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

SFO Grand Cathay units

70 Grand Cathay units SFO: Grimhammer III changes against patch 9.0.4, 4 it adds, and 82 skills, 161 buildings and 72 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Fire Rain Rocket Batterywh3_main_cth_art_fire_rain_rocket_battery_042,540 → 2,26020106 → 521 → 203 → 51,200 → 2,6001,100 → 1,300Speed 30 → 35; Melee attack interval 4.3 s → 4 s; Mass 3,600 → 3,350; Range 400 m → 300 m; Ammunition 12 → 20; Missile base damage 63 → 50; Missile AP damage 27 → 75; Reload time 20 s → 15 s; Upkeep 300 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Grand Cannonswh3_main_cth_art_grand_cannon_042,740 → 2,46020106 → 521 → 203 → 5900 → 1,800900Speed 30 → 35; Melee attack interval 4.3 s → 4 s; Mass 3,600 → 3,350; Ammunition 22 → 30; Missile base damage 88 → 100; Missile AP damage 352 → 400; Reload time 22 s → 14 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Jade Lancerswh3_main_cth_cav_jade_lancers_0606,480 → 10,50010026 → 2528 → 3521 → 309 → 10800 → 1,600800Missile block 30% → 35%; Leadership 64 → 60; Speed 78 → 70; Bonus vs large 0 → 15; Charge bonus 55 → 50; Melee attack interval 3.9 s → 4 s; Mass 1,100 → 1,375; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Great Longma Riderswh3_main_cth_cav_jade_longma_riders_024 → 326,264 → 12,00011036 → 4034 → 4045 → 4020 → 251,350 → 3,0001,350 → 1,500Missile block 30% → 45%; Leadership 72 → 75; Speed 105 → 120; Melee attack interval 4.7 s → 4 s; Mass 1,400 → 1,375; Upkeep 337 → 375; Missile resistance 0% → 25%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Scales of the Dragon, Immune to Psychology
Peasant Horsemenwh3_main_cth_cav_peasant_horsemen_060 → 805,520 → 10,8001526 → 2526 → 2521 → 207 → 10400 → 800400Leadership 55 → 50; Speed 90 → 100; Charge bonus 36 → 40; Melee attack interval 3.9 s → 4 s; Mass 600 → 875; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Alchemistwh3_main_cth_cha_alchemist_013,420 → 4,500153530210 → 10090 → 2001,000 → 600300Speed 34 → 35; Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Alchemistwh3_main_cth_cha_alchemist_113,848 → 5,2505035 → 2530210 → 10090 → 2001,100 → 1,000500Speed 78 → 70; Mass 1,600 → 2,000; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Alchemistwh3_main_cth_cha_alchemist_216,548 → 7,500302020206 → 51,100 → 1,300850 → 650Speed 60 → 50; Mass 2,600 → 2,750; Missile base damage 22 → 25; Missile AP damage 108 → 125; Upkeep 250 → 312; Removed: Enchanted Metallurgy, Wounds
Astromancerwh3_main_cth_cha_astromancer_013,420 → 4,500154025210 → 20090 → 1001,000 → 700300 → 350Leadership 60 → 70; Speed 34 → 35; Mass 600 → 1,000; Upkeep 250 → 240; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Astromancerwh3_main_cth_cha_astromancer_113,848 → 5,2505040 → 3025210 → 20090 → 1001,100500 → 550Leadership 60 → 70; Speed 78 → 70; Mass 1,600 → 2,250; Upkeep 275 → 290; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Astromancerwh3_main_cth_cha_astromancer_216,656 → 8,500803020 → 25210 → 20090 → 1001,250 → 2,700950 → 1,350Leadership 60 → 70; Speed 30 → 35; Mass 5,600 → 4,750; Upkeep 325 → 490; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Celestial Comet, Celestial Lightning
Dragon-blooded Shugengan Lord (Yang)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_014,368 → 5,7503055 → 4540 → 50280 → 300120 → 1251,000 → 1,200700 → 600Speed 38 → 40; Mass 800 → 1,000
Dragon-blooded Shugengan Lord (Yang)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_114,980 → 6,50070 → 6055 → 3540 → 50280 → 300120 → 1251,100 → 1,600900 → 800Speed 78 → 70; Mass 1,800 → 2,250; Upkeep 300 → 350
Dragon-blooded Shugengan Lord (Yang)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_215,580 → 6,25070 → 6055 → 3540 → 50310 → 300130 → 1501,400 → 2,0001,200 → 1,100Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 425
Dragon-blooded Shugengan Lord (Yin)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_014,368 → 5,7503055 → 6540 → 30280 → 300120 → 1251,000 → 1,200700 → 600Speed 38 → 40; Mass 800 → 1,000
Dragon-blooded Shugengan Lord (Yin)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_114,980 → 6,50070 → 605540 → 30280 → 300120 → 1251,100 → 1,600900 → 800Speed 78 → 70; Mass 1,800 → 2,250; Upkeep 300 → 350
Dragon-blooded Shugengan Lord (Yin)wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_215,580 → 6,25070 → 605540 → 30310 → 300130 → 1501,400 → 2,0001,200 → 1,100Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 425
Zhao Ming, the Iron Dragonwh3_main_cth_cha_iron_dragon_018,424 → 10,000705560290 → 300140 → 1501,000 → 4,0001,700 → 2,000Speed 46 → 45; Mass 1,000 → 1,500; Upkeep 500 → 0; New: Immune to Psychology
Lord Magistratewh3_main_cth_cha_lord_magistrate_014,568 → 5,250404545 → 552501251,000 → 1,100400 → 550Speed 34 → 35; Mass 600 → 1,000; Upkeep 250 → 140; New: Immune to Psychology
Lord Magistratewh3_main_cth_cha_lord_magistrate_115,180 → 6,0008045 → 3545 → 552501251,200 → 1,500600 → 750Speed 78 → 70; Mass 1,600 → 2,250; Upkeep 300 → 190; New: Immune to Psychology
Lord Magistratewh3_main_cth_cha_lord_magistrate_217,048 → 9,25030 → 402020 → 30206 → 51,000 → 1,800850 → 900Speed 60 → 50; Charge bonus 1 → 0; Mass 2,600 → 3,000; Missile base damage 22 → 15; Missile AP damage 108 → 60; Reload time 12 s → 10 s; Upkeep 250 → 225; New: Immune to Psychology
Miao Ying, the Storm Dragonwh3_main_cth_cha_storm_dragon_018,424 → 10,000706555290 → 300140 → 1501,200 → 4,4001,700 → 2,200Speed 46 → 45; Mass 1,000 → 1,500; Upkeep 600 → 0; New: Immune to Psychology
Crane Gunnerswh3_main_cth_inf_crane_gunners_032 → 404,320 → 9,0003012 → 1518 → 2021 → 203 → 51,000 → 2,8001,000 → 1,400Missile block 65% → 70%; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Ammunition 22 → 40; Missile base damage 6 → 10; Missile AP damage 35 → 40; Upkeep 300 → 350; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Celestial Dragon Guardwh3_main_cth_inf_dragon_guard_0100 → 808,800 → 14,00095 → 10034 → 4043 → 5511 → 15251,050 → 2,4001,000 → 1,200Missile block 35% → 50%; Leadership 72 → 75; Speed 28 → 30; Bonus vs large 20 → 15; Melee attack interval 4.4 s → 4 s; Mass 150 → 125; Upkeep 263 → 300; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Celestial Dragon Crossbowswh3_main_cth_inf_dragon_guard_crossbowmen_0807,040 → 14,00095 → 10026 → 3032 → 4524 → 309 → 101,050 → 2,4001,000 → 1,200Missile block 35% → 50%; Leadership 62 → 75; Speed 28 → 30; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 100; Range 160 m → 140 m; Ammunition 22 → 26; Missile base damage 5 → 8; Reload time 13 s → 11 s; Upkeep 263 → 300; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Iron Hail Gunnerswh3_main_cth_inf_iron_hail_gunners_090 → 1006,210 → 11,00030 → 4016 → 1516 → 1521 → 203 → 5500 → 1,150500 → 575Speed 33 → 40; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Range 90 m → 100 m; Ammunition 22 → 26; Missile base damage 3 → 5; Missile AP damage 11 → 15; Reload time 13 s → 10 s; Upkeep 125 → 144; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —
Jade Warrior Crossbowswh3_main_cth_inf_jade_warrior_crossbowmen_090 → 1006,210 → 11,00070 → 8016 → 2516 → 2521 → 203 → 10600 → 1,100600 → 550Leadership 54 → 60; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Ammunition 22 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 8; Reload time 13 s → 6 s; Upkeep 150 → 138; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Jade Warrior Crossbows (Shields)wh3_main_cth_inf_jade_warrior_crossbowmen_190 → 1006,210 → 11,00070 → 8016 → 2024 → 3021 → 203 → 10650 → 1,100650 → 550Leadership 54 → 60; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Ammunition 22 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 8; Reload time 13 s → 9 s; Upkeep 162 → 138; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Jade Warriorswh3_main_cth_inf_jade_warriors_01208,280 → 13,20070 → 8024 → 3534 → 3521 → 207 → 10550 → 1,100525 → 550Leadership 64 → 60; Speed 28 → 30; Bonus vs infantry 0 → 5; Charge bonus 12 → 15; Melee attack interval 4.2 s → 4 s; Upkeep 137 → 138; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: 360° Block
Jade Warriors (Halberds)wh3_main_cth_inf_jade_warriors_11208,280 → 13,20070 → 8022 → 3038 → 308 → 1020 → 25650 → 1,100650 → 550Leadership 64 → 60; Speed 28 → 30; Bonus vs large 16 → 15; Charge bonus 8 → 15; Melee attack interval 4.6 s → 4 s; Upkeep 162 → 138; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Peasant Archerswh3_main_cth_inf_peasant_archers_01206,480 → 10,800151013 → 1521 → 203 → 5400 → 600400 → 300Leadership 45 → 50; Speed 33 → 34; Charge bonus 3 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 140 m → 160 m; Ammunition 22 → 25; Missile base damage 14 → 16; Missile AP damage 1 → 2; Upkeep 100 → 75; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Peasant Long Spearmenwh3_main_cth_inf_peasant_spearmen_11608,960 → 14,400152024 → 2519 → 206 → 5350 → 600350 → 300Leadership 55 → 50; Speed 30 → 34; Bonus vs large 17 → 20; Charge bonus 3 → 5; Upkeep 88 → 75; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Terracotta Sentinelwh3_main_cth_mon_terracotta_sentinel_0112,620 → 16,0001006530160 → 150470 → 4501,600 → 3,2001,600Leadership 85 → 100; Speed 48 → 50; Charge bonus 40 → 25; Melee attack interval 4 s → 5 s; Mass 6,500 → 7,000; Missile resistance 15% → 25%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Sky-junkwh3_main_cth_veh_sky_junk_0110,048 → 15,000808 → 58 → 5206 → 51,500 → 3,0001,500Charge bonus 1 → 5; Range 360 m → 375 m; Missile base damage 63 → 75; Missile AP damage 27 → 50; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Sky-Junk Immolation Bomb; Removed: Sky-Junk Bomb
Sky Lanternwh3_main_cth_veh_sky_lantern_01 → 46,048 → 10,000308 → 58 → 5206 → 5900 → 1,400800 → 700Speed 60 → 50; Charge bonus 1 → 5; Ammunition 30 → 40; Missile base damage 22 → 15; Missile AP damage 108 → 60; Reload time 12 s → 10 s; Upkeep 225 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Wounds
Wu Xing War Compasswh3_main_cth_veh_war_compass_016,240 → 7,500803020 → 25110 → 12550900 → 2,000950 → 1,000Speed 30 → 35; Mass 5,800 → 4,750; Upkeep 238 → 250; Spell resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
The Dune Dragons (Celestial Dragon Guard)wh3_twa06_cth_inf_dragon_guard_ror_01008,800 → 17,50095 → 10043 → 4053 → 5511 → 15251,350 → 3,2001,300 → 1,600Missile block 35% → 50%; Leadership 82 → 100; Speed 28 → 30; Bonus vs large 20 → 15; Melee attack interval 4.4 s → 4 s; Mass 150 → 125; Upkeep 338 → 400; Spell resistance 35% → 25%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unbreakable, Immune to Flanking; Removed: Encourage, Immune to Psychology
Righteous Lances of Wei-Jin (Great Longma Riders)wh3_twa07_cth_cav_jade_longma_riders_ror_024 → 326,264 → 12,0001104543 → 4520 → 2545 → 401,650 → 3,8001,650 → 1,900Missile block 30% → 45%; Leadership 82 → 85; Speed 105 → 120; Bonus vs large 0 → 10; Melee attack interval 4.7 s → 4 s; Mass 1,400 → 1,375; Upkeep 412 → 475; Missile resistance 0% → 25%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Scales of the Dragon, Vigorous
Felixwh2_pro08_neu_cha_felix14,168 → 5,000705055115 → 125265 → 175800 → 0800 → 1,000Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 7,75007050120 → 1503501,100 → 01,150 → 1,300Speed 42 → 45; Melee attack interval 4 s → 3 s; Mass 1,500 → 2,000; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Expert Charge Defence, Glorious Charge; Removed: Charge Defence vs. Large
The Green Guardian (Terracotta Sentinel)wh3_twa08_cth_mon_terracotta_sentinel_0_ror112,620 → 16,00010078 → 7538 → 40160 → 150470 → 4501,950 → 4,0001,850 → 2,000Leadership 95 → 100; Speed 48 → 50; Charge bonus 40 → 25; Melee attack interval 4 s → 5 s; Mass 6,500 → 7,000; Missile resistance 25% → 50%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Bandits of the Silver Road (Peasant Archers)wh3_twa10_cth_inf_peasant_archers_ror120 → 1606,480 → 14,4001527 → 2031 → 2521 → 203 → 5625 → 1,200625 → 600Speed 33 → 34; Charge bonus 12 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 140 m → 160 m; Ammunition 22 → 25; Missile base damage 14 → 16; Missile AP damage 1 → 2; Upkeep 156 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Woodsman
Celestial Generalwh3_dlc24_cth_cha_celestial_general_yang14,868 → 6,500100 → 806040 → 45130 → 150290 → 2501,000 → 1,600800Leadership 80 → 70; Speed 38 → 40; Mass 800 → 1,000; Upkeep 250 → 200
Celestial Generalwh3_dlc24_cth_cha_celestial_general_yang_cathayan_horse15,488 → 7,250110 → 8060 → 5045130 → 150290 → 2501,100 → 2,0001,000Leadership 80 → 70; Speed 78 → 70; Charge bonus 50 → 45; Mass 1,800 → 2,250; Upkeep 300 → 250
Celestial Generalwh3_dlc24_cth_cha_celestial_general_yang_celestial_lion16,584 → 8,500805036 → 45190 → 200280 → 3001,550 → 3,2001,550 → 1,600Leadership 80 → 70; Charge bonus 65 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,800 → 3,500; Upkeep 387 → 400
Celestial Generalwh3_dlc24_cth_cha_celestial_general_yang_longma16,088 → 7,500110 → 8060 → 5045140 → 150310 → 2501,400 → 2,6001,300Leadership 80 → 70; Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 325; Removed: Causes Fear
Yuan Bo, the Jade Dragonwh3_dlc24_cth_cha_yuan_bo_human18,424 → 10,000120 → 10065 → 5045 → 60150310 → 3001,000 → 3,6001,800Speed 46 → 45; Bonus vs infantry 14 → 15; Charge bonus 40 → 35; Mass 1,000 → 1,250; Upkeep 500 → 0
The Grace of Quai Yin (Celestial Dragon Crossbows)wh3_dlc24_cth_inf_dragon_guard_crossbowmen_ror807,040 → 14,00095 → 10034 → 3041 → 3524 → 309 → 101,300 → 3,2001,250 → 1,600Leadership 72 → 85; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 100; Ammunition 22 → 26; Missile base damage 5 → 10; Missile AP damage 14 → 15; Reload time 13 s → 11 s; Upkeep 325 → 400; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Immune to Psychology
Onyx Crowmenwh3_dlc24_cth_inf_onyx_crowmen60 → 805,220 → 8,00015 → 3030 → 3532 → 303015700 → 1,200700 → 600Leadership 50 → 60; Speed 90 → 100; Upkeep 175 → 150; Physical resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk
Empress Crowmen (Onyx Crowmen)wh3_dlc24_cth_inf_onyx_crowmen_ror60 → 805,220 → 8,00015 → 3038 → 4541 → 4030151,000 → 1,8001,000 → 900Leadership 60 → 70; Speed 90 → 100; Upkeep 250 → 225; Physical resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Battle Harmony: Yang, Stalk
Jade Lionwh3_dlc24_cth_mon_jade_lion1 → 45,808 → 10,00090 → 7055 → 6040145 → 50275 → 1501,200 → 2,4001,100 → 1,200Leadership 65 → 100; Charge bonus 40 → 50; Mass 2,000 → 2,500; Physical resistance 0% → 25%; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Wounds, Mastery of Elemental Winds
Jet Lionwh3_dlc24_cth_mon_jet_lion1 → 45,808 → 10,00090 → 704060145 → 50275 → 1501,200 → 2,4001,100 → 1,200Leadership 65 → 100; Mass 2,000 → 2,500; Missile resistance 15% → 25%; Spell resistance 50% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Wounds
Zhangu War Drumwh3_dlc24_cth_veh_zhangu_war_drum16,232 → 8,000803020110 → 100501,100 → 2,2001,100Leadership 75 → 100; Speed 30 → 35; Mass 5,800 → 5,250; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
The Jade War Drum (Zhangu War Drum)wh3_dlc24_cth_veh_zhangu_war_drum_ror16,232 → 8,00095 → 10038 → 3027 → 20110 → 100501,350 → 2,7001,350Leadership 75 → 100; Speed 30 → 35; Mass 5,800 → 5,250; Missile resistance 15% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Dread Aversion
Astromancerwh3_dlc24_cth_cha_astromancer_great_moon_bird17,306 → 9,0004044 → 3050 → 25360 → 350200 → 1501,800 → 3,8001,700 → 1,900Leadership 60 → 70; Mass 4,000 → 3,000; Upkeep 450 → 625; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —
Gate Masterwh3_dlc24_cth_cha_gate_master14,128 → 5,00095 → 8046 → 5050250125 → 1501,000 → 1,200650 → 600Missile block 55% → 60%; Speed 34 → 35; Charge bonus 25 → 30; Mass 600 → 1,000; Ammunition 23 → 30; Missile base damage 55 → 100; Missile AP damage 125 → 200; Upkeep 250 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Gate Masterwh3_dlc24_cth_cha_gate_master_warhorse14,536 → 5,750115 → 10046 → 4050250125 → 1501,200 → 1,600850 → 800Missile block 55% → 60%; Speed 78 → 70; Charge bonus 55 → 50; Mass 1,050 → 1,325; Ammunition 23 → 30; Missile base damage 55 → 100; Missile AP damage 125 → 200; Upkeep 300 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Expert Charge Defence
Saytang the Watcherwh3_dlc24_cth_cha_saytang_the_watcher112,620 → 16,00010042 → 4528 → 301254252,000 → 4,0002,000Leadership 90 → 100; Speed 48 → 50; Mass 6,500 → 7,000; Ammunition 30 → 45; Missile base damage 100 → 0; Missile AP damage 425 → 750; Missile resistance 15% → 25%; Spell resistance 0% → 25%
Celestial Lionwh3_dlc24_cth_mon_celestial_lion16,176 → 7,5008042 → 4536 → 35180 → 200270 → 3001,300 → 2,6001,300Charge bonus 65 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —
Great Moon Birdwh3_dlc24_cth_mon_great_moon_bird17,298 → 9,0004044 → 4550360 → 350200 → 1501,600 → 3,2001,500 → 1,600Charge bonus 46 → 50; Mass 2,000 → 1,500; Missile resistance 15% → 20%; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —
Nan-Gau Grenadierswh3_main_cth_inf_grenadiers90 → 1006,210 → 11,0004024 → 1524 → 1521 → 207 → 10500 → 1,150500 → 575Speed 33 → 40; Bonus vs infantry 0 → 5; Charge bonus 12 → 5; Melee attack interval 4.2 s → 4 s; Mass 90 → 75; Range 55 m → 70 m; Missile base damage 1 → 5; Reload time 10 s → 9 s; Upkeep 125 → 144; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —
Bhashiva, the White Tigerwh3_cp1_cth_cha_bhashiva15,248 → 6,500606550180 → 200320 → 3501,200 → 01,200Speed 52 → 55; Mass 1,100 → 1,750; Upkeep 300 → 0; New: Immune to Psychology; Removed: Woodsman
Clawspeaker (Beasts)wh3_cp1_cth_cha_clawspeaker_beasts14,548 → 5,5002042 → 4540225 → 2501001,600750 → 800Speed 44 → 45; Melee attack interval 3.8 s → 3.5 s; Mass 1,000 → 1,250; Upkeep 275 → 350; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Stalk; Removed: Woodsman
Clawspeaker (Life)wh3_cp1_cth_cha_clawspeaker_life14,548 → 5,5002042 → 4540225 → 2501001,600750 → 800Speed 44 → 45; Melee attack interval 3.8 s → 3.5 s; Mass 1,000 → 1,250; Upkeep 275 → 350; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Stalk; Removed: Woodsman
Clawspeaker (Shadows)wh3_cp1_cth_cha_clawspeaker_shadows14,548 → 5,5002042 → 4540225 → 2501001,600750 → 800Speed 44 → 45; Melee attack interval 3.8 s → 3.5 s; Mass 1,000 → 1,250; Upkeep 275 → 350; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Stalk; Removed: Woodsman
Tiger Warrior Sawaiwh3_cp1_cth_cha_sawai15,076 → 6,000405055170 → 175280 → 3002,100 → 2,000900 → 1,000Speed 44 → 45; Mass 1,100 → 1,500; Upkeep 275 → 250; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Stalk; Removed: Woodsman
Taoyan the Mercilesswh3_cp1_cth_cha_taoyan14,588 → 6,000905060160 → 150260 → 3001,200 → 1,600600 → 800Speed 34 → 35; Mass 1,100 → 1,500; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Wounded Pride; Removed: Wounds, Immune to Psychology
Iron Claw Tiger Warriorswh3_cp1_cth_inf_iron_claw_guandao808,800 → 12,000604046 → 5012 → 1538 → 401,600 → 2,4001,200Speed 44 → 45; Melee attack interval 3.8 s → 3.5 s; Mass 240 → 250; Upkeep 350 → 300; Physical resistance 0% → 20%; Removed: Woodsman
Tiger Warrior Stalkerswh3_cp1_cth_inf_stalkers_throwing_disc60 → 806,000 → 12,0001542 → 4540 → 3515251,400 → 2,0001,050 → 1,000Speed 52 → 55; Melee attack interval 3.8 s → 3.5 s; Ammunition 6 → 3; Missile base damage 12 → 20; Missile AP damage 14 → 40; Reload time 8 s → 6 s; Upkeep 275 → 250; Missile resistance 0% → 20%; Removed: Woodsman
Tiger Warriorswh3_cp1_cth_inf_tiger_warriors_dual_axe808,000 → 12,0003042 → 4534 → 354014 → 151,000 → 1,600800Speed 44 → 45; Bonus vs infantry 5 → 0; Melee attack interval 3.8 s → 3.5 s; Upkeep 225 → 200; Physical resistance 0% → 20%; Removed: Woodsman

New units in SFO

  • Celestial Defendercth_cha_gate_master1 modelHealth5,000Armour80Leadership70Speed35Melee attack50Melee defence50Weapon strength (base + AP)400Charge bonus30Missile resistance %15Multiplayer cost600
  • Terracotta Automatonscr_cth_inf_terracotta_automaton_0140 modelsHealth18,900Armour100Leadership100Speed25Melee attack30Melee defence65Weapon strength (base + AP)40Charge bonus10Missile resistance %25Magic resistance %25Multiplayer cost1,400
  • Iron Hail Gunners (Dragonbreakers)cth_dragon_breakers100 modelsHealth11,000Armour40Leadership50Speed40Melee attack15Melee defence15Weapon strength (base + AP)25Charge bonus5Missile damage (base + AP)10Range100Multiplayer cost575
  • Fire Lancers (Jade Lancers)cth_fire_lancers60 modelsHealth15,000Armour100Leadership75Speed70Melee attack35Melee defence30Weapon strength (base + AP)40Charge bonus75Fire resistance %25Multiplayer cost1,500

Skills

Wind Harmony
  • −Spell resistance: 10%
  • +Spell resistance: 20%
Desert Tigress
  • −Cooldown: -30% to "Ferocious Ambush"
  • −Replenishes 25% campaign movement range after winning a battle
  • −Wound recovery time: -1 turns
  • +Cooldown: -25% to "Ferocious Ambush"
  • +Replenishes 10% campaign movement range after winning a battle
  • +Wound recovery time: -2 turns
  • +Enables Beast-Paths Stance
Justice, Not Vengeance
  • −Leadership: +8 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • −Melee attack: +6 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • −Casualties captured post-battle: +20% (own army)
  • +Level 1: Leadership: +4 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • +Level 1: Melee attack: +4 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • +Level 1: Casualties captured post-battle: +20% (own army)
  • +Level 2: Leadership: +8 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • +Level 2: Melee attack: +8 when fighting against Ogre Kingdoms, Warriors of Chaos, Daemons of Chaos, Khorne, Tzeentch, Nurgle and Slaanesh (Lord's army)
  • +Level 2: Casualties captured post-battle: +40% (own army)
Deadly & Graceful
  • −Attribute: Causes Fear for Tiger Warrior units (Lord's army)
  • −Physical resistance: 10% for all Tiger Warrior units (Lord's army)
  • −Attribute: Causes Fear
  • −Physical resistance: 15%
  • +Level 1: Attribute: Causes Fear for Tiger Warrior units (Lord's army)
  • +Level 1: Physical resistance: 5% for all Tiger Warrior units (Lord's army)
  • +Level 1: Attribute: Causes Fear
  • +Level 1: Physical resistance: 5%
  • +Level 2: Attribute: Causes Fear for Tiger Warrior units (Lord's army)
  • +Level 2: Physical resistance: 15% for all Tiger Warrior units (Lord's army)
  • +Level 2: Attribute: Causes Fear
  • +Level 2: Physical resistance: 15%
Head of the Tiger Court
  • −Allegiance points gained: +50% for alliances with Empire, High Elves, Kislev, Bretonnia, Dwarf and Cathay factions
  • −+2 Allied Recruitment Unit capacity (Lord's army)
  • −Maximum number of active Caravans: +1
  • +Level 1: Allegiance points gained: +20% for alliances with Empire, High Elves, Kislev, Bretonnia, Dwarf and Cathay factions
  • +Level 1: +2 Allied Recruitment Unit capacity (Lord's army)
  • +Level 1: Maximum number of active Caravans: +1
  • +Level 2: Allegiance points gained: +50% for alliances with Empire, High Elves, Kislev, Bretonnia, Dwarf and Cathay factions
  • +Level 2: +5 Allied Recruitment Unit capacity (Lord's army)
  • +Level 2: Maximum number of active Caravans: +1
Stalkers of Excellence
  • −Campaign line of sight: +25%
  • −Ambush success chance: +15% (Lord's army)
  • +Campaign line of sight: +50%
  • +Ambush success chance: +10% (Lord's army)
  • +Hero self-defence: +10% chance of wounding aggressors
Stone Gaze
  • −Level 1: Weapon strength: +4% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
  • −Level 2: Armour: +6 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
  • −Level 2: Weapon strength: +8% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
  • −Level 3: Armour: +12 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
  • −Level 3: Weapon strength: +12% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
  • +Level 1: Weapon strength: +4% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion, Terracotta Automatons and Terracotta Sentinel units (Lord's army)
  • +Level 2: Armour: +6 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion, Terracotta Automatons and Terracotta Sentinel units (Lord's army)
  • +Level 2: Weapon strength: +8% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion, Terracotta Automatons and Terracotta Sentinel units (Lord's army)
  • +Level 3: Armour: +12 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion, Terracotta Automatons and Terracotta Sentinel units (Lord's army)
  • +Level 3: Weapon strength: +12% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion, Terracotta Automatons and Terracotta Sentinel units (Lord's army)
Unified Charge
  • −Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
  • −Physical resistance: 10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
  • −Speed: +10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
  • +Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Automatons, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
  • +Physical resistance: 10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Automatons, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
  • +Speed: +10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Automatons, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Inspiring Recruitment
  • −Level 1: Recruitment cost: -5% (Lord's army)
  • −Level 2: Recruitment cost: -10% (Lord's army)
  • −Level 3: Recruitment cost: -15% (Lord's army)
  • +Level 1: Recruitment cost: -5% for all units (Lord's army)
  • +Level 2: Recruitment cost: -10% for all units (Lord's army)
  • +Level 3: Recruitment cost: -15% for all units (Lord's army)
The Great Bastion
  • −Recruit rank: +2 for all units (Lord's army)
  • −Upkeep: -6% (Lord's army)
  • +Recruit rank: +1 for all units (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • +Enemy Hero action success chance: -10%
  • +Hero self-defence: +25% chance of wounding aggressors
  • +Campaign movement range: +5%
Root Out the Traitors
  • −Corruption: -3 (local province)
  • −Control: +5 (local province)
  • +Corruption: -3 (own local province)
  • +Control: +5 (own local province)
Ruthless Standards
  • −Local recruitment capacity: +1 (local province)
  • +Local recruitment capacity: +1 (own local province)
Hunter-Mystic
  • −Vigour loss reduction: -15% for all Tiger Warrior units (Hero's army)
  • −Hit points: +10%
  • +Level 1: Vigour loss reduction: -5% for all Tiger Warrior units (Hero's army)
  • +Level 1: Hit points: +3%
  • +Level 2: Vigour loss reduction: -10% for all Tiger Warrior units (Hero's army)
  • +Level 2: Hit points: +6%
  • +Level 3: Vigour loss reduction: -15% for all Tiger Warrior units (Hero's army)
  • +Level 3: Hit points: +10%
Leader of Ceremonies
  • −Corruption: -4 (local province)
  • −Growth: +8 (local province)
  • −Control: +4 (local province)
  • +Level 1: Corruption: -1 (local province)
  • +Level 1: Growth: +5 (own local province)
  • +Level 1: Control: +1 (own local province)
  • +Level 2: Corruption: -2 (local province)
  • +Level 2: Growth: +10 (own local province)
  • +Level 2: Control: +2 (own local province)
  • +Level 3: Corruption: -3 (local province)
  • +Level 3: Growth: +15 (own local province)
  • +Level 3: Control: +3 (own local province)
Unrelenting Conduit
  • −Spell resistance: 15% for all Tiger Warrior units (Hero's army)
  • −Miscast base chance: -10%
  • +Level 1: Spell resistance: 5% for all Tiger Warrior units (Hero's army)
  • +Level 1: Miscast base chance: -5%
  • +Level 2: Spell resistance: 10% for all Tiger Warrior units (Hero's army)
  • +Level 2: Miscast base chance: -10%
  • +Level 3: Spell resistance: 15% for all Tiger Warrior units (Hero's army)
  • +Level 3: Miscast base chance: -15%
Litany of the Winds
  • −Spell intensity: +5%
  • +Spell intensity: +10%
Leader of Ceremonies
  • −Growth: +8 (local province)
  • −Control: +4 (local province)
  • +Growth: +8 (own local province)
  • +Control: +4 (own local province)
Leader of Ceremonies
  • −Growth: +8 (local province)
  • −Control: +4 (local province)
  • +Growth: +8 (own local province)
  • +Control: +4 (own local province)
Predatory Instincts
  • +Enables Beast-Paths Stance
Fight Fire with Fire
  • −Fire resistance: 25%
  • +Fire resistance: 20%
Traditions of Finesse
  • −Melee defence: +6 for Iron Claw Tiger Warrior units (Lord's army)
  • −Missile resistance: 15% for Iron Claw Tiger Warrior units (Lord's army)
  • −Missile resistance: 25%
  • +Melee defence: +5 for Iron Claw Tiger Warrior units (Lord's army)
  • +Missile resistance: 10% for Iron Claw Tiger Warrior units (Lord's army)
  • +Missile resistance: 10%
Traditions of Fortitude
  • +Bonus vs Large: +5 for Tiger Warrior Sawai Lords and Iron Claw Tiger Warrior units (Lord's army)
  • +Melee attack: +4 for Tiger Warrior Sawai Lords and Iron Claw Tiger Warrior units (Lord's army)
  • +Weapon strength: +10% for Tiger Warrior Sawai Lords and Iron Claw Tiger Warrior units (Lord's army)
Order Before War
  • −Corruption: -3 (local province)
  • −Enemy Hero action success chance: -25%
  • −Campaign movement range: +8%
  • −Control: +4 (local province)
  • +Corruption: -2 (own local province)
  • +Enemy Hero action success chance: -10%
  • +Campaign movement range: +5%
  • +Control: +4 (own local province)
Wheelwright
  • −Level 1: Cost of Caravan Shortcut event: -30%
  • +Level 1: Cost of Caravan Shortcut event: -25%
Smuggler's Space
  • −Level 2: Maximum Caravan cargo capacity: +30%
  • +Level 2: Maximum Caravan cargo capacity: +40%
Local Guides
  • −Level 2: Cost of Caravan Shortcut event: -15%
  • −Level 3: Cost of Caravan Shortcut event: -25%
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 2: Cost of Caravan Shortcut event: -20%
  • +Level 3: Unit experience gain per turn: +150 (Lord's army)
  • +Level 3: Cost of Caravan Shortcut event: -30%
Way-Finders
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 3: Unit experience gain per turn: +150 (Lord's army)
Hidden Stores
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 3: Unit experience gain per turn: +150 (Lord's army)
Better Scales
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 3: Unit experience gain per turn: +150 (Lord's army)
Cargo Capacity
  • −Level 1: Maximum Caravan cargo capacity: +15%
  • −Level 3: Maximum Caravan cargo capacity: +25%
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 1: Maximum Caravan cargo capacity: +10%
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 3: Unit experience gain per turn: +150 (Lord's army)
  • +Level 3: Maximum Caravan cargo capacity: +30%
Leader of Men
  • −Leadership aura size: +33%
  • +Leadership aura size: +25%
Bulwark of Wei-Jin
  • −Armour: +30
  • −Missile block chance: +35%
  • +Armour: +20
  • +Missile block chance: +20%
Hammer of Wei-Jin
  • −Melee attack: +10
  • −Weapon strength: +60%
  • +Melee attack: +5
  • +Weapon strength: +25%
Comet of Wei-Jin
  • −Speed: +30%
  • −Charge bonus: +25% (Lord's army)
  • +Speed: +20%
  • +Charge bonus: +20% (Lord's army)
The Jade Standard
  • −Melee defence: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Hero's army)
  • −Upkeep: -10% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes) and Iron Claw Tiger Warriors units (Hero's army)
  • +Melee defence: +2 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Hero's army)
  • +Upkeep: -4% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes) and Iron Claw Tiger Warriors units (Hero's army)
Sentry of Mettle
  • −Reload time reduction: +10% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows and Tiger Warrior Stalkers units (Hero's army)
  • −Missile strength: +10% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Hero's army)
  • −Upkeep: -5% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows and Tiger Warrior Stalkers units (Hero's army)
  • +Reload time reduction: +5% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows and Tiger Warrior Stalkers units (Hero's army)
  • +Missile strength: +5% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Hero's army)
  • +Upkeep: -4% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows and Tiger Warrior Stalkers units (Hero's army)
Guerrilla Guard
  • −Assault Garrison action: Additional 15% casualties inflicted
  • +Assault Garrison action: Additional 10% casualties inflicted
Silent Guardian
  • −Upkeep: -15% for Terracotta Sentinel, Jade Lion and Jet Lion units (all units in army)
  • +Upkeep: -15% for Terracotta Sentinel, Terracotta Automatons, Jade Lion and Jet Lion units (all units in army)
Watching the Watcher
  • −Attribute: Expert Charge Defence for Terracotta Sentinel units (Hero's army)
  • +Attribute: Expert Charge Defence for Terracotta Sentinel and Terracotta Automatons units (Hero's army)
Master of the Stone Legions
  • −Level 1: Melee defence: +3 for Terracotta Sentinel units (Hero's army)
  • −Level 2: Melee defence: +6 for Terracotta Sentinel units (Hero's army)
  • −Level 3: Melee defence: +8 for Terracotta Sentinel units (Hero's army)
  • +Level 1: Melee defence: +3 for Terracotta Sentinel and Terracotta Automatons units (Hero's army)
  • +Level 2: Melee defence: +6 for Terracotta Sentinel and Terracotta Automatons units (Hero's army)
  • +Level 3: Melee defence: +8 for Terracotta Sentinel and Terracotta Automatons units (Hero's army)
Armies of the Celestial Court
  • −Ability number of uses: +2 for Wu Xing War Compass bound spells (all armies)
  • −Enables "Flammable" attacks for Great Moon Bird units, reducing fire resistance (all armies)
  • −Bonus vs Infantry: +10 for Onyx Crowmen, Celestial Lion, Great Moon Bird, Jade Lion and Jet Lion units (all armies)
  • +Ability number of uses: +2 for Wu Xing War Compass bound spells (own armies factionwide)
  • +Attribute: Mastery of the Elemental Winds for Jade Lions (own armies factionwide)
  • +Bonus vs Infantry: +5 for Onyx Crowmen, Celestial Lion, Great Moon Bird, Jade Lion and Jet Lion units (own armies factionwide)
  • +Spell resistance: 25% for Jet Lions (own armies factionwide)
  • +Enables "Flammable" attacks for Great Moon Bird units, reducing fire resistance (removed)
Lord of Wei-Jin
  • −Melee attack: +3 for Jade Warriors, Jade Warriors (Halberds), Jade Warrior Crossbows, Jade Warrior Crossbows (Shields) and Jade Lancers units (all armies)
  • −Melee defence: +3 for Jade Warriors, Jade Warriors (Halberds), Jade Warrior Crossbows, Jade Warrior Crossbows (Shields) and Jade Lancers units (all armies)
  • −Diplomatic relations: +15 with Grand Cathay
  • +Melee attack: +2 for Jade Warriors, Jade Warriors (Halberds), Jade Warrior Crossbows, Jade Warrior Crossbows (Shields) and Jade Lancers units (own armies factionwide)
  • +Melee defence: +2 for Jade Warriors, Jade Warriors (Halberds), Jade Warrior Crossbows, Jade Warrior Crossbows (Shields) and Jade Lancers units (own armies factionwide)
  • +Diplomatic relations: +10 with Grand Cathay
Celestial Administration
  • −Cooldown: -20% to all spells (Lord's army)
  • −Lord recruit rank: +5 for Dragon-blooded Shugengan (factionwide)
  • −Hero recruit rank: +5 for Astromancers (factionwide)
  • +Cooldown: -10% to all spells (Lord's army)
  • +Lord recruit rank: +4 for Dragon-blooded Shugengan (factionwide)
  • +Hero recruit rank: +4 for Astromancers (factionwide)
Bureaucrat of the Highest Order
  • −Construction time: -33% for all buildings (local region)
  • −Construction cost: -10% for all buildings (factionwide)
  • −Control: +5 (local province)
  • +Level 1: Construction time: -20% for all buildings (local region)
  • +Level 1: Construction cost: -5% for all buildings (all regions factionwide)
  • +Level 1: Control: +2 (own local province)
  • +Level 2: Construction time: -40% for all buildings (local region)
  • +Level 2: Construction cost: -10% for all buildings (all regions factionwide)
  • +Level 2: Control: +4 (own local province)
Mask of Jade
  • −Diplomatic relations: +25 with Humans and High Elves
  • −Leadership aura size: +100% (when in human form)
  • −Character's aura leadership effect: +10 (when in human form)
  • +Level 1: Diplomatic relations: +15 with Humans and High Elves
  • +Level 1: Leadership aura size: +50% (when in human form)
  • +Level 1: Character's aura leadership effect: +5 (when in human form)
  • +Level 2: Diplomatic relations: +30 with Humans and High Elves
  • +Level 2: Leadership aura size: +100% (when in human form)
  • +Level 2: Character's aura leadership effect: +10 (when in human form)
Heart of Order
  • −Campaign movement range: +30% (when in own territory)
  • −Casualty replenishment rate: +5% (when in own territory)
  • −Upkeep: -30% (when in own territory)
  • +Level 1: Campaign movement range: +15% (when in own territory)
  • +Level 1: Casualty replenishment rate: +2% (when in own territory)
  • +Level 1: Upkeep: -10% (when in own territory)
  • +Level 2: Campaign movement range: +30% (when in own territory)
  • +Level 2: Casualty replenishment rate: +4% (when in own territory)
  • +Level 2: Upkeep: -20% (when in own territory)
Celestial Court Overseer
  • −Hero action success chance: +15% for Astromancers (all characters)
  • −Hero capacity: +2 for Astromancers
  • −Spell resistance: 30% (Lord's army)
  • +Level 1: Hero action success chance: +5% for Astromancers (all characters factionwide)
  • +Level 1: Hero capacity: +1 for Astromancers
  • +Level 1: Spell resistance: 10% (Lord's army)
  • +Level 2: Hero action success chance: +10% for Astromancers (all characters factionwide)
  • +Level 2: Hero capacity: +2 for Astromancers
  • +Level 2: Spell resistance: 20% (Lord's army)
Closest to the Heavens
  • +Hero action success chance: +10% (own characters in province)
  • +Enemy Hero action success chance: -10% (own characters in province)
Dragon-Blooded Strength
  • −Charge bonus: +20
  • −Melee attack: +6
  • −Weapon strength: +25%
  • +Charge bonus: +10
  • +Melee attack: +5
  • +Weapon strength: +10%
Empowered Sorcerer
  • −Barrier hit points: +600
  • +Barrier hit points: +1000
Dragon-Blooded Defence
  • −Armour: +20
  • −Melee defence: +6
  • −Speed: +15%
  • +Armour: +10
  • +Melee defence: +5
  • +Speed: +10%
Empowered Sorcerer
  • −Barrier hit points: +600
  • +Barrier hit points: +1000
Enlisted Bodyguards
  • −Enemy Hero action success chance: -15%
  • −Hero self-defence: +15% chance of wounding aggressors
  • +Enemy Hero action success chance: -10%
  • +Hero self-defence: +10% chance of wounding aggressors
Promoted On Merit
  • −Upkeep: -25% for embedded Heroes (Lord's army)
  • +Upkeep: -10% for embedded Heroes (Lord's army)
Supply Line Operations
  • −Upkeep: -15% (Lord's army)
  • −Attrition: -20% casualties suffered from all attrition (Lord's army)
  • −Ammunition: +20% (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Ammunition: +10% (Lord's army)
Skirmishing Stratagem
  • −Speed: +15% (Lord's army)
  • +Speed: +10% (Lord's army)
Armoured Gondola
  • −Missile block chance: +55% (when mounted on Sky-Lantern)
  • +Missile block chance: +50% (when mounted on Sky-Lantern)
Aura of Majesty
  • +Recruitment cost: -10% for all units (own armies in province)
Harmonious
  • −Corruption: -1 (local province)
  • −Diplomatic relations: +40 with Grand Cathay
  • −Control: +2 (local province)
  • +Level 1: Corruption: -2 (local province)
  • +Level 1: Diplomatic relations: +25 with Grand Cathay
  • +Level 1: Control: +2 (own local province)
  • +Level 2: Corruption: -4 (local province)
  • +Level 2: Diplomatic relations: +50 with Grand Cathay
  • +Level 2: Control: +4 (own local province)
Reinforced Bastion
  • −Construction cost: -40% for Great Bastion buildings
  • +Level 1: Construction cost: -25% for Great Bastion buildings (all provinces)
  • +Level 2: Construction cost: -50% for Great Bastion buildings (all provinces)
Master of Storms
  • −Winds of Magic cost: -2 for "Earth Blood Upgraded"
  • −Winds of Magic cost: -2 for "Flesh to Stone Upgraded"
  • −Winds of Magic cost: -2 for "Regrowth Upgraded"
  • −Cooldown: -25% to Lore of Life spells
  • +Level 1: Winds of Magic cost: -2 for "Earth Blood Upgraded"
  • +Level 1: Winds of Magic cost: -2 for "Flesh to Stone Upgraded"
  • +Level 1: Winds of Magic cost: -2 for "Regrowth Upgraded"
  • +Level 1: Cooldown: -25% to Lore of Life spells
  • +Level 2: Winds of Magic cost: -4 for "Earth Blood Upgraded"
  • +Level 2: Winds of Magic cost: -4 for "Flesh to Stone Upgraded"
  • +Level 2: Winds of Magic cost: -4 for "Regrowth Upgraded"
  • +Level 2: Cooldown: -50% to Lore of Life spells
Opposer of Chaos
  • −Ward save: +4% when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos (Lord's army)
  • +Ward save: +5% when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos (Lord's army)
Imposing Range
  • −Range: +10% for Missile units (Lord's army)
  • +Range: +20% for Missile units (Lord's army)
Eye of the Storm
  • +Weapon strength: +25% for Lords and embedded Heroes (own armies in province)
Master of Metal
  • +Melee attack and Melee defence: +5 for All Ogre Kingdoms units (including mercenaries) (Lord's army)
Lord of Shang-Yang
  • −Passive ability: "Guardian" for All Ogre Kingdoms units (including mercenaries) (all armies)
  • −Upkeep: -25% for All Ogre Kingdoms units (including mercenaries) (Lord's army)
  • −Weapon Strength and Missile Strength: +20% for All Ogre Kingdoms units (including mercenaries) (all armies)
  • −Diplomatic relations: +20 with Grand Cathay
  • −Diplomatic relations: +40 with Ogre Kingdoms
  • +Level 1: Upkeep: -5% for All Ogre Kingdoms units (including mercenaries) (Lord's army)
  • +Level 1: Diplomatic relations: +10 with Grand Cathay
  • +Level 1: Diplomatic relations: +20 with Ogre Kingdoms
  • +Level 1: Passive ability: "Guardian" for All Ogre Kingdoms units (including mercenaries) (own armies factionwide)
  • +Level 1: Weapon Strength and Missile Strength: +10% for All Ogre Kingdoms units (including mercenaries) (own armies factionwide)
  • +Level 2: Upkeep: -10% for All Ogre Kingdoms units (including mercenaries) (Lord's army)
  • +Level 2: Diplomatic relations: +20 with Grand Cathay
  • +Level 2: Diplomatic relations: +40 with Ogre Kingdoms
  • +Level 2: Passive ability: "Guardian" for All Ogre Kingdoms units (including mercenaries) (own armies factionwide)
  • +Level 2: Weapon Strength and Missile Strength: +20% for All Ogre Kingdoms units (including mercenaries) (own armies factionwide)
Strange Alchemy
  • −Hero capacity: +1 for Alchemists
  • −Hero recruit rank: +2 for Alchemists (factionwide)
  • −Construction cost: -15% for all buildings (local province)
  • +Level 1: Hero capacity: +1 for Alchemists
  • +Level 1: Hero recruit rank: +1 for Alchemists (factionwide)
  • +Level 1: Construction cost: -10% for all buildings (local province)
  • +Level 2: Hero capacity: +2 for Alchemists
  • +Level 2: Hero recruit rank: +2 for Alchemists (factionwide)
  • +Level 2: Construction cost: -20% for all buildings (local province)
Iron Scale
  • −Passive ability: "Regeneration"
  • −Armour-piercing weapon damage: +30
  • −Armour-piercing weapon damage: +5% (Lord's army)
  • +Level 1: Passive ability: "Regeneration"
  • +Level 1: Armour-piercing weapon damage: +25
  • +Level 1: Armour-piercing weapon damage: +5% (Lord's army)
  • +Level 2: Passive ability: "Regeneration"
  • +Level 2: Armour-piercing weapon damage: +75
  • +Level 2: Armour-piercing weapon damage: +10% (Lord's army)
Warhorsenew
  • +Mount: Warhorse
Jade Longmanew
  • +Mount: Jade Longma
Master of Lightnew
  • +Ability: "Restore"
  • +Melee attack: +2 for Yang units (Hero's army)
Teachernew
  • +Level 1: Experience gain: +3% for units (Hero's army)
  • +Level 2: Experience gain: +6% for units (Hero's army)
  • +Level 3: Experience gain: +10% for units (Hero's army)
Always Trainingnew
  • +Level 1: Weapon strength: +1% when attacking (Hero's army)
  • +Level 2: Weapon strength: +3% when attacking (Hero's army)
  • +Level 3: Weapon strength: +5% when attacking (Hero's army)
True Strikenew
  • +Level 1: Armour-piercing weapon damage: +20
  • +Level 2: Armour-piercing weapon damage: +40
  • +Level 3: Armour-piercing weapon damage: +60
Pain and Balancenew
  • +Passive ability: "Fear the Bastion Defenders"
  • +Unit counts as both a Yin and Yang unit for activating Battle Harmony
Master of Darknessnew
  • +Ability: "Restore"
  • +Melee defence: +2 for Yin units (Hero's army)
Shadow Dancingnew
  • +Level 1: Missile resistance: 1% (Hero's army)
  • +Level 2: Missile resistance: 3% (Hero's army)
  • +Level 3: Missile resistance: 5% (Hero's army)
Preparednew
  • +Level 1: Defensive supplies: +100 (local province)
  • +Level 2: Defensive supplies: +200 (local province)
  • +Level 3: Defensive supplies: +400 (local province)
Break Upon a Stonenew
  • +Level 1: Melee defence: +1
  • +Level 1: Physical resistance: 1%
  • +Level 2: Melee defence: +3
  • +Level 2: Physical resistance: 3%
  • +Level 3: Melee defence: +5
  • +Level 3: Physical resistance: 5%
Eyes Wide Opennew
  • +Passive ability: "Bulwark of the Bastion"
  • +Unit counts as both a Yin and Yang unit for activating Battle Harmony
Art of Economynew
  • +Level 1: Upkeep: -2% (Lord's army)
  • +Level 1: Recruitment cost: -3% for all units (Lord's army)
  • +Level 2: Upkeep: -4% (Lord's army)
  • +Level 2: Recruitment cost: -7% for all units (Lord's army)
  • +Level 3: Upkeep: -8% (Lord's army)
  • +Level 3: Recruitment cost: -15% for all units (Lord's army)
Art of Defencenew
  • +Level 1: Melee defence: +2 when defending (Lord's army)
  • +Level 2: Melee defence: +4 when defending (Lord's army)
  • +Level 3: Melee defence: +8 when defending (Lord's army)

Buildings

  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Research rate: +10
  • −Lord recruit rank: +1 (factionwide)
  • +Winds of Magic power reserve capacity: +25 (own armies factionwide)
  • +Research rate: +25
  • +Character experience gain per turn: +250 (all characters factionwide)
City of BronzeGrand Cathay
  • −Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1)
  • −Vampiric corruption: +1 (Vampire Coast and Vampire Counts only)
  • −Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
  • +Local Recruitment duration: -1 turn for all units (minimum 1) (local province)
  • +Recruitment cost: -10% for all units (own armies in province)
  • −Income generated: 200
  • −Income from trade tariffs: +5%
  • +Income generated: 250
  • +Income from trade tariffs: +10%
The Emerald PoolsGrand Cathay
  • −Casualty replenishment rate: +5% (all armies)
  • +Casualty replenishment rate: +5% (own armies factionwide)
  • −Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide)
  • −Growth: +20
  • +Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (own armies factionwide)
  • +Growth: +25
Tiger Warrior DenGrand Cathay
  • −Unit experience gain: +4% (armies in region)
  • +Unit experience gain: +5% (armies in province)
Clawspeaker ShrineGrand Cathay
  • −Unit experience gain: +8% (armies in region)
  • +Unit experience gain: +10% (armies in province)
Iron Claw BarracksGrand Cathay
  • −Unit experience gain: +12% (armies in region)
  • +Unit experience gain: +20% (armies in province)
  • +Unit capacity: +8 Iron Claw Tiger Warriors
  • +Income from trade: +5% for every ally
  • +Income from all buildings: +10% (all regions in province)
House of SecretsGrand Cathay
  • −Hero recruit rank: +2 for Alchemists (factionwide)
Terracotta RoadGrand Cathay
  • −Recruit rank: +2 for Terracotta Sentinel units (factionwide)
  • −Defensive supplies: +200 (factionwide)
  • −Defensive supplies: +50 per turn when under siege (factionwide)
  • −Upkeep: -10% for Terracotta Sentinel units (factionwide)
  • +Recruit rank: +2 for Terracotta Sentinel units (own armies factionwide)
  • +Defensive supplies: +200 (all regions factionwide)
  • +Defensive supplies: +100 per turn when under siege (all regions factionwide)
  • +Upkeep: -8% for Terracotta Sentinel and Terracotta Automatons units (own armies factionwide)
  • −Recruitment cost: -15% for all Tiger Warrior units (factionwide)
  • +Recruitment cost: -10% for all Tiger Warrior units (own armies factionwide)
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +10% (all regions in province)
Cathayan OutpostGrand Cathay
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
Cathayan DistrictGrand Cathay
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
Cathayan ColonyGrand Cathay
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
Alchemist TowerGrand Cathay
  • −Unlocks Hero recruitment: Alchemist
  • −Campaign line of sight: +50%
  • −While "Fortress City" is active: Campaign line of sight: +25% (all armies)
  • −Local recruitment capacity: +1
  • +Unlocks Hero recruitment: Alchemist (local province)
  • +Campaign line of sight: +20% (local province)
  • +Local recruitment capacity: +1 (local province)
  • +Growth: -10
  • +Unit experience gain per turn: +30 (own armies in province)
  • +While "Fortress City" is active: Campaign line of sight: +20% (all armies)
Mooring TowerGrand Cathay
  • −Unlocks Hero recruitment: Alchemist
  • −Campaign line of sight: +75%
  • −While "Fortress City" is active: Campaign line of sight: +50% (all armies)
  • −Local recruitment capacity: +2
  • +Unlocks Hero recruitment: Alchemist (local province)
  • +Campaign line of sight: +40% (local province)
  • +Local recruitment capacity: +2 (local province)
  • +Growth: -10
  • +Unit experience gain per turn: +50 (own armies in province)
  • +While "Fortress City" is active: Campaign line of sight: +40% (all armies)
  • +Unit capacity: +4 Sky Junk
Bastion GaolGrand Cathay
  • −Recruit rank: +1 for all units
  • −Recruitment cost: -20% (armies in region)
  • −While "Fortress City" is active: Spell resistance: 2% (all armies)
  • +Recruit rank: +1 for all units (own armies in province)
  • +Recruitment cost: -10% for all units
  • +While "Fortress City" is active: Spell resistance: 5% (own armies factionwide)
Bastion HospiceGrand Cathay
  • −Recruit rank: +2 for all units
  • −Recruitment cost: -30% (armies in region)
  • −While "Fortress City" is active: Spell resistance: 4% (all armies)
  • +Recruit rank: +2 for all units (own armies in province)
  • +Recruitment cost: -20% for all units
  • +While "Fortress City" is active: Spell resistance: 5% (own armies factionwide)
Bastion ShrineGrand Cathay
  • −Recruit rank: +3 for all units
  • −Recruitment cost: -40% (armies in region)
  • −While "Fortress City" is active: Spell resistance: 6% (all armies)
  • +Recruit rank: +3 for all units (own armies in province)
  • +Recruitment cost: -30% for all units
  • +While "Fortress City" is active: Spell resistance: 5% (own armies factionwide)
Bastion TempleGrand Cathay
  • −Recruit rank: +4 for all units
  • −Recruitment cost: -50% (armies in region)
  • −While "Fortress City" is active: Spell resistance: 8% (all armies)
  • +Recruit rank: +4 for all units (own armies in province)
  • +Recruitment cost: -40% for all units
  • +While "Fortress City" is active: Spell resistance: 5% (own armies factionwide)
Bastion PagodaGrand Cathay
  • −Recruit rank: +5 for all units
  • −Recruitment cost: -65% (armies in region)
  • −While "Fortress City" is active: Spell resistance: 10% (all armies)
  • +Recruit rank: +5 for all units (own armies in province)
  • +Recruitment cost: -50% for all units
  • +While "Fortress City" is active: Spell resistance: 5% (own armies factionwide)
Bastion Watch MastGrand Cathay
  • −Campaign line of sight: +40%
  • −Upkeep: -25% (armies in region)
  • −While "Fortress City" is active: Upkeep: -1% (all armies)
  • +Campaign line of sight: +20% (own characters in region)
  • +Upkeep: -10% (own armies in region)
  • +While "Fortress City" is active: Upkeep: -1% (own armies factionwide)
Bastion BarracksGrand Cathay
  • −Campaign line of sight: +50%
  • −Upkeep: -35% (armies in region)
  • −While "Fortress City" is active: Upkeep: -2% (all armies)
  • +Campaign line of sight: +40% (own characters in region)
  • +Upkeep: -20% (own armies in region)
  • +While "Fortress City" is active: Upkeep: -1% (own armies factionwide)
Bastion QuartersGrand Cathay
  • −Campaign line of sight: +60%
  • −Upkeep: -45% (armies in region)
  • −While "Fortress City" is active: Upkeep: -2% (all armies)
  • +Campaign line of sight: +60% (own characters in region)
  • +Upkeep: -30% (own armies in region)
  • +While "Fortress City" is active: Upkeep: -1% (own armies factionwide)
Bastion OverlookGrand Cathay
  • −Campaign line of sight: +70%
  • −Upkeep: -55% (armies in region)
  • −While "Fortress City" is active: Upkeep: -3% (all armies)
  • +Campaign line of sight: +80% (own characters in region)
  • +Upkeep: -40% (own armies in region)
  • +While "Fortress City" is active: Upkeep: -1% (own armies factionwide)
  • −Campaign line of sight: +100%
  • −Upkeep: -65% (armies in region)
  • −While "Fortress City" is active: Upkeep: -3% (all armies)
  • +Campaign line of sight: +100% (own characters in region)
  • +Upkeep: -50% (own armies in region)
  • +While "Fortress City" is active: Upkeep: -1% (own armies factionwide)
  • −While "Fortress City" is active: Base weapon damage: +1 (all armies)
  • −Defensive supplies: +500
  • −Defensive supplies: +250 per turn when under siege
  • −Ammunition: +20% during siege defence battles (armies in region)
  • +Defensive supplies: +400
  • +Defensive supplies: +100 per turn when under siege
  • +Ammunition: +20% when under siege
  • +While "Fortress City" is active: Base weapon damage: +2 (own armies factionwide)
Bastion MillGrand Cathay
  • −While "Fortress City" is active: Base weapon damage: +1 (all armies)
  • −Defensive supplies: +750
  • −Defensive supplies: +500 per turn when under siege
  • −Ammunition: +35% during siege defence battles (armies in region)
  • +Defensive supplies: +800
  • +Defensive supplies: +200 per turn when under siege
  • +Ammunition: +40% when under siege
  • +While "Fortress City" is active: Base weapon damage: +2 (own armies factionwide)
Bastion SiegeworksGrand Cathay
  • −While "Fortress City" is active: Base weapon damage: +2 (all armies)
  • −Defensive supplies: +1000
  • −Defensive supplies: +650 per turn when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • +Defensive supplies: +1200
  • +Defensive supplies: +300 per turn when under siege
  • +Ammunition: +60% when under siege
  • +While "Fortress City" is active: Base weapon damage: +2 (own armies factionwide)
Bastion FoundryGrand Cathay
  • −While "Fortress City" is active: Base weapon damage: +2 (all armies)
  • −Defensive supplies: +1250
  • −Defensive supplies: +650 per turn when under siege
  • −Ammunition: +75% during siege defence battles (armies in region)
  • +Defensive supplies: +1600
  • +Defensive supplies: +400 per turn when under siege
  • +Ammunition: +80% when under siege
  • +While "Fortress City" is active: Base weapon damage: +2 (own armies factionwide)
Bastion ArsenalGrand Cathay
  • −Defensive supplies: +1500
  • −Defensive supplies: +650 per turn when under siege
  • −Ammunition: +100% during siege defence battles (armies in region)
  • −While "Fortress City" is active: Armour-piercing weapon damage: +2 (all armies)
  • +Defensive supplies: +2000
  • +Defensive supplies: +500 per turn when under siege
  • +Ammunition: +100% when under siege
  • +While "Fortress City" is active: Base weapon damage: +2 (own armies factionwide)
  • −While "Fortress City" is active: Barrier hit points: +100 for all units when defending settlements (all armies)
  • −Casualty replenishment rate: +4% (armies in region)
  • −Growth: +20
  • +Leadership: +2 when under siege (own armies in region)
  • +Casualty replenishment rate: +2%
  • +Growth: +25
  • +While "Fortress City" is active: Barrier hit points: +100 for all units when defending settlements (own armies factionwide)
Bastion Mess HallGrand Cathay
  • −While "Fortress City" is active: Barrier hit points: +200 for all units when defending settlements (all armies)
  • −Casualty replenishment rate: +5% (armies in region)
  • −Growth: +30
  • +Leadership: +4 when under siege (own armies in region)
  • +Casualty replenishment rate: +4%
  • +Growth: +50
  • +While "Fortress City" is active: Barrier hit points: +200 for all units when defending settlements (own armies factionwide)
Bastion Feast HallGrand Cathay
  • −While "Fortress City" is active: Barrier hit points: +300 for all units when defending settlements (all armies)
  • −Casualty replenishment rate: +6% (armies in region)
  • −Growth: +40
  • +Leadership: +6 when under siege (own armies in region)
  • +Casualty replenishment rate: +6%
  • +Growth: +75
  • +While "Fortress City" is active: Barrier hit points: +300 for all units when defending settlements (own armies factionwide)
Bastion ParlourGrand Cathay
  • −While "Fortress City" is active: Barrier hit points: +400 for all units when defending settlements (all armies)
  • −Casualty replenishment rate: +8% (armies in region)
  • −Growth: +50
  • +Leadership: +8 when under siege (own armies in region)
  • +Casualty replenishment rate: +8%
  • +Growth: +100
  • +While "Fortress City" is active: Barrier hit points: +400 for all units when defending settlements (own armies factionwide)
  • −While "Fortress City" is active: Barrier hit points: +500 for all units when defending settlements (all armies)
  • −Casualty replenishment rate: +10% (armies in region)
  • +Leadership: +10 when under siege (own armies in region)
  • +Casualty replenishment rate: +10%
  • +While "Fortress City" is active: Barrier hit points: +500 for all units when defending settlements (own armies factionwide)
Ruined BastionGrand Cathay
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Bastion GatehouseGrand Cathay
  • −Defensive supplies: +1000
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Income generated: 100
  • −Attrition: -30% when under siege
  • −While "Fortress City" is active: Melee defence: +1 (all armies)
  • −Growth: +20
  • +Defensive supplies: +600
  • +Attrition: -90% when under siege
  • +Growth: +50
  • +Enemy Hero action success chance: -5% (enemy characters in region)
  • +Adds walls to the settlement
  • +Income generated: 50
  • +While "Fortress City" is active: Melee defence: +1 (own armies factionwide)
Bastion TowerGrand Cathay
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Income generated: 150
  • −Attrition: -30% when under siege
  • −While "Fortress City" is active: Melee defence: +1 (all armies)
  • −Growth: +30
  • +Attrition: -90% when under siege
  • +Growth: +50
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Adds walls to the settlement
  • +Income generated: 100
  • +While "Fortress City" is active: Melee defence: +1 (own armies factionwide)
Bastion CitadelGrand Cathay
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Income generated: 200
  • −Attrition: -40% when under siege
  • −While "Fortress City" is active: Melee defence: +1 (all armies)
  • −Growth: +40
  • +Unlocks Hero recruitment: Gate Master
  • +Hero capacity: +1 for Gate Masters
  • +Attrition: -90% when under siege
  • +Growth: +50
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Army ability: "Field Triage" (own armies in region)
  • +Adds walls to the settlement
  • +Income generated: 150
  • +While "Fortress City" is active: Melee defence: +1 (own armies factionwide)
  • +Hidden armies will be visible (any armies in region)
  • +Improved tower projectiles: Bullets
  • +Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  • +Unit capacity: +2 Terracotta Automatons
  • Units: 2 → 3
Bastion StrongholdGrand Cathay
  • −Defensive supplies: +2200
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Income generated: 250
  • −Attrition: -40% when under siege
  • −While "Fortress City" is active: Melee defence: +1 (all armies)
  • +Unlocks Hero recruitment: Gate Master
  • +Hero capacity: +1 for Gate Masters
  • +Defensive supplies: +2400
  • +Attrition: -90% when under siege
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Army ability: "Field Triage" (own armies in region)
  • +Adds walls to the settlement
  • +Income generated: 200
  • +While "Fortress City" is active: Melee defence: +1 (own armies factionwide)
  • +Hidden armies will be visible (any armies in region)
  • +Improved tower projectiles: Cannon Balls
  • +Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  • +Unit capacity: +1 Terracotta Sentinel
  • +Unit capacity: +4 Terracotta Automatons
  • Units: 3 → 4
Bastion FortressGrand Cathay
  • −Defensive supplies: +2500
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Diplomatic relations: +2 with Grand Cathay
  • −Income generated: 300
  • −Attrition: -50% when under siege
  • −While "Fortress City" is active: Melee defence: +1 (all armies)
  • −Growth: +50
  • +Unlocks Hero recruitment: Gate Master
  • +Hero recruit rank: +2 for Gate Masters (factionwide)
  • +Hero capacity: +1 for Gate Masters
  • +Growth: +10 (all adjacent provinces)
  • +Defensive supplies: +3000
  • +Attrition: -90% when under siege
  • +Enemy Hero action success chance: -25% (enemy characters in region)
  • +Army ability: "Field Triage" (own armies in region)
  • +Adds walls to the settlement
  • +Income generated: 250
  • +While "Fortress City" is active: Melee defence: +1 (own armies factionwide)
  • +Hidden armies will be visible (any armies in region)
  • +Improved tower projectiles: Fire Rain Rockets
  • +Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
  • +Unit capacity: +2 Terracotta Sentinel
  • +Unit capacity: +6 Terracotta Automatons
  • Units: 3 → 4
CorralGrand Cathay
  • −While "Fortress City" is active: Recruit rank: +1 for all units
  • +Unit experience gain per turn: +10 (own armies in province)
  • +Growth: -10
  • +Vigour loss reduction: -4% when under siege (own armies in province)
  • +While "Fortress City" is active: Recruit rank: +1 for all units (own armies in province)
Jade StablesGrand Cathay
  • −While "Fortress City" is active: Recruit rank: +2 for all units
  • +Unit experience gain per turn: +30 (own armies in province)
  • +Growth: -10
  • +Vigour loss reduction: -8% when under siege (own armies in province)
  • +While "Fortress City" is active: Recruit rank: +2 for all units (own armies in province)
Longma PaddocksGrand Cathay
  • −While "Fortress City" is active: Recruit rank: +3 for all units
  • +Unit experience gain per turn: +40 (own armies in province)
  • +Growth: -10
  • +Vigour loss reduction: -12% when under siege (own armies in province)
  • +While "Fortress City" is active: Recruit rank: +3 for all units (own armies in province)
  • +Unit capacity: +4 Longma Riders
Celestial BarracksGrand Cathay
  • −While "Fortress City" is active: Units locally recruited in this province gain a permanent +10 Armour bonus
  • −Recruit rank: +2 for all units
  • +Ward save: 4% when under siege (own armies in province)
  • +Growth: -10
  • +Unit experience gain per turn: +40 (own armies in province)
  • +While "Fortress City" is active: Units locally recruited in this province gain a permanent +10 Armour bonus (local province)
  • +Unit capacity: +4 Celestial Dragon Guard
  • Units: 1 → 2
Celestial ArmouryGrand Cathay
  • −While "Fortress City" is active: Units locally recruited in this province gain a permanent +20 Armour bonus
  • −Recruit rank: +4 for all units
  • +Ward save: 8% when under siege (own armies in province)
  • +Growth: -10
  • +Unit experience gain per turn: +50 (own armies in province)
  • +While "Fortress City" is active: Units locally recruited in this province gain a permanent +20 Armour bonus (local province)
  • +Unit capacity: +8 Celestial Dragon Guard
  • +Range: +25% for Celestial Dragon Crossbows (own armies in province)
RampartsGrand Cathay
  • −While "Fortress City" is active: Defensive supplies: +1000 (local province)
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Defensive supplies: +400
  • +Army ability: "Field Triage" (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +600 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
  • −While "Fortress City" is active: Defensive supplies: +1500 (local province)
  • −Defensive supplies: +50 per turn when under siege
  • +Control: +2 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Defensive supplies: +600
  • +Army ability: "Field Triage" (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +1200 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
  • −While "Fortress City" is active: Defensive supplies: +2000 (local province)
  • −Defensive supplies: +100 per turn when under siege
  • +Control: +3 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Defensive supplies: +800
  • +Army ability: "Field Triage" (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +1800 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Archer PlatformsGrand Cathay
  • −While "Fortress City" is active: Defensive supplies: +1000 (local province)
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Defensive supplies: +400
  • +Army ability: "Call to Arms" summon 2 units of Peasant Archers. (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +600 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Archer TowersGrand Cathay
  • −While "Fortress City" is active: Defensive supplies: +1500 (local province)
  • −Defensive supplies: +50 per turn when under siege
  • +Control: +2 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Defensive supplies: +600
  • +Army ability: "Call to Arms" summon 2 units of Peasant Archers. (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +1200 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Sky Lantern RoostsGrand Cathay
  • −While "Fortress City" is active: Defensive supplies: +2000 (local province)
  • −Defensive supplies: +100 per turn when under siege
  • +Control: +3 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Defensive supplies: +800
  • +Army ability: "Call to Arms" summon 2 units of Peasant Archers. (own armies in region)
  • +While "Fortress City" is active: Defensive supplies: +1800 (all regions in province)
  • +Hidden armies will be visible (any armies in region)
  • −Construction cost: -4% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -3% for all buildings (factionwide)
  • +Construction cost: -1% for all buildings (all regions in province)
  • +While "Commercial District" is active: Construction cost: -1% for all buildings (all regions factionwide)
  • −Construction cost: -5% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -4% for all buildings (factionwide)
  • +Construction cost: -2% for all buildings (all regions in province)
  • +While "Commercial District" is active: Construction cost: -2% for all buildings (all regions factionwide)
Lumber MillGrand Cathay
  • −Construction cost: -6% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -5% for all buildings (factionwide)
  • +Construction cost: -4% for all buildings (all regions in province)
  • +Lord recruit rank: +1 (local province)
  • +Growth: +1 (all provinces)
  • +While "Commercial District" is active: Construction cost: -3% for all buildings (all regions factionwide)
Tea ParlourGrand Cathay
  • −Income from all buildings: +2% (local province)
  • −Growth: +20
  • +Income from all buildings: +1% (all regions in province)
  • +Growth: +10
  • −Income from all buildings: +4% (local province)
  • −Growth: +30
  • +Income from all buildings: +2% (all regions in province)
  • +Growth: +20
  • −Income from all buildings: +6% (local province)
  • −Growth: +40
  • +Income from all buildings: +4% (all regions in province)
  • +Hero recruit rank: +1 (local province)
  • +Growth: +30
  • +Growth: +1 (all provinces)
Nan-Gau ForgeGrand Cathay
  • −While "Fortress City" is active: Ammunition: +3% (all armies)
  • +Unit experience gain per turn: +20 (own armies in province)
  • +Growth: -10
  • +Ammunition: +10% when under siege (own armies in province)
  • +While "Fortress City" is active: Ammunition: +1% (own armies factionwide)
  • Units: 2 → 3
Powder MagazineGrand Cathay
  • −While "Fortress City" is active: Ammunition: +6% (all armies)
  • +Unit experience gain per turn: +30 (own armies in province)
  • +Growth: -10
  • +Ammunition: +20% when under siege (own armies in province)
  • +While "Fortress City" is active: Ammunition: +3% (own armies factionwide)
  • +Unit capacity: +4 Crane Gunners
  • Units: 5 → 6
Fire Rain SiloGrand Cathay
  • −While "Fortress City" is active: Ammunition: +10% (all armies)
  • +Unit experience gain per turn: +40 (own armies in province)
  • +Growth: -10
  • +Ammunition: +30% when under siege (own armies in province)
  • +While "Fortress City" is active: Ammunition: +5% (own armies factionwide)
  • +Unit capacity: +8 Crane Gunners
  • +Unit capacity: +4 Fire Rain Rocket Battery
  • Units: 6 → 7
Wares MarketGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Income from trade tariffs: +15%
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Income generated: 50
  • +While "Commercial District" is active: Income from trade tariffs: +5%
Merchant CaravansGrand Cathay
  • −Income generated: 200
  • −While "Commercial District" is active: Income from trade tariffs: +20%
  • +Control: -1 (local province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Ivory resource production: 1 tusks
  • +Income generated: 100
  • +While "Commercial District" is active: Income from trade tariffs: +10%
Trade ExchangeGrand Cathay
  • −Income generated: 325
  • −While "Commercial District" is active: Income from trade tariffs: +25%
  • +Control: -2 (local province)
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Ivory resource production: 2 tusks
  • +Income generated: 200
  • +While "Commercial District" is active: Income from trade tariffs: +15%
Spice MarketGrand Cathay
  • −While "Commercial District" is active: Sale value of cargo: +10% (all characters)
  • −Income generated: 125
  • −Income from trade tariffs: +2%
  • +Income generated: 75
  • +Income from trade tariffs: +1% (factionwide)
  • +While "Commercial District" is active: Sale value of cargo: +5% (all characters factionwide)
Gem FactorsGrand Cathay
  • −While "Commercial District" is active: Sale value of cargo: +20% (all characters)
  • −Income generated: 175
  • −Income from trade tariffs: +4%
  • +Income from trade tariffs: +2% (factionwide)
  • +Income generated: 100
  • +Control: -1 (local province)
  • +Spices resource production: 1 sacks
  • +While "Commercial District" is active: Sale value of cargo: +10% (all characters factionwide)
Goods EmporiumGrand Cathay
  • −While "Commercial District" is active: Sale value of cargo: +30% (all characters)
  • −Income generated: 250
  • −Income from trade tariffs: +6%
  • +Income generated: 150
  • +Control: -2 (local province)
  • +Spices resource production: 2 sacks
  • +Income from trade tariffs: +3% (factionwide)
  • +While "Commercial District" is active: Sale value of cargo: +15% (all characters factionwide)
Training CampGrand Cathay
  • −While "Fortress City" is active: Local recruitment capacity: +1
  • +Unit experience gain per turn: +10 (own armies in province)
  • +Growth: -10
  • +Missile resistance: 1% when under siege (own armies in province)
  • +While "Fortress City" is active: Local recruitment capacity: +1 (local province)
DormitoryGrand Cathay
  • −While "Fortress City" is active: Local recruitment capacity: +2
  • +Unit experience gain per turn: +20 (own armies in province)
  • +Growth: -10
  • +Missile resistance: 2% when under siege (own armies in province)
  • +While "Fortress City" is active: Local recruitment capacity: +2 (local province)
Jade BarracksGrand Cathay
  • −While "Fortress City" is active: Local recruitment capacity: +3
  • +Unit experience gain per turn: +30 (own armies in province)
  • +Growth: -10
  • +Missile resistance: 4% when under siege (own armies in province)
  • +While "Fortress City" is active: Local recruitment capacity: +3 (local province)
Celestial TowerGrand Cathay
  • −Unlocks Hero recruitment: Astromancer
  • −While "Fortress City" is active: Hero action success chance: +3% (all characters)
  • −Research rate: +5
  • +Unlocks Hero recruitment: Astromancer (local province)
  • +Research rate: +2
  • +Spell resistance: 5% when under siege (own armies in province)
  • +Growth: -10
  • +Unit experience gain per turn: +30 (own armies in province)
  • +While "Fortress City" is active: Hero action success chance: +1% (all characters factionwide)
  • +Unit capacity: +1 Jade Lion and Jet Lion
  • +Unit capacity: +1 Celestial Lions
  • −Unlocks Hero recruitment: Astromancer
  • −While "Fortress City" is active: Hero action success chance: +4% (all characters)
  • −Research rate: +6
  • +Unlocks Hero recruitment: Gate Master
  • +Hero capacity: +1 for Gate Masters
  • +Unlocks Hero recruitment: Astromancer (local province)
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Research rate: +4
  • +Growth: -10
  • +Unit experience gain per turn: +40 (own armies in province)
  • +While "Fortress City" is active: Hero action success chance: +2% (all characters factionwide)
  • +Unit capacity: +2 Jade Lion and Jet Lion
  • +Unit capacity: +2 Celestial Lions
  • +Unit capacity: +1 Terracotta Automatons and Great Moon Bird
  • Units: 5 → 6
Celestial BeaconGrand Cathay
  • −Unlocks Hero recruitment: Astromancer
  • −While "Fortress City" is active: Hero action success chance: +5% (all characters)
  • +Unlocks Hero recruitment: Gate Master
  • +Hero capacity: +1 for Gate Masters
  • +Unlocks Hero recruitment: Astromancer (local province)
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Growth: -10
  • +Unit experience gain per turn: +50 (own armies in province)
  • +While "Fortress City" is active: Hero action success chance: +3% (all characters factionwide)
  • +Unit capacity: +2 Terracotta Sentinel, Automatons and Great Moon Bird
  • +Unit capacity: +4 Jade Lion and Jet Lion
  • +Unit capacity: +3 Celestial Lions
  • Units: 6 → 7
  • −Recruit rank: +2 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +1% for Yang units (all armies)
  • −Control: +2
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Control: +2 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +1% for Yang units (own armies factionwide)
Temple of YangGrand Cathay
  • −Recruit rank: +4 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +2% for Yang units (all armies)
  • −Control: +4
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Control: +4 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +2% for Yang units (own armies factionwide)
Yang SanctuaryGrand Cathay
  • −Recruit rank: +6 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +3% for Yang units (all armies)
  • −Control: +5
  • +Casualty replenishment rate: +3% (own armies in province)
  • +Control: +6 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +3% for Yang units (own armies factionwide)
Conscription FieldGrand Cathay
  • −Recruitment cost: -40% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +1% for Yin units (all armies)
  • −Casualty replenishment rate: +3% (armies in region)
  • −Control: +2
  • +Recruitment cost: -10% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Recruit rank: +1 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Control: +1 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +1% for Yin units (own armies factionwide)
Shrine of YinGrand Cathay
  • −Recruitment cost: -60% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +2% for Yin units (all armies)
  • −Casualty replenishment rate: +6% (armies in region)
  • −Control: +2
  • +Recruitment cost: -20% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Recruit rank: +2 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Control: +2 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +2% for Yin units (own armies factionwide)
Yin LodgeGrand Cathay
  • −Recruitment cost: -80% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (armies in region)
  • −While "Commercial District" is active: Casualty replenishment rate: +3% for Yin units (all armies)
  • −Casualty replenishment rate: +9% (armies in region)
  • −Control: +3
  • +Recruitment cost: -30% for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Recruit rank: +3 for Peasant Long Spearmen, Peasant Archers and Peasant Horsemen units (own armies in province)
  • +Control: +3 (local province)
  • +While "Commercial District" is active: Casualty replenishment rate: +3% for Yin units (own armies factionwide)
DockGrand Cathay
  • −While "Commercial District" is active: Campaign movement range: +5% (all navies)
  • −Growth: +10
  • +Casualty replenishment rate: +2% (own armies in region)
  • +Growth: +5
  • +Salt resource production: 1 barrels
  • +While "Commercial District" is active: Campaign movement range: +3% for armies (all navies)
River PortGrand Cathay
  • −Income generated: 300
  • −While "Commercial District" is active: Campaign movement range: +10% (all navies)
  • −Growth: +20
  • +Income generated: 200
  • +Casualty replenishment rate: +4% (own armies in region)
  • +Growth: +10
  • +Salt resource production: 2 barrels
  • +While "Commercial District" is active: Campaign movement range: +6% for armies (all navies)
Sea PortGrand Cathay
  • −Income generated: 500
  • −While "Commercial District" is active: Campaign movement range: +15% (all navies)
  • −Growth: +30
  • +Income generated: 400
  • +Casualty replenishment rate: +6% (own armies in region)
  • +Growth: +15
  • +Salt resource production: 4 barrels
  • +While "Commercial District" is active: Campaign movement range: +10% for armies (all navies)
  • −Income generated: 100
  • −While "Commercial District" is active: Charge bonus: +5% for Cavalry units (all armies)
  • −Exotic Animals resource production: 20 cages
  • +Income generated: 25
  • +Exotic Animals resource production: 15 cages
  • +While "Commercial District" is active: Charge bonus: +3% for Cavalry units (own armies factionwide)
Exotic Animal PenGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Charge bonus: +7% for Cavalry units (all armies)
  • +Income generated: 50
  • +While "Commercial District" is active: Charge bonus: +6% for Cavalry units (own armies factionwide)
  • −Income generated: 200
  • −While "Commercial District" is active: Charge bonus: +10% for Cavalry units (all armies)
  • +Income generated: 100
  • +Vigour loss reduction: -25% for cavalry units (own armies in province)
  • +While "Commercial District" is active: Charge bonus: +10% for Cavalry units (own armies factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
  • −While "Commercial District" is active: Character experience gain: +5% (all characters)
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 25
  • +Dyes resource production: 15 ounces
  • +While "Commercial District" is active: Character experience gain: +5% (all characters factionwide)
Cinnabar MineGrand Cathay
  • −While "Commercial District" is active: Character experience gain: +7% (all characters)
  • −Income generated: 150
  • +Income generated: 50
  • +While "Commercial District" is active: Character experience gain: +7% (all characters factionwide)
DyemakerGrand Cathay
  • −While "Commercial District" is active: Character experience gain: +10% (all characters)
  • −Income generated: 200
  • +Income generated: 100
  • +Ambush success chance: +2% (own armies factionwide)
  • +Ambush defence chance: +2% (own armies factionwide)
  • +While "Commercial District" is active: Character experience gain: +10% (all characters factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Hunting CampGrand Cathay
  • −Income generated: 100
  • −While "Commercial District" is active: Attrition: -15% casualties suffered from snow attrition (all armies)
  • −Furs resource production: 20 bundles
  • +Income generated: 25
  • +Furs resource production: 15 bundles
  • +While "Commercial District" is active: Attrition: -15% casualties suffered from snow attrition (own armies factionwide)
Hunting LodgeGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Attrition: -10% casualties suffered from snow attrition (all armies)
  • +Income generated: 50
  • +While "Commercial District" is active: Attrition: -20% casualties suffered from snow attrition (own armies factionwide)
TanneryGrand Cathay
  • −Income generated: 200
  • −While "Commercial District" is active: Attrition: -25% casualties suffered from snow attrition (all armies)
  • +Income generated: 100
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +While "Commercial District" is active: Attrition: -25% casualties suffered from snow attrition (own armies factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Gem MineshaftGrand Cathay
  • −While "Commercial District" is active: Magic item drop chance from battle: +5% (factionwide)
  • −Gemstones resource production: 16 sacks
  • +Gemstones resource production: 10 sacks
  • +While "Commercial District" is active: Magic item drop chance from battle: +5% (all characters factionwide)
Gem MineGrand Cathay
  • −While "Commercial District" is active: Magic item drop chance from battle: +7% (factionwide)
  • −Income generated: 150
  • −Gemstones resource production: 24 sacks
  • +Income generated: 200
  • +Gemstones resource production: 20 sacks
  • +While "Commercial District" is active: Magic item drop chance from battle: +7% (all characters factionwide)
  • −While "Commercial District" is active: Magic item drop chance from battle: +10% (factionwide)
  • −Income generated: 200
  • −Gemstones resource production: 32 sacks
  • +Income generated: 300
  • +Gemstones resource production: 30 sacks
  • +Diplomatic relations: +5 with all factions
  • +While "Commercial District" is active: Magic item drop chance from battle: +10% (all characters factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Gold Mining PitGrand Cathay
  • −While "Commercial District" is active: Income from Mines and Quarries: +5% (factionwide)
  • +Income from all buildings: +5% (all regions in province)
  • +While "Commercial District" is active: Income from Mines and Quarries: +5% (all regions factionwide)
Gold MineGrand Cathay
  • −While "Commercial District" is active: Income from Mines and Quarries: +7% (factionwide)
  • −Income generated: 300
  • +Income generated: 200
  • +Income from all buildings: +10% (all regions in province)
  • +While "Commercial District" is active: Income from Mines and Quarries: +7% (all regions factionwide)
Gold SmelterGrand Cathay
  • −While "Commercial District" is active: Income from Mines and Quarries: +10% (factionwide)
  • −Income generated: 600
  • −Income from all buildings: +10% (local province)
  • +Income generated: 400
  • +Income from all buildings: +15% (all regions in province)
  • +While "Commercial District" is active: Income from Mines and Quarries: +10% (all regions factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Iron Mining PitGrand Cathay
  • −Income generated: 100
  • −While "Commercial District" is active: Armour: +3 (all armies)
  • −Iron resource production: 20 ingots
  • +Income generated: 25
  • +Iron resource production: 15 ingots
  • +While "Commercial District" is active: Armour: +1 (own armies factionwide)
Iron MinesGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Armour: +5 (all armies)
  • +Income generated: 50
  • +While "Commercial District" is active: Armour: +3 (own armies factionwide)
Iron SmelterGrand Cathay
  • −Income generated: 200
  • −While "Commercial District" is active: Armour: +7 (all armies)
  • +Income generated: 100
  • +Armour: +10 (own armies in province)
  • +While "Commercial District" is active: Armour: +5 (own armies factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Animal StoreGrand Cathay
  • −Ivory resource production: 20 tusks
  • −Income generated: 100
  • −While "Commercial District" is active: Diplomatic relations: +3 with all factions
  • +Ivory resource production: 15 tusks
  • +Income generated: 25
  • +While "Commercial District" is active: Diplomatic relations: +1 with all factions
Tusk MarketGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Diplomatic relations: +4 with all factions
  • +Income generated: 50
  • +While "Commercial District" is active: Diplomatic relations: +3 with all factions
Tusk CompoundGrand Cathay
  • −Income generated: 200
  • +Income generated: 100
  • +Research rate: +10
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
SawyerGrand Cathay
  • −While "Commercial District" is active: Construction cost: -5% for Wall and Garrison buildings (factionwide)
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Income generated: 25
  • +Marble resource production: 15 slabs
  • +While "Commercial District" is active: Construction cost: -3% for Wall and Garrison buildings (all regions factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
Marble QuarryGrand Cathay
  • −While "Commercial District" is active: Construction cost: -7% for Wall and Garrison buildings (factionwide)
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −Income generated: 150
  • +Income generated: 50
  • +While "Commercial District" is active: Construction cost: -6% for Wall and Garrison buildings (all regions factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
  • −While "Commercial District" is active: Construction cost: -10% for Wall and Garrison buildings (factionwide)
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −Income generated: 200
  • +Income generated: 100
  • +Construction cost: -10% for all buildings (all regions in province)
  • +While "Commercial District" is active: Construction cost: -10% for Wall and Garrison buildings (all regions factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
  • −Income generated: 100
  • −While "Commercial District" is active: Vigour loss reduction: -2% (all armies)
  • −Medicinal Plants resource production: 20 bundles
  • +Income generated: 25
  • +Medicinal Plants resource production: 15 bundles
  • +Casualty replenishment rate: +1% (own armies in province)
  • +While "Commercial District" is active: Vigour loss reduction: -1% (own armies factionwide)
Exotic HothouseGrand Cathay
  • −Income generated: 150
  • −While "Commercial District" is active: Vigour loss reduction: -4% (all armies)
  • +Income generated: 50
  • +Casualty replenishment rate: +2% (own armies in province)
  • +While "Commercial District" is active: Vigour loss reduction: -3% (own armies factionwide)
Alchemy WorkshopGrand Cathay
  • −Income generated: 200
  • −While "Commercial District" is active: Vigour loss reduction: -5% (all armies)
  • +Income generated: 100
  • +Casualty replenishment rate: +4% (own armies in province)
  • +While "Commercial District" is active: Vigour loss reduction: -5% (own armies factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Obsidian QuarryGrand Cathay
  • −While "Commercial District" is active: Winds of Magic power reserve capacity: +3 (all armies)
  • −Income generated: 100
  • −Carved Obsidian resource production: 20 chests
  • +Income generated: 25
  • +Carved Obsidian resource production: 15 chests
  • +While "Commercial District" is active: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −While "Commercial District" is active: Winds of Magic power reserve capacity: +5 (all armies)
  • −Income generated: 150
  • +Income generated: 50
  • +While "Commercial District" is active: Winds of Magic power reserve capacity: +3 (own armies factionwide)
  • −While "Commercial District" is active: Winds of Magic power reserve capacity: +7 (all armies)
  • −Income generated: 200
  • +Income generated: 100
  • +Unit experience gain per turn: +250 (own armies in province)
  • +While "Commercial District" is active: Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Grazing PasturesGrand Cathay
  • −Income generated: 100
  • −While "Commercial District" is active: Growth: +2 (all provinces)
  • +Income generated: 25
  • +While "Commercial District" is active: Growth: +1 (all provinces)
Livestock PensGrand Cathay
  • −Income generated: 150
  • −Growth: +35
  • −While "Commercial District" is active: Growth: +4 (all provinces)
  • +Income generated: 50
  • +Growth: +50
  • +While "Commercial District" is active: Growth: +3 (all provinces)
Cattle RanchGrand Cathay
  • −Income generated: 200
  • −Growth: +45
  • +Income generated: 100
  • +Growth: +75
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Clay PitGrand Cathay
  • −While "Commercial District" is active: Defensive supplies: +50 (factionwide)
  • −Income generated: 100
  • −Pottery resource production: 20 kilnful
  • +Income generated: 25
  • +Pottery resource production: 15 kilnful
  • +While "Commercial District" is active: Defensive supplies: +100 (all regions factionwide)
Pottery MakerGrand Cathay
  • −While "Commercial District" is active: Defensive supplies: +100 (all provinces)
  • −Income generated: 150
  • +Income generated: 50
  • +While "Commercial District" is active: Defensive supplies: +200 (all regions factionwide)
KilnsGrand Cathay
  • −While "Commercial District" is active: Defensive supplies: +200 (all provinces)
  • −Income generated: 200
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +While "Commercial District" is active: Defensive supplies: +400 (all regions factionwide)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Brine Mining PansGrand Cathay
  • −Corruption: -4 (all adjacent provinces)
  • −Income generated: 100
  • −While "Commercial District" is active: Growth: +2 (all provinces)
  • −Salt resource production: 20 barrels
  • +Income generated: 25
  • +Salt resource production: 15 barrels
  • +While "Commercial District" is active: Growth: +1 (all provinces)
Brine Mining BasinGrand Cathay
  • −Corruption: -6 (all adjacent provinces)
  • −Income generated: 150
  • −While "Commercial District" is active: Growth: +4 (all provinces)
  • +Income generated: 50
  • +While "Commercial District" is active: Growth: +3 (all provinces)
SaltworksGrand Cathay
  • −Corruption: -8 (all adjacent provinces)
  • −Income generated: 200
  • +Income generated: 100
  • +Upkeep: -4% (own armies in province)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Spice MarketGrand Cathay
  • −While "Commercial District" is active: Maximum Caravan cargo capacity: +5%
  • −Income generated: 100
  • −Spices resource production: 20 sacks
  • +Income generated: 25
  • +Spices resource production: 15 sacks
  • +While "Commercial District" is active: Maximum Caravan cargo capacity: +3%
Spice Trading PostGrand Cathay
  • −While "Commercial District" is active: Maximum Caravan cargo capacity: +7%
  • −Income generated: 150
  • +Income generated: 50
  • +While "Commercial District" is active: Maximum Caravan cargo capacity: +6%
Eastern BazaarGrand Cathay
  • −Income generated: 200
  • +Income generated: 100
  • +Tradable resources produced: +5%
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
OrchardsGrand Cathay
  • −Income generated: 100
  • −Wine resource production: 20 barrels
  • +Income generated: 25
  • +Wine resource production: 15 barrels
  • +Control: +2 (local province)
VineyardGrand Cathay
  • −Income generated: 150
  • +Income generated: 50
  • +Control: +4 (local province)
VintnerGrand Cathay
  • −Income generated: 200
  • +Income generated: 100
  • +Control: +6 (local province)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Woodman's HutGrand Cathay
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -5% for all buildings (factionwide)
  • −Income generated: 100
  • −While "Commercial District" is active: Ammunition: +5% (all armies)
  • −Timber resource production: 20 logs
  • +Income generated: 25
  • +Timber resource production: 15 logs
  • +While "Commercial District" is active: Construction cost: -1% for all buildings (all regions factionwide)
  • +While "Commercial District" is active: Ammunition: +1% (own armies factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
Timber MillGrand Cathay
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -7% for all buildings (factionwide)
  • −Income generated: 150
  • −While "Commercial District" is active: Ammunition: +7% (all armies)
  • +Income generated: 50
  • +While "Commercial District" is active: Construction cost: -3% for all buildings (all regions factionwide)
  • +While "Commercial District" is active: Ammunition: +3% (own armies factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
LumberyardGrand Cathay
  • −When technology "Moon Wood" researched: Construction cost: -10% for all buildings (local province)
  • −While "Commercial District" is active: Construction cost: -10% for all buildings (factionwide)
  • −Income generated: 200
  • −While "Commercial District" is active: Ammunition: +10% (all armies)
  • +Income generated: 100
  • +Recruitment cost: -10% for all units (own armies in province)
  • +While "Commercial District" is active: Construction cost: -5% for all buildings (all regions factionwide)
  • +While "Commercial District" is active: Ammunition: +5% (own armies factionwide)
  • +When technology "Moon Wood" researched: Construction cost: -10% for all buildings (all regions in province)
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
HamletGrand Cathay
  • −Defensive supplies: +500
  • −While "Commercial District" is active: Income from all buildings: +5% (local province)
  • −Income generated: 150
  • −While "Commercial District" is active: Tradable resources produced: +6% (factionwide)
  • −While "Commercial District" is active: Diplomatic relations: +5 with all factions
  • +Defensive supplies: +600
  • +Income generated: 50
  • +While "Commercial District" is active: Income from all buildings: +2% (all regions in province)
  • +While "Commercial District" is active: Tradable resources produced: +2% (factionwide)
  • +While "Commercial District" is active: Diplomatic relations: +2 with all factions
  • +Control: +1
VillageGrand Cathay
  • −Defensive supplies: +500
  • −While "Commercial District" is active: Income from all buildings: +10% (local province)
  • −Income generated: 200
  • −While "Commercial District" is active: Tradable resources produced: +8% (factionwide)
  • −While "Commercial District" is active: Diplomatic relations: +5 with all factions
  • +Defensive supplies: +600
  • +Income generated: 100
  • +While "Commercial District" is active: Income from all buildings: +4% (all regions in province)
  • +While "Commercial District" is active: Tradable resources produced: +4% (factionwide)
  • +While "Commercial District" is active: Diplomatic relations: +4 with all factions
  • +Control: +2
TownGrand Cathay
  • −Defensive supplies: +500
  • −While "Commercial District" is active: Income from all buildings: +15% (local province)
  • −Income generated: 250
  • −While "Commercial District" is active: Tradable resources produced: +10% (factionwide)
  • −While "Commercial District" is active: Diplomatic relations: +10 with all factions
  • +Defensive supplies: +600
  • +Income generated: 150
  • +While "Commercial District" is active: Income from all buildings: +6% (all regions in province)
  • +While "Commercial District" is active: Tradable resources produced: +6% (factionwide)
  • +While "Commercial District" is active: Diplomatic relations: +6 with all factions
  • +Control: +3
CityGrand Cathay
  • −Defensive supplies: +500
  • −While "Commercial District" is active: Income from all buildings: +20% (local province)
  • −Income generated: 350
  • −While "Commercial District" is active: Tradable resources produced: +12% (factionwide)
  • −While "Commercial District" is active: Diplomatic relations: +15 with all factions
  • +Defensive supplies: +600
  • +Income generated: 200
  • +While "Commercial District" is active: Income from all buildings: +8% (all regions in province)
  • +While "Commercial District" is active: Tradable resources produced: +8% (factionwide)
  • +While "Commercial District" is active: Diplomatic relations: +8 with all factions
  • +Control: +4
Province CapitalGrand Cathay
  • −Defensive supplies: +500
  • −While "Commercial District" is active: Income from all buildings: +25% (local province)
  • −Income generated: 500
  • −While "Commercial District" is active: Tradable resources produced: +15% (factionwide)
  • −While "Commercial District" is active: Diplomatic relations: +20 with all factions
  • +Defensive supplies: +600
  • +Income generated: 250
  • +While "Commercial District" is active: Income from all buildings: +10% (all regions in province)
  • +While "Commercial District" is active: Tradable resources produced: +10% (factionwide)
  • +While "Commercial District" is active: Diplomatic relations: +10 with all factions
  • +Control: +5
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
HamletGrand Cathay
  • −Income generated: 150
  • +Income generated: 50
VillageGrand Cathay
  • −Income generated: 200
  • +Income generated: 100
TownGrand Cathay
  • −Income generated: 250
  • +Income generated: 150
  • +Control: +1
StockadesGrand Cathay
  • −Defensive supplies: +50 per turn when under siege
  • −Enemy Hero action success chance: -10%
  • +While "Fortress City" is active: Defensive supplies: +400
  • +Defensive supplies: +400
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
Pagodan WallsGrand Cathay
  • −Defensive supplies: +100 per turn when under siege
  • −Enemy Hero action success chance: -15%
  • +Army ability: "Field Triage" (own armies in region)
  • +Control: +2 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +While "Fortress City" is active: Defensive supplies: +600
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Hidden armies will be visible (any armies in region)
  • −Chance of a plague spreading: -50%
  • −Hidden armies will be visible (armies in region)
  • −Corruption: -3
  • +Chance of a plague spreading: -25%
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee defence: +2 (own armies in province)
  • +Reinforcement range: +15% (own characters in province)
  • +Hero action success chance: +5% (own characters in province)
  • +Campaign line of sight: +25% (all armies in this region and adjacent regions)
  • Cost: 2000 → 1000
  • Units: 1 → 0
Sky Lantern ScoutsGrand Cathay
  • −Chance of a plague spreading: -50%
  • −Hidden armies will be visible (armies in region)
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Corruption: -4
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of a plague spreading: -25%
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee defence: +4 (own armies in province)
  • +Reinforcement range: +30% (own characters in province)
  • +Hero action success chance: +10% (own characters in province)
  • +Campaign line of sight: +50% (all armies in this region and adjacent regions)
  • Cost: 3000 → 2000
  • Turns: 4 → 3
  • Units: 1 → 0
Dragon SentriesGrand Cathay
  • −Chance of a plague spreading: -50%
  • −Hidden armies will be visible (armies in region)
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Corruption in adjacent provinces: -2
  • −Corruption: -5
  • +Hero capacity: +1 for Gate Masters
  • +Unlocks Hero recruitment: Gate Master
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of a plague spreading: -25%
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee defence: +6 (own armies in province)
  • +Reinforcement range: +50% (own characters in province)
  • +Hero action success chance: +15% (own characters in province)
  • +Campaign line of sight: +75% (all armies in this region and adjacent regions)
  • Cost: 4000 → 3000
  • Turns: 5 → 4
  • Units: 1 → 0
Celestial CourtGrand Cathay
  • −Income from all buildings: +5% (factionwide)
  • −Control: +10
  • −Lord recruit rank: +2 (factionwide)
  • +Income from all buildings: +5% (all regions factionwide)
  • +Control: +10 (local province)
  • +Character experience gain: +10% (all characters factionwide)
Li TempleGrand Cathay
  • −Control: +5 (factionwide)
  • +Control: +6 (factionwide)
  • −Hero capacity: +1 for Astromancers
  • −Unlocks Hero recruitment: Astromancer
  • −Hero recruit rank: +7 for Astromancers
  • +Hero capacity: +2 for Astromancers
  • +Unlocks Hero recruitment: Astromancer (local province)
  • +Hero recruit rank: +8 for Astromancers (local province)
Paradise GardensGrand Cathay
  • −Income from all buildings: +10% (local province)
  • −Growth: +5 (factionwide)
  • −Control: +10
  • +Income from all buildings: +25% (all regions in province)
  • +Growth: +10 (factionwide)
  • +Control: +10 (local province)
Phoenix TempleGrand Cathay
  • −Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
  • −Melee defence: +5 when under siege (armies in province)
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee defence: +5 when under siege (own armies in province)
Wei-Jin (Tower)Grand Cathay
  • −Defensive supplies: +1000
  • −While "Commercial District" is active: Income from all buildings: +10% (local province)
  • +Defensive supplies: +1200
  • +While "Commercial District" is active: Income from all buildings: +10% (all regions in province)
Wei-Jin (Fortress)Grand Cathay
  • −Defensive supplies: +1000
  • −While "Commercial District" is active: Income from all buildings: +20% (local province)
  • +Defensive supplies: +1200
  • +While "Commercial District" is active: Income from all buildings: +20% (all regions in province)
Wei-Jin (Palace)Grand Cathay
  • −Defensive supplies: +1000
  • −While "Commercial District" is active: Income from all buildings: +30% (local province)
  • +Defensive supplies: +1200
  • +While "Commercial District" is active: Income from all buildings: +30% (all regions in province)
  • −Defensive supplies: +1000
  • −While "Commercial District" is active: Income from all buildings: +40% (local province)
  • +Defensive supplies: +1200
  • +While "Commercial District" is active: Income from all buildings: +40% (all regions in province)
  • −Defensive supplies: +1000
  • −While "Commercial District" is active: Income from all buildings: +50% (local province)
  • +Defensive supplies: +1200
  • +While "Commercial District" is active: Income from all buildings: +50% (all regions in province)
  • −Winds of Magic power reserve capacity: +5 (all armies)
  • −Casualty replenishment rate: +5% (armies in local province)
  • −Growth: +5 (all provinces)
  • −Control: +2
  • −Control: +1 in adjacent provinces
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • +Casualty replenishment rate: +5% (own armies in province)
  • +Growth: +10 (all provinces)
  • +Control: +4 (local province)
  • +Control: +2 in adjacent provinces
The Ninth WallGrand Cathay
  • −Defensive supplies: +500
  • −Ammunition: +30% during siege defence battles (all armies)
  • −Melee defence: +10 when under siege (armies in region)
  • −Control: +6
  • −Melee defence: +6 when defending (all armies)
  • +Defensive supplies: +1200
  • +Ammunition: +10% when under siege (own armies factionwide)
  • +Melee defence: +4 when under siege (own armies in region)
  • +Control: +8 (local province)
  • +Melee defence: +4 when defending (own armies factionwide)
  • Units: 0 → 1
  • −Recruit rank: +4 for Celestial Dragon Guard and Celestial Dragon Crossbows units
  • −Recruitment cost: -30% for Celestial Dragon Guard and Celestial Dragon Crossbows units
  • −Upkeep: -5% for Celestial Dragon Guard and Celestial Dragon Crossbows units (all armies)
  • +Recruit rank: +4 for Celestial Dragon Guard and Celestial Dragon Crossbows units (local province)
  • +Recruitment cost: -25% for Celestial Dragon Guard and Celestial Dragon Crossbows units (own armies in province)
  • +Upkeep: -4% for Celestial Dragon Guard and Celestial Dragon Crossbows units (own armies factionwide)
Zen GardenGrand Cathaynew
  • +Corruption: -2
  • +When Control is below -50: Corruption: -2
  • +Attrition: -5% when under siege (own armies in region)
  • +Recruitment cost: -5% for all units (own armies in province)
  • +Character experience gain per turn: +50 (own characters in province)
  • +While "Commercial District" is active: Experience gain: +5% for units (own armies factionwide)
Temple of MeditationGrand Cathaynew
  • +Attrition: -10% when under siege (own armies in region)
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Character experience gain per turn: +100 (own characters in province)
  • +When Control is below -50: Corruption: -4
  • +Corruption: -4
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +While "Commercial District" is active: Experience gain: +10% for units (own armies factionwide)

Technologies

Grace of Xen YangGrand Cathay
  • −Casualty replenishment rate: +5% (all armies)
  • −Ward save: +5% (all armies)
  • +Casualty replenishment rate: +5%
  • +Ward save: +5% (own armies factionwide in owned territory)
  • Research points: 800 → 1000
Nan-Gau WeaponryGrand Cathay
  • −Melee attack: +5 when under siege
  • −Defensive supplies: +500
  • +Melee attack: +4 when under siege
  • +Defensive supplies: +1000
  • Research points: 800 → 1000
Clay-ScryingGrand Cathay
  • Research points: 800 → 1000
Kunlan AnvilGrand Cathay
  • −Local recruitment capacity: +1 (factionwide)
  • +Local recruitment capacity: +1
  • Research points: 700 → 900
Dragon ScalesGrand Cathay
  • −Recruitment cost: -10% (all armies)
  • −Upkeep: -5% (all armies)
  • +Upkeep: -10% for Lords and Heroes
  • Research points: 700 → 900
  • −Construction cost: -15% for Defence buildings
  • +Construction cost: -10% for Defence buildings
  • Research points: 300 → 500
Dynastic FinishingGrand Cathay
  • −Lord and Hero recruit rank: +3
  • +Lord and Hero recruit rank: +2
  • Research points: 400 → 600
  • Research points: 700 → 900
Allied HarmonyGrand Cathay
  • Research points: 700 → 900
Harmonic BalanceGrand Cathay
  • Research points: 400 → 600
Alchemic MortarGrand Cathay
  • −Construction cost: -15% for Infrastructure buildings
  • +Construction cost: -10% for Infrastructure buildings
  • Research points: 300 → 500
Rite of YangGrand Cathay
  • −Casualties captured post-battle: +10% (all armies)
  • +Casualties captured post-battle: +10%
  • Research points: 600 → 800
  • Research points: 600 → 800
  • Research points: 700 → 900
Sentinel RitesGrand Cathay
  • −Armour: +20 for Jade and Jet Lions and Terracotta Sentinel units
  • +Armour: +10 for Jade and Jet Lions and Terracotta Sentinel units
  • Research points: 700 → 900
Yin HexGrand Cathay
  • Research points: 600 → 800
Grace of Quai YinGrand Cathay
  • −Ambush success chance: +10% (all armies)
  • +Ambush success chance: +10%
  • Research points: 600 → 800
Draconic MandateGrand Cathay
  • Research points: 400 → 600
  • −Campaign line of sight: +15% (all characters)
  • +Campaign line of sight: +20%
  • Research points: 300 → 500
  • −Construction cost: -15% for Military buildings
  • +Construction cost: -10% for Military buildings
  • Research points: 400 → 600
Alchemist CompactGrand Cathay
  • Research points: 600 → 800
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -10% for Province Capital/Settlement buildings
  • Research points: 400 → 600
Yin FlowGrand Cathay
  • −Control: +1 (factionwide)
  • −Growth: +5 (factionwide)
  • +Control: +2
  • +Growth: +10
  • Research points: 300 → 500
Festival EdictGrand Cathay
  • −The Sea Dragon's Edict commandment: additional 3% Income from all buildings
  • −The Storm Dragon's Edict commandment: additional 5 Melee defence
  • +The Sea Dragon's Edict commandment: additional 5% Income from all buildings
  • +The Storm Dragon's Edict commandment: additional 2 Melee defence
  • Research points: 400 → 600
  • −Vigour loss reduction: -33% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (all armies)
  • −Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (all armies)
  • −Spell resistance: 10% (all armies)
  • +Vigour loss reduction: -25% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Spell resistance: 10%
  • Research points: 400 → 600
Drill TrainingGrand Cathay
  • −Armour: +10 for all Melee units
  • −Leadership: +6 for all Melee units
  • +Armour: +5 for all Melee units
  • +Leadership: +4 for all Melee units
  • Research points: 500 → 700
Honed SensesGrand Cathay
  • Research points: 400 → 600
Inner StrengthGrand Cathay
  • −Character experience gain: +25% (all characters)
  • −Weapon strength: +10% (all characters)
  • +Character experience gain: +25%
  • +Weapon strength: +10% (all characters factionwide)
  • Research points: 600 → 800
Inner ChaiGrand Cathay
  • −Hit points: +10% (all characters)
  • −Wound recovery time: -1 turns (all characters)
  • +Hit points: +10% (all characters factionwide)
  • +Wound recovery time: -1 turns
  • Research points: 600 → 800
Tiger's CallGrand Cathay
  • Research points: 400 → 600
Yin DefenceGrand Cathay
  • −Ammunition: +15% for all Missile units (all armies)
  • −Leadership: +6 for all Missile units
  • +Ammunition: +10% for all Missile units
  • +Leadership: +5 for all Missile units
  • Research points: 500 → 700
Seasoned TrackersGrand Cathay
  • −Casualties captured post-battle: +5%
  • +Casualties captured post-battle: +10%
  • Research points: 200 → 400
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Winds of Magic power reserve capacity: +10
  • Research points: 500 → 700
  • −Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
  • −Winds of Magic power reserve: +3 per turn (all armies)
  • +Chance of Winds of Magic increasing in strength when changing: +10%
  • +Winds of Magic power reserve: +2 per turn
  • Research points: 500 → 700
Yin MuseGrand Cathay
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Winds of Magic power reserve capacity: +10
  • Research points: 500 → 700
Yin HealingGrand Cathay
  • −Magic item drop chance from battle: +5%
  • +Magic item drop chance from battle: +10%
  • Research points: 200 → 400
  • −Armour: +20 for Jade Lancers, Peasant Horsemen and Great Longma Rider units
  • +Armour: +10 for Jade Lancers, Peasant Horsemen and Great Longma Rider units
  • Research points: 500 → 700
Longma BridlesGrand Cathay
  • −Speed: +15% for Great Longma Riders, Onyx Crowmen, Celestial Lions and Great Moon Bird units
  • +Speed: +20% for Great Longma Riders, Onyx Crowmen, Celestial Lions and Great Moon Bird units
  • Research points: 500 → 700
Hardened BambooGrand Cathay
  • −Armour: +20 for Wu Xing War Compass and Zhangu War Drum units
  • +Armour: +10 for Wu Xing War Compass and Zhangu War Drum units
  • Research points: 300 → 500
Sky Junk RiggingGrand Cathay
  • −Speed: +15% for Sky Lantern and Sky-junk units
  • −Ammunition: +15% for Sky Lantern and Sky-junk units
  • +Speed: +20% for Sky Lantern and Sky-junk units
  • +Ammunition: +10% for Sky Lantern and Sky-junk units
  • Research points: 500 → 700
Wadding CartridgesGrand Cathay
  • −Explosive missile damage: +15% for Grand Cannon and Fire Rain Rocket Battery units
  • −Missile strength: +15% for Grand Cannon and Fire Rain Rocket Battery units
  • −Ammunition: +15% for Grand Cannon and Fire Rain Rocket Battery units
  • +Explosive missile damage: +10% for Grand Cannon and Fire Rain Rocket Battery units
  • +Missile strength: +10% for Grand Cannon and Fire Rain Rocket Battery units
  • +Ammunition: +10% for Grand Cannon and Fire Rain Rocket Battery units
  • Research points: 500 → 700
  • −Armour: +20 for Celestial Dragon Guard and Celestial Dragon Crossbow units
  • +Armour: +10 for Celestial Dragon Guard and Celestial Dragon Crossbow units
  • Research points: 400 → 600
Crane SightsGrand Cathay
  • Research points: 400 → 600
  • −Post battle chance of stealing a magic item: +15%
  • +Post battle chance of stealing a magic item: +20%
  • Research points: 400 → 600
Thieves' GuildGrand Cathay
  • Research points: 300 → 500
Harmonic MasteryGrand Cathay
  • −Income from sacking and looting settlements: +15%
  • +Income from sacking and looting settlements: +20%
  • Research points: 400 → 600
Astromantic ChoirGrand Cathay
  • −Cooldown: -10% to all spells (all characters)
  • −Miscast base chance: -15% (all characters)
  • +Cooldown: -10% to all spells
  • +Miscast base chance: -10%
  • Research points: 600 → 800
Sea Dragon EdictGrand Cathay
  • Research points: 400 → 600
  • −Chance of a plague spreading: -15% (all armies)
  • −Corruption: -1 (all provinces)
  • +Chance of a plague spreading: -25%
  • +Corruption: -1
  • Research points: 300 → 500
  • −Allegiance points gained: +15%
  • +Allegiance points gained: +20%
  • Research points: 400 → 600
Horse BondingGrand Cathay
  • Research points: 400 → 600
Inner SpeedGrand Cathay
  • −Speed: +20% (all armies)
  • −Vigour loss reduction: -10% (all armies)
  • +Speed: +10%
  • +Vigour loss reduction: -5%
  • Research points: 400 → 600
Yang ReflectionGrand Cathay
  • −Weapon strength: +10% when attacking (all armies)
  • −Campaign movement range: +5% (all armies)
  • +Weapon strength: +8% when attacking
  • +Campaign movement range: +5% for armies
  • Research points: 300 → 500
  • −Ambush defence chance: +10% (all armies)
  • −Leadership: +6 when defending (all armies)
  • +Ambush defence chance: +10%
  • +Leadership: +4 when defending
  • Research points: 300 → 500
Peasant Levy EdictGrand Cathay
  • −Recruitment cost: -10% (all armies)
  • +Recruitment cost: -10% for all units
  • Research points: 400 → 600
Powder MixingGrand Cathay
  • Research points: 400 → 600
Yang KilnGrand Cathay
  • −Income from Industry (Yang) buildings: +15%
  • +Income from Industry (Yang) buildings: +10%
  • Research points: 300 → 500
  • −Lord recruit rank: +3 for Caravan Masters
  • +Lord recruit rank: +2 for Caravan Masters
  • Research points: 400 → 600
Dragon Fleet AegisGrand Cathay
  • −Construction cost: -15% for Ports
  • +Construction cost: -10% for Ports
  • Research points: 700 → 900
Moon WoodGrand Cathay
  • Research points: 700 → 900
  • −Maximum Caravan cargo capacity: +10%
  • −Sale value of cargo: +10%
  • +Maximum Caravan cargo capacity: +20%
  • +Sale value of cargo: +20%
  • Research points: 400 → 600
Nan-Gau ForgesGrand Cathay
  • −Income from Industry (Yin) buildings: +15%
  • +Income from Industry (Yin) buildings: +10%
  • Research points: 300 → 500
Jade StanceGrand Cathay
  • −Armour: +15 for Jade Warrior, Peasant and Tiger Warrior units
  • +Armour: +10 for Jade Warrior, Peasant and Tiger Warrior units
  • Research points: 400 → 600
  • −Leadership: +6 for Peasant Long Spearmen and Peasant Horsemen units
  • +Leadership: +4 for Peasant Long Spearmen and Peasant Horsemen units
  • Research points: 300 → 500
Chelonian StanceGrand Cathay
  • Research points: 300 → 500
Mastery of YangGrand Cathay
  • Research points: 200 → 400
Moon ReflectingGrand Cathay
  • Research points: 200 → 400
Target RangesGrand Cathay
  • Research points: 300 → 500
Fletching MentorsGrand Cathay
  • −Ammunition: +15% for Peasant Archers, Celestial Dragon Crossbows and Jade Warrior Crossbows units
  • +Ammunition: +10% for Peasant Archers, Celestial Dragon Crossbows and Jade Warrior Crossbows units
  • Research points: 300 → 500
Jagged ShrapnelGrand Cathay
  • Research points: 400 → 600
  • Research points: 800 → 1000
Widened RoadsGrand Cathay
  • −Maximum Caravan cargo capacity: +20%
  • +Melee defence: +20% for caravans
  • Research points: 800 → 1000