Chaos Dwarfs occupy settlements as either outposts, factories, or towers, which have different buildings available to them. Only major settlements can be occupied as towers. Many of their buildings cost raw materials or armaments instead of gold to build and upgrade. They can rush construction of a building, spending labour to build it instantly.
Chains[]
Settlement[]
Tower and factory settlement buildings cost raw materials instead of gold to build and upgrade. Outpost settlement buildings cost gold like normal. Chaos Dwarfs do not use growth like other races do.
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Foundations | Tower | I | Conclave Influence gained: +2 per turn
Income generated: 100 Control: +1 Defensive supplies: +1000 Chaos Undivided corruption: +2 Local recruitment capacity: +1 When outside Wood Elf, Ogre, or Norscan homelands:
Effect unlocked when technology "Conclave Dominance" researched:
Provides garrison: Unlocks recruitment of: |
Tower settlement | ||
Ramparts | II | Conclave Influence gained: +3 per turn
Income generated: 150 Control: +1 Defensive supplies: +1000 Chaos Undivided corruption: +2 Local recruitment capacity: +1 When outside Wood Elf, Ogre, or Norscan homelands:
Effect unlocked when technology "Conclave Dominance" researched:
Provides garrison: |
||||
Battlements | III | Conclave Influence gained: +4 per turn
Income generated: 200 Control: +2 Defensive supplies: +1250 Chaos Undivided corruption: +2 Local recruitment capacity: +2 When outside Wood Elf, Ogre, or Norscan homelands:
Effect unlocked when technology "Conclave Dominance" researched:
Provides garrison: |
||||
Gun Turrets | IV | Conclave Influence gained: +5 per turn
Income generated: 250 Control: +2 Defensive supplies: +1500 Chaos Undivided corruption: +2 Local recruitment capacity: +2 When outside Wood Elf, Ogre, or Norscan homelands:
Effect unlocked when technology "Conclave Dominance" researched:
Provides garrison: |
9 | 3500 | ||
Tower of Hashut | V | Conclave Influence gained: +6 per turn
Income generated: 300 Control: +3 Defensive supplies: +1500 Chaos Undivided corruption: +2 Local recruitment capacity: +3 When outside Wood Elf, Ogre, or Norscan homelands:
Effect unlocked when technology "Conclave Dominance" researched:
Provides garrison: |
11 | 4500 | ||
Outpost | Outpost | I | Conclave Influence gained: +1 per turn
Income generated: 50 Chaos Undivided corruption: +1 Unlocks recruitment of: Provides garrison: |
Outpost settlement | ||
Overseers' Camp | II | Conclave Influence gained: +1 per turn
Income generated: 100 Chaos Undivided corruption: +1 Provides garrison:
|
5 | 4000 | ||
Overseers' Tower | III | Conclave Influence gained: +1 per turn
Income generated: 150 Chaos Undivided corruption: +1 Provides garrison:
|
6 | 6000 | ||
Workshop | Factory | I | Conclave Influence gained: +1 per turn
Adds defenses to the settlement (battles fought here will be unwalled settlement battles) Income generated: 50 Chaos Undivided corruption: +1 Provides garrison: Unlocks recruitment of: |
Factory settlement | ||
Factory | II | Conclave Influence gained: +1 per turn
Defensive supplies: +500 (local province) Adds defenses to the settlement (battles fought here will be unwalled settlement battles) Income generated: 100 Chaos Undivided corruption: +1 Provides garrison: |
5 | 750 | ||
Production Plant | III | Conclave Influence gained: +1 per turn
Defensive supplies: +1000 (local province) Adds defenses to the settlement (battles fought here will be unwalled settlement battles) Income generated: 150 Chaos Undivided corruption: +1 Provides garrison: |
7 | 1250 |
Military Recruitment[]
Basic Military[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Hobgoblin Mustering Camp | Hobgoblins | I | Unlocks recruitment of:
|
1 | 750 | |
Hobgoblin Bivouacs | II | Unlocks recruitment of:
|
2 | 1500 | ||
Ash Level | Chaos Dwarf Infantry | II | Unlocks Hero recruitment: Infernal Castellan
Unlocks recruitment of:
|
3 | 2500 | Tower or factory settlement |
Ore Level | III | Unlocks Hero recruitment: Infernal Castellan
Hero capacity: +1 for Infernal Castellan Unlocks recruitment of:
|
5 | 5000 | Tower or factory settlement | |
Iron Level | IV | Unlocks Hero recruitment: Infernal Castellan
Hero capacity: +1 for Infernal Castellan Unlocks recruitment of:
|
7 | 7500 | Tower settlement |
Advanced Military[]
Advanced Military buildings cost armaments instead of gold to build and upgrade.
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Lava Fields | Beasts | II | Chaos Undivided corruption: +3
Unlocks Hero recruitment: Bull Centaur Taur'ruk Unlocks recruitment of:
|
3 | 250 | Tower settlement |
Monster Pens | III | Chaos Undivided corruption: +4
Chaos Undivided corruption in adjacent provinces: +2 Unlocks Hero recruitment: Bull Centaur Taur'ruk Unlocks recruitment of:
|
5 | 750 | Tower settlement | |
Fire Enclave | IV | Chaos Undivided corruption: +5
Chaos Undivided corruption in adjacent provinces: +3 Unlocks Hero recruitment: Bull Centaur Taur'ruk Unlocks recruitment of:
|
7 | 1500 | Tower settlement | |
Ironworks | War Machines | II | Global recruitment duration: -1 (armies in region)
Unlocks recruitment of:
|
3 | 250 | Tower or factory settlement |
Grand Manufactory | III | Global recruitment duration: -2 (armies in region)
Unlocks recruitment of:
|
5 | 750 | Tower or factory settlement | |
Manufactory Complex | V | Global recruitment duration: -3 (armies in region)
Global recruitment capacity: +1 Unlocks recruitment of:
|
9 | 2500 | Tower settlement | |
Daemonsmithy | K'daai | II | Unlocks Hero recruitment: Daemonsmith Sorcerer
Research rate: +2% Provides garrison:
|
3 | 250 | Tower settlement |
Altar of Fire | III | Unlocks Hero recruitment: Daemonsmith Sorcerer
Hero capacity: +1 for Daemonsmith Sorcerer Research rate: +5% Unlocks recruitment of:
Provides garrison:
|
5 | 750 | Tower settlement | |
Great Kiln of Hashut | V | Unlocks Hero recruitment: Daemonsmith Sorcerer
Hero capacity: +1 for Daemonsmith Sorcerer Research rate: +10% Unlocks recruitment of:
Provides garrison:
|
9 | 2500 | Tower settlement |
Infrastructure[]
Tower and factory infrastructure buildings cost raw materials instead of gold to build and upgrade. Outpost infrastructure buildings cost gold like normal.
Tower[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Ziggurat Tenements | Living Quarters | I | Lord recruit rank: +1 (local province)
Hero recruit rank: +1 (local province) Casualty replenishment rate: +4% (armies in local province) |
2 | 250 | |
Overseers' Quarters | II | Lord recruit rank: +2 (local province)
Hero recruit rank: +2 (local province) Casualty replenishment rate: +6% (armies in local province) |
4 | 750 | ||
Sorcerer-Prophet's Tower | III | Lord recruit rank: +2 (local province)
Hero recruit rank: +2 (factionwide) Casualty replenishment rate: +8% (armies in local province) |
6 | 1500 | ||
Sorcerere-Prophet's Estate | IV | Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 (factionwide) Casualty replenishment rate: +10% (armies in local province) |
8 | 2500 | ||
Donation Barrel | Tribute Halls | I | Income generated: 250 | 2 | 250 | |
Tribute Collectors | II | Income generated: 350 | 4 | 500 | ||
Tribute Shrine | III | Income generated: 450 | 6 | 1000 | ||
Tithe Chamber | IV | Income generated: 600 | 8 | 1750 | ||
Treasure Hall | V | Income generated: 750 | 10 | 2500 | ||
Patrol Routes | Tower Patrols | I | Control: +1
Campaign movement range: +10% (armies in province) Effects unlocked when "Industrial Security" is researched:
|
2 | 250 | |
Tower Roads | III | Control: +3
Control: +1 (adjacent provinces) Campaign movement range: +15% (armies in province) Effects unlocked when "Industrial Security" is researched:
|
6 | 1500 | ||
Rail Network | V | Control: +5
Control: +2 (adjacent provinces) Campaign movement range: +20% (armies in province) Effects unlocked when "Industrial Security" is researched:
|
10 | 4000 | ||
Cinerator | Furnace | III | Raw materials consumed per turn by buildings: -5% (local province) | 6 | 1500 | |
Grand Furnace | V | Raw materials consumed per turn by buildings: -15% (local province) | 10 | 4000 | ||
Temple of Hashut | Hashut Worship | V | Conclave Influence gained: +10 per turn
Winds of Magic power reserve capacity: +3 (all armies) Diplomatic relations: +10 with Chaos Dwarfs Recruit rank: +3 for Bull Centaurs (local province) |
10 | 5000 |
Outpost[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Strip Mine | Mine | I | Raw Materials: 200 per turn (when Workload requirements are met)
Workload: +300 |
2 | 1500 | |
Mineshaft | II | Raw Materials: 300 per turn (when Workload requirements are met)
Workload: +400 |
4 | 3000 | ||
Underground Caverns | III | Raw Materials: 400 per turn (when Workload requirements are met)
Workload: +500 |
6 | 5000 | ||
Money Pit | Scavengers' Hovel | I | Income generated: 150
Income from post-battle loot: +10% (armies in adjacent regions) Effects unlocked when technology "Extended Shifts" researched:
|
2 | 750 | |
Locked Stores | II | Income generated: 200
Income from post-battle loot: +20% (armies in adjacent regions) Effects unlocked when technology "Extended Shifts" researched:
|
4 | 1500 | ||
Treasure Trove | III | Income generated: 250
Income from post-battle loot: +30% (armies in adjacent regions) Effects unlocked when technology "Extended Shifts" researched:
|
6 | 2500 | ||
Guard Tower | Watch Towers | II | Control: +2
Campaign line of sight: +25% for settlements |
4 | 1500 | |
Watchtower | III | Control: +3
Campaign line of sight: +50% for settlements |
6 | 2500 |
Factory[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Gunsmith | Assembly Line | I | When you have 150 or more Raw Materials:
|
2 | 250 | |
Weapons Workshop | II | When you have 225 or more Raw Materials:
|
4 | 750 | ||
Armament Assembly Line | III | When you have 300 or more Raw Materials:
|
6 | 1500 | ||
Gold Panners | Refinery | I | When you have 150 or more Raw Materials:
|
2 | 250 | |
Gold Sluice | II | When you have 225 or more Raw Materials:
|
4 | 750 | ||
Gold Refinery | III | When you have 300 or more Raw Materials:
|
6 | 1500 | ||
Miners' Workshop | Tools Maintenance | I | Raw Materials output: +10% (local province) | 2 | 250 | |
Tool Manufactory | III | Raw Materials output: +30% (local province) | 6 | 1500 |
Port[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Trade Landing | Port | I | Income generated: 200 | Port settlement
Tower settlement | ||
Trade Wharf | III | Income generated: 350
Income from trade tariffs: +5% |
4 | 1125 raw materials | ||
Trading Hub | V | Income generated: 500
Income from trade tariffs: +10% |
8 | 3000 raw materials | ||
Irrigation Canals | Port | I | Control: +1
Casualty replenishment rate: +3% (armies in region) |
2 | 750 | Port settlement
Outpost settlement |
Qanal | II | Control: +2
Casualty replenishment rate: +6% (armies in region) |
4 | 1500 | ||
Yakhchal | III | Control: +3
Casualty replenishment rate: +9% (armies in region) |
6 | 2500 | ||
Redirected River | Port | I | Income from Refinery buildings: +5% (local region)
Armaments output: +5% (local region) |
Port settlement
Factory settlement | ||
Sluice Gate | II | Income from Refinery buildings: +10% (local region)
Armaments output: +10% (local region) |
4 | 750 raw materials | ||
Black Water Sluice Gate | III | Income from Refinery buildings: +15% (local region)
Armaments output: +15% (local region) |
6 | 1000 raw materials |
Defense[]
Tower[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Fane Guard | Temple Guardhouse | I | Provides garrison: | 2 | 2000 | |
Fane Guardhouse | II | Defensive supplies: +20 per turn when under siege
Attrition: -10% when under siege Provides garrison:
|
4 | 3000 | ||
Fane Barracks | III | Defensive supplies: +30 per turn when under siege
Attrition: -15% when under siege Provides garrison:
|
6 | 4500 | ||
Temple Guard | IV | Defensive supplies: +40 per turn when under siege
Attrition: -20% when under siege Provides garrison:
|
8 | 6500 | ||
Temple Guardhouse | V | Defensive supplies: +50 per turn when under siege
Attrition: -25% when under siege Provides garrison:
|
10 | 9000 | ||
Prototype Megamortar | Tower Ballistics | II | Campaign movement range: -15% for enemy armies starting their turn in this region
Army ability: "Dreadquake Battery" (armies in local and adjacent regions) Army ability number of uses: +1 for "Dreadquake Battery" (armies in local and adjacent regions) |
4 | 4000 | |
Dreadquake Megamortar | IV | Campaign movement range: -25% for enemy armies starting their turn in this region
Army ability: "Dreadquake Battery" (armies in local and adjacent regions) Upgrade army ability "Dreadquake Battery" to fire an additional two projectiles Army ability number of uses: +2 for "Dreadquake Battery" (armies in local and adjacent regions) |
8 | 6500 | ||
Signal Fires | Protection | III | Chance of a plague spreading: -50%
Chaos Undivided corruption: +4 Effect unlocked when technology "Pandemic Preparations" is researched:
Discoverability of Skaven Under-Cities: +40 |
4 | 5000 |
Outpost[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Garrison Outpost | Overseer Hut | I | Enemy Hero action success chance: -5%
Provides garrison: |
2 | 750 | |
Garrison Base | II | Enemy Hero action success chance: -10%
Provides garrison: |
4 | 1500 | ||
Garrison Headquarters | III | Enemy Hero action success chance: -15%
Provides garrison:
|
6 | 2500 | ||
Signal Fires | Protection | III | Chance of a plague spreading: -50%
Chaos Undivided corruption: +4 Effect unlocked when technology "Pandemic Preparations" is researched:
Discoverability of Skaven Under-Cities: +40 |
4 | 5000 |
Factory[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Factory Guardhouse | Garrison | I | Enemy Hero action success chance: -5%
Provides garrison: |
2 | 1500 | |
Factory Walls | II | Enemy Hero action success chance: -10%
Provides garrison: |
4 | 2500 | ||
Factory Compound | III | Enemy Hero action success chance: -15%
Provides garrison: |
6 | 5000 | ||
Signal Fires | Protection | III | Chance of a plague spreading: -50%
Chaos Undivided corruption: +4 Effect unlocked when technology "Pandemic Preparations" is researched:
Discoverability of Skaven Under-Cities: +40 |
4 | 5000 |
Special[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Giant Conveyor | Drill Forgecraft | I | Income generated: 500
Raw Materials: 100 per turn (when Workload requirements are met) Workload: +100 Armaments: 10 per turn Upgrading this building unlocks the next stage towards campaign victory Unlocks recruitment of: |
Playable Chaos Dwarf factions each have this available in their starting settlement | ||
High-Powered Drill Assembly Line | II | Income generated: 500
Raw Materials: 200 per turn (when Workload requirements are met) Workload: +150 Armaments: 20 per turn Upgrading this building unlocks the next stage towards campaign victory |
3 | 1500 | ||
Gromril-Tipped Drill Assembly Line | IV | Income generated: 500
Raw Materials: 500 per turn (when Workload requirements are met) Workload: +300 Armaments: 50 per turn Upgrading this building unlocks the next stage towards campaign victory |
8 | 2500 |
Resource[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Spice Market | Spices | I | Income generated: 100
Spices resource production: 20 sacks |
2 | 1500 | |
Spice Trading Post | II | Income generated: 150
Spices resource production: 30 sacks |
4 | 3000 | ||
Eastern Bazaar | III | Income generated: 200
Spices resource production: 45 sacks |
6 | 5000 | ||
Dyes | I | Income generated: 100
Dyes resource production: 20 ounces |
2 | 1500 | ||
II | Income generated: 150
Dyes resource production: 30 ounces |
4 | 3000 | |||
Dye-Maker | III | Income generated: 200
Dyes resource production: 45 ounces |
6 | 5000 | ||
Tusks | I | Income generated: 100
Ivory resource production: 20 tusks |
2 | 1500 | ||
II | Income generated: 150
Ivory resource production: 30 tusks |
4 | 3000 | |||
Tusk Compound | III | Income generated: 200
Ivory resource production: 45 tusks |
6 | 5000 | ||
Furs | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Hattery | III | Furs resource produced: 45 bundles
Recruitment cost: -30% for Chaos Dwarf Infantry (armies in local region) |
6 | 5000 | ||
Wine | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Distillery | III | Wine resource production: 45 barrels
Recruitment cost: -25% for Hobgoblin units (armies in province) Upkeep: -3% for Hobgoblin units (factionwide) |
6 | 5000 | ||
Exotic Animals | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Giant Wolf Stables | III | Exotic Animals resource production: 45 cages
Recruit rank: +5 for Hobgoblin Wolf Raiders |
6 | 5000 | ||
Salt | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Saltworks | III | Salt resource production: 45 barrels
Upkeep: -5% for Deathshriker units (all armies) Recruitment cost: -10% for Deathshriker units (all armies) |
6 | 5000 | ||
Herbalist's Camp | Medicine | I | Medicinal Plants resource produced: 20 bundles
Casualty replenishment rate: +1% (factionwide) |
2 | 1500 | |
Alchemist's Workshop | II | Medicinal Plants resource produced: 30 bundles
Casualty replenishment rate: +2% (factionwide) |
4 | 3000 | ||
Alchemists' Guild Hall | III | Medicinal Plants resource produced: 45 bundles
Casualty replenishment rate: +3% (factionwide) |
6 | 5000 | ||
Pottery | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Kilns | III | Pottery resource production: 45 kilnful
Construction cost: -25% for all buildings (local province) |
6 | 5000 | ||
Charcoal Forge | Timber | III | Effect unlocked when technology "Stockpiling" researched:
When you have 180 or more Raw Materials:
|
5 | 1500 raw materials | |
High-Quality Assembly Line | Iron | III | Effect unlocked when technology "Stockpiling" researched:
When you have 300 or more Raw Materials:
|
5 | 1500 raw materials | |
Gem Refinery | Gemstones | III | When you have 225 or more Raw Materials:
|
5 | 1500 raw materials | |
Marble Quarry | Marble | III | Raw Materials: 500 per turn (when Workload requirements are met)
Workload: +400 Chaos Undivided corruption: +1 Effect unlocked when technology "Wagon Engineering" researched:
|
6 | 5000 | |
Obsidian Quarry | Obsidian | III | Raw Materials: 500 per turn (when Workload requirements are met)
Workload: +400 Chaos Undivided corruption: +1 Effect unlocked when technology "Wagon Engineering" researched:
|
6 | 5000 | |
Gold Mine | Gold | I | Income generated: 150
Lord recruit rank: +1 (factionwide) |
2 | 1500 | |
Gold Smelter | II | Income generated: 300
Lord recruit rank: +1 (factionwide) Hero recruit rank: +1 (factionwide) |
4 | 3000 | ||
Goldsmiths' Guild Hall | III | Income generated: 500
Lord recruit rank: +2 (factionwide) Hero recruit rank: +1 (factionwide) |
6 | 5000 | ||
Pastures | I | 2 | 1500 | |||
II | 4 | 3000 | ||||
Goat Farm | III | Recruitment cost: -25% for Lammasu, Great Taurus, and Bale Taurus units (armies in province)
Upkeep: -3% for Lammasu, Great Taurus, and Bale Taurus units (factionwide) |
6 | 5000 |