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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 42,540 → 2,260 | 20 | 106 → 5 | 21 → 203 → 5 | 1,200 → 2,6001,100 → 1,300 | Speed 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 → — | |
| 42,740 → 2,460 | 20 | 106 → 5 | 21 → 203 → 5 | 900 → 1,800900 | Speed 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 → — | |
| 606,480 → 10,500 | 100 | 26 → 2528 → 35 | 21 → 309 → 10 | 800 → 1,600800 | Missile 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 → — | |
| 24 → 326,264 → 12,000 | 110 | 36 → 4034 → 40 | 45 → 4020 → 25 | 1,350 → 3,0001,350 → 1,500 | Missile 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 | |
| 60 → 805,520 → 10,800 | 15 | 26 → 2526 → 25 | 21 → 207 → 10 | 400 → 800400 | Leadership 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 → — | |
| 13,420 → 4,500 | 15 | 3530 | 210 → 10090 → 200 | 1,000 → 600300 | Speed 34 → 35; Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,848 → 5,250 | 50 | 35 → 2530 | 210 → 10090 → 200 | 1,100 → 1,000500 | Speed 78 → 70; Mass 1,600 → 2,000; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,548 → 7,500 | 30 | 2020 | 206 → 5 | 1,100 → 1,300850 → 650 | Speed 60 → 50; Mass 2,600 → 2,750; Missile base damage 22 → 25; Missile AP damage 108 → 125; Upkeep 250 → 312; Removed: Enchanted Metallurgy, Wounds | |
| 13,420 → 4,500 | 15 | 4025 | 210 → 20090 → 100 | 1,000 → 700300 → 350 | Leadership 60 → 70; Speed 34 → 35; Mass 600 → 1,000; Upkeep 250 → 240; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,848 → 5,250 | 50 | 40 → 3025 | 210 → 20090 → 100 | 1,100500 → 550 | Leadership 60 → 70; Speed 78 → 70; Mass 1,600 → 2,250; Upkeep 275 → 290; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,656 → 8,500 | 80 | 3020 → 25 | 210 → 20090 → 100 | 1,250 → 2,700950 → 1,350 | Leadership 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 | |
| 14,368 → 5,750 | 30 | 55 → 4540 → 50 | 280 → 300120 → 125 | 1,000 → 1,200700 → 600 | Speed 38 → 40; Mass 800 → 1,000 | |
| 14,980 → 6,500 | 70 → 60 | 55 → 3540 → 50 | 280 → 300120 → 125 | 1,100 → 1,600900 → 800 | Speed 78 → 70; Mass 1,800 → 2,250; Upkeep 300 → 350 | |
| 15,580 → 6,250 | 70 → 60 | 55 → 3540 → 50 | 310 → 300130 → 150 | 1,400 → 2,0001,200 → 1,100 | Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 425 | |
| 14,368 → 5,750 | 30 | 55 → 6540 → 30 | 280 → 300120 → 125 | 1,000 → 1,200700 → 600 | Speed 38 → 40; Mass 800 → 1,000 | |
| 14,980 → 6,500 | 70 → 60 | 5540 → 30 | 280 → 300120 → 125 | 1,100 → 1,600900 → 800 | Speed 78 → 70; Mass 1,800 → 2,250; Upkeep 300 → 350 | |
| 15,580 → 6,250 | 70 → 60 | 5540 → 30 | 310 → 300130 → 150 | 1,400 → 2,0001,200 → 1,100 | Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 425 | |
| 18,424 → 10,000 | 70 | 5560 | 290 → 300140 → 150 | 1,000 → 4,0001,700 → 2,000 | Speed 46 → 45; Mass 1,000 → 1,500; Upkeep 500 → 0; New: Immune to Psychology | |
| 14,568 → 5,250 | 40 | 4545 → 55 | 250125 | 1,000 → 1,100400 → 550 | Speed 34 → 35; Mass 600 → 1,000; Upkeep 250 → 140; New: Immune to Psychology | |
| 15,180 → 6,000 | 80 | 45 → 3545 → 55 | 250125 | 1,200 → 1,500600 → 750 | Speed 78 → 70; Mass 1,600 → 2,250; Upkeep 300 → 190; New: Immune to Psychology | |
| 17,048 → 9,250 | 30 → 40 | 2020 → 30 | 206 → 5 | 1,000 → 1,800850 → 900 | Speed 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 | |
| 18,424 → 10,000 | 70 | 6555 | 290 → 300140 → 150 | 1,200 → 4,4001,700 → 2,200 | Speed 46 → 45; Mass 1,000 → 1,500; Upkeep 600 → 0; New: Immune to Psychology | |
| 32 → 404,320 → 9,000 | 30 | 12 → 1518 → 20 | 21 → 203 → 5 | 1,000 → 2,8001,000 → 1,400 | Missile 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 → — | |
| 100 → 808,800 → 14,000 | 95 → 100 | 34 → 4043 → 55 | 11 → 1525 | 1,050 → 2,4001,000 → 1,200 | Missile 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 | |
| 807,040 → 14,000 | 95 → 100 | 26 → 3032 → 45 | 24 → 309 → 10 | 1,050 → 2,4001,000 → 1,200 | Missile 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 | |
| 90 → 1006,210 → 11,000 | 30 → 40 | 16 → 1516 → 15 | 21 → 203 → 5 | 500 → 1,150500 → 575 | Speed 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 → — | |
| 90 → 1006,210 → 11,000 | 70 → 80 | 16 → 2516 → 25 | 21 → 203 → 10 | 600 → 1,100600 → 550 | Leadership 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 → — | |
| 90 → 1006,210 → 11,000 | 70 → 80 | 16 → 2024 → 30 | 21 → 203 → 10 | 650 → 1,100650 → 550 | Leadership 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 → — | |
| 1208,280 → 13,200 | 70 → 80 | 24 → 3534 → 35 | 21 → 207 → 10 | 550 → 1,100525 → 550 | Leadership 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 | |
| 1208,280 → 13,200 | 70 → 80 | 22 → 3038 → 30 | 8 → 1020 → 25 | 650 → 1,100650 → 550 | Leadership 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 → — | |
| 1206,480 → 10,800 | 15 | 1013 → 15 | 21 → 203 → 5 | 400 → 600400 → 300 | Leadership 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 → — | |
| 1608,960 → 14,400 | 15 | 2024 → 25 | 19 → 206 → 5 | 350 → 600350 → 300 | Leadership 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 → — | |
| 112,620 → 16,000 | 100 | 6530 | 160 → 150470 → 450 | 1,600 → 3,2001,600 | Leadership 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 → — | |
| 110,048 → 15,000 | 80 | 8 → 58 → 5 | 206 → 5 | 1,500 → 3,0001,500 | Charge 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 | |
| 1 → 46,048 → 10,000 | 30 | 8 → 58 → 5 | 206 → 5 | 900 → 1,400800 → 700 | Speed 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 | |
| 16,240 → 7,500 | 80 | 3020 → 25 | 110 → 12550 | 900 → 2,000950 → 1,000 | Speed 30 → 35; Mass 5,800 → 4,750; Upkeep 238 → 250; Spell resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1008,800 → 17,500 | 95 → 100 | 43 → 4053 → 55 | 11 → 1525 | 1,350 → 3,2001,300 → 1,600 | Missile 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 | |
| 24 → 326,264 → 12,000 | 110 | 4543 → 45 | 20 → 2545 → 40 | 1,650 → 3,8001,650 → 1,900 | Missile 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 | |
| 14,168 → 5,000 | 70 | 5055 | 115 → 125265 → 175 | 800 → 0800 → 1,000 | Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker | |
| 15,902 → 7,750 | 0 | 7050 | 120 → 150350 | 1,100 → 01,150 → 1,300 | Speed 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 | |
| 112,620 → 16,000 | 100 | 78 → 7538 → 40 | 160 → 150470 → 450 | 1,950 → 4,0001,850 → 2,000 | Leadership 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 → — | |
| 120 → 1606,480 → 14,400 | 15 | 27 → 2031 → 25 | 21 → 203 → 5 | 625 → 1,200625 → 600 | Speed 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 | |
| 14,868 → 6,500 | 100 → 80 | 6040 → 45 | 130 → 150290 → 250 | 1,000 → 1,600800 | Leadership 80 → 70; Speed 38 → 40; Mass 800 → 1,000; Upkeep 250 → 200 | |
| 15,488 → 7,250 | 110 → 80 | 60 → 5045 | 130 → 150290 → 250 | 1,100 → 2,0001,000 | Leadership 80 → 70; Speed 78 → 70; Charge bonus 50 → 45; Mass 1,800 → 2,250; Upkeep 300 → 250 | |
| 16,584 → 8,500 | 80 | 5036 → 45 | 190 → 200280 → 300 | 1,550 → 3,2001,550 → 1,600 | Leadership 80 → 70; Charge bonus 65 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,800 → 3,500; Upkeep 387 → 400 | |
| 16,088 → 7,500 | 110 → 80 | 60 → 5045 | 140 → 150310 → 250 | 1,400 → 2,6001,300 | Leadership 80 → 70; Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 300 → 325; Removed: Causes Fear | |
| 18,424 → 10,000 | 120 → 100 | 65 → 5045 → 60 | 150310 → 300 | 1,000 → 3,6001,800 | Speed 46 → 45; Bonus vs infantry 14 → 15; Charge bonus 40 → 35; Mass 1,000 → 1,250; Upkeep 500 → 0 | |
| 807,040 → 14,000 | 95 → 100 | 34 → 3041 → 35 | 24 → 309 → 10 | 1,300 → 3,2001,250 → 1,600 | Leadership 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 | |
| 60 → 805,220 → 8,000 | 15 → 30 | 30 → 3532 → 30 | 3015 | 700 → 1,200700 → 600 | Leadership 50 → 60; Speed 90 → 100; Upkeep 175 → 150; Physical resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk | |
| 60 → 805,220 → 8,000 | 15 → 30 | 38 → 4541 → 40 | 3015 | 1,000 → 1,8001,000 → 900 | Leadership 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 | |
| 1 → 45,808 → 10,000 | 90 → 70 | 55 → 6040 | 145 → 50275 → 150 | 1,200 → 2,4001,100 → 1,200 | Leadership 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 | |
| 1 → 45,808 → 10,000 | 90 → 70 | 4060 | 145 → 50275 → 150 | 1,200 → 2,4001,100 → 1,200 | Leadership 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 | |
| 16,232 → 8,000 | 80 | 3020 | 110 → 10050 | 1,100 → 2,2001,100 | Leadership 75 → 100; Speed 30 → 35; Mass 5,800 → 5,250; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16,232 → 8,000 | 95 → 100 | 38 → 3027 → 20 | 110 → 10050 | 1,350 → 2,7001,350 | Leadership 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 | |
| 17,306 → 9,000 | 40 | 44 → 3050 → 25 | 360 → 350200 → 150 | 1,800 → 3,8001,700 → 1,900 | Leadership 60 → 70; Mass 4,000 → 3,000; Upkeep 450 → 625; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 14,128 → 5,000 | 95 → 80 | 46 → 5050 | 250125 → 150 | 1,000 → 1,200650 → 600 | Missile 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 → — | |
| 14,536 → 5,750 | 115 → 100 | 46 → 4050 | 250125 → 150 | 1,200 → 1,600850 → 800 | Missile 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 | |
| 112,620 → 16,000 | 100 | 42 → 4528 → 30 | 125425 | 2,000 → 4,0002,000 | Leadership 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% | |
| 16,176 → 7,500 | 80 | 42 → 4536 → 35 | 180 → 200270 → 300 | 1,300 → 2,6001,300 | Charge 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 → — | |
| 17,298 → 9,000 | 40 | 44 → 4550 | 360 → 350200 → 150 | 1,600 → 3,2001,500 → 1,600 | Charge 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 → — | |
| 90 → 1006,210 → 11,000 | 40 | 24 → 1524 → 15 | 21 → 207 → 10 | 500 → 1,150500 → 575 | Speed 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 → — | |
| 15,248 → 6,500 | 60 | 6550 | 180 → 200320 → 350 | 1,200 → 01,200 | Speed 52 → 55; Mass 1,100 → 1,750; Upkeep 300 → 0; New: Immune to Psychology; Removed: Woodsman | |
| 14,548 → 5,500 | 20 | 42 → 4540 | 225 → 250100 | 1,600750 → 800 | Speed 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 | |
| 14,548 → 5,500 | 20 | 42 → 4540 | 225 → 250100 | 1,600750 → 800 | Speed 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 | |
| 14,548 → 5,500 | 20 | 42 → 4540 | 225 → 250100 | 1,600750 → 800 | Speed 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 | |
| 15,076 → 6,000 | 40 | 5055 | 170 → 175280 → 300 | 2,100 → 2,000900 → 1,000 | Speed 44 → 45; Mass 1,100 → 1,500; Upkeep 275 → 250; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Stalk; Removed: Woodsman | |
| 14,588 → 6,000 | 90 | 5060 | 160 → 150260 → 300 | 1,200 → 1,600600 → 800 | Speed 34 → 35; Mass 1,100 → 1,500; Physical resistance 0% → 20%; Missile resistance 15% → 0%; New: Wounded Pride; Removed: Wounds, Immune to Psychology | |
| 808,800 → 12,000 | 60 | 4046 → 50 | 12 → 1538 → 40 | 1,600 → 2,4001,200 | Speed 44 → 45; Melee attack interval 3.8 s → 3.5 s; Mass 240 → 250; Upkeep 350 → 300; Physical resistance 0% → 20%; Removed: Woodsman | |
| 60 → 806,000 → 12,000 | 15 | 42 → 4540 → 35 | 1525 | 1,400 → 2,0001,050 → 1,000 | Speed 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 | |
| 808,000 → 12,000 | 30 | 42 → 4534 → 35 | 4014 → 15 | 1,000 → 1,600800 | Speed 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 model
5,000
80
70
35
50
50
400
30
15
600
Terracotta Automatonscr_cth_inf_terracotta_automaton_0140 models
18,900
100
100
25
30
65
40
10
25
25
1,400
Iron Hail Gunners (Dragonbreakers)cth_dragon_breakers100 models
11,000
40
50
40
15
15
25
5
10
100
575
Fire Lancers (Jade Lancers)cth_fire_lancers60 models
15,000
100
75
70
35
30
40
75
25
1,500
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
Stellar Pyramids of the Southern SkiesGrand Cathay
- −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)
Pigbarter Swamp-WharfGrand Cathay
- −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)
The Standing StonesGrand Cathay
- −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
Grand Maritime LiftGrand Cathay
- +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)
Monument of the White TigerGrand Cathay
- −Recruitment cost: -15% for all Tiger Warrior units (factionwide)
- +Recruitment cost: -10% for all Tiger Warrior units (own armies factionwide)
The Palace of ScrollsGrand Cathay
- −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)
Bastion Command TowerGrand Cathay
- −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)
Bastion Lumber PileGrand Cathay
- −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)
Bastion Water StationGrand Cathay
- −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)
Bastion Grand ParlourGrand Cathay
- −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)
Cannon EmplacementsGrand 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: "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)
Artillery BatteriesGrand 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: "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)
Labour Conscription BureauGrand Cathay
- −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)
Bamboo Scaffold DepotGrand Cathay
- −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
Contemplation GardensGrand Cathay
- −Income from all buildings: +4% (local province)
- −Growth: +30
- +Income from all buildings: +2% (all regions in province)
- +Growth: +20
Administration CentreGrand Cathay
- −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
Celestial ObservatoryGrand Cathay
- −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
Conscription OfficeGrand Cathay
- −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)
Exotic Animal TamerGrand Cathay
- −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)
Exotic Animal MarketGrand Cathay
- −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)
Cinnabar Mining PitGrand Cathay
- −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)
Gemcutter's WorkshopGrand Cathay
- −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)
Stone Mason's WorkshopGrand Cathay
- −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)
Herb Gatherer's CampGrand Cathay
- −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)
Obsidian Trinket MakerGrand Cathay
- −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)
Obsidian Amulet CarverGrand Cathay
- −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)
Sky Lantern LookoutsGrand Cathay
- −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)
The Grand ObservatoryGrand Cathay
- −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)
Wei-Jin (Celestial City)Grand Cathay
- −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)
Wei-Jin (Imperial Seat)Grand Cathay
- −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)
Temple of the Jade-Blood SorcerersGrand Cathay
- −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
Temple of the Two MoonsGrand Cathay
- −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)
- +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)
- +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
Works Great and SmallGrand Cathay
- −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
Bulwark Against ChaosGrand Cathay
- 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
Jade Veteran FacilityGrand Cathay
- Research points: 600 → 800
Blessed Temple GuardiansGrand Cathay
- 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
Enhanced Yang SightGrand Cathay
- −Campaign line of sight: +15% (all characters)
- +Campaign line of sight: +20%
- Research points: 300 → 500
Service Great and SmallGrand Cathay
- −Construction cost: -15% for Military buildings
- +Construction cost: -10% for Military buildings
- Research points: 400 → 600
Alchemist CompactGrand Cathay
- Research points: 600 → 800
Administrative SubsidiesGrand Cathay
- −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
Incorruptible DogmaGrand Cathay
- −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
Dragon Emperor’s BlessingGrand Cathay
- −Winds of Magic power reserve capacity: +10 (all armies)
- +Winds of Magic power reserve capacity: +10
- Research points: 500 → 700
Alignment CalibrationGrand Cathay
- −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
Flanking StratagemsGrand Cathay
- −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
Celestial Endurance TrainingGrand Cathay
- −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
Battlefield RequisitionsGrand Cathay
- −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
Bureaucrat TrainingGrand Cathay
- −Chance of a plague spreading: -15% (all armies)
- −Corruption: -1 (all provinces)
- +Chance of a plague spreading: -25%
- +Corruption: -1
- Research points: 300 → 500
Grace of the Dragon EmpressGrand Cathay
- −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
Defensive FormationsGrand Cathay
- −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
Harmonic DisciplineGrand Cathay
- −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
Iron Dragon's MandateGrand Cathay
- −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
Contained AggressionGrand Cathay
- −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
Roads of Harmony and HonourGrand Cathay
- Research points: 800 → 1000
Widened RoadsGrand Cathay
- −Maximum Caravan cargo capacity: +20%
- +Melee defence: +20% for caravans
- Research points: 800 → 1000