140; Spell resistance 35% → 15%
Kossarswh3_main_ksl_inf_kossars_0906,390 → 11,25015 → 3428 → 2926 → 3221 → 207 → 8450 → 500450 → 500Charge bonus 12 → 14; Range 140 m → 155 m; Ammunition 20 → 30; Missile base damage 16 → 15; Missile AP damage 3 → 4; Upkeep 113 → 75
Kossars (Spears)wh3_main_ksl_inf_kossars_1906,390 → 11,25015 → 3420 → 2330 → 3620 → 185 → 6500 → 550500 → 550Bonus vs large 15 → 12; Charge bonus 4 → 7; Range 140 m → 155 m; Ammunition 20 → 30; Missile base damage 16 → 15; Missile AP damage 3 → 4; Upkeep 125 → 80
Streltsiwh3_main_ksl_inf_streltsi_0907,470 → 11,70070 → 843226 → 35925 → 23850 → 950850 → 950Bonus vs large 0 → 6; Charge bonus 16 → 18; Range 145 m → 155 m; Ammunition 20 → 34; Missile base damage 5 → 6; Missile AP damage 17 → 18; Reload time 13 s → 12 s; Upkeep 213 → 120
Tzar Guardwh3_main_ksl_inf_tzar_guard_080 → 1008,800 → 14,00090 → 10436 → 4250 → 4830 → 2812 → 111,000 → 1,1001,000 → 1,100Missile block 55% → 65%; Charge bonus 18 → 25; Upkeep 250 → 135; Physical resistance 0% → 5%; Missile resistance 0% → 5%; Spell resistance 0% → 5%
Tzar Guard (Great Weapons)wh3_main_ksl_inf_tzar_guard_180 → 1008,800 → 14,00090 → 10440 → 4636 → 511527 → 261,100 → 1,1501,100 → 1,150Bonus vs infantry 14 → 0; Charge bonus 22 → 31; Upkeep 275 → 140; Physical resistance 0% → 5%; Missile resistance 0% → 5%; Spell resistance 0% → 5%
Elemental Bearwh3_main_ksl_mon_elemental_bear_0110,988 → 14,30090 → 10450 → 5534 → 40150 → 170450 → 4701,800 → 2,3001,800 → 2,300Leadership 90 → 85; Speed 48 → 50; Charge bonus 25 → 44; Upkeep 450 → 230
Snow Leopardwh3_main_ksl_mon_snow_leopard_013,180 → 4,95020 → 4450 → 5838 → 4585 → 115205 → 225650 → 750650 → 750Speed 100 → 105; Charge bonus 55 → 62; Mass 1,200 → 1,300; Upkeep 163 → 100; Physical resistance 20% → 25%; Missile resistance 0% → 25%; New: Immune to Flanking
Heavy War Sledswh3_main_ksl_veh_heavy_war_sled_046,688 → 10,120110 → 12238 → 3726 → 3833 → 3655 → 841,350 → 1,4501,450Speed 66 → 75; Bonus vs infantry 20 → 18; Charge bonus 46 → 60; Mass 4,500 → 4,700; Range 130 m → 150 m; Ammunition 120 → 190; Missile base damage 10 → 15; Missile AP damage 34 → 35; Reload time 13 s → 12 s; Upkeep 338 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 5 → 6
Light War Sledswh3_main_ksl_veh_light_war_sled_046,088 → 9,32050 → 8434 → 3326 → 3333 → 3655 → 841,1001,150 → 1,100Speed 75 → 80; Bonus vs infantry 20 → 18; Charge bonus 38 → 50; Range 130 m → 150 m; Ammunition 120 → 190; Missile base damage 10 → 15; Missile AP damage 34 → 35; Reload time 13 s → 12 s; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 5 → 6
Little Gromwh3_main_ksl_veh_little_grom_015,228 → 7,300105 → 1184028 → 3633 → 3577 → 801,400 → 1,5001,400 → 1,500Bonus vs infantry 20 → 16; Charge bonus 25 → 38; Range 420 m → 450 m; Ammunition 22 → 36; Missile AP damage 600 → 620; Reload time 14 s → 13 s; Upkeep 350 → 160; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Feral Bearswh3_main_monster_feral_bears167,328 → 12,32015 → 3850 → 4840 → 4538 → 3635 → 40850850Bonus vs large 30 → 25; Charge bonus 26 → 38; Mass 1,600 → 1,700; Upkeep 213 → 120; Physical resistance 0% → 5%
Feral Ice Bearswh3_main_monster_feral_ice_bears12 → 166,696 → 12,88015 → 4457 → 5240 → 484235 → 381,1001,100Leadership 60 → 65; Bonus vs large 35 → 30; Charge bonus 32 → 42; Mass 1,900 → 2,000; Upkeep 275 → 135; Physical resistance 0% → 10%
Dazh's Hearth-Blades (Tzar Guard – Great Weapons)wh3_twa06_ksl_inf_tzar_guard_ror_080 → 1008,800 → 15,00090 → 1085045 → 5215271,4001,400Bonus vs infantry 14 → 8; Charge bonus 22 → 36; Upkeep 350 → 155; Physical resistance 0% → 5%; Missile resistance 0% → 5%; Spell resistance 0% → 5%; Fire resistance 40% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Oath-Brothers of Tor (War Bear Riders)wh3_twa07_ksl_cav_war_bear_riders_ror_0168,256 → 14,960100 → 11457 → 5243 → 4833 → 4077 → 881,800 → 1,9001,850 → 1,900Speed 75 → 80; Bonus vs large 23 → 22; Charge bonus 44 → 50; Mass 1,700 → 1,900; Upkeep 450 → 190; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) — → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
The Frozen Heart of Winter (Elemental Bear)wh3_twa08_ksl_mon_elemental_bear_0_ror110,988 → 14,90090 → 10861 → 6243 → 46150 → 180450 → 4802,200 → 2,6002,200 → 2,600Leadership 100 → 90; Speed 48 → 50; Bonus vs infantry 0 → 20; Charge bonus 25 → 48; Upkeep 550 → 260; Missile resistance 0% → 10%
The Watchmen in the Night (Armoured Kossars)wh3_twa10_ksl_inf_armoured_kossars_ror1008,200 → 14,00080 → 9641 → 4440 → 4636 → 2612 → 16950 → 1,050950 → 1,050Charge bonus 26 → 28; Upkeep 238 → 130; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) — → 3
Atamanwh3_main_ksl_cha_ataman14,068 → 5,05095 → 10840 → 4260250 → 265130 → 1501,000 → 1,100700 → 1,100Missile block 55% → 65%; Charge bonus 30 → 35; Range 90 m → 110 m; Ammunition 20 → 35; Missile base damage 33 → 55; Missile AP damage 117 → 155; Upkeep 250 → 130

New units in Radious

  • Lord of the Admiraltyrad_wh3_part3_main_unit_ksl_admiral1 modelHealth5,250Armour104Leadership70Speed34Melee attack41Melee defence48Weapon strength (base + AP)480Charge bonus37Missile damage (base + AP)325Range160Missile resistance %15Magic resistance %15Multiplayer cost1,200
  • The Claws of Ursunwh_ksl_bear16 modelsHealth15,280Armour114Leadership80Speed80Melee attack48Melee defence48Weapon strength (base + AP)130Charge bonus62Magic resistance %20Multiplayer cost1,850
  • Wardens of the Homeland (Great Swords)wh_ksl_boyar100 modelsHealth15,000Armour116Leadership85Speed30Melee attack47Melee defence51Weapon strength (base + AP)46Charge bonus34Magic resistance %20Multiplayer cost1,300
  • Torch Bearers of Dazhwh_ksl_fire90 modelsHealth13,950Armour64Leadership80Speed36Melee attack35Melee defence50Weapon strength (base + AP)35Charge bonus16Missile damage (base + AP)27Range180Fire resistance %50Multiplayer cost1,380
  • Armoured Kossar Archerswh_ksl_kossars90 modelsHealth11,700Armour94Leadership65Speed33Melee attack31Melee defence38Weapon strength (base + AP)33Charge bonus16Missile damage (base + AP)24Range170Multiplayer cost800
  • Kreml Guard (Halberds)wh_ksl_kreml_halb120 modelsHealth15,600Armour108Leadership80Speed30Melee attack40Melee defence51Weapon strength (base + AP)38Charge bonus26Multiplayer cost1,250
  • Kreml Guard (Swords)wh_ksl_kreml_sword120 modelsHealth15,600Armour108Leadership80Speed30Melee attack42Melee defence48Weapon strength (base + AP)41Charge bonus28Multiplayer cost1,270
  • Kislevite City Watch (Spears)wh_ksl_spear120 modelsHealth15,000Armour70Leadership65Speed30Melee attack33Melee defence43Weapon strength (base + AP)32Charge bonus21Multiplayer cost710
  • Kreml Guard (Rifles)wh_ksl_strelsi90 modelsHealth11,700Armour108Leadership80Speed30Melee attack34Melee defence38Weapon strength (base + AP)34Charge bonus20Missile damage (base + AP)26Range160Multiplayer cost1,100
  • Kislevite City Watch (Swords)wh_ksl_sword120 modelsHealth15,000Armour70Leadership65Speed30Melee attack35Melee defence40Weapon strength (base + AP)34Charge bonus23Multiplayer cost700
  • Kislevite Mounted City Watchwh_ksl_sword_cav60 modelsHealth9,900Armour72Leadership70Speed80Melee attack32Melee defence34Weapon strength (base + AP)37Charge bonus58Missile resistance %15Multiplayer cost800
  • Hammers of Tor (Dual Wield)wh_ksl_tor_dual100 modelsHealth15,500Armour120Leadership85Speed30Melee attack48Melee defence56Weapon strength (base + AP)47Charge bonus40Missile resistance %25Fire resistance %25Multiplayer cost1,500
  • Hammers of Torwh_ksl_tor_heavy100 modelsHealth15,500Armour120Leadership85Speed30Melee attack50Melee defence54Weapon strength (base + AP)48Charge bonus36Missile resistance %25Fire resistance %25Multiplayer cost1,550
  • Tzar Noble Cavalrywh_ksl_tzar_cav60 modelsHealth12,000Armour118Leadership80Speed80Melee attack43Melee defence48Weapon strength (base + AP)40Charge bonus80Magic resistance %15Multiplayer cost1,400
  • Tzar Guard (Dual Wield)wh_ksl_tzar_dual100 modelsHealth14,000Armour104Leadership75Speed30Melee attack45Melee defence50Weapon strength (base + AP)41Charge bonus34Physical resistance %5Missile resistance %5Magic resistance %5Multiplayer cost1,200
  • Mounted Torch Bearers of Dazhwh_ksl_ungol_cav60 modelsHealth9,900Armour64Leadership75Speed80Melee attack30Melee defence31Weapon strength (base + AP)35Charge bonus44Missile damage (base + AP)28Range155Fire resistance %50Multiplayer cost1,150
  • Sons of Ursun (Halberds)wh_ksl_ursun_halb100 modelsHealth15,000Armour112Leadership85Speed30Melee attack43Melee defence55Weapon strength (base + AP)44Charge bonus28Missile resistance %20Multiplayer cost1,400
  • Sons of Ursun (Javelin)wh_ksl_ursun_jav90 modelsHealth13,500Armour112Leadership85Speed30Melee attack40Melee defence51Weapon strength (base + AP)40Charge bonus25Missile damage (base + AP)37Range120Missile resistance %20Multiplayer cost1,350
  • Wardens of the Homeland (Shields)wh_ksl_warden_axe100 modelsHealth15,000Armour116Leadership85Speed30Melee attack44Melee defence49Weapon strength (base + AP)43Charge bonus31Magic resistance %20Multiplayer cost1,350
  • Woodsmen (Axes)wh_ksl_wood_axe120 modelsHealth14,400Armour44Leadership65Speed33Melee attack34Melee defence39Weapon strength (base + AP)30Charge bonus22Multiplayer cost600
  • Woodsmen (Dual Wield)wh_ksl_wood_dual120 modelsHealth14,400Armour44Leadership65Speed33Melee attack32Melee defence41Weapon strength (base + AP)28Charge bonus24Multiplayer cost620

Skills

Skirmisher Traditions
  • −Missile resistance: 15% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
Horsemasters
  • −Missile resistance: 15% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
Battle Engineers
  • −Missile resistance: 15% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
Blight of the Skaven
  • −Melee defence: +8 when defending (Hero's army)
  • +Melee defence: +7 when defending (Hero's army)
Bloodforged
  • −Casualty replenishment rate: +10% (Hero's army)
  • +Casualty replenishment rate: +8% (Hero's army)
All A-Quiver
  • +Level 3: Explosive missile damage: +10%
Servant of the Tzar
  • −Diplomatic relations: +10 with all Kislev factions
  • −Spell resistance: 15% (Lord's army)
  • +Diplomatic relations: +5 with all Kislev factions
  • +Spell resistance: 10% (Lord's army)
Taal's Judgement
  • +Explosive missile damage: +10%
Man of the People
  • −Upkeep: -10% for Kossars, Kislevite Warriors and Kossovite Dervishes units (Lord's army)
  • +Upkeep: -8% for Kossars, Kislevite Warriors and Kossovite Dervishes units (Lord's army)
Firing Drills
  • −Level 2: Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • −Level 3: Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • +Level 1: Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • +Level 2: Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • +Level 3: Melee defence: +8 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
Best of the Court
  • −Level 1: Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)
  • −Level 2: Melee defence: +4 for Tzar Guard and Ice Guard units (Lord's army)
  • −Level 2: Missile strength: +6% for Ice Guard units (Lord's army)
  • −Level 3: Melee defence: +6 for Tzar Guard and Ice Guard units (Lord's army)
  • −Level 3: Missile strength: +8% for Ice Guard units (Lord's army)
  • +Level 1: Melee defence: +4 for Tzar Guard and Ice Guard units (Lord's army)
  • +Level 2: Melee defence: +6 for Tzar Guard and Ice Guard units (Lord's army)
  • +Level 2: Missile strength: +5% for Ice Guard units (Lord's army)
  • +Level 3: Melee defence: +8 for Tzar Guard and Ice Guard units (Lord's army)
  • +Level 3: Missile strength: +7% for Ice Guard units (Lord's army)
Creatures of the Land
  • −Level 2: Weapon strength: +8% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
  • −Level 3: Weapon strength: +12% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
  • +Level 2: Weapon strength: +7% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
  • +Level 3: Weapon strength: +10% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
Mother Knows Best
  • −Character experience gain: +15% (accompanying Lord)
  • +Character experience gain: +10% (accompanying Lord)
Wildlings
  • −Charge Bonus: +16 for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)
  • +Charge Bonus: +15 for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)
Forest's Lure
  • −Charge bonus: +18 (characters's army when in own territory)
  • +Charge bonus: +15 (characters's army when in own territory)
Common Ground, Common Enemies
  • −Diplomatic relations: +20 with all Kislev factions
  • +Diplomatic relations: +10 with all Kislev factions
Unmatched in the Oblasts
  • −Level 1: Weapon strength: +8% for Ice Guard units (Hero's army)
  • −Level 2: Weapon strength: +15% for Ice Guard units (Hero's army)
  • +Level 1: Weapon strength: +4% for Ice Guard units (Hero's army)
  • +Level 2: Weapon strength: +8% for Ice Guard units (Hero's army)
Ataman
  • −Allows settlements to perform a Garrison Sally Attack with +1050 range (local province when Ataman)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local province when Ataman)
Ambassador
  • −Diplomatic relations: +10 with all factions
  • +Diplomatic relations: +5 with all factions
Leader of Renown
  • −Level 1: Recruitment cost: -15% (armies in province when Ataman)
  • −Level 2: Recruitment cost: -20% (armies in province when Ataman)
  • −Level 3: Recruitment cost: -25% (armies in province when Ataman)
  • +Level 1: Recruitment cost: -5% (armies in province when Ataman)
  • +Level 2: Recruitment cost: -10% (armies in province when Ataman)
  • +Level 3: Recruitment cost: -15% (armies in province when Ataman)
Foreman
  • −Level 1: Construction cost: -10% for all buildings (local province when Ataman)
  • −Level 2: Construction cost: -15% for all buildings (local province when Ataman)
  • −Level 3: Construction cost: -20% for all buildings (local province when Ataman)
  • +Level 1: Construction cost: -5% for all buildings (local province when Ataman)
  • +Level 2: Construction cost: -10% for all buildings (local province when Ataman)
  • +Level 3: Construction cost: -15% for all buildings (local province when Ataman)
Distributor
  • −Level 2: Growth: +35 (local province when Ataman)
  • −Level 3: Growth: +50 (local province when Ataman)
  • +Level 2: Growth: +25 (local province when Ataman)
  • +Level 3: Growth: +35 (local province when Ataman)
Patrolman
  • −Level 3: Allows settlements to perform a Garrison Sally Attack with +400 range (local province when Ataman)
  • +Level 3: Allows settlements to perform a Garrison Sally Attack with +300 range (local province when Ataman)
Musterer
  • −Level 1: Casualty replenishment rate: +5% (armies in province when Ataman)
  • −Level 2: Casualty replenishment rate: +10% (armies in province when Ataman)
  • −Level 3: Casualty replenishment rate: +15% (armies in province when Ataman)
  • +Level 1: Casualty replenishment rate: +3% (armies in province when Ataman)
  • +Level 2: Casualty replenishment rate: +6% (armies in province when Ataman)
  • +Level 3: Casualty replenishment rate: +9% (armies in province when Ataman)
Grand Builder
  • −Construction cost: -10% for all buildings (local province)
  • +Construction cost: -6% for all buildings (local province)
Fearless Fighter
  • −Bonus vs Large: +24
  • +Bonus vs Large: +25
Brother of Bears
  • −Recruit rank: +3 for War Bear Riders units (all armies factionwide)
  • −Bonus vs Large: +12 for War Bear Riders and Elemental Bear units (Lord's army)
  • +Recruit rank: +1 for War Bear Riders units (all armies factionwide)
  • +Bonus vs Large: +8 for War Bear Riders and Elemental Bear units (Lord's army)
Band of Brutes
  • −Armour: +20 for Tzar Guard units (Lord's army)
  • −Bonus vs Infantry: +8 for Tzar Guard units (Lord's army)
  • +Armour: +15 for Tzar Guard units (Lord's army)
  • +Bonus vs Infantry: +5 for Tzar Guard units (Lord's army)
Hailstorm Strike
  • −Bonus vs Infantry: +15
  • +Bonus vs Infantry: +10
Noble Connections
  • −Charge bonus: +16% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
  • −Speed: +25% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
  • +Charge bonus: +10% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
  • +Speed: +15% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
War Delegation
  • −Melee attack: +10 (Heroes in Lord's army)
  • −Melee defence: +10 (Heroes in Lord's army)
  • +Melee attack: +8 (Heroes in Lord's army)
  • +Melee defence: +8 (Heroes in Lord's army)
Magistrate
  • −Construction cost: -10% for all buildings (local province)
  • +Construction cost: -6% for all buildings (local province)
Scholar
  • −Research rate: +3
  • +Research rate: +5
Indomitable Spirit
  • −Melee attack: +6 for Ice Guard units (Lord's army)
  • −Melee defence: +8 for Ice Guard units (Lord's army)
  • +Melee attack: +4 for Ice Guard units (Lord's army)
  • +Melee defence: +6 for Ice Guard units (Lord's army)
Orthodoxy in Action
  • −Construction cost: -20% for Orthodoxy buildings (all provinces)
  • −Income from all buildings: +10% (factionwide)
  • +Construction cost: -15% for Orthodoxy buildings (all provinces)
  • +Income from all buildings: +6% (factionwide)
Firebrand
  • −Recruitment cost: -25% (Lord's army)
  • +Recruitment cost: -20% (Lord's army)
Promote the Pious
  • −Hero recruitment cost: -30% (local province)
  • +Hero recruitment cost: -20% (local province)
Imported Weaponrynew
  • +Level 1: Range: +5% for Armoured Kossars, Streltsi, Kreml Guard with rifles, and War Sleds units (Lord's army)
  • +Level 1: Missile Damage: +6% for Little Grom units (Lord's army)
  • +Level 2: Range: +10% for Armoured Kossars, Streltsi, Kreml Guard with rifles, and War Sleds units (Lord's army)
  • +Level 2: Missile Damage: +8% for Little Grom units (Lord's army)
On the Marchnew
  • +Vigour loss reduction: -20% (Lord's army)
Vodka for Everyone!new
  • +Casualty replenishment rate: +5% (Lord's army)
The Strength Of the Faithfulnew
  • +Magic Resistance: +8% for Torch Bearers of Dazh, Sons of ursun, Claws of Ursun, and Hammers of Tor units (Lord's army)
This is OUR Homelandnew
  • +Level 1: Physical Resistance: +2% for Infantry units (Lord's army)
  • +Level 1: Armour: +4 for Cavalry, Bear Cavalry, Sleds and Monster units (Lord's army)
  • +Level 2: Physical Resistance: +4% for Infantry units (Lord's army)
  • +Level 2: Armour: +6 for Cavalry, Bear Cavalry, Sleds and Monster units (Lord's army)
  • +Level 3: Physical Resistance: +6% for Infantry units (Lord's army)
  • +Level 3: Armour: +8 for Cavalry, Bear Cavalry, Sleds and Monster units (Lord's army)
Iron Disciplinenew
  • +Leadership: +10 (Lord's army)
All Hands on Decknew
  • +Level 1: Missile Damage: +3% for Kossars, and Armoured Kossars units (Lord's army)
  • +Level 1: Melee Attack +2 for Woodsmen, City Watch infantry, Kislevite Warriors, Kossars, and Armoured Kossars units (Lord's army)
  • +Level 1: Melee Defence +3 for Woodsmen, Kislevite Warriors, and City Watch Infantry units (Lord's army)
  • +Level 2: Missile Damage: +5% for Kossars, and Armoured Kossars units (Lord's army)
  • +Level 2: Melee Attack +4 for Woodsmen, City Watch infantry, Kislevite Warriors, Kossars, and Armoured Kossars units (Lord's army)
  • +Level 2: Melee Defence +5 for Woodsmen, Kislevite Warriors, and City Watch Infantry units (Lord's army)
  • +Level 3: Missile Damage: +7% for Kossars, and Armoured Kossars units (Lord's army)
  • +Level 3: Melee Attack +6 for Woodsmen, City Watch infantry, Kislevite Warriors, Kossars, and Armoured Kossars units (Lord's army)
  • +Level 3: Melee Defence +7 for Woodsmen, Kislevite Warriors, and City Watch Infantry units (Lord's army)
On Land As at Seanew
  • +Level 1: Armour: +4 for Streltsi, Tzar Guard, Torch Bearers of Dazh, Sons of Ursun, Ice Guard and Kreml Guard units (Lord's army)
  • +Level 1: Ammunition: +10% for Streltsi, Ice Guard, Torch Bearers of Dazh, Sons of Ursun and Kreml Guard (Rifles) units (Lord's army)
  • +Level 1: Missile Damage: +3% for Streltsi, Ice Guard, Torch Barers of Dazh, Sons of Ursun, and Kreml Guard (Rifles) units (Lord's army)
  • +Level 1: Weapon Strength: +4% for Streltsi, Tzar Guard, Ice Guard, Sons of Ursun, and Kreml Guard units (Lord's army)
  • +Level 2: Armour: +7 for Streltsi, Tzar Guard, Torch Bearers of Dazh, Sons of Ursun, Ice Guard and Kreml Guard units (Lord's army)
  • +Level 2: Ammunition: +15% for Streltsi, Ice Guard, Torch Bearers of Dazh, Sons of Ursun and Kreml Guard (Rifles) units (Lord's army)
  • +Level 2: Missile Damage: +5% for Streltsi, Ice Guard, Torch Barers of Dazh, Sons of Ursun, and Kreml Guard (Rifles) units (Lord's army)
  • +Level 2: Weapon Strength: +6% for Streltsi, Tzar Guard, Ice Guard, Sons of Ursun, and Kreml Guard units (Lord's army)
  • +Level 3: Armour: +10 for Streltsi, Tzar Guard, Torch Bearers of Dazh, Sons of Ursun, Ice Guard and Kreml Guard units (Lord's army)
  • +Level 3: Ammunition: +20% for Streltsi, Ice Guard, Torch Bearers of Dazh, Sons of Ursun and Kreml Guard (Rifles) units (Lord's army)
  • +Level 3: Missile Damage: +7% for Streltsi, Ice Guard, Torch Barers of Dazh, Sons of Ursun, and Kreml Guard (Rifles) units (Lord's army)
  • +Level 3: Weapon Strength: +8% for Streltsi, Tzar Guard, Ice Guard, Sons of Ursun, and Kreml Guard units (Lord's army)
Send the Explorers!new
  • +Level 1: Speed: +4% for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Horse Archers, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 1: Melee Attack +2 for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 1: Ammunition: +10% for Horse Archers units (Lord's army)
  • +Level 1: Reload Time Reduction: +4% for Horse Archers units (Lord's army)
  • +Level 2: Speed: +8% for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Horse Archers, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 2: Melee Attack +4 for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 2: Ammunition: +15% for Horse Archers units (Lord's army)
  • +Level 2: Reload Time Reduction: +8% for Horse Archers units (Lord's army)
  • +Level 3: Speed: +12% for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Horse Archers, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 3: Melee Attack +6 for Kossovite Dervishes, Snow Leopard, Spider, Giant Bats, Giant Wolves, Things in the Woods, Frost Wyrm, Mounted City Watch, and Winged Lancers units (Lord's army)
  • +Level 3: Ammunition: +20% for Horse Archers units (Lord's army)
  • +Level 3: Reload Time Reduction: +12% for Horse Archers units (Lord's army)
Sea of Claws Marinesnew
  • +Level 1: Missile Resistance: +10% for Elemental Bear, Feral Bears, and Incarante Elemental units (Lord's army)
  • +Level 1: Melee Attack +2 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Things in the Woods, Incarante Elemental, and Elemental Bear units (Lord's army)
  • +Level 1: Melee Defence +3 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, and Hammers of Tor units (Lord's army)
  • +Level 1: Weapon Strength: +5% for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Incarnate Elemental, and Elemental Bear units (Lord's army)
  • +Level 2: Missile Resistance: +15% for Elemental Bear, Feral Bears, and Incarante Elemental units (Lord's army)
  • +Level 2: Melee Attack +4 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Things in the Woods, Incarante Elemental, and Elemental Bear units (Lord's army)
  • +Level 2: Melee Defence +6 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, and Hammers of Tor units (Lord's army)
  • +Level 2: Weapon Strength: +7% for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Incarnate Elemental, and Elemental Bear units (Lord's army)
  • +Level 3: Missile Resistance: +20% for Elemental Bear, Feral Bears, and Incarante Elemental units (Lord's army)
  • +Level 3: Melee Attack +6 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Things in the Woods, Incarante Elemental, and Elemental Bear units (Lord's army)
  • +Level 3: Melee Defence +8 for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, and Hammers of Tor units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Wardens of the Homeland, Tzar Noble Cavalry, Gryphon Legion, War Bear Riders, Claws of Ursun, Hammers of Tor, Feral Bears, Incarnate Elemental, and Elemental Bear units (Lord's army)
Adaptive Maneuversnew
  • +Level 1: Speed: +4% for War Sleds, and Little Grom units (Lord's army)
  • +Level 1: Ammunition: +10% for War Sleds, and Little Grom units (Lord's army)
  • +Level 1: Missile Damage: +3% for War Sleds, and Little Grom units (Lord's army)
  • +Level 2: Speed: +8% for War Sleds, and Little Grom units (Lord's army)
  • +Level 2: Ammunition: +15% for War Sleds, and Little Grom units (Lord's army)
  • +Level 2: Missile Damage: +5% for War Sleds, and Little Grom units (Lord's army)
  • +Level 3: Speed: +12% for War Sleds, and Little Grom units (Lord's army)
  • +Level 3: Ammunition: +20% for War Sleds, and Little Grom units (Lord's army)
  • +Level 3: Missile Damage: +7% for War Sleds, and Little Grom units (Lord's army)

Buildings

  • −Income generated: 75
  • +Income generated: 100
  • Units: 1 → 4
  • −Income generated: 100
  • +Income generated: 125
  • Units: 2 → 5
  • −Income generated: 125
  • +Income generated: 150
  • Cost: 6000 → 7000
  • −Recruit rank: +3 for Gryphon Legion and Tzar Guard units
  • +Recruit rank: +1 for Gryphon Legion and Tzar Guard units
  • Units: 3 → 4
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
ToolmakerKislev
  • −Income from all buildings: +5% (local region)
  • +Income from all buildings: +4% (local region)
  • Cost: 3000 → 4000
SmitheryKislev
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +8% (local region)
  • Cost: 5000 → 8000
  • −When an Ataman is deployed in this province: Income from all buildings: -50% (local province)
  • +When an Ataman is deployed in this province: Income from all buildings: -25% (local province)
  • Cost: 750 → 500
  • Units: 1 → 5
ChatazKislev
  • Cost: 1500 → 2500
  • Units: 3 → 7
CasernKislev
  • Cost: 2500 → 3500
  • Turns: 3 → 4
  • Units: 4 → 11
  • Cost: 2000 → 4000
  • −Furs resource production: 8 bundles
  • +Furs resource production: 10 bundles
  • Cost: 3000 → 6000
  • Units: 2 → 3
Ur-SzalasKislev
  • −Recruit rank: +2 for Snow Leopard units
  • −Furs resource production: 12 bundles
  • +Recruit rank: +1 for Snow Leopard units
  • +Furs resource production: 15 bundles
  • +Lord recruit rank: +2
  • +Hero recruit rank: +2
  • Cost: 5000 → 8000
  • Units: 3 → 5
  • −Recruit rank: +3 for Snow Leopard units
  • −Furs resource production: 24 bundles
  • +Recruit rank: +2 for Snow Leopard units
  • +Furs resource production: 25 bundles
  • +Lord recruit rank: +3
  • +Hero recruit rank: +3
  • Cost: 10000 → 12000
  • Units: 4 → 7
  • Cost: 750 → 500
  • Units: 2 → 3
  • Cost: 2500 → 3000
  • Units: 3 → 4
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +4% (armies in region)
  • +Research rate: +2
  • −Income from Farms: +20% (local province)
  • −Ambush success chance: +8% (armies in province)
  • +Income from Farms: +15% (local province)
  • +Ambush success chance: +10% (armies in province)
  • +Research rate: +3
  • Cost: 1500 → 2000
  • −Income from Farms: +30% (local province)
  • −Casualty replenishment rate: +9% (armies in region)
  • −Ambush success chance: +10% (armies in province)
  • +Income from Farms: +25% (local province)
  • +Casualty replenishment rate: +8% (armies in region)
  • +Ambush success chance: +15% (armies in province)
  • +Research rate: +4
  • Cost: 2000 → 3000
  • −Control: +2
  • Cost: 500 → 1000
  • −Ice Court Support gained: +2 per turn
  • +Ice Court Support gained: +3 per turn
  • Cost: 1000 → 1500
  • −Ice Court Support gained: +3 per turn
  • −Income from all buildings: +5% (local province)
  • −Growth: +8
  • −Control: +4
  • +Ice Court Support gained: +4 per turn
  • +Income from all buildings: +4% (local province)
  • +Growth: +7
  • Cost: 1500 → 2000
  • −Ice Court Support gained: +7 per turn
  • −Control: +2
  • +Ice Court Support gained: +8 per turn
  • +Control: +3
  • Cost: 1500 → 2000
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 160
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 2
  • Units: 3 → 6
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 260
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 3 → 6
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Income generated: 350
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 5000
  • Units: 3 → 8
  • −Defensive supplies: +1000
  • −Income generated: 400
  • −Growth: +40
  • +Defensive supplies: +1750
  • +Income generated: 440
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 9000
  • Units: 3 → 8
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 12000
  • Units: 3 → 10
  • −Orthodoxy Support gained: +2 per turn
  • +Orthodoxy Support gained: +3 per turn
  • Cost: 1000 → 1500
  • −Orthodoxy Support gained: +3 per turn
  • +Orthodoxy Support gained: +4 per turn
  • Cost: 1500 → 2000
  • −Corruption: -4
  • −Orthodoxy Support gained: +7 per turn
  • +Corruption: -5
  • +Orthodoxy Support gained: +8 per turn
  • Cost: 1500 → 2000
RoadhouseKislev
  • −Control: +1
  • +Control: +2
KarczmazKislev
  • −Growth: +40
  • −Control: +2
  • +Growth: +30
  • +Control: +3
  • Cost: 1000 → 1500
GospodaKislev
  • −Growth: +60
  • −Control: +3
  • +Growth: +45
  • +Control: +4
  • Cost: 1500 → 2000
FarmsteadKislev
  • −Income generated: 50
  • −Recruitment cost: -20% (armies in region)
  • +Income generated: 100
  • +Recruitment cost: -5% (armies in region)
  • Cost: 250 → 500
Stud FarmKislev
  • −Income generated: 100
  • −Recruitment cost: -25% (armies in region)
  • +Income generated: 150
  • +Recruitment cost: -10% (armies in region)
  • Cost: 500 → 1000
  • −Income generated: 150
  • −Recruitment cost: -30% (armies in region)
  • +Income generated: 200
  • +Recruitment cost: -15% (armies in region)
  • Cost: 800 → 1500
  • −Recruit rank: +3 for all units
  • +Recruit rank: +1 for all units
  • Cost: 5000 → 11000
  • Units: 2 → 4
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 160
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 2
  • Units: 2 → 5
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 260
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 2 → 5
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Income generated: 350
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 5000
  • Units: 2 → 7
  • −Defensive supplies: +1000
  • −Income generated: 400
  • −Growth: +40
  • +Defensive supplies: +1750
  • +Income generated: 440
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 9000
  • Units: 2 → 7
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 12000
  • Units: 2 → 10
  • −Construction cost: -10% for all buildings (local province)
  • +Construction cost: -5% for all buildings (local province)
  • −Construction cost: -15% for all buildings (local province)
  • +Construction cost: -10% for all buildings (local province)
  • −Construction cost: -20% for all buildings (local province)
  • +Construction cost: -15% for all buildings (local province)
  • Cost: 2000 → 3000
  • −Construction cost: -25% for all buildings (local province)
  • +Construction cost: -20% for all buildings (local province)
  • Cost: 3000 → 4000
  • −Construction cost: -30% for all buildings (local province)
  • +Construction cost: -25% for all buildings (local province)
  • Cost: 4000 → 5000
  • −Growth: +3
  • +Growth: +4
  • Cost: 1000 → 1500
  • −Ice Court Support gained: +2 per turn
  • −Growth: +5
  • +Ice Court Support gained: +3 per turn
  • +Growth: +6
  • Cost: 1500 → 2000
  • −Ice Court Support gained: +7 per turn
  • +Ice Court Support gained: +8 per turn
  • Cost: 3000 → 4000
  • −Ice Court Support gained: +3 per turn
  • +Ice Court Support gained: +4 per turn
  • Cost: 2000 → 3000
  • Cost: 2000 → 3000
  • −Ice Court Support gained: +4 per turn
  • +Ice Court Support gained: +5 per turn
  • Cost: 3000 → 4000
StallKislev
  • −Income generated: 400
  • +Income generated: 250
MarketKislev
  • −Income generated: 600
  • +Income generated: 500
  • −Income generated: 800
  • +Income generated: 750
  • Cost: 2000 → 3000
  • Cost: 3000 → 4000
  • −Income generated: 1200
  • +Income generated: 1250
  • Cost: 4000 → 5000
  • −Recruitment cost: -20% (armies in region)
  • +Recruitment cost: -10% (armies in region)
  • −Recruitment cost: -22% (armies in region)
  • +Recruitment cost: -15% (armies in region)
  • −Recruitment cost: -25% (armies in region)
  • −Recruitment cost: -5% (all armies)
  • +Recruitment cost: -20% (armies in region)
  • +Recruitment cost: -4% (all armies)
  • Cost: 2000 → 3000
  • −Recruitment cost: -28% (armies in region)
  • −Recruitment cost: -8% (all armies)
  • +Recruitment cost: -25% (armies in region)
  • +Recruitment cost: -6% (all armies)
  • Cost: 3000 → 4000
  • −Recruitment cost: -10% (all armies)
  • +Recruitment cost: -8% (all armies)
  • Cost: 4000 → 5000
  • Units: 0 → 2
  • Cost: 1000 → 1500
  • −Orthodoxy Support gained: +2 per turn
  • +Orthodoxy Support gained: +3 per turn
  • Cost: 1500 → 2000
  • −Corruption: -4
  • −Orthodoxy Support gained: +6 per turn
  • −Control: +4
  • −Research rate: +5
  • −When Control is 50 or more: Research rate: +5
  • +Corruption: -5
  • +Orthodoxy Support gained: +7 per turn
  • +Control: +5
  • +Research rate: +6
  • +When Control is 50 or more: Research rate: +6
  • Cost: 3000 → 4000
  • −Orthodoxy Support gained: +3 per turn
  • +Orthodoxy Support gained: +4 per turn
  • Cost: 2000 → 3000
  • −If the Orthodoxy is not currently neglected: Control: +2 (local province)
  • +If the Orthodoxy is not currently neglected: Control: +3 (local province)
  • Cost: 2000 → 3000
  • −Orthodoxy Support gained: +4 per turn
  • +Orthodoxy Support gained: +5 per turn
  • Cost: 3000 → 4000
  • −Control: +1
  • +Control: +2
  • −Control: +2
  • +Control: +3
  • Cost: 1500 → 2000
  • Turns: 3 → 2
  • −Control: +3
  • +Control: +4
  • Cost: 2000 → 5000
  • Turns: 4 → 3
  • −Control: +4
  • +Control: +5
  • Cost: 3000 → 7000
  • Turns: 5 → 4
  • Cost: 4000 → 9000
  • −Defensive supplies: +100 per turn when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +1
  • +Defensive supplies: +200 per turn when under siege
  • +Ammunition: +20% during siege defence battles (armies in region)
  • +Control: +2
  • −Defensive supplies: +200 per turn when under siege
  • −Attrition: -10% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +2
  • +Defensive supplies: +300 per turn when under siege
  • +Attrition: -15% when under siege
  • +Ammunition: +30% during siege defence battles (armies in region)
  • +Control: +3
  • −Defensive supplies: +300 per turn when under siege
  • −Attrition: -15% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +3
  • +Defensive supplies: +400 per turn when under siege
  • +Attrition: -20% when under siege
  • +Ammunition: +40% during siege defence battles (armies in region)
  • +Control: +4
  • Cost: 4000 → 5000
  • −Defensive supplies: +400 per turn when under siege
  • −Attrition: -20% when under siege
  • −Control: +4
  • +Defensive supplies: +500 per turn when under siege
  • +Attrition: -25% when under siege
  • +Control: +5
  • Cost: 6000 → 7000
  • Units: 0 → 4
  • −Defensive supplies: +500 per turn when under siege
  • −Attrition: -20% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • +Defensive supplies: +600 per turn when under siege
  • +Attrition: -30% when under siege
  • +Ammunition: +60% during siege defence battles (armies in region)
  • Cost: 8000 → 9000
  • Units: 0 → 4
AnchorageKislev
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 1500 → 1000
  • Turns: 2 → 1
HarbourKislev
  • −Income generated: 300
  • +Income generated: 250
  • Cost: 3000 → 2500
  • Turns: 4 → 3
SeaportKislev
  • +Control: +2
  • Cost: 6000 → 5000
  • Turns: 6 → 5
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 160
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 2
  • Units: 3 → 6
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 260
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 3 → 6
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Income generated: 350
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 5000
  • Units: 3 → 8
  • −Defensive supplies: +1000
  • −Income generated: 400
  • −Growth: +40
  • +Defensive supplies: +1750
  • +Income generated: 440
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 9000
  • Units: 3 → 8
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 12000
  • Units: 3 → 10
  • −Recruitment cost: -5% for Cavalry and Monster units (armies in province)
  • −Income generated: 100
  • −Exotic Animals resource production: 20 cages
  • +Recruitment cost: -3% for Cavalry and Monster units (armies in province)
  • +Income generated: 150
  • +Exotic Animals resource production: 25 cages
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Recruitment cost: -10% for Cavalry and Monster units (armies in province)
  • −Income generated: 150
  • −Income from Farms: +2% (factionwide)
  • −Exotic Animals resource production: 30 cages
  • +Recruitment cost: -6% for Cavalry and Monster units (armies in province)
  • +Income generated: 200
  • +Income from Farms: +1% (factionwide)
  • +Exotic Animals resource production: 35 cages
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Recruitment cost: -15% for Cavalry and Monster units (armies in province)
  • −Income generated: 200
  • −Income from Farms: +3% (factionwide)
  • −Exotic Animals resource production: 45 cages
  • +Recruitment cost: -9% for Cavalry and Monster units (armies in province)
  • +Income generated: 250
  • +Income from Farms: +1% (factionwide)
  • +Exotic Animals resource production: 50 cages
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 150
  • +Dyes resource production: 25 ounces
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Dyes resource production: 30 ounces
  • +Income generated: 200
  • +Dyes resource production: 35 ounces
  • Cost: 1000 → 2500
  • Turns: 2 → 3
DyemakerKislev
  • −Income generated: 200
  • −Dyes resource production: 45 ounces
  • +Income generated: 250
  • +Dyes resource production: 50 ounces
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -10% for Kossar and Light Cavalry units (armies in province)
  • −Income from Farms: +2% (factionwide)
  • −Furs resource production: 20 bundles
  • +Recruitment cost: -4% for Kossar and Light Cavalry units (armies in province)
  • +Income from Farms: +1% (factionwide)
  • +Furs resource production: 25 bundles
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Recruitment cost: -15% for Kossar and Light Cavalry units (armies in province)
  • −Income from Farms: +4% (factionwide)
  • −Furs resource production: 30 bundles
  • +Recruitment cost: -8% for Kossar and Light Cavalry units (armies in province)
  • +Income from Farms: +2% (factionwide)
  • +Furs resource production: 35 bundles
  • Cost: 1000 → 2500
  • Turns: 2 → 3
TanneryKislev
  • −Recruitment cost: -20% for Kossar and Light Cavalry units (armies in province)
  • −Income from Farms: +6% (factionwide)
  • −Furs resource production: 45 bundles
  • +Recruitment cost: -12% for Kossar and Light Cavalry units (armies in province)
  • +Income from Farms: +3% (factionwide)
  • +Furs resource production: 50 bundles
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -5% for Ice Guard units (armies in province)
  • −Income generated: 200
  • −Gemstones resource production: 16 sacks
  • +Recruitment cost: -3% for Ice Guard units (armies in province)
  • +Income generated: 300
  • +Gemstones resource production: 20 sacks
  • Cost: 500 → 1000
Gem MineKislev
  • −Recruitment cost: -10% for Ice Guard units (armies in province)
  • −Income generated: 400
  • −Gemstones resource production: 24 sacks
  • +Recruitment cost: -6% for Ice Guard units (armies in province)
  • +Income generated: 450
  • +Gemstones resource production: 25 sacks
  • Cost: 1000 → 2500
  • −Recruitment cost: -15% for Ice Guard units (armies in province)
  • −Income generated: 600
  • −Gemstones resource production: 32 sacks
  • +Recruitment cost: -9% for Ice Guard units (armies in province)
  • +Income generated: 700
  • +Gemstones resource production: 35 sacks
  • Cost: 2000 → 4000
  • −Income generated: 200
  • +Income generated: 300
  • Cost: 500 → 1000
  • Turns: 2 → 3
Gold MineKislev
  • −Income generated: 400
  • +Income generated: 500
  • Cost: 1000 → 2500
  • Turns: 3 → 4
  • −Income generated: 600
  • +Income generated: 700
  • Cost: 2000 → 4000
  • Turns: 4 → 5
  • −Recruitment cost: -5% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Income generated: 100
  • −Iron resource production: 20 ingots
  • +Recruitment cost: -3% for Armoured Kossars and Tzar Guard units (armies in province)
  • +Income generated: 150
  • +Iron resource production: 25 ingots
  • Cost: 500 → 1000
  • −Recruitment cost: -10% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Income generated: 150
  • −Upkeep: -2% (all armies)
  • −Iron resource production: 30 ingots
  • +Recruitment cost: -6% for Armoured Kossars and Tzar Guard units (armies in province)
  • +Income generated: 200
  • +Upkeep: -1% (all armies)
  • +Iron resource production: 35 ingots
  • Cost: 1000 → 2500
  • −Recruitment cost: -15% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Income generated: 200
  • −Upkeep: -3% (all armies)
  • −Iron resource production: 45 ingots
  • +Recruitment cost: -9% for Armoured Kossars and Tzar Guard units (armies in province)
  • +Income generated: 250
  • +Upkeep: -1% (all armies)
  • +Iron resource production: 50 ingots
  • Cost: 2000 → 4000
  • −Ivory resource production: 20 tusks
  • −Income generated: 100
  • +Ivory resource production: 25 tusks
  • +Income generated: 150
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Ivory resource production: 30 tusks
  • −Income generated: 150
  • +Ivory resource production: 35 tusks
  • +Income generated: 200
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Ivory resource production: 45 tusks
  • −Income generated: 200
  • +Ivory resource production: 50 tusks
  • +Income generated: 250
  • Cost: 2000 → 4000
  • Turns: 3 → 4
SawyerKislev
  • −Construction cost: -2% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Construction cost: -1% for Province Capital/Settlement buildings (factionwide)
  • +Income generated: 150
  • +Marble resource production: 25 slabs
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Construction cost: -4% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 150
  • −Marble resource production: 30 slabs
  • +Construction cost: -2% for Province Capital/Settlement buildings (factionwide)
  • +Income generated: 200
  • +Marble resource production: 35 slabs
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Construction cost: -6% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 200
  • −Marble resource production: 45 slabs
  • +Construction cost: -3% for Province Capital/Settlement buildings (factionwide)
  • +Income generated: 250
  • +Marble resource production: 50 slabs
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Medicinal Plants resource production: 20 bundles
  • +Income generated: 150
  • +Medicinal Plants resource production: 25 bundles
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Medicinal Plants resource production: 30 bundles
  • +Income generated: 200
  • +Medicinal Plants resource production: 35 bundles
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Income generated: 200
  • −Medicinal Plants resource production: 45 bundles
  • +Income generated: 250
  • +Medicinal Plants resource production: 50 bundles
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Carved Obsidian resource production: 20 chests
  • +Income generated: 150
  • +Carved Obsidian resource production: 25 chests
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Carved Obsidian resource production: 30 chests
  • +Income generated: 200
  • +Carved Obsidian resource production: 35 chests
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Income generated: 200
  • −Carved Obsidian resource production: 45 chests
  • +Income generated: 250
  • +Carved Obsidian resource production: 50 chests
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Income from Farms: +2% (factionwide)
  • −Growth: +25
  • +Income generated: 150
  • +Income from Farms: +1% (factionwide)
  • +Growth: +30
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Income from Farms: +4% (factionwide)
  • −Growth: +35
  • +Income generated: 200
  • +Income from Farms: +2% (factionwide)
  • +Growth: +40
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Income generated: 200
  • −Income from Farms: +6% (factionwide)
  • −Growth: +45
  • +Income generated: 250
  • +Income from Farms: +3% (factionwide)
  • +Growth: +50
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Clay PitKislev
  • −Income generated: 100
  • −Pottery resource production: 20 kilnful
  • +Income generated: 150
  • +Pottery resource production: 25 kilnful
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Pottery resource production: 30 kilnful
  • +Income generated: 200
  • +Pottery resource production: 35 kilnful
  • Cost: 1000 → 2500
  • Turns: 2 → 3
KilnsKislev
  • −Income generated: 200
  • −Pottery resource production: 45 kilnful
  • +Income generated: 250
  • +Pottery resource production: 50 kilnful
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Salt resource production: 20 barrels
  • +Income generated: 150
  • +Salt resource production: 25 barrels
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Salt resource production: 30 barrels
  • +Income generated: 200
  • +Salt resource production: 35 barrels
  • Cost: 1000 → 2500
  • Turns: 2 → 3
SaltworksKislev
  • −Income generated: 200
  • −Salt resource production: 45 barrels
  • +Income generated: 250
  • +Salt resource production: 50 barrels
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Spices resource production: 20 sacks
  • +Income generated: 150
  • +Spices resource production: 25 sacks
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • −Spices resource production: 30 sacks
  • +Income generated: 200
  • +Spices resource production: 35 sacks
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Income generated: 200
  • −Spices resource production: 45 sacks
  • +Income generated: 250
  • +Spices resource production: 50 sacks
  • Cost: 2000 → 4000
  • Turns: 3 → 4
OrchardsKislev
  • −Income generated: 100
  • −Wine resource production: 20 barrels
  • +Income generated: 150
  • +Wine resource production: 25 barrels
  • Cost: 500 → 1000
  • Turns: 1 → 2
VineyardKislev
  • −Income generated: 150
  • −Wine resource production: 30 barrels
  • +Income generated: 200
  • +Wine resource production: 35 barrels
  • Cost: 1000 → 2500
  • Turns: 2 → 3
VintnerKislev
  • −Income generated: 200
  • −Wine resource production: 45 barrels
  • +Income generated: 250
  • +Wine resource production: 50 barrels
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -5% for War Sled units (armies in province)
  • −Income generated: 100
  • −Income from Farms: +2% (factionwide)
  • −Timber resource production: 20 logs
  • +Recruitment cost: -3% for War Sled units (armies in province)
  • +Income generated: 150
  • +Income from Farms: +1% (factionwide)
  • +Timber resource production: 25 logs
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Recruitment cost: -10% for War Sled units (armies in province)
  • −Income generated: 150
  • −Income from Farms: +4% (factionwide)
  • −Timber resource production: 30 logs
  • +Recruitment cost: -6% for War Sled units (armies in province)
  • +Income generated: 200
  • +Income from Farms: +2% (factionwide)
  • +Timber resource production: 35 logs
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Recruitment cost: -15% for War Sled units (armies in province)
  • −Income generated: 200
  • −Income from Farms: +6% (factionwide)
  • −Timber resource production: 45 logs
  • +Recruitment cost: -9% for War Sled units (armies in province)
  • +Income generated: 250
  • +Income from Farms: +3% (factionwide)
  • +Timber resource production: 50 logs
  • Cost: 2000 → 4000
  • Turns: 3 → 4
VillageKislev
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 120
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 1
  • Units: 2 → 5
StanitsaKislev
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 160
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 2 → 5
TownKislev
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 5000
  • Units: 2 → 7
CityKislev
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 9000
  • Units: 2 → 7
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Growth: +50
  • +Grants 9 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 12000
  • Units: 2 → 10
VillageKislev
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +15
  • Turns: 3 → 2
  • Units: 2 → 5
StanitsaKislev
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 160
  • +Growth: +25
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Units: 2 → 5
TownKislev
  • −Defensive supplies: +1000
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Growth: +35
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2500 → 2000
  • Units: 2 → 3
  • −Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
  • +Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
  • +Local recruitment capacity: +1
  • Units: 3 → 8
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 1000
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 1000 → 2000
  • −Income generated: 300
  • +Income generated: 350
  • Cost: 1500 → 3000
RoadsKislev
  • −Income generated: 350
  • +Income generated: 400
  • Cost: 2000 → 4000
  • Units: 0 → 2
CaravansKislev
  • −Income generated: 400
  • +Income generated: 450
  • Cost: 2500 → 5000
  • Units: 0 → 4
  • −Enemy Hero action success chance: -10%
  • −Attrition: -5% when under siege
  • +Enemy Hero action success chance: -12%
  • +Attrition: -10% when under siege
  • Turns: 4 → 3
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege
  • +Enemy Hero action success chance: -18%
  • +Attrition: -15% when under siege
  • Cost: 4000 → 5000
  • Turns: 5 → 4
  • −Enemy Hero action success chance: -20%
  • −Attrition: -15% when under siege
  • +Enemy Hero action success chance: -24%
  • +Attrition: -20% when under siege
  • Cost: 6000 → 7000
  • Turns: 6 → 5
  • Units: 0 → 4
PalisadeKislev
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -12%
  • Turns: 4 → 3
  • −Enemy Hero action success chance: -15%
  • +Enemy Hero action success chance: -18%
  • Turns: 5 → 4
  • −Construction cost: -10% for Ports (factionwide)
  • −Melee attack: +5 when fighting at sea (factionwide)
  • +Construction cost: -8% for Ports (factionwide)
  • +Melee attack: +3 when fighting at sea (factionwide)
  • Cost: 6000 → 4000
  • −Construction cost: -15% for Ports (factionwide)
  • −Melee attack: +7 when fighting at sea (factionwide)
  • +Construction cost: -12% for Ports (factionwide)
  • +Melee attack: +5 when fighting at sea (factionwide)
  • Cost: 8000 → 6000
  • −Construction cost: -25% for Ports (factionwide)
  • −Melee attack: +10 when fighting at sea (factionwide)
  • +Construction cost: -16% for Ports (factionwide)
  • +Melee attack: +7 when fighting at sea (factionwide)
  • Cost: 10000 → 8000
  • −Upkeep: -5% for War Sled and Little Grom units (all armies)
  • +Upkeep: -3% for War Sled and Little Grom units (all armies)
  • Cost: 6000 → 4000
  • Units: 1 → 0
  • −Upkeep: -10% for War Sled and Little Grom units (all armies)
  • +Upkeep: -6% for War Sled and Little Grom units (all armies)
  • Cost: 8000 → 6000
  • Units: 3 → 0
FrosthomeKislev
  • −Upkeep: -15% for War Sled and Little Grom units (all armies)
  • +Upkeep: -9% for War Sled and Little Grom units (all armies)
  • Cost: 10000 → 8000
  • Units: 3 → 0
  • −Income generated: 100
  • +Income generated: 250
  • −Income generated: 200
  • +Income generated: 450
  • −Income generated: 400
  • +Income generated: 650
  • Cost: 2000 → 2500
  • Turns: 3 → 2
  • −Income generated: 600
  • +Income generated: 850
  • Cost: 4000 → 5000
  • Turns: 3 → 2
  • −Income generated: 800
  • +Income generated: 1100
  • Cost: 6000 → 7000
  • Turns: 4 → 2
  • Cost: 6000 → 10000
  • +Upkeep: -2% for Ice Guard units (all armies)
  • Units: 2 → 3
  • −Upkeep: -10% for Ice Guard units (all armies)
  • −Leadership: +7 when under siege (armies in region)
  • +Upkeep: -4% for Ice Guard units (all armies)
  • +Leadership: +5 when under siege (armies in region)
  • Units: 4 → 5
  • −Upkeep: -15% for Ice Guard units (all armies)
  • −Leadership: +10 when under siege (armies in region)
  • +Upkeep: -6% for Ice Guard units (all armies)
  • +Leadership: +8 when under siege (armies in region)
  • −Orthodoxy Support gained: +1 per turn
  • −Income from all buildings: +12% (local province)
  • −Control: +4
  • +Orthodoxy Support gained: +2 per turn
  • +Income from all buildings: +10% (local province)
  • +Control: +5
  • +Research rate: +5
  • +Lord recruit rank: +1
  • −Orthodoxy Support gained: +2 per turn
  • −Income from all buildings: +16% (local province)
  • −Control: +6
  • +Orthodoxy Support gained: +3 per turn
  • +Income from all buildings: +13% (local province)
  • +Control: +7
  • +Research rate: +10
  • +Lord recruit rank: +2
  • Units: 0 → 4
  • −Orthodoxy Support gained: +3 per turn
  • −Income from all buildings: +20% (local province)
  • −Control: +8
  • +Orthodoxy Support gained: +4 per turn
  • +Income from all buildings: +16% (local province)
  • +Control: +9
  • +Research rate: +15
  • +Lord recruit rank: +2 (all armies)
  • Units: 0 → 4
  • −Upkeep: -3% for Elemental Bear and War Bear Riders units (all armies)
  • +Upkeep: -2% for Elemental Bear and War Bear Riders units (all armies)
  • Cost: 6000 → 2000
  • −Upkeep: -6% for Elemental Bear and War Bear Riders units (all armies)
  • +Upkeep: -4% for Elemental Bear and War Bear Riders units (all armies)
  • Cost: 8000 → 4000
  • Units: 0 → 2
  • −Upkeep: -10% for Elemental Bear and War Bear Riders units (all armies)
  • −Growth: +20 (factionwide)
  • +Upkeep: -6% for Elemental Bear and War Bear Riders units (all armies)
  • +Growth: +15 (factionwide)
  • Cost: 10000 → 6000
  • Units: 0 → 3
  • +Casualty replenishment rate: +2%
  • Cost: 8000 → 2000
  • +Casualty replenishment rate: +4%
  • +Campaign movement range: +5% (all armies)
  • Cost: 10000 → 4000
  • −Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • −Upkeep: -10% for Gryphon Legion units (all armies)
  • +Leadership: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • +Upkeep: -5% for Gryphon Legion units (all armies)
  • Cost: 6000 → 2000
  • −Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • −Upkeep: -20% for Gryphon Legion units (all armies)
  • +Leadership: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • +Upkeep: -10% for Gryphon Legion units (all armies)
  • Cost: 8000 → 4000
  • −Leadership: +4 when under siege (armies in region)
  • +Leadership: +3 when under siege (armies in region)
  • Cost: 6000 → 4000
  • Units: 3 → 1
  • −Leadership: +8 when under siege (armies in region)
  • +Leadership: +6 when under siege (armies in region)
  • Cost: 8000 → 6000
  • Units: 3 → 1
  • −Leadership: +12 when under siege (armies in region)
  • +Leadership: +9 when under siege (armies in region)
  • Cost: 10000 → 8000
  • Units: 3 → 1
  • Cost: 6000 → 4000
  • Cost: 8000 → 6000
  • Cost: 10000 → 8000

Technologies

  • −Weapon strength: +15% for Snow Leopard and Things in the Woods units
  • +Weapon strength: +9% for Snow Leopard and Things in the Woods units
  • +Speed: +4% for Snow Leopard units
  • +Corruption: -1 (all provinces)
  • +Magic item drop chance from battle: +8%
  • −Chance of a plague spreading: -25% (all armies)
  • +Chance of a plague spreading: -20% (all armies)
  • −Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units
  • +Melee defence: +5 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units
  • +Melee attack: +4 for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units
  • −Melee defence: +4 when under siege
  • +Melee defence: +5 when under siege
  • −Ammunition: +20% for Ice Guard
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Ammunition: +15% for Ice Guard
  • +Winds of Magic power reserve capacity: +15 (all armies)
  • −Hero action cost: -15% for Patriarchs
  • −Hero action success chance: +8% for Patriarchs
  • +Hero action cost: -10% for Patriarchs
  • +Hero action success chance: +5% for Patriarchs
  • −Tradable resources produced: +10%
  • +Tradable resources produced: +8%
  • +Attrition: -2% casualties suffered from all attrition
  • −Construction cost: -15% for resource-producing buildings
  • −Construction cost: -5% for all buildings
  • +Construction cost: -8% for resource-producing buildings
  • +Construction cost: -4% for all buildings
  • −Corruption: -2 (all provinces)
  • +Corruption: -3 (all provinces)
  • +Hero recruit rank: +4 for Hag Witches
  • +Control: +1
  • −Hero recruit rank: +2
  • −Lord recruit rank: +2
  • +Hero recruit rank: +3
  • +Lord recruit rank: +3
  • +Melee defence: +3 when defending
  • −Armour: +15 for War Sleds and Little Grom units
  • +Armour: +10 for War Sleds and Little Grom units
  • −Armour: +20 for Ice Guard units
  • +Armour: +15 for Ice Guard units
  • +Control: +1
  • −Income from trade tariffs: +15%
  • +Income from trade tariffs: +10%
  • +Attrition: -2% casualties suffered from all attrition
  • −Relief Columns commandment: additional -5% to recruitment cost
  • +Relief Columns commandment: additional -4% to recruitment cost
  • +Construction cost: -2% for all buildings
  • −Melee attack: +10 for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Melee attack: +8 for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • −Construction cost: -25% for Province Capital/Settlement buildings
  • +Construction cost: -15% for Province Capital/Settlement buildings
  • −Corruption: -1 (all provinces)
  • +Corruption: -2 (all provinces)
  • −Ammunition: +20% for Streltsi and War Sleds units
  • −Bonus vs Large: +7 for Streltsi units
  • +Ammunition: +15% for Streltsi and War Sleds units
  • +Bonus vs Large: +6 for Streltsi units
  • −Global recruitment capacity: +1
  • +Global recruitment capacity: +2
  • −Income from Ports: +20%
  • +Income from Ports: +10%
  • −Income from Province Capital/Settlement buildings: +25%
  • +Income from Province Capital/Settlement buildings: +20%
  • −Casualty replenishment rate: +12% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Casualty replenishment rate: +8% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • −Growth: -15
  • +Growth: -10
Ur-StonesKislev
  • −Upkeep: -10% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Upkeep: -5% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Hero recruit rank: +2
  • +Lord recruit rank: +2
Ice RitesKislev
  • −Spell resistance: 15% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Spell resistance: 10% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • −Income from all buildings: +5%
  • −Upkeep: -3%
  • +Income from all buildings: +4%
  • +Upkeep: -2%
  • +Melee defence: +4 for Lords and embedded Heroes
  • −Recruit rank: +2 for Infantry and Cavalry units
  • +Recruit rank: +1 for Infantry and Cavalry units
  • −Weapon strength: +15% for Winged Lancer and Gryphon Legion units
  • +Weapon strength: +10% for Winged Lancer and Gryphon Legion units
  • +Charge bonus: +5% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units
  • −Melee defence: +4 for Tzar Guard units
  • +Melee defence: +5 for Tzar Guard units
  • +Melee attack: +4 for Tzar Guard units