Total War: WARHAMMER Wiki
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This page lists all 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 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 Cattle 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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