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 | 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: |
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: |
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:
|
??? | ??? | 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: |
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:
|
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: |
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: |
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 |
---|---|---|---|---|---|---|---|
![]() |
Barracks | 1 | Unlocks recruitment of: | 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. | |
![]() |
2 | Unlocks recruitment of: | 2 | 1000 | The Kislevian term for a forest lodge, where Kossars gather after a hunt to feast and give thanks to the Motherland. | ||
![]() |
3 | Unlocks recruitment of: | 3 | 2000 | A large, often temporary barracks constructed to house the Kossars when called from their woodland haunts to fight for queen and kingdom. | ||
![]() |
Tzar Barracks | 3 | Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
|
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. | |
![]() |
4 | Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
|
4 | 4000 | Major Settlement | Upon the redoubts, the Tzar Guard stand sentinel, armed and ready to thump any foe that dares to scale it. | |
![]() |
Stables | 1 | Unlocks recruitment of: | 1 | 500 | Depressions in the oblast are where raiders meet to shelter their horses from the ice and winds. | |
![]() |
2 | Unlocks recruitment of: | 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. | ||
![]() |
3 | Unlocks recruitment of: | 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: |
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
|
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: |
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: |
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: |
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: |
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: |
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: |
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. | |
![]() |
Haunted Forest | 2 | Income Generated: 75
Unlocks recruitment of: |
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. |
![]() |
3 | Income generated: 100
Unlocks recruitment of: Hero capacity: +1 for Hag Witches Unlocks recruitment of: |
4 | 5000 | Major Settlement | Even as the tree branches sway in the breeze, there's not a sound to be heard... | |
![]() |
5 | Income Generated: 125
Unlocks recruitment of: |
5 | 6000 | Major Settlement | 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 |
---|---|---|---|---|---|---|---|
![]() |
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. | |
![]() |
2 | Devotion generated: 1
Supporters generated: 1 Control: +2
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. | ||
![]() |
3 | Devotion generated: 2
Supporters generated: 2 Control: +3
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. | ||
![]() |
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[]
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 | 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: |
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 | 6000 | ||
![]() Palisade |
Garrison | 2 | Defensive supplies: +50 per turn when under siege
Enemy Hero action success chance: -10% Provides garrison: |
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: |
||||
![]() |
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 | |
![]() |
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 | ||
![]() |
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 | 1 | 500 | Furs | |
Hunting Lodge | 2 | 2 | 1000 | |||
Tannery | 3 | 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)