Total War: WARHAMMER Wiki

This page lists all Kislev buildings.

There is essentially 3 main types of settlements for Kislev to occupy.

  • The 3 great cities of Kislev, Praag and Erengrad.
    • Each one is by itself in a 1-settlement province.
    • Each has building chains not available in normal province capitals or minor settlements.
    • They also have a number of landmarks and a special port in Erengrad.
  • Province capitals - these have 2 building chains which are not available in the 3 Great Cities or in minor settlements.
  • Minor settlements: all other inhabitable settlements have a different building list.

Note that within the Kislev (region), provinces don't have province capitals. It's essentially a land of Kislev, Erengrad and Praag... and then a bunch of minor settlements. So to grab normal province capitals, you will need to conquer outside of Kislev.

Chains[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements Description

Village

Minor Settlement 1 Income generated: 50

Defensive supplies: 1000

Growth: +10

Grants 1 construction slot in the settlement

Provides garrison:

2 Armoured Kossars
2 Kossars (spears)
1 Patriarch
1 Armoured Kossars (Great Weapons)
1 Kossovite Dervishes


Unlocks recruitment of:

Kossars
2 1000 Minor Settlement Across the oblasts are dotted small villages and hamlets, led by Elders steeped in the heritage of the Kislevian tribes of old.

Stanitsa

2 Income generated: 75

Defensive supplies: 1000

Growth: +20

Grants 2 construction slot in the settlement

Provides garrison:

2 Kossars (spears)
2 Tzar Guard
1 Patriarch
1 Armoured Kossars
1 Armoured Kossars (Great Weapons)
1 Kossars
1 Kossovite Dervishes
3 2000 Minor Settlement, 1 Population Surplus A stanitsa is a settlement about the size of a large village or small town, and usually run by Atamans.

Town

3 Income generated: 100

Defensive supplies: 1000

Growth: +30

Grants 3 construction slot in the settlement

Provides garrison:

2 Armoured Kossars
2 Tzar Guard
2 Kossars (Spears)
2 Kossovite Dervishes
1 Patriarch
1 Kossars
1 Ice Guard (Glaives)
1 Winged Lancers
4 4000 Minor Settlement, 2 Population Surplus Towns are larger Kislevian settlements led and administered by an Ataman and his deputy.

Village

Province Capital 1 Income generated: 50

Defensive supplies: 1000

Growth: +10

Grants 1 construction slot in the settlement

Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)

Provides garrison:

2 Armoured Kossars
2 Kossars (spears)
1 Patriarch
1 Armoured Kossars (Great Weapons)
1 Kossovite Dervishes


Unlocks recruitment of:

Kossars
??? ??? Major Settlement, not the faction capital (Kislev) Across the oblasts are dotted small villages and hamlets, led by Elders steeped in the heritage of the Kislevian tribes of old.

Stanitsa

2 Income generated: 75

Defensive supplies: 1000

Growth: +20

Grants 2 construction slot in the settlement

Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)

Provides garrison:

2 Kossars (spears)
2 Tzar Guard
1 Patriarch
1 Armoured Kossars
1 Armoured Kossars (Great Weapons)
1 Kossars
1 Kossovite Dervishes
3 2000 Major Settlement, 1 Population Surplus, not the faction capital (Kislev) A stanitsa is a settlement about the size of a large village or small town, and usually run by Atamans.

Town

3 Income generated: 100

Defensive supplies: 1000

Growth: +30

Grants 3 construction slot in the settlement

Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)

Provides garrison:

2 Armoured Kossars
2 Tzar Guard
2 Kossars (Spears)
2 Kossovite Dervishes
1 Patriarch
1 Kossars
1 Ice Guard (Glaives)
1 Winged Lancers
4 4000 Major Settlement, 2Population Surplus, not the faction capital (Kislev) Towns are larger Kislevian settlements led and administered by an Ataman and his deputy.

City

4 Income generated: 125

Defensive supplies: 1000

Growth: +40

Grants 5 construction slot in the settlement

Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)

Provides garrison:

3 Winged Lancers
2 Tzar Guard
2 Streltsi
2 Ice Guard (Glaives)
1 Patriarch
1 Kossars
1 Kossars (spears)
5 8000 Major Settlement, 4 Population Surplus, not the faction capital (Kislev) Settlements larger than a town are scarce in Kislev, but those rare few are run by a capable Ataman and his clutch of deputies.

Council-City

5 Income generated: 150

Defensive supplies: 1000

Growth: +50

Grants 7 construction slot in the settlement

Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)

Provides garrison:

4 Ice Guard (Glaives)
3 Gryphon Legion
2 Tzar Guard
2 Streltsi
1 Patriarch
6 16000 Major Settlement, 5 Population Surplus, not the faction capital (Kislev) The largest of cities are ran by a council of Atamans, all with their own vested interests in how to make the settlement prosper.

Basic Military[]

Building Chain Tier Effect Turns Cost Requirements Description

Kossar Hut

Barracks 1 Unlocks recruitment of:
Kossars (spears)
1 500 Kossars are expert woodsfolk living off the Motherland, making a living from their huts deep in the forested tundra, and reluctantly leaving them for war.

Chataz

2 Unlocks recruitment of:
Armoured Kossars
Armoured Kossars (Great Weapons)
2 1000 The Kislevian term for a forest lodge, where Kossars gather after a hunt to feast and give thanks to the Motherland.

Casern

3 Unlocks recruitment of:
Streltsi
3 2000 A large, often temporary barracks constructed to house the Kossars when called from their woodland haunts to fight for queen and kingdom.

Royal Barracks

Tzar Barracks 3 Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units


Unlocks recruitment of:

Tzar Guard
Tzar Guard (Great Weapons)
3 2000 The Guardhouse holds the elite Tzar Guard, formed to protect the Tzars generations ago, even though the Ice Queen now favours her own Ice Guard.

Royal Chapterhouse

4 Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units


Unlocks recruitment of:

Gryphon Legion
4 4000 Major Settlement Upon the redoubts, the Tzar Guard stand sentinel, armed and ready to thump any foe that dares to scale it.

Oblast Hollow

Stables 1 Unlocks recruitment of:
Kossovite Dervishes
1 500 Depressions in the oblast are where raiders meet to shelter their horses from the ice and winds.

Oblast Moot

2 Unlocks recruitment of:
Horse Archers
2 1000 A more formal gathering of the nomadic Horse Archers, moots are not a regular occurrence but happen often enough for the tribe to break bread.

Oblast Stajin

3 Unlocks recruitment of:
Winged Lancers
3 2000 A rare grouping of bushes and trees on the oblast, perfect for ambushes to gather and even lie in wait for prey.

Advanced Military[]

Building Chain Tier Effect Turns Cost Requirements Description

Toolmaker

Construction Halls 3 Income from all buildings: +5% (local region)

Local recruitment capacity: +1

Unlocks recruitment of:

Light War Sleds
3 4000 The refineries of Kislev are constructed using knowledge garnered from the Dwarfs exchanged in alliances past.

Smithery

4 Income from all buildings: +10% (local region)

Global recruitment capacity: +1

Local recruitment capacity: +2


Unlocks recruitment of:

Heavy War Sleds
Little Grom
4 8000 Major Settlement In the smithery, Kislevian blacksmiths practice and perfect their art, of which the cannon "Little Grom" is a masterwork.

Cavern of Silk

Animal Den 2

Unlocks recruitment of:

Snow Leopard
3 2000 Stare into the darkness long enough and ink-black eyes will stare straight back.

Animal Den

3 Fur resource production: 8 bundles

Recruit rank: +1 for Snow Leopards Unlocks recruitment of:

Frost Wyrm
4 3000 It is Kislevian tradition to hang furs in the very caves and dens that once housed the bears that supplied them.

Ur-Szalas

4 Fur resource production: 12 bundles

Recruit rank: +2 for Snow Leopards Unlocks recruitment of:

War Bear Riders
5 5000 Major Settlement The bear stables, known as Ur-szalas, are furnished in a way that most Kislevian commoners would never see, let alone experience.

Grand Ur-Szalas

5 Fur resource production: 24 bundles

Recruit rank: +3 for Snow Leopards Recruit rank: +1 for War Bear Riders units

Unlocks recruitment of:

Elemental Bear
6 10000 Major Settlement The larger stables are even grander, ensuring the most prized bear mounts are at peak condition when war comes.

Ice Training Fields

Ice Training Grounds 4 Unit experience gain per turn: +50

Recruit rank: +2

Unlocks recruitment of:

Ice Guard (swords)
5 5000 Major Settlement Along the World's Edge Mountains, and even on the border of Troll Country, are these snow-bound caves.

Convent of Ice

5 Unit experience gain per turn: +100

Hero capacity: +1 for Frost Maidens

Recruit rank: +4

Unlocks recruitment of:

Ice Guard (Glaives)
6 10000 Major Settlement A frozen outpost of the Ice Court, where the Ice Queen's chosen may find respite and even new candidates are discovered.

Eerie Woods

Haunted Forest 2 Income Generated: 75

Unlocks recruitment of:

Akshina Ambushers
2 2500 Shadows of Change Surrounded by a thicket of trees, a log cabin sits in shadow, seemingly the only sign of life for miles.

Silent Grove

3 Income generated: 100

Unlocks recruitment of:

Hag Witch (Hero)

Hero capacity: +1 for Hag Witches

Unlocks recruitment of:

The Things in the Woods
4 5000 Major Settlement

Shadows of Change

Even as the tree branches sway in the breeze, there's not a sound to be heard...

Haunted Forest

5 Income Generated: 125

Unlocks recruitment of:

Incarnate Elemental of Beasts
5 6000 Major Settlement

Shadows of Change

Those who walk among the trees know something follows close behind, lurking somewhere in the dark.

Religion[]

Building Chain Tier Effect Turns Cost Requirements Description

Orthodoxy Shrine

Religion 1 Devotion generated: 1

Supporters generated: 1 Control: +1

Corruption: -1

2 30 devotion

500 funds

Only shrines sanctioned by the Great Orthodoxy may now be worshipped at. Those who ignore such edicts that risk being accused of heresy.

Orthodoxy Chapel

2 Devotion generated: 1

Supporters generated: 1 Control: +2


Unlocks recruitment of:

Patriarchs (Hero)

Hero capacity: +1 for Patriarchs

Corruption: -2

4 30 devotion

1000 funds

Chapels once dedicated to Ursun, Dazh and Tor now fall under the Orthodoxy's purview, and every good Kislevian is expected to visit and worship.

Orthodoxy Church

3 Devotion generated: 2

Supporters generated: 2 Control: +3


Unlocks recruitment of:

Patriarchs (Hero)

Hero capacity: +1 for Patriarchs

Corruption: -3

6 1500 The grandest religious edifices are the churches of the Orthodoxy; some are old, some are relatively new and built in a harsher architectural style.

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements Description

Farmstead

Farms 1 Income generated: 50

Growth: +10

Recruitment cost: -20% (local armies)

1 500 The less transient Ungols eke out a living on small farmsteads that dot the oblasts.

Stud Farm

2 Income generated: 75

Growth: +20

Recruitment cost: -25% (local armies)

2 1000 When farms grow, they will try to breed the prized steeds that are paramount for the tribal horse archers and scouts.

Farm Estate

3 Income generated: 100

Growth: +30

Recruitment cost: -30% (local armies)

3 1500 Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.

Hallowed Wood

Forest 1 Devotion generated: 1

Casualty replenishment rate: +3% (local armies)

Ambush success chance: +5%

Corruption: -1

Income from Farms: +10% (local region)

1 1000 While the woods are dense in Kislev, certain hallowed sites contain the best heartwoods and trees said to be blessed by Ursun's urine.

Hallowed Weald

2 Devotion generated: 1

Casualty replenishment rate: +6% (local armies)

Ambush success chance: +8%

Corruption: -2

Income from Farms: +25% (local region)

2 1500 Where the oblasts give way to the untamed wealds, such places are guarded by acolytes of Mother Ostankya, who give leave for the Kossars to harvest.
Hallowed Forest 3 Devotion generated: 2

Casualty replenishment rate: +9% (local armies)

Ambush success chance: +10%

Corruption: -3

Income from Farms: +50% (local region)

3 2000 Some forests are sacred to Taal and Ursun, where only Ursunite priests and Patriarchs may tread, or face the wrath of Mother Ostankya.

Roadhouse

Taverns 1 Control: +1

Growth: +20

1 500 Large shacks found along the Kingdom's dirt tracks which sell nothing but kvas - a drink 'enjoyed' by nobles and peasants alike.

Karczmaz

2 Control: +2

Growth: +40

2 1000 Stanitsa will have a few Karcznaz - gracious hosts who open their houses for the drinking of kvas and Kislevian vodka in great quantities.

Gospoda

3 Control: +3

Growth: +60

3 1500 Gospodas are taverns and inns found in more established stanitsas and cities, where the varieties of vodkas and kvas on offer are truly impressive.

Market square

Markets 1 Income generated: 100 1 1000 Kislevians love to haggle, and the market is a chorus of bartering as seller and buyer seek to gain a few more silver dengas.

Merchant Traders

2 Income generated: 150 2 2000 The merchants of Kislev are as shrewd as their Marienburger counterparts, especially those hailing from the port-city of Erengrad.

Trade Quorum

3 Income generated: 200 3 4000 To counter the buying power of the merchant guilds from the Empire and Marienburg, the Kislevians have founded their own quorums.

Roads

4 Income generated: 250

Tradable resource production: +30% (local province)

4 6000 Major Settlement A Kingdom is paved to success by it's roads, said one of the Emperors. Kislev should follow suit where possible.

Caravans

5 Income generated: 300

Tradable resource production: +50% (local province)

5 8000 Major Settlement Traveling east to west, across the Empire to Marienburg and Tilea, and even through the passes of the World's Edge Mountains.

Port[]

Building Chain Tier Effect Turns Cost Requirements Description

Anchorage

Port 1 Income generated: 100

Growth: +10

1 ??? coastal settlement Further out from the port, those ships in anchor send smaller boats to get their goods onto dry land.

Harbour

3 Income generated: 200

Growth: +20

3 2000 coastal settlement Due to a lack of coastal settlements harbours in Kislev are rare, but the few that do exist import many goods.

Seaport

5 Income generated: 400

Growth: +30

5 4000 coastal settlement While Erengrade is the preeminent port in Kislev, there remain a few other substantial seaports on its meagre coast.

Defence[]

Building Chain Tier Effect Turns Cost Requirements

Breastworks

Garrison 2 Improved tower projectiles: Arrows

Enemy Hero action success chance: -10%

Attrition: -5% when under siege

Leadership: +2 when under siege (local armies)

Provides garrison:

3 Kossars (spears)
1 Armoured Kossars
1 Kossovite Dervishes
3 2000 Major Settlement

Curtain Walls

3 Improved tower projectiles: Ice Shards

Enemy Hero action success chance: -15%

Attrition: -10% when under siege

Leadership: +4 when under siege (local armies)

Provides garrison:

3 Kossars (spears)
1 Armoured Kossars
1 Armoured Kossars (Great Weapons)
1 Kossovite Dervishes
4 4000

Lower City Ramparts

4 Improved tower projectiles: Tor's Lightning

Enemy Hero action success chance: -20%

Attrition: -15% when under siege

Leadership: +6 when under siege (local armies)

Provides garrison:

5 Kossars (spears)
1 Armoured Kossars
1 Armoured Kossars (Great Weapons)
1 Kossovite Dervishes
5 6000

Palisade

Garrison 2 Defensive supplies: +50 per turn when under siege

Enemy Hero action success chance: -10%

Provides garrison:

3 Kossars (Spears)
1 Armoured Kossars
1 Kossovite Dervishes
3 turns 2000 Minor settlement

Walls

3 Defensive supplies: +100 per turn when under siege

Enemy Hero action success chance: -15%

Adds Walls to the settlement

Provides garrison:

1 Kossars (Spears)
1 Armoured Kossars
1 Armoured Kossars (Great Weapons)
1 Kossovite Dervishes
Night Patrol House Protection 2 Chaos Rifts will not appear in this province

Chance of a plague spreading: -50%

Corruption: -3

Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)

Discoverability of Skaven Under-Cities: +10

2 3000
Frozen Outpost 3 Chaos Rifts will not appear in this province

Chance of a plague spreading: -50%

Corruption: -4

Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)

Discoverability of Skaven Under-Cities: +30

4 2000
Underground Ice Den 4 Chaos Rifts will not appear in this province

Chance of a plague spreading: -50%

Corruption in adjacent provinces: -2

Corruption: -5

Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)

Discoverability of Skaven Under-Cities: +40

Major settlement

Special[]

Building Chain Tier Effect Turns Cost Requirements

Resource[]

Building Chain Tier Effect Turns Cost Requirements
Hunting Camp Wild Game 1
  • Furs resource production: 20 bundles
  • Recruitment cost: -10% for Kossar and Light Cavalry units (armies in province)
  • Income from Farms: +2% (factionwide)
1 500 Furs
Hunting Lodge 2
  • Furs resource production: 30 bundles
  • Recruitment cost: -15% for Kossar and Light Cavalry units (armies in province)
  • Income from Farms: +4% (factionwide)
2 1000
Tannery 3
  • Furs resource production: 45 bundles
  • Recruitment cost: -20% for Kossar and Light Cavalry units (armies in province)
  • Income from Farms: +6% (factionwide)
3 2000
Orchards Orchards 1 Wine resource production: 20 barrels

Income from Markets: +1% (factionwide)

2 1000 Wine
Vineyard 2 Wine resource production: 30 barrels

Income from Markets: +2% (factionwide)

3 2000
Vintner 3 Wine resource production: 20 barrels

Income from Markets: +1% (factionwide)

4 3000
Gold Mining Pit Gold Mining 1 Income generated: 200 Gold
Gold Mine 2
Gold Smelter 3
Iron Mining Pit Iron Mining 1 Iron resource production: +20 ingots

Upkeep: -1% (all armies)

Recruitment cost: -5% for Armoured Kossars and Tzar Guard units (all armies)

2 1000 Iron
Iron Mines 2 Iron resource production: +30 ingots

Upkeep: -2% (all armies)

Recruitment cost: -10% for Armoured Kossars and Tzar Guard units (all armies)

3 2000
Iron Smelter 3 Iron resource production: +45 ingots

Upkeep: -3% (all armies)

Recruitment cost: -15% for Armoured Kossars and Tzar Guard units (all armies)

4 3000
Clay Pit Pottery Production 1 Income Generated: 100

Pottery resource production: +20 kilnful

Income from Markets: +1% (factionwide)

1 500 Pottery
Pottery Maker 2 Income Generated: 150

Pottery resource production: +30 kilnful

Income from Markets: +2% (factionwide)

2 1000
Kilns 3 Income Generated: 200

Pottery resource production: +45 kilnful

Income from Markets: +3% (factionwide)

3 2000

Infrastructure[]

Farms[]

  • Lv 1 - Farmstead
    • The less transient Ungols eke out a living on small farmsteads that dot the oblasts.
    • Cost: -415
    • Income generated: +50
    • Growth: +10
    • Recruitment cost: -20% (local armies)
  • Lv 3 - Farm Estate
    • Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.
    • Cost: -1500, 3 turns
    • Income generated: 100
    • Growth: +30
    • Recruitment cost: -30% (local armies)

Markets[]

  • Lv 4 - Roads
    • A kingdom is paved to success by its roads, said one of the Emperors. Kislev should follow suit whenever possible.
    • Cost: -600, 4 turns
    • Income generated: 250
    • Tradable resource production: +30% (local province)

Trade District[]

TBA

  • Lv 2 - Market
    • Markets are found in the stanitsa, ranging from a few stalls to whole avenues of exotic wares.
    • Income generated: 400
    • Income from trade: +2% (factionwide)
    • Income from Markets: +2% (factionwide)
  • Lv 3 - Grand Market
    • The Grand Markets of the cities can rival anything seen in Marienburg or Altdorf, everything is for sale - from furs to exotic wares.
    • Income generated: 600
    • Income from trade: +3% (factionwide)
    • Income from Markets: +3% (factionwide)
  • Lv 4 - Dwarfen District
    • The Dwarfs that live in Kislev have come from the eastern peaks to share their wares and make some coin.
    • Cost: -2250, 5 turns
    • Income generated: 800
    • Income from trade: +4% (factionwide)
    • Income from Markets: +4% (factionwide)
  • Lv 5 - Market
    • Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.
    • Cost: -1500, 3 turns
    • Income generated: 100
    • Growth: +30
    • Recruitment cost: -30% (local armies)

Religion[]

  • Lv 1 - Orthodoxy Shrine
    • Only shrines sanctioned by the Great Orthodoxy may now be worshipped at. Those who ignore such edicts risk being accused of heresy.
    • Only available at smaller settlements
    • Devotion: +1
    • Supporters: +1
    • Corruption: -1
  • Lv 2
  • Lv 3
  • Lv 4
  • Lv 5 - Orthodoxy Church
    • The grandest religious edifices are the churches of the Orthodoxy; some are old, some are relatively new and built in a harsher architectural style.
    • Cost: -1300, 30 Devotion; 5 turns
    • Devotion: +2
    • Supporters: +2
    • Unlocks: Patriarch
    • Hero capacity: +1 for Patriarch
    • Corruption: -3

Military[]

Tzar Barracks[]

  • Lv 3 - Royal Barracks
    • The Guardhouse holds the elite Tzar Guard, formed to protect the Tzars generations ago, even though the Ice Queen favours her own Ice Guard.
    • Cost: -2000; 3 turns
    • Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
    • Unlocks recruitment of: Tzar Guard, Tzar Guard (Great Weapons)

See also[]