Total War: WARHAMMER Wiki
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This page lists all The Empire buildings.

Settlements[ | ]

While the first 3 tiers of both types of settlement are quite similar, the provincial capitals provide a stronger garrison and earlier walls.

Coastal settlements are named differently but have the exact same stats as their landlocked brethren.


Chain Tier Building Effect Cost Requirements
Empire city
Minor Settlement
I Hamlet Icon income plusIncome generated: 40
GrowthGrowth: +10
ConstructionGrants 1 construction slot in the settlement

Siege defenceProvides garrison:

3 Spearmen
2 Swordsmen
Icon treasury 800
Icon hourglass 2 turns
Minor Settlement
II Village Icon income plusIncome generated: 60
Public orderPublic Order: +1
GrowthGrowth: +20
ConstructionGrants 2 construction slots in the settlement

Siege defenceProvides garrison:

2 Spearmen (Shields)
2 Swordsmen
2 Crossbowmen
Icon treasury 1600
Icon hourglass 3 turns
Minor Settlement, 1 Population Surplus
III Town Icon income plusIncome generated: 80
Public orderPublic Order: +2
GrowthGrowth: +30
ConstructionGrants 3 construction slots in the settlement

Siege defenceProvides garrison:

1 Empire Captain
2 Halberdiers
2 Swordsmen
2 Crossbowmen
Icon treasury 3200
Icon hourglass 4 turns
Minor Settlement, 2 Population Surplus
Empire city
Provincial Capital
I Hamlet Icon income plusIncome generated: 40
GrowthGrowth: +10
ConstructionGrants 1 construction slot in the settlement

Siege defenceProvides garrison:

4 Spearmen
2 Swordsmen
2 Crossbowmen
Icon treasury 800
Icon hourglass 2 turns
Major Settlement, not the faction capital (Altdorf)
II Village Icon income plusIncome generated: 60
Public orderPublic Order: +1
GrowthGrowth: +20
ConstructionGrants 2 construction slots in the settlement

Siege defenceProvides garrison:

3 Spearmen (Shields)
3 Swordsmen
2 Crossbowmen
Icon treasury 1600
Icon hourglass 3 turns
Major Settlement, 1 Population Surplus, not the faction capital (Altdorf)
III Town Icon income plusIncome generated: 80
Public orderPublic Order: +2
GrowthGrowth: +30
ConstructionGrants 3 construction slots in the settlement

Siege defenceProvides garrison:

1 Empire Captain
3 Halberdiers
3 Swordsmen
2 Crossbowmen
Icon treasury 3200
Icon hourglass 4 turns
Major Settlement, 2 Population Surplus, not the faction capital (Altdorf)
IV City Icon income plusIncome generated: 100
Public orderPublic Order: +2
GrowthGrowth: +40
ConstructionGrants 4 construction slots in the settlement

Siege defenceProvides garrison:

1 Empire Captain
1 Greatswords
3 Halberdiers
2 Swordsmen
2 Handgunners
Icon treasury 4800
Icon hourglass 5 turns
Major Settlement, 4 Population Surplus, not the faction capital (Altdorf)
V City-State Icon income plusIncome generated: 120
Public orderPublic Order: +3
GrowthGrowth: +50
ConstructionGrants 5 construction slots in the settlement

Siege defenceProvides garrison:

1 Empire Captain
3 Greatswords
3 Halberdiers
2 Handgunners
Icon treasury 7200
Icon hourglass 6 turns
Major Settlement, 5 Population Surplus, not the faction capital (Altdorf)
Empire city altdorf
Altdorf
I Altdorf (Hamlet) Icon income plusIncome generated: 100
Public orderPublic Order: +1 (local province)
GrowthGrowth: +10
IncomeIncome from all buildings: +30% (all regions in this province)
IncomeIncome from all buildings: +15% (all regions in adjaent provinces)
ConstructionGrants 1 construction slot in the settlement

Siege defenceProvides garrison:

2 Empire Knights
2 Greatswords
4 Spearmen (Shields)
4 Crossbowmen
Icon treasury 800
Icon hourglass 2 turns
Can only be built in Altdorf
II Altdorf (Village) Icon income plusIncome generated: 150
Public orderPublic Order: +2 (local province)
GrowthGrowth: +20
IncomeIncome from all buildings: +35% (all regions in this province)
IncomeIncome from all buildings: +18% (all regions in adjaent provinces)
ConstructionGrants 2 construction slots in the settlement

Siege defenceProvides garrison:

1 Mortar
2 Empire Knights
1 Reiksguard
2 Greatswords
2 Halberdiers
2 Spearmen (Shields)
4 Crossbowmen
Icon treasury 1600
Icon hourglass 3 turns
Can only be built in Altdorf, 1 Population Surplus
III Altdorf (Town) Icon income plusIncome generated: 200
Public orderPublic Order: +3 (local province)
GrowthGrowth: +30
IncomeIncome from all buildings: +40% (all regions in this province)
IncomeIncome from all buildings: +20% (all regions in adjaent provinces)
ConstructionGrants 3 construction slots in the settlement

Siege defenceProvides garrison:

2 Mortar
2 Empire Knights
2 Reiksguard
1 Empire Captain
2 Greatswords
3 Halberdiers
2 Crossbowmen
2 Handgunners
Icon treasury 3200
Icon hourglass 4 turns
Can only be built in Altdorf, 2 Population Surplus
IV Altdorf (City) Icon income plusIncome generated: 250
Public orderPublic Order: +4 (local province)
GrowthGrowth: +40
IncomeIncome from all buildings: +45% (all regions in this province)
IncomeIncome from all buildings: +23% (all regions in adjaent provinces)
ConstructionGrants 4 construction slots in the settlement

Siege defenceProvides garrison:

2 Mortar
2 Demigryph Knights
3 Reiksguard
1 Empire Captain
2 Greatswords
2 Halberdiers
5 Handgunners
Icon treasury 4800
Icon hourglass 5 turns
Can only be built in Altdorf, 4 Population Surplus
V Altdorf (City-State) Icon income plusIncome generated: 300
Public orderPublic Order: +5 (local province)
GrowthGrowth: +50
IncomeIncome from all buildings: +50% (all regions in this province)
IncomeIncome from all buildings: +25% (all regions in adjaent provinces)
ConstructionGrants 5 construction slots in the settlement

Siege defenceProvides garrison:

2 Mortar
2 Demigryph Knights
3 Reiksguard
1 Empire Captain
6 Greatswords
4 Handgunners
1 Steam Tank
Icon treasury 7200
Icon hourglass 6 turns
Can only be built in Altdorf, 5 Population Surplus

Port[ | ]

Chain Tier Building Effect Cost Requirements
Empire port
Port
I Imperial Wharf Icon income plusIncome generated: 200
GrowthGrowth: +10
Icon treasury 1000
Icon hourglass 1 turn
Coastal settlement
II Imperial Harbour Icon income plusIncome generated: 400
GrowthGrowth: +20
TechnologyUnlocks technologies
Icon treasury 4000
Icon hourglass 3 turns
Coastal settlement
III Imperial Port Icon income plusIncome generated: 800
GrowthGrowth: +30
Icon treasury 9000
Icon hourglass 5 turns
Coastal settlement
Empire seaport of marienburg
Special Port
I Marienburg Docks Icon income plusIncome generated: 500
GrowthGrowth: +10
Icon treasury 1000
Icon hourglass 2 turns
Can only be built in Marienburg
II Marienburg Harbour Icon income plusIncome generated: 1000
GrowthGrowth: +20
ResourceAdditional tradeable resources produced: +5% (factionwide)
Icon treasury 4000
Icon hourglass 4 turns
Can only be built in Marienburg
III Marienburg Port Icon income plusIncome generated: 2000
GrowthGrowth: +30
ResourceAdditional tradeable resources produced: +10% (factionwide)
Icon treasury 9000
Icon hourglass 6 turns
Can only be built in Marienburg
Kislev erengrad trading port
Special Port
I Erengrad Docks Icon income plusIncome generated: 500
GrowthGrowth: +10
Icon treasury 1000
Icon hourglass 2 turns
Can only be built in Erengrad
II Erengrad Harbour Icon income plusIncome generated: 1000
GrowthGrowth: +20
ResourceAdditional tradeable resources produced: +5% (factionwide)
Icon treasury 4000
Icon hourglass 4 turns
Can only be built in Erengrad
III Erengrad Port Icon income plusIncome generated: 2000
GrowthGrowth: +30
ResourceAdditional tradeable resources produced: +10% (factionwide)
Icon treasury 9000
Icon hourglass 6 turns
Can only be built in Erengrad

Military Recruitment[ | ]

Empire cat recruitment


Chain Tier Building Effect Cost Requirements
Empire barracks
Barracks
I Training Field (Empire) Siege defenceUnlocks recruitment of:
Spearmen
Swordsmen
Icon treasury 1000
Icon hourglass 1 turn
II Rally Field (Empire) TechnologyUnlocks technologies

Siege defenceUnlocks recruitment of:

Halberdiers (requires building: Blacksmith)
Spearmen (Shields)
Crossbowmen
Icon treasury 2000
Icon hourglass 2 turns
III Barracks TechnologyUnlocks technologies
AgentCaptain Hero capacity: +1

Siege defenceUnlocks recruitment of:

Greatswords (requires building: Armoury)
Handgunners (requires building: Gunsmith)
Empire Captain (Hero)
Icon treasury 4000
Icon hourglass 3 turns
Empire forge
Forges
III Gunsmith Siege defenceUnlocks recruitment of:
Mortar
Handgunners (requires building: Barracks)
Outriders (requires building: Livery)
Icon treasury 5000
Icon hourglass 3 turns
IV Foundry TechnologyUnlocks technologies

Siege defenceUnlocks recruitment of:

Great Cannon
Helstorm Rocket Battery
Outriders (Grenade Launcher) (requires building: Livery)
Icon treasury 7500
Icon hourglass 4 turns
Major Settlement
V Engineer's Workshop TechnologyUnlocks technologies
AgentCaptain Hero capacity: +1

Siege defenceUnlocks recruitment of:

Helblaster Volley Gun
Steam Tank (requires building: Armoury)
Luminark of Hysh (requires building: Wizard's Tower)
Icon treasury 11250
Icon hourglass 5 turns
Major Settlement
Empire stables
Stables
II Stables Siege defenceUnlocks recruitment of:
Pistoliers
Icon treasury 2500
Icon hourglass 2 turns
III Livery TechnologyUnlocks technologies

Siege defenceUnlocks recruitment of:

Empire Knights (requires building: Blacksmith)
Outriders (requires building: Gunsmith)
Outriders (Grenade Launcher) (requires building: Foundry)
Icon treasury 5000
Icon hourglass 3 turns
IV Menagerie TechnologyUnlocks technologies

Siege defenceUnlocks recruitment of:

Demigryph Knights (requires building: Armoury)
Demigryph Knights (Halberds) (requires building: Armoury)
Icon treasury 7500
Icon hourglass 4 turns
Major Settlement
Empire reiksfort
Reiksguard
III Reiksfort Siege defenceUnlocks recruitment of:
Reiksguard (requires building: Blacksmith)

Siege defenceProvides garrison:

2 Reiksguard
Icon treasury 4000
Icon hourglass 3 turns
Minor Settlement, can only be built by The Empire (no minor factions)
Empire knights panther chapterhouse
Knightly Order
III Knights Panther Chapterhouse Public orderPublic Order: +4
ExperienceUnit experience: +4 for Empire Knights, Reiksguard, Knights of the Blazing Sun, and Demigryph unit recruits

Siege defenceUnlocks recruitment of:

Empire Knights (requires building: Blacksmith)

Siege defenceProvides garrison:

3 Empire Knights
Icon treasury 5000
Icon hourglass 4 turns
Can only be built in Carroburg, replaces Reiksfort
Empire chapterhouse
Knightly Order
V Blazing Sun Chapterhouse Public orderPublic Order: +4
ExperienceUnit experience: +1 for Empire Knights, Reiksguard, Knights of the Blazing Sun, and Demigryph unit recruits)
ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: +3

Siege defenceUnlocks recruitment of:

Empire Knights (requires building: Blacksmith)

Siege defenceProvides garrison:

3 Empire Knights
Icon treasury 16000
Icon hourglass 5 turns
Can only be built in Talabheim
Empire gunnery school
Special Forges
III Nuln Cannon Foundry ExperienceUnit experience: +2 for artillery recruits (all characters)
Military spendingUpkeep: -5% for artillery (all forces)

Siege defenceProvides garrison:

2 Mortar
Icon treasury 3000
Icon hourglass 3 turns
Can only be built in Nuln
V Nuln Gunnery School ExperienceUnit experience: +4 for artillery recruits (all characters)
Military spendingUpkeep: -10% for artillery (all forces)
TreasuryRecruitment cost: -15% for artillery (all forces)

Siege defenceProvides garrison:

2 Great Cannon
1 Helblaster Volley Gun
Icon treasury 10000
Icon hourglass 6 turns
Can only be built in Nuln

Military Support[ | ]

Empire cat support

Chain Tier Building Effect Cost Requirements
Empire imperial cult
Worship
III Shrine of Sigmar ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: +6

Siege defenceUnlocks recruitment of:

Warrior Priest (Hero)
Icon treasury 4000
Icon hourglass 3 turns
IV Temple of Sigmar TechnologyUnlocks technologies
AgentHero recruit rank: +2 for Warrior Priests
ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: +9
AgentWarrior Priest Hero capacity: +1

Siege defenceUnlocks recruitment of:

Warrior Priest (Hero)
Witch Hunter (Hero)
Icon treasury 6000
Icon hourglass 4 turns
Major Settlement
V Cathedral of Sigmar AgentHero recruit rank: +4 for Warrior Priests
AgentHero recruit rank: +4 for Witch Hunters
ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: +12
AgentWarrior Priest Hero capacity: +1
AgentWitch Hunter Hero capacity: +1

Siege defenceUnlocks recruitment of:

Warrior Priest (Hero)
Witch Hunter (Hero)
Icon treasury 9000
Icon hourglass 5 turns
Major Settlement
Empire armourer
Smithy
II Blacksmith TechnologyUnlocks technologies
ArmyLocal recruitment capacity: +1

Siege defenceUnlocks recruitment of:

Reiksguard (requires building: Reiksfort)
Halberdiers (requires building: Rally Field)
Empire Knights (requires building: Livery)
Icon treasury 4000
Icon hourglass 3 turns
III Armoury TechnologyUnlocks technologies
ExperienceUnit experience: +1 for Empire infantry units
ArmyGlobal recruitment capacity: +1

Siege defenceUnlocks recruitment of:

Demigryph Knights (requires building: Menagerie)
Demigryph Knights (Halberds) (requires building: Menagerie)
Steam Tank (requires building: Engineer's Workshop)
Greatswords (requires building: Barracks)
Icon treasury 6000
Icon hourglass 4 turns
Empire mages
Battle Wizards
IV Wizard's Conclave AgentBattle Wizard Hero capacity: +1

Siege defenceUnlocks recruitment of:

Battle Wizard (Hero)

Siege defenceProvides garrison:

1 Bright Wizard
Icon treasury 7500
Icon hourglass 4 turns
Major Settlement
V Wizard's Tower AgentHero recruit rank: +4 for Battle Wizards
AgentBattle Wizard Hero capacity: +1

Siege defenceUnlocks recruitment of:

Battle Wizard (Hero)
Luminark of Hysh (requires building: Engineer's Workshop)

Siege defenceProvides garrison:

1 Bright Wizard
Icon treasury 11250
Icon hourglass 5 turns
Major Settlement
Wh main emp resource iron military
Metal Upgrades
III Master Swordsmith's Forge TreasuryRecruitment cost: -20% for Empire Swordsmen, Greatswords, and Knight recruits
ExperienceUnit experience: +3 for Empire Swordsmen and Greatswords unit recruits
Icon treasury 4000
Icon hourglass 3 turns
Iron
Wh main emp resource pastures military
Horse Upgrades
III Warhorse Breeder's Stables (Empire) TreasuryRecruitment cost: -20% for Empire horse cavalry units
ExperienceUnit experience: +3 for Pistoliers, Outriders, and Outriders (Grenade Launcher) unit recruits
ExperienceUnit experience: +2 for Empire Knights, Knights of the Blazing Sun, and Reiksguard unit recruits
Icon treasury 4000
Icon hourglass 3 turns
Pastures
Wh main emp resource timber military
Carpentry Upgrades
III Woodworker's Shop TreasuryRecruitment cost: -20% for Empire Crossbowmen and Spearmen recruits
ExperienceUnit experience: +3 for Empire Crossbowmen and Spearmen recruits
Icon treasury 4000
Icon hourglass 3 turns
Timber
Empire altdorf college
Battle Wizards
IV Altdorf Conclave of Battle Wizards WizardBattle Wizard Hero capacity: +1

Siege defenceUnlocks recruitment of:

Battle Wizard (Hero)

Siege defenceProvides garrison:

1 Bright Wizard
Icon treasury 10000
Icon hourglass 4 turns
Can only be built in Altdorf
V Altdorf Colleges of Magic WizardHero recruit rank: +6 for Battle Wizards
WizardBattle Wizard Hero capacity: +2

Siege defenceUnlocks recruitment of:

Battle Wizard (Hero)
Luminark of Hysh (Requires building: Engineer's Workshop)

Siege defenceProvides garrison:

1 Bright Wizard
Icon treasury 15000
Icon hourglass 6 turns
Can only be built in Altdorf
Empire great temple of ulric
Cult of Ulric
V Middenheim Great Temple of Ulric Public orderPublic Order: +4
AgentHero recruit rank: +6 for Warrior Priests
AgentHero recruit rank: +6 for Witch Hunters
ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: +15
ReligionReduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption in adjacent provinces: +4

Siege defenceUnlocks recruitment of:

Warrior Priest (Hero)
Witch Hunter (Hero) (factionwide)

Siege defenceProvides garrison:

2 Greatswords
Icon treasury 15000
Icon hourglass 6 turns
Can only be built in Middenheim

Defence[ | ]

Empire cat defence

Chain Tier Building Effect Cost Requirements
Empire garrison
Garrison
II Guard House AgentEnemy Hero action success chance: -10%

Siege defenceProvides garrison:

2 Pistoliers
2 Swordsmen
2 Crossbowmen
Icon treasury 1500
Icon hourglass 2 turns
Minor Settlement
III City Watch Siege defenceAdds Walls to the settlement
AgentEnemy Hero action success chance: -15%

Siege defenceProvides garrison:

1 Mortar
2 Outriders
2 Halberdiers
2 Handgunners
Icon treasury 3000
Icon hourglass 3 turns
Minor Settlement
Empire walls
Walls
II Basic Walls ArcherImproved tower projectiles: Bullets
MoraleLeadership: +2 when under siege (local armies)
AgentEnemy Hero action success chance: -10%
Siege defenceSiege holdout time: +1

Siege defenceProvides garrison:

2 Empire Knights
2 Spearmen (Shields)
2 Swordsmen
2 Crossbowmen
Icon treasury 2500
Icon hourglass 3 turns
Major Settlement, not the faction capital (Altdorf)
III Tall Walls ArcherImproved tower projectiles: Cannon Balls
MoraleLeadership: +4 when under siege (local armies)
AgentEnemy Hero action success chance: -15%
Siege defenceSiege holdout time: +2

Siege defenceProvides garrison:

1 Mortar
2 Empire Knights
2 Halberdiers
1 Swordsmen
2 Handgunners
Icon treasury 5000
Icon hourglass 4 turns
Major Settlement, not the faction capital (Altdorf)
IV Reinforced Walls ArcherImproved tower projectiles: Clockwork Bombs
MoraleLeadership: +6 when under siege (local armies)
AgentEnemy Hero action success chance: -20%
Siege defenceSiege holdout time: +3

Siege defenceProvides garrison:

2 Mortar
2 Empire Knights
2 Greatswords
2 Handgunners
Icon treasury 7500
Icon hourglass 5 turns
Major Settlement, not the faction capital (Altdorf)

Infrastructure[ | ]

Empire cat civic

Chain Tier Building Effect Cost Requirements
Empire industry
Industry
I Weaving House Icon income plusIncome generated: 250 Icon treasury 750
Icon hourglass 2 turns
II Clothier Icon income plusIncome generated: 375 Icon treasury 1500
Icon hourglass 3 turns
III Tailors' Guild Icon income plusIncome generated: 500 Icon treasury 2500
Icon hourglass 4 turns
Empire farm
Farm
I Fields GrowthGrowth: +20
ReplenishmentCasualty replenishment rate: +2%
Icon treasury 500
Icon hourglass 1 turn
II Farm GrowthGrowth: +30
ReplenishmentCasualty replenishment rate: +3%
Icon treasury 1000
Icon hourglass 2 turns
III Landed Estate GrowthGrowth: +40
ReplenishmentCasualty replenishment rate: +4%
Icon treasury 2000
Icon hourglass 3 turns
Empire tavern
Hostelry
II Tap Room Public orderPublic Order: +4 Icon treasury 1500
Icon hourglass 2 turns
III Tavern Public orderPublic Order: +6 Icon treasury 3000
Icon hourglass 3 turns
IV Coaching Inn Public orderPublic Order: +8 Icon treasury 4500
Icon hourglass 4 turns
Major Settlement
Empire pastures
Pastures
I Grazing Pastures * Replenishment Casualty replenishment rate: +4%
  • Growth Growth: +30
  • Recruitment cost: -20% for Pistoliers and Outriders units
Icon treasury 500
Icon hourglass 1 turn
Pastures
II Cow Pens * Replenishment Casualty replenishment rate: +6%
  • Growth Growth: +40
  • Recruitment cost: -25% for Pistoliers and Outriders units
  • Unit experience: +1 for Pistolier and Outrider unit recruits
Icon treasury 1000
Icon hourglass 2 turns
Pastures
III Cattle Ranch * Replenishment Casualty replenishment rate: +8%
  • Growth Growth: +50
  • Recruitment cost: -30% for Pistoliers and Outriders units
  • Unit experience: +2 for Pistolier and Outrider unit recruits
  • Upkeep: -3% for Pistoliers and Outriders units
Icon treasury 2000
Icon hourglass 3 turns
Pastures
Empire wild game
Wild Game
I Hunting Camp * Growth Growth: +5
  • Furs resource production: +20 bundles
Icon treasury 500
Icon hourglass 2 turns
Furs
II Hunting Lodge * Growth Growth: +8
  • Furs resource production: +30 bundles
Icon treasury 1000
Icon hourglass 3 turns
Furs
III Tannery * Growth Growth: +10
  • Furs resource production: +45 bundles
Icon treasury 2000
Icon hourglass 3 turns
Furs
Empire orchards
Orchards
I Orchards Resource wineWine resource production: 20 barrels
Public orderPublic Order: +3
Icon treasury 750
Icon hourglass 3 turns
Wine
II Vineyard Resource wineWine resource production: 30 barrels
Public orderPublic Order: +4
Icon treasury 1500
Icon hourglass 4 turns
Wine
III Vintner Resource wineWine resource production: 45 barrels
Public orderPublic Order: +5
Icon treasury 2500
Icon hourglass 5 turns
Wine
Empire gold
Gold Mining
I Gold Mining Pit * Recruitment cost: -20% for Free Company units
  • Income generated: +600
Icon treasury 1000
Icon hourglass 3 turns
Gold, replaces Industry (unless in Castle Drakenhof)
II Gold Mine * Recruitment cost: -25% for Free Company units
  • Unit experience: +1 for Free Company unit recruits
  • Income generated: +900
Icon treasury 1500
Icon hourglass 4 turns
Gold, replaces Industry (unless in Castle Drakenhof)
III Gold Smelter * Recruitment cost: -30% for Free Company units
  • Unit experience: +2 for Free Company unit recruits
  • Upkeep: -3% for Free Company units
  • Hero recruit rank: +1 for Empire Captains
  • Income generated: +1200
Icon treasury 3000
Icon hourglass 5 turns
Gold, replaces Industry (unless in Castle Drakenhof)
Empire cinnabar
Dye Production
I Cinnabar Mining Pit * Income generated: +100
  • Dyes resource production: +20 ounces
Icon treasury 750
Icon hourglass 2 turns
Dyes
II Cinnabar Mine * Income generated: +150
  • Dyes resource production: +30 ounces
Icon treasury 1500
Icon hourglass 3 turns
Dyes
III Dyemaker * Income generated: +200
  • Dyes resource production: +45 ounces
Icon treasury 2500
Icon hourglass 4 turns
Dyes
Empire iron
Iron Mining
I Iron Mining Pit * Income generated: +100
  • Iron resource production: +20 ingots
  • Recruitment cost: -20% for Swordsmen, Greatswords and Knight recruits
Icon treasury 750
Icon hourglass 2 turns
Iron
II Iron Mine * Income generated: +150
  • Iron resource production: +30 ingots
  • Recruitment cost: -25% for Swordsmen, Greatswords and Knight recruits
  • Unit experience: +1 for Swordsmen, Greatsword and Knights unit recruits
Icon treasury 1500
Icon hourglass 3 turns
Iron
III Iron Smelter * Upkeep: -3% for Swordsmen, Greatswords and Knight units
  • Income generated: +200
  • Iron resource production: +45 ingots
  • Recruitment cost: -30% for Swordsmen, Greatswords and Knight recruits
  • Unit experience: +2 for Swordsmen, Greatsword and Knights unit recruits
Icon treasury 2500
Icon hourglass 4 turns
Iron
Empire marble
Marble Quarry
I Stone Cutter * Income generated: +100
  • Marble resource production: +20 slabs
Icon treasury 750
Icon hourglass 2 turns
Marble
II Marble Quarry * Income generated: +150
  • Marble resource production: +30 slabs
Icon treasury 1500
Icon hourglass 3 turns
Marble
III Mason * Income generated: +200
  • Marble resource production: +45 slabs
Icon treasury 2500
Icon hourglass 4 turns
Marble
Empire pottery
Pottery Production
I Clay Pit * Income generated: +100
  • Pottery resource production: +20 kilnful
Icon treasury 750
Icon hourglass 2 turns
Pottery
II Pottery Maker * Income generated: +150
  • Pottery resource production: +30 kilnful
Icon treasury 1500
Icon hourglass 3 turns
Pottery
III Kilns * Income generated: +200
  • Pottery resource production: +45 kilnful
Icon treasury 2500
Icon hourglass 4 turns
Pottery
Empire brine
Saltmaking
I Brine Mining Pit * Income generated: +100
  • Salt resource production: +20 barrels
Icon treasury 750
Icon hourglass 2 turns
Salt
II Brine Mine * Income generated: +150
  • Salt resource production: +30 barrels
Icon treasury 1500
Icon hourglass 3 turns
Salt
III Saltworks * Income generated: +200
  • Salt resource production: +45 barrels
Icon treasury 2500
Icon hourglass 4 turns
Salt
Empire timber
Woodlands
I Woodman's Hut * Income generated: +100
  • Timber resource production: +20 logs
  • Recruitment cost: -20% for Crossbowmen and Spearmen recruits
Icon treasury 750
Icon hourglass 2 turns
Timber
II Timber Mill * Income generated: +150
  • Timber resource production: +30 logs
  • Recruitment cost: -25% for Crossbowmen and Spearmen recruits
  • Unit experience: +1 for Crossbowmen and Spearmen recruits
Icon treasury 1500
Icon hourglass 3 turns
Timber
III Lumberyard * Upkeep: -3% for Crossbowmen and Spearmen units
  • Income generated: +200
  • Timber resource production: +45 logs
  • Recruitment cost: -30% for Crossbowmen and Spearmen recruits
  • Unit experience: +2 for Crossbowmen and Spearmen recruits
Icon treasury 2500
Icon hourglass 4 turns
Timber

Faction-specific buildings[ | ]

Buildings in this category reflect the unique characteristics of human Imperial minor factions.

Kislev[ | ]

Building Effect Cost Requirements
Empire port
Kislev Wharf
Income generated: 200
Growth: +10
1000 money
1 turns
Empire port
Kislev Harbour
Income generated: 400
Growth: +20
4000 money
3 turns
Empire port
Kislev Port
Income generated: 800
Growth: +30
11250 money
5 turns
Kislev temple of ursen
Shrine of Ursen
Reduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: -6
4000 money
3 turns
Kislev temple of ursen
Temple of Ursen
Reduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: -9
6000 money
4 turns
Kislev bokha palace
Bokha Palace
Income from all buildings: +50%
Public order: +10 (local province)
Global recruited Lords experience: +2
16000 money
6 turns
Kislev city kislev
Kislev (Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +15%
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Kislev city kislev
Kislev (Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +18%
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Provides settlement walls (requiring siege warfare to conquer)
1600 money
3 turns
Kislev city kislev
Kislev (Town)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +20%
Siege holdout time: +2
Growth: +30
Public order: +3 (local province)
Provides settlement walls (requiring siege warfare to conquer)
3200 money
4 turns
Kislev city kislev
Kislev (City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +23%
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Provides settlement walls (requiring siege warfare to conquer)
4800 money
5 turns
Kislev city kislev
Kislev (City State)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +25%
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Provides settlement walls (requiring siege warfare to conquer)
7500 money
6 turns

TEB[ | ]

Buildings in this category are unique to TEB (Tilea, Estalia, and Border Princes)
Building Effect Cost Requirements
Empire port
Estalian Docks
Income generated: 300
Growth: +10
1000 money
1 turns
Empire port
Estalian Harbour
Income generated: 600
Growth: +20
4000 money
2 turns
Empire port
Estalian Trading Port
Income generated: 1200
Growth: +30
10000 money
3 turns
Empire archecclesiastium
Archecclesiatium of Myrmidia
Enables hero recruitment: Warrior Priest
Warrior Priest experience level increase: +4
Public order: +5 (local province)
Public order: +1 (faction-wide)
Reduction in Icon corruption vmpVampiric and Icon corruption chsChaos corruption: -9
16000 money
6 turns
Must be built in Magritta
Tilea city miragliano
Miragliano (Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +8%
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Tilea city miragliano
Miragliano (Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +9%
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Provides settlement walls (requiring siege warfare to conquer)
1600 money
3 turns
Tilea city miragliano
Miragliano (Town)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +10%
Siege holdout time: +233
Growth: +30
Public order: +3 (local province)
Provides settlement walls (requiring siege warfare to conquer)
3200 money
4 turns
Tilea city miragliano
Miragliano (City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +12%
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Provides settlement walls (requiring siege warfare to conquer)
4800 money
5 turns
Tilea city miragliano
Miragliano (City-State)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +13%
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Provides settlement walls (requiring siege warfare to conquer)
7200 money
6 turns
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