Total War: WARHAMMER Wiki

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:

  • Adds walls to the settlement

Effect unlocked when technology "Conclave Dominance" researched:

  • Conclave Influence gained: +2 per turn

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:

  • Adds walls to the settlement

Effect unlocked when technology "Conclave Dominance" researched:

  • Conclave Influence gained: +2 per turn

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:

  • Adds walls to the settlement

Effect unlocked when technology "Conclave Dominance" researched:

  • Conclave Influence gained: +2 per turn

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:

  • Adds walls to the settlement

Effect unlocked when technology "Conclave Dominance" researched:

  • Conclave Influence gained: +2 per turn

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:

  • Adds walls to the settlement

Effect unlocked when technology "Conclave Dominance" researched:

  • Conclave Influence gained: +2 per turn

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:
  • Hobgoblin Cutthroats
  • Hobgoblin Sneaky Gits
  • Hobgoblin Archers
1 750
Hobgoblin Bivouacs II Unlocks recruitment of:
  • Hobgoblin Wolf Raiders (Spears)
  • Hobgoblin Wolf Raiders (Bows)
2 1500
Ash Level Chaos Dwarf Infantry II Unlocks Hero recruitment: Infernal Castellan

Unlocks recruitment of:

  • Chaos Dwarf Warriors
  • Chaos Dwarf Warriors (Great Weapons)
  • Chaos Dwarf Blunderbusses
3 2500 Tower or factory settlement
Ore Level III Unlocks Hero recruitment: Infernal Castellan

Hero capacity: +1 for Infernal Castellan

Unlocks recruitment of:

  • Infernal Guard
  • Infernal Guard (Great Weapons)
5 5000 Tower or factory settlement
Iron Level IV Unlocks Hero recruitment: Infernal Castellan

Hero capacity: +1 for Infernal Castellan

Unlocks recruitment of:

  • Infernal Ironsworn
  • Infernal Guard (Fireglaives)
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:

  • Bull Centaur Renders
  • Great Taurus
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:

  • Bull Centaur Renders (Dual Weapons)
  • Bull Centaur Renders (Great Weapons)
  • Lammasu
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:

  • Bale Taurus
7 1500 Tower settlement
Ironworks War Machines II Global recruitment duration: -1 (armies in region)

Unlocks recruitment of:

  • Magma Cannon
  • Iron Daemon
  • Skullcracker
3 250 Tower or factory settlement
Grand Manufactory III Global recruitment duration: -2 (armies in region)

Unlocks recruitment of:

  • Deathshriker Rocket Launcher
  • Hellcannon
5 750 Tower or factory settlement
Manufactory Complex V Global recruitment duration: -3 (armies in region)

Global recruitment capacity: +1

Unlocks recruitment of:

  • Dreadquake Mortar
  • Iron Daemon - Dreadquake Mortar
  • Skullcracker - Dreadquake Mortar
9 2500 Tower settlement
Daemonsmithy K'daai II Unlocks Hero recruitment: Daemonsmith Sorcerer

Research rate: +2%

Provides garrison:

  • Daemonsmith Sorcerer: (Hashut)
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:

  • K'daai Fireborn

Provides garrison:

  • Daemonsmith Sorcerer: (Hashut)
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:

  • K'daai Destroyer

Provides garrison:

  • Daemonsmith Sorcerer: (Hashut)
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:

  • Campaign movement range: +10% (armies in province)
  • Upkeep: -5% (armies in local province)
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:

  • Campaign movement range: +10% (armies in province)
  • Upkeep: -5% (armies in local province)
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:

  • Campaign movement range: +10% (armies in province)
  • Upkeep: -5% (armies in local province)
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:

  • Income generated: 50
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:

  • Income generated: 50
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:

  • Income generated: 50
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:
  • Armaments per turn: 50
  • Raw Materials per turn: -150
  • Chaos Undivided corruption: +1
2 250
Weapons Workshop II When you have 225 or more Raw Materials:
  • Armaments per turn: 100
  • Raw Materials per turn: -225
  • Chaos Undivided corruption: +1
4 750
Armament Assembly Line III When you have 300 or more Raw Materials:
  • Armaments per turn: 150
  • Raw Materials per turn: -300
  • Chaos Undivided corruption: +1
6 1500
Gold Panners Refinery I When you have 150 or more Raw Materials:
  • Income generated: 300
  • Raw Materials per turn: -150
  • Chaos Undivided corruption: +1
2 250
Gold Sluice II When you have 225 or more Raw Materials:
  • Income generated: 500
  • Raw Materials per turn: -225
  • Chaos Undivided corruption: +1
4 750
Gold Refinery III When you have 300 or more Raw Materials:
  • Income generated: 750
  • Raw Materials per turn: -300
  • Chaos Undivided corruption: +1
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:

  • Chaos Undivided corruption: +2

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:

  • Chaos Undivided corruption: +2

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:

  • Chaos Undivided corruption: +2

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:
  • Armaments output: +15% (local province)

When you have 180 or more Raw Materials:

  • Armaments per turn: 150
  • Raw Materials per turn: -180
  • Chaos Undivided corruption: +1
5 1500 raw materials
High-Quality Assembly Line Iron III Effect unlocked when technology "Stockpiling" researched:
  • Armaments output: +15% (local province)

When you have 300 or more Raw Materials:

  • Armaments per turn: 250
  • Raw Materials per turn: -300
  • Chaos Undivided corruption: +1
5 1500 raw materials
Gem Refinery Gemstones III When you have 225 or more Raw Materials:
  • Income from Gem and Gold Mines: +15% (local province)
  • Raw Materials: -225 per turn
  • Chaos Undivided corruption: +1
  • Income generated: 750
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:

  • Raw Materials output: +10% (local province)
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:

  • Raw Materials output: +10% (local province)
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