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This page lists all Tomb Kings 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.
The Tomb Kings have two racial capitals instead of just one.
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Minor Settlement | I | Crypts | Research Rate: +3% Grants 1 construction slot in the settlement Income generated: 30 Growth: +8 |
800 2 turns |
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II | Mastaba | Research Rate:+3% Grants 2 construction slots in the settlement Income generated: 45 Growth: +15 |
1600 3 turns |
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III | Mausoleum | Research Rate:+3% Grants 3 construction slots in the settlement Income generated: 60 Growth: +22 |
3200 4 turns |
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Provincial Capital | I | Crypts | Research Rate:+5% Grants 1 construction slot in the settlement Income generated: 30 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +8 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
800 2 turns |
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II | Mastaba | Research Rate:+5% Grants 2 construction slots in the settlement Income generated: 45 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +15 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
1600 3 turns |
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III | Mausoleum | Research Rate:+5% Grants 3 construction slots in the settlement Income generated: 60 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +22 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
3200 4 turns |
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IV | Tomb City | Research Rate:+5% Grants 5 construction slots in the settlement Income generated: 75 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +30 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
4800 5 turns |
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V | Necropolis | Research Rate:+5% Grants 7 construction slots in the settlement Income generated: 90 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +38 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
7200 6 turns |
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Khemri | I | Khemri (Crypts) | Research Rate:+10% Grants 2 construction slot in the settlement Income from all buildings: +30% (all regions in this province) Income from all buildings: +15% (all regions in adjacent provinces) Income generated: 100 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +10 Public Order: +3 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
800 2 turns |
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II | Khemri (Mastaba) | Research Rate:+10% Grants 4 construction slot in the settlement Income from all buildings: +35% (all regions in this province) Income from all buildings: +18% (all regions in adjacent provinces) Income generated: 150 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +20 Public Order: +4 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
1600 3 turns |
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III | Khemri (Mausoleum) | Research Rate:+10% Untainted: +1 Grants 6 construction slots in the settlement Income from all buildings: +40% (all regions in this province) Income from all buildings: +20% (all regions in adjacent provinces) Income generated: 200 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +30 Public Order: +4 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
3200 4 turns |
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IV | Khemri (Tomb City) | Research Rate:+10% Untainted: +1 Grants 8 construction slots in the settlement Income from all buildings: +45% (all regions in this province) Income from all buildings: +23% (all regions in adjacent provinces) Income generated: 250 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +40 Public Order: +5 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
4800 5 turns |
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V | Khemri (Necropolis) | Research Rate:+10% Untainted: +2 Grants 9 construction slots in the settlement Income from all buildings: +50% (all regions in this province) Income from all buildings: +25% (all regions in adjacent provinces) Income generated: 300 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +50 Public Order: +5 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
7200 6 turns |
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Lahmia | I | Lahmia (Crypts) | Research Rate:+10% Untainted: +1 Grants 2 construction slot in the settlement Income from all buildings: +30% (all regions in this province) Income generated: 100 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +10 Public Order: +3 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
800 2 turns |
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II | Lahmia (Mastaba) | Research Rate:+10% Untainted: +1 Grants 4 construction slot in the settlement Income from all buildings: +35% (all regions in this province) [[[File:Icon_income_plus.png]]Income generated: 150 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +20 Public Order: +4 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
1600 3 turns |
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III | Lahmia (Mausoleum) | Research Rate:+10% Untainted: +2 Grants 6 construction slots in the settlement Income from all buildings: +40% (all regions in this province) Income generated: 200 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +30 Public Order: +4 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
3200 4 turns |
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IV | Lahmia (Tomb City) | Research Rate:+10% Untainted: +2 Grants 8 construction slots in the settlement Income from all buildings: +45% (all regions in this province) Income generated: 250 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +40 Public Order: +5 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
4800 5 turns |
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V | Lahmia (Necropolis) | Research Rate:+10% Untainted: +3 Grants 9 construction slots in the settlement Income from all buildings: +50% (all regions in this province) Income generated: 300 [HIDDEN] Adds 2 turns of siege holdout time to province capitals Growth: +50 Public Order: +5 [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern) |
7200 6 turns |
Port[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Port | I | Bone Wharf | Income from trade: +1% (factionwide) Growth: +10 |
500 1 turn |
Coastal settlement |
II | Grave Port | Income from trade: +2% (factionwide) Growth: +20 |
2000 3 turns |
Coastal settlement | |
III | Undead Fleetport | Income from trade: +3% (factionwide) Growth: +30 |
4000 5 turns |
Coastal settlement |
Military Recruitment[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Infantry | I | Open Graves | Unit capacity: +4 Skeleton Archers Unlocks recruitment of: |
2000 2 turns |
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II | Crypt Barracks | Unit capacity: +2 Nehekhara Warriors Unit capacity: +4 Skeleton Archers Unlocks recruitment of: |
4000 3 turns |
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III | Royal Barracks | Unit capacity: +2 Nehekhara Warriors Unit capacity: +6 Skeleton Archers Unit capacity: +2 Tomb Guard Unit capacity: +1 Tomb Guard (Halberds) Unlocks recruitment of: |
6000 4 turns |
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Chariots | I | Bone Shaper | Unit capacity: +2 Skeleton Chariot Unlocks recruitment of: |
1000 2 turns |
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II | Brass Works | Unit capacity: +2 Skeleton Archer Chariot Unit capacity: +2 Skeleton Chariot Unlocks recruitment of: |
2000 3 turns |
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III | Skull Repository | Unit capacity: +1 Screaming Skull Catapult Unit capacity: +2 Skeleton Archer Chariot Unit capacity: +2 Skeleton Chariot Unlocks recruitment of: |
4000 4 turns |
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Cavalry | I | Quicksand Swamp | Unit capacity: +2 Skeleton Horsemen Unit capacity: +2 Skeleton Horsemen Archers Unlocks recruitment of: |
2500 3 turns |
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II | Ancient Battle Site | Unit capacity: +1 Nehekhara Horsemen Unit capacity: +2 Skeleton Horsemen Unit capacity: +2 Skeleton Horsemen Archers Unit capacity: +1 Sepulchral Stalkers Unlocks recruitment of: |
5000 4 turns |
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III | Necroserpent Nest | Unit capacity: +1 Necropolis Knights Unit capacity: +2 Nehekhara Horsemen Unit capacity: +2 Skeleton Horsemen Unit capacity: +2 Skeleton Horsemen Archers Unit capacity: +2 Sepulchral Stalkers Unlocks recruitment of: |
7500 5 turns |
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IV | Royal Menagerie | Unit capacity: +2 Necropolis Knights Unit capacity: +1 Necropolis Knights (Halberds) Unit capacity: +2 Nehekhara Horsemen Unit capacity: +2 Skeleton Horsemen Unit capacity: +2 Skeleton Horsemen Archers Unit capacity: +2 Sepulchral Stalkers Unlocks recruitment of: |
10000 6 turns |
Advanced Military[ | ]
Ushabti[ | ]
- Statuary of Khemri - rank III - 3000 gold - 3 turns
- Unit capacity: +1 Ushabti
- Unlocks recruitment of: Ushabti
- The City of Kings is an eternal monument to the sovereigns of the desert.
- Statuary of Phakth - rank IV - 6000 gold - 4 turns
- Unit capacity: +2 Ushabti
- Unlocks recruitment of: Ushabti (Great Bow)
- May the God of the Skies bless the warriors the stride forth in his name.
Scorpions[ | ]
- Scorpion Nest - rank IV - 7500 gold - 6 turns
- Unit capacity: +2 Tomb Scorpion
- Unlocks recruitment of: Tomb Scorpions
- It is not the sting of the Scorpion that kills, but rather its powerful claws and voracious, unsatiable appetite.
Warsphinx[ | ]
- Restored Warsphinx Statue - rank V
- Unit capacity: +1 Warsphinx
- Untainted: +1
- Unlocks recruitment of: Necrosphinx
- The might of the Khemrian Warsphinx stands astride the cities of the dead, roaring eternally.
Necrosphinx[ | ]
- Restored Necrosphinx Statue - rank V - 10000 gold - 5 turns
- Unit capacity: +1 Necrosphinx
- Untainted: +1
- Unlocks recruitment of: Necrosphinx
- The abominable Necrosphinx towers above the Nehekharans, offering protection and destruction in exchange for hushed and cowed adoration.
Infrastructure[ | ]
Growth[ | ]
- Mortuary House - rank I - ? gold - ? turns
- Growth: +20
- Casualty replenishment rate: +3%
- Untainted: +1
- From the death houses of Nehekhara, the dead continue the rise to fulfil their as-yet unfinished duty.
- Regnant Catacombs - rank II - ? gold - 2 turns
- Growth: +30
- Casualty replenishment rate: +4%
- Untainted: +2
- Those of noble blood are interred within the royal catacombs, awakening to pursue their living aspirations once more.
- Grand Ossuary - rank III - 4000 gold - 4 turns
- Growth: +40
- Casualty replenishment rate: +5%
- Untainted: +3
- Glittering chambers of worked and preserved bone provide the perfect sanctuary for the resting dead.
Public Order[ | ]
- Obelisk - rank I - 750 gold - 2 turns
- Public order: +4
- Untainted: +1
- Obelisks tower the horizon, casting judgment upon any caught in their shadow.
- Sepulchre - rank II - 1500 gold - 3 turns
- Unit capacity: +1 Carrion
- Public order: +6
- Untainted: +2
- Unlocks recruitment of: Carrion
- The dead all need a place to rest: until they rise again, of course.
- Mortiferous Sanctuary - rank III - 3000 gold - 4 turns
- Unit capacity: +2 Carrion
- Public order: +8, +1 in adjacent provinces
- Untainted: +3
- For the Tomb Kings, there is only eternal Unlife - their sanctuaries are a testament to decreptitude.
Income[ | ]
- Charnel Plaza - rank I - 400 gold - 2 turns
- Income generated: +50
- Campaign movement range: +5% for own armies starting their turn in this region (local armies)
- In the once-resplendent streets of the Nehekharan cities, the dead shuffle about their business as if nothing has changed.
- Funerary District - rank II - 800 gold - 3 turns
- Income generated: +100
- Campaign movement range: +10% for own armies starting their turn in this region (local armies)
- Death is more than a business now, it is life itself!
Citadel[ | ]
- Nehekharan Citadel - rank IV - 6000 gold - 4 turns
- Leadership: -5 when laying siege (enemy armies)
- Casualty replenishment rate: +3%
- Ammunition: +50% during siege defense battles (local armies)
- Unit experience: +1 for all recruits
- Local recruitment capacity: +1
- The Tomb Kings' citadels dominate the landscape of the desert, fixed and imposing among the ever-shifting sands.
Estate[ | ]
- Royal Burial Chamber - rank IV - 7500 gold - 4 turns
- Canopic jars generated: +1
- Public order: +2 in your adjacent provinces
- Lord recruit rank: +2
- Hero recruit rank: +2
- Untainted in adjacent provinces: +2
- Interred in resplendent and decadent tombs, Nehekharan royalty lie in repose until their kingdom calls them hence.
Resources[ | ]
- Gold Mine (Tomb Kings) - rank II - 800 gold - 2 turns
- Income generated: 100
- Golden idols resource production: 5 chests
- Iron Mine - rank II - 800 gold - 2 turns
- Income generated: 10 ingots
- New iron is needed for swords, for shields, for war; not all of Nehekhara is left to rot.
- Potter - rank II - 800 gold - 2 turns
- Pottery resource production: 10 kilnful
- The trappings of life, endlessly recreated in death.
Faction-specific[ | ]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Grave Hill | Basic Military | Tier I |
|
2 | 1000 | Followers of Nagash |
Ancient Burial Mount | Basic Military | Tier II |
|
3 | 3000 | Followers of Nagash |