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 |
---|---|---|---|---|---|
Minor Settlement | I | Hamlet | Income generated: 40 Growth: +10 Grants 1 construction slot in the settlement |
800 2 turns |
Minor Settlement |
II | Village | Income generated: 60 Public Order: +1 Growth: +20 Grants 2 construction slots in the settlement |
1600 3 turns |
Minor Settlement, 1 Population Surplus | |
III | Town | Income generated: 80 Public Order: +2 Growth: +30 Grants 3 construction slots in the settlement |
3200 4 turns |
Minor Settlement, 2 Population Surplus | |
Provincial Capital | I | Hamlet | Income generated: 40 Growth: +10 Grants 1 construction slot in the settlement
|
800 2 turns |
Major Settlement, not the faction capital (Altdorf) |
II | Village | Income generated: 60 Public Order: +1 Growth: +20 Grants 2 construction slots in the settlement |
1600 3 turns |
Major Settlement, 1 Population Surplus, not the faction capital (Altdorf) | |
III | Town | Income generated: 80 Public Order: +2 Growth: +30 Grants 3 construction slots in the settlement |
3200 4 turns |
Major Settlement, 2 Population Surplus, not the faction capital (Altdorf) | |
IV | City | Income generated: 100 Public Order: +2 Growth: +40 Grants 4 construction slots in the settlement
|
4800 5 turns |
Major Settlement, 4 Population Surplus, not the faction capital (Altdorf) | |
V | City-State | Income generated: 120 Public Order: +3 Growth: +50 Grants 5 construction slots in the settlement |
7200 6 turns |
Major Settlement, 5 Population Surplus, not the faction capital (Altdorf) | |
Altdorf | I | Hamlet | Income generated: 100 Public Order: +1 (local province) Growth: +10 Income from all buildings: +30% (all regions in this province) Income from all buildings: +15% (all regions in adjaent provinces) Grants 1 construction slot in the settlement |
800 2 turns |
Can only be built in Altdorf |
II | Altdorf (Village) | Income generated: 150 Public Order: +2 (local province) Growth: +20 Income from all buildings: +35% (all regions in this province) Income from all buildings: +18% (all regions in adjaent provinces) Grants 2 construction slots in the settlement |
1600 3 turns |
Can only be built in Altdorf, 1 Population Surplus | |
III | Altdorf (Town) | Income generated: 200 Public Order: +3 (local province) Growth: +30 Income from all buildings: +40% (all regions in this province) Income from all buildings: +20% (all regions in adjaent provinces) Grants 3 construction slots in the settlement
|
3200 4 turns |
Can only be built in Altdorf, 2 Population Surplus | |
IV | Altdorf (City) | Income generated: 250 Public Order: +4 (local province) Growth: +40 Income from all buildings: +45% (all regions in this province) Income from all buildings: +23% (all regions in adjaent provinces) Grants 4 construction slots in the settlement
|
4800 5 turns |
Can only be built in Altdorf, 4 Population Surplus | |
V | Altdorf (City-State) | Income generated: 300 Public Order: +5 (local province) Growth: +50 Income from all buildings: +50% (all regions in this province) Income from all buildings: +25% (all regions in adjaent provinces) Grants 5 construction slots in the settlement
|
7200 6 turns |
Can only be built in Altdorf, 5 Population Surplus |
Port
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Port | I | Imperial Wharf | Income generated: 200 Growth: +10 |
1000 1 turn |
Coastal settlement |
II | Imperial Harbour | Income generated: 400 Growth: +20 Unlocks technologies |
4000 3 turns |
Coastal settlement | |
III | Imperial Port | Income generated: 800 Growth: +30 |
9000 5 turns |
Coastal settlement | |
Special Port | I | Marienburg Docks | Income generated: 500 Growth: +10 |
1000 2 turns |
Can only be built in Marienburg |
II | Marienburg Harbour | Income generated: 1000 Growth: +20 Additional tradeable resources produced: +5% (factionwide) |
4000 4 turns |
Can only be built in Marienburg | |
III | Marienburg Port | Income generated: 2000 Growth: +30 Additional tradeable resources produced: +10% (factionwide) |
9000 6 turns |
Can only be built in Marienburg | |
Special Port | I | Erengrad Docks | Income generated: 500 Growth: +10 |
1000 2 turns |
Can only be built in Erengrad |
II | Erengrad Harbour | Income generated: 1000 Growth: +20 Additional tradeable resources produced: +5% (factionwide) |
4000 4 turns |
Can only be built in Erengrad | |
III | Erengrad Port | Income generated: 2000 Growth: +30 Additional tradeable resources produced: +10% (factionwide) |
9000 6 turns |
Can only be built in Erengrad |
Military Recruitment
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Barracks | I | Training Field (Empire) | Unlocks recruitment of: | 1000 1 turn |
|
II | Rally Field (Empire) | Unlocks technologies
|
2000 2 turns |
||
III | Barracks | Unlocks technologies Captain Hero capacity: +1
|
4000 3 turns |
||
Forges | III | Gunsmith | Unlocks recruitment of:
|
5000 3 turns |
|
IV | Foundry | Unlocks technologies
|
7500 4 turns |
Major Settlement | |
V | Engineer's Workshop | Unlocks technologies Captain Hero capacity: +1
|
11250 5 turns |
Major Settlement | |
Stables | II | Stables | Unlocks recruitment of: | 2500 2 turns |
|
III | Livery | Unlocks technologies
|
5000 3 turns |
||
IV | Menagerie | Unlocks technologies
|
7500 4 turns |
Major Settlement | |
Reiksguard | III | Reiksfort | Unlocks recruitment of:
|
4000 3 turns |
Minor Settlement, can only be built by The Empire (no minor factions) |
Knightly Order | III | Knights Panther Chapterhouse | Public Order: +4 Unit experience: +4 for Empire Knights, Reiksguard, Knights of the Blazing Sun, and Demigryph unit recruits
|
5000 4 turns |
Can only be built in Carroburg, replaces Reiksfort |
Knightly Order | V | Blazing Sun Chapterhouse | Public Order: +4 Unit experience: +1 for Empire Knights, Reiksguard, Knights of the Blazing Sun, and Demigryph unit recruits) Reduction in Vampiric and Chaos corruption: +3
|
16000 5 turns |
Can only be built in Talabheim |
Special Forges | III | Nuln Cannon Foundry | Unit experience: +2 for artillery recruits (all characters) Upkeep: -5% for artillery (all forces)
|
3000 3 turns |
Can only be built in Nuln |
V | Nuln Gunnery School | Unit experience: +4 for artillery recruits (all characters) Upkeep: -10% for artillery (all forces) Recruitment cost: -15% for artillery (all forces) |
10000 6 turns |
Can only be built in Nuln |
Military Support
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Worship | III | Shrine of Sigmar | Reduction in Vampiric and Chaos corruption: +6 | 4000 3 turns |
|
IV | Temple of Sigmar | Unlocks technologies Hero recruit rank: +2 for Warrior Priests Reduction in Vampiric and Chaos corruption: +9 Warrior Priest Hero capacity: +1 |
6000 4 turns |
Major Settlement | |
V | Cathedral of Sigmar | Hero recruit rank: +4 for Warrior Priests Hero recruit rank: +4 for Witch Hunters Reduction in Vampiric and Chaos corruption: +12 Warrior Priest Hero capacity: +1 Witch Hunter Hero capacity: +1 |
9000 5 turns |
Major Settlement | |
Smithy | II | Blacksmith | Unlocks technologies Local recruitment capacity: +1
|
4000 3 turns |
|
III | Armoury | Unlocks technologies Unit experience: +1 for Empire infantry units Global recruitment capacity: +1
|
6000 4 turns |
||
Battle Wizards | IV | Wizard's Conclave | Battle Wizard Hero capacity: +1 | 7500 4 turns |
Major Settlement |
V | Wizard's Tower | Hero recruit rank: +4 for Battle Wizards Battle Wizard Hero capacity: +1
|
11250 5 turns |
Major Settlement | |
Metal Upgrades | III | Master Swordsmith's Forge | Recruitment cost: -20% for Empire Swordsmen, Greatswords, and Knight recruits Unit experience: +3 for Empire Swordsmen and Greatswords unit recruits |
4000 3 turns |
Iron |
Horse Upgrades | III | Warhorse Breeder's Stables (Empire) | Recruitment cost: -20% for Empire horse cavalry units Unit experience: +3 for Pistoliers, Outriders, and Outriders (Grenade Launcher) unit recruits Unit experience: +2 for Empire Knights, Knights of the Blazing Sun, and Reiksguard unit recruits |
4000 3 turns |
Pastures |
Carpentry Upgrades | III | Woodworker's Shop | Recruitment cost: -20% for Empire Crossbowmen and Spearmen recruits Unit experience: +3 for Empire Crossbowmen and Spearmen recruits |
4000 3 turns |
Timber |
Battle Wizards | IV | Altdorf Conclave of Battle Wizards | Battle Wizard Hero capacity: +1 | 10000 4 turns |
Can only be built in Altdorf |
V | Altdorf Colleges of Magic | Hero recruit rank: +6 for Battle Wizards Battle Wizard Hero capacity: +2
|
15000 6 turns |
Can only be built in Altdorf | |
Cult of Ulric | V | Middenheim Great Temple of Ulric | Public Order: +4 Hero recruit rank: +6 for Warrior Priests Hero recruit rank: +6 for Witch Hunters Reduction in Vampiric and Chaos corruption: +15 Reduction in Vampiric and Chaos corruption in adjacent provinces: +4
|
15000 6 turns |
Can only be built in Middenheim |
Defence
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Garrison | II | Guard House | Enemy Hero action success chance: -10%
|
1500 2 turns |
Minor Settlement |
III | City Watch | Adds Walls to the settlement Enemy Hero action success chance: -15%
|
3000 3 turns |
Minor Settlement | |
Walls | II | Basic Walls | Improved tower projectiles: Bullets Leadership: +2 when under siege (local armies) Enemy Hero action success chance: -10% Siege holdout time: +1 |
2500 3 turns |
Major Settlement, not the faction capital (Altdorf) |
III | Tall Walls | Improved tower projectiles: Cannon Balls Leadership: +4 when under siege (local armies) Enemy Hero action success chance: -15% Siege holdout time: +2
|
5000 4 turns |
Major Settlement, not the faction capital (Altdorf) | |
IV | Reinforced Walls | Improved tower projectiles: Clockwork Bombs Leadership: +6 when under siege (local armies) Enemy Hero action success chance: -20% Siege holdout time: +3
|
7500 5 turns |
Major Settlement, not the faction capital (Altdorf) |
Infrastructure
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Industry | I | Weaving House | Income generated: 250 | 750 2 turns |
|
II | Clothier | Income generated: 375 | 1500 3 turns |
||
III | Tailors' Guild | Income generated: 500 | 2500 4 turns |
||
Farm | I | Fields | Growth: +20 Casualty replenishment rate: +2% |
500 1 turn |
|
II | Farm | Growth: +30 Casualty replenishment rate: +3% |
1000 2 turns |
||
III | Landed Estate | Growth: +40 Casualty replenishment rate: +4% |
2000 3 turns |
||
Hostelry | II | Tap Room | Public Order: +4 | 1500 2 turns |
|
III | Tavern | Public Order: +6 | 3000 3 turns |
||
IV | Coaching Inn | Public Order: +8 | 4500 4 turns |
Major Settlement | |
Pastures | I | Cattle Pastures | * Casualty replenishment rate: +4% | 500 1 turn |
Pastures |
II | Cow Pens | * Casualty replenishment rate: +6% | 1000 2 turns |
Pastures | |
III | Cattle Ranch | * Casualty replenishment rate: +8% | 2000 3 turns |
Pastures | |
Wild Game | I | Hunting Camp | * Growth: +5
|
500 2 turns |
Furs |
II | Hunting Lodge | * Growth: +8
|
1000 3 turns |
Furs | |
III | Tannery | * Growth: +10
|
2000 3 turns |
Furs | |
Orchards | I | Orchards | Wine resource production: 20 barrels Public Order: +3 |
750 3 turns |
Wine |
II | Vineyard | Wine resource production: 30 barrels Public Order: +4 |
1500 4 turns |
Wine | |
III | Vintner | Wine resource production: 45 barrels Public Order: +5 |
2500 5 turns |
Wine | |
Gold Mining | I | Gold Mining Pit | * Recruitment cost: -20% for Free Company units
|
1000 3 turns |
Gold, replaces Industry (unless in Castle Drakenhof) |
II | Gold Mine | * Recruitment cost: -25% for Free Company units
|
1500 4 turns |
Gold, replaces Industry (unless in Castle Drakenhof) | |
III | Gold Smelter | * Recruitment cost: -30% for Free Company units
|
3000 5 turns |
Gold, replaces Industry (unless in Castle Drakenhof) | |
Dye Production | I | Cinnabar Mining Pit | * Income generated: +100
|
750 2 turns |
Dyes |
II | Cinnabar Mine | * Income generated: +150
|
1500 3 turns |
Dyes | |
III | Dyemaker | * Income generated: +200
|
2500 4 turns |
Dyes | |
Iron Mining | I | Iron Mining Pit | * Income generated: +100
|
750 2 turns |
Iron |
II | Iron Mine | * Income generated: +150
|
1500 3 turns |
Iron | |
III | Iron Smelter | * Upkeep: -3% for Swordsmen, Greatswords and Knight units
|
2500 4 turns |
Iron | |
Marble Quarry | I | Stone Cutter | * Income generated: +100
|
750 2 turns |
Marble |
II | Marble Quarry | * Income generated: +150
|
1500 3 turns |
Marble | |
III | Mason | * Income generated: +200
|
2500 4 turns |
Marble | |
Pottery Production | I | Clay Pit | * Income generated: +100
|
750 2 turns |
Pottery |
II | Pottery Maker | * Income generated: +150
|
1500 3 turns |
Pottery | |
III | Kilns | * Income generated: +200
|
2500 4 turns |
Pottery | |
Saltmaking | I | Brine Mining Pit | * Income generated: +100
|
750 2 turns |
Salt |
II | Brine Mine | * Income generated: +150
|
1500 3 turns |
Salt | |
III | Saltworks | * Income generated: +200
|
2500 4 turns |
Salt | |
Woodlands | I | Woodman's Hut | * Income generated: +100
|
750 2 turns |
Timber |
II | Timber Mill | * Income generated: +150
|
1500 3 turns |
Timber | |
III | Lumberyard | * Upkeep: -3% for Crossbowmen and Spearmen units
|
2500 4 turns |
Timber |
Faction-specific buildings
- Buildings in this category reflect the unique characteristics of human Imperial minor factions.
Kislev
Building | Effect | Cost | Requirements |
---|---|---|---|
Kislev Wharf |
Income generated: 200 Growth: +10 |
1000 money 1 turns |
|
Kislev Harbour |
Income generated: 400 Growth: +20 |
4000 money 3 turns |
|
Kislev Port |
Income generated: 800 Growth: +30 |
11250 money 5 turns |
|
Shrine of Ursen |
Reduction in Vampiric and Chaos corruption: -6 |
4000 money 3 turns |
|
Temple of Ursen |
Reduction in Vampiric and Chaos corruption: -9 |
6000 money 4 turns |
|
Bokha Palace |
Income from all buildings: +50% Public order: +10 (local province) Global recruited Lords experience: +2 |
16000 money 6 turns |
|
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 (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 (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) |
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 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 |
---|---|---|---|
Estalian Docks |
Income generated: 300 Growth: +10 |
1000 money 1 turns |
|
Estalian Harbour |
Income generated: 600 Growth: +20 |
4000 money 2 turns |
|
Estalian Trading Port |
Income generated: 1200 Growth: +30 |
10000 money 3 turns |
|
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 Vampiric and Chaos corruption: -9 |
16000 money 6 turns |
Must be built in Magritta |
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 |
|
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 |
|
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 |
|
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 |
|
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 |