Total War: WARHAMMER Wiki

This page lists all Slaanesh buildings. As usual, province capitals can build up to Tier V and have eight slots, while minor settlements can only build to level III and have four slots each.

Chains[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Dimensional Tear Portal Settlement I Income generated: 100

Defensive supplies: +1000

Growth: +10

Construction cost: -5% for Military Recruitment buildings (local province)

Slaanesh corruption: +2

Slaanesh corruption in adjacent provinces: +2

Recruitment cost: -5% (armies in region)

Grants 1 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 1 Daemonettes

Unlocks recruitment of:

  • Daemonettes
3 1000 Major Settlement
Dimensional Breach II Income generated: 150

Defensive supplies: +1000

Growth: +10

Construction cost: -10% for Military Recruitment buildings (local province)

Slaanesh corruption: +2

Slaanesh corruption in adjacent provinces: +3

Recruitment cost: -10% (armies in region)

Grants 2 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 2 Daemonettes
4 1500 Major Settlement, 1 Population Surplus
Dimensional Rift III Income generated: 200

Defensive supplies: +1000

Growth: +10

Construction cost: -15% for Military Recruitment buildings (local province)

Slaanesh corruption: +2

Slaanesh corruption in adjacent provinces: +4

Recruitment cost: -15% (armies in region)

Grants 3 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
5 4000 Major Settlement, 2 Population Surplus
Dimensional Nexus IV Income generated: 250

Defensive supplies: +1000

Growth: +10

Construction cost: -20% for Military Recruitment buildings (local province)

Slaanesh corruption: +2

Slaanesh corruption in adjacent provinces: +5

Recruitment cost: -20% (armies in region)

Grants 5 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 3 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
  • 1 Exalted Daemonettes
6 8000 Major Settlement, 4 Population Surplus
Dimensional Cascade V Income generated: 300

Defensive supplies: +1000

Growth: +10

Construction cost: -25% for Military Recruitment buildings (local province)

Slaanesh corruption: +2

Slaanesh corruption in adjacent provinces: +6

Recruitment cost: -25% (armies in region)

Grants 7 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
  • 2 Exalted Daemonettes
7 16000 Major Settlement, 5 Population Surplus
Soul Keep Bastion Settlement I Income generated: 100

Control: +1

Defensive supplies: +1000

Growth: +10

Construction cost: -10% for Infrastructure buildings (local province)

Slaanesh corruption: +2

Grants 1 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 1 Daemonettes

Unlocks recruitment of: Devoted Marauders of Slaanesh

2 1000 Major Settlement
Dark Bastion II Income generated: 150

Control: +2

Defensive supplies: +1000

Growth: +20

Construction cost: -20% for Infrastructure buildings (local province)

Slaanesh corruption: +2

Grants 2 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 2 Daemonettes
3 1500 Major Settlement, 1 Population Surplus
Infernal Citadel III Income generated: 200

Control: +3

Defensive supplies: +1000

Growth: +30

Construction cost: -30% for Infrastructure buildings (local province)

Slaanesh corruption: +2

Grants 3 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 3 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
4 4000 Major Settlement, 2 Population Surplus
Daemonic Fortress IV Income generated: 250

Control: +4

Defensive supplies: +1000

Growth: +40

Construction cost: -40% for Infrastructure buildings (local province)

Slaanesh corruption: +2

Grants 5 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 3 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
  • 1 Exalted Daemonettes
5 8000 Major Settlement, 4 Population Surplus
Chaos Dreadhold V Income generated: 300

Control: +5

Defensive supplies: +1000

Growth: +50

Construction cost: -50% for Infrastructure buildings (local province)

Slaanesh corruption: +2

Grants 7 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Hellstriders of Slaanesh
  • 3 Daemonettes
  • 2 Exalted Daemonettes
6 16000 Major Settlement, 5 Population Surplus
Soul Outpost Minor Settlement I Income generated: 100

Defensive supplies: +1000

Growth: +10

Slaanesh corruption: +1

Grants 1 construction slot in the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 1 Hellstriders of Slaanesh

Unlocks recruitment of: Devoted Marauders of Slaanesh

3 1000 Minor Settlement
Dark Tower II Income generated: 150

Defensive supplies: +1000

Growth: +20

Slaanesh corruption: +1

Grants 2 construction slot in the settlement

Provides garrison:

  • 2 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 1 Daemonettes
  • 1 Hellstriders of Slaanesh
4 1500 Minor Settlement, 1 Population Surplus
Infernal Fort III Income generated: 200

Defensive supplies: +1000

Growth: +30

Slaanesh corruption: +1

Grants 3 construction slot in the settlement

Provides garrison:

  • 1 Devoted Marauders of Slaanesh
  • 2 Devoted Marauders of Slaanesh (Spears)
  • 2 Daemonettes
  • 1 Hellstriders of Slaanesh
5 4000 Minor Settlement, 2 Population Surplus

Basic Military

Building Chain Tier Effect Turns Cost Requirements
Scented Pavilion Mortal Servants I Unlocks recruitment of:
  • Devoted Marauders of Slaanesh
  • Devoted Marauders of Slaanesh (Spears)
  • Deamonettes
1 750
Fragrant Pavilion II Unlocks recruitment of:
  • Devoted Marauders of Slaanesh (Hellscourges)
  • Forsaken of Slaanesh
2 1500
Addiction Pens Mounted Servants I Unlocks recruitment of:
  • Hellstriders of Slaanesh
  • Chaos Furies (Slaanesh)
1 750
The Yearning Cages II Unlocks recruitment of:
  • Hellstriders of Slaanesh (Hellscourges)
  • Marauder Horsemen of Slaanesh
2 1500
Dark Prince's Liveries III Unlocks recruitment of:
  • Seekers of Slaanesh
3 2500
IV Unlocks recruitment of:
  • Heartseekers of Slaanesh
  • Chaos Knights of Slaanesh
  • Chaos Knights of Slaanesh (Lances)
4 4000 Major Settlement
Temple of Decadence Servants III Unlocks technologies

Chaos Sorcerer Hero capacity +1

Unlocks recruitment of:

  • Exalted Daemonettes
  • Spawn of Slaanesh
  • Chaos Sorcerer of Slaanesh (Hero)
3 2000

Advanced Military

Building Chain Tier Effect Turns Cost Requirements
Divine Circus Chariot III Casualties captured post battle: +20% (armies in region)

Casualties captured post battle: +20% in adjacent provinces

Unlocks recruitment of:

  • Seeker Chariots
  • Chaos Chariots of Slaanesh
4 3000
Rapturous Circus IV Casualties captured post battle: +30% (armies in region)

Casualties captured post battle: +30% in adjacent provinces

Unlocks recruitment of:

  • Hellflayers
  • Chaos Warshrine of Slaanesh
5 5000 Major Settlement
Exalted Circus V Casualties captured post battle: +40% (armies in region)

Casualties captured post battle: +40% in adjacent provinces

Unlocks recruitment of:

  • Exalted Seeker Chariots
6 10000 Major Settlement
Sensuous Caress Greater Servants IV Slaanesh corruption in adjacent provinces: +4

Recruit rank: +1

Unlocks recruitment of:

  • Fiends of Slaanesh
5 5000 Major Settlement
Tormented Whisper V Unlocks technologies

Slaanesh corruption in adjacent provinces: +4

Recruit rank: +2

Unlocks recruitment of:

  • Keeper of Secrets
6 10000
Drifting Tower Pets III Unlocks technologies

Local recruitment capacity: +1

Alluress Hero capacity +1

Unlocks recruitment of:

  • Chaos Warriors of Slaanesh
  • Alluress (Hero)
4 3000
Drifting Forge IV Local recruitment capacity: +2

Alluress Hero capacity +1

Unlocks recruitment of:

  • Chaos Warriors of Slaanesh (Hellscourges)
5 5000 Major Settlement
Drifting Bastion V Global recruitment capacity: +1

Local recruitment capacity: +2

Alluress Hero capacity +1

Unlocks recruitment of:

  • Chosen of Slaanesh
  • Chosen of Slaanesh (Hellscourges)
  • Soul Grinder (Slaanesh)
6 10000 Major Settlement

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
Lavish Ciborium Favored Income I Income generated: 30

Growth: +5

Income from all buildings: +20% (local region)

When Control is negative:

  • Control: -1
1 500
Grandiose Feretory II Income generated: 60

Growth: +10

Income from all buildings: +35% (local region)

When Control is negative:

  • Control: -4
2 1000
Opulent Antiquity III Income generated: 90

Growth: +15

Income from all buildings: +50% (local region)

When Control is negative:

  • Control: -6
3 1500
Crystalline Pool Excess I Growth: +20

Casualty replenishment rate: +3% (armies in region)

1 500
Eternal Mirror II Growth: +40

Casualty replenishment rate: +6% (armies in region)

2 1000
Pellucid Globe III Growth: +60

Casualty replenishment rate: +9% (armies in region)

3 1500
The Dance of Dreaming Dominance I Income generated: 100

When Control is below -50:

  • Income generated: 100
1 1000
The Pageant of Pain II Income generated: 150

When Control is below -50:

  • Income generated: 150
2 1500
Opera of Dawn and Dusk III Income generated: 200

When Control is below -50:

  • Income generated: 200
3 2000
Rhan'k'adanra, the Final Dance V Income generated: 300

When Control is below -50:

  • Income generated: 300
4 4000 Major Settlement
Lodge of the Succubi Corruption I Control: +1

Slaanesh corruption: +1

When Control is 25 or more:

  • Slaanesh corruption in adjacent provinces: +1
1 1000 Minor Settlement
Bewitcher's Manse II Control: +2

Slaanesh corruption: +2

When Control is 25 or more:

  • Slaanesh corruption in adjacent provinces: +2
2 1500
Palace of the High Seductress III Control: +3

Slaanesh corruption: +3

When Control is 25 or more:

  • Slaanesh corruption in adjacent provinces: +4
3 2000
Cult of Pleasure Devotee II Proliferate Cults cost: -1%

Control: +1

Slaanesh corruption: +1

Unlocks recruitment of:

  • Cultist of Slaanesh (Hero)

When Control is 25 or more:

  • Devotees: +4 per turn

When Control is positive:

  • Devotees: +2 per turn
1 1500 Major Settlement
Cult of Pain III Proliferate Cults cost: -2%

Control: +2

Slaanesh corruption: +2

Cultist Hero capacity +1

When Control is 25 or more:

  • Devotees: +5 per turn

When Control is positive:

  • Devotees: +3 per turn
2 2000
Cult of Agony IV Proliferate Cults cost: -3%

Control: +3

Slaanesh corruption: +3

Cultist Hero capacity +1

When Control is 25 or more:

  • Devotees: +6 per turn

When Control is positive:

  • Devotees: +4 per turn
3 3000

Port[]

Building Chain Tier Effect Turns Cost Requirements
Infernal Harbour Port I Income generated: 100

Growth: +10

2 1500
Hell Port III Income generated: 300

Growth: +20

4 3000
Eye of Terror V Income generated: 500

Growth: +30

6 6000

Defence[]

Building Chain Tier Effect Turns Cost Requirements
Daemonic Lurkers Garrison II Improved tower projectiles: Shards

Enemy Hero action success chance: -10%

Attrition: -5% when under siege

Leadership: +2 when under siege (armies in region)

Provides garrison:

  • 3 Daemonettes
  • 1 Devoted Marauders of Slaanesh (Hellscourges)
  • 1 Hellstriders of Slaanesh (Hellscourges)
4 2000 Major Settlement
Daemonic Gathering III Improved tower projectiles: Flurry of Shards

Enemy Hero action success chance: -15%

Attrition: -10% when under siege

Leadership: +4 when under siege (armies in region)

Provides garrison:

  • 3 Daemonettes
  • 1 Exalted Daemonettes
  • 1 Devoted Marauders of Slaanesh (Hellscourges)
  • 1 Hellstriders of Slaanesh (Hellscourges)
5 4000
Daemonic Locus IV Improved tower projectiles: Greater Flurry of Shards

Enemy Hero action success chance: -20%

Attrition: -15% when under siege

Leadership: +6 when under siege (armies in region)

Provides garrison:

  • 3 Daemonettes
  • 1 Exalted Daemonettes
  • 1 Devoted Marauders of Slaanesh (Hellscourges)
  • 1 Heartseekers
6 6000
Fog of Revelation Garrison II Defensive supplies: +50 per turn when under siege

Adds defenses to the settlement (battles fought here will be unwalled settlement battles)

Enemy Hero action success chance: -10%

Provides garrison:

  • 1 Devoted Marauders of Slaanesh
  • 1 Devoted Marauders of Slaanesh (Spears)
  • 1 Daemonettes
  • 1 Hellstriders of Slaanesh
4 2000 Minor Settlement
Soporific Mist III Defensive supplies: +100 per turn when under siege

Adds defenses to the settlement (battles fought here will be unwalled settlement battles)

Enemy Hero action success chance: -15%

Provides garrison:

  • 1 Devoted Marauders of Slaanesh
  • 1 Devoted Marauders of Slaanesh (Hellscourges)
  • 2 Daemonettes
  • 1 Hellstriders of Slaanesh (Hellscourges)
5 4000
Warpstone Locus Protection II Chance of a plague spreading: -50%

Slaanesh corruption: +3

Discoverability of Skaven Under-Cities: +10

2 3000
Warpstone Trap III Chance of a plague spreading: -50%

Slaanesh corruption: +4

Discoverability of Skaven Under-Cities: +30

4 1600
Guarded Warpstone IV Chance of a plague spreading: -50%

Slaanesh corruption: +5

Slaanesh corruption in adjacent provinces: +2

Discoverability of Skaven Under-Cities: +40

5 2800 Major Settlement

Special[]

Building Chain Tier Effect Turns Cost Requirements

Resource[]

Building Chain Tier Effect Turns Cost Requirements
Cultist Camp Salt I Salt resource production: 10 barrels

Income from all buildings: +5% (local province)

1 500 Salt resource
Cultist Outpost II Salt resource production: 20 barrels

Income from all buildings: +10% (local province)

2 1000
Cultist Enclave III Salt resource production: 30 barrels

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Woodlands I Construction cost: -5% for all buildings (local province)

Income from all buildings: +5% (local province)

1 500 Timber resource
Cultist Outpost II Construction cost: -10% for all buildings (local province)

Income from all buildings: +10% (local province)

2 1000
Cultist Enclave III Construction cost: -15% for all buildings (local province)

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Wild Game I Furs resource production: 10 bundles

Devotees: +1 per turn

Income from all buildings: +5% (local province)

1 1000 Fur resource
Cultist Outpost II Furs resource production: 20 bundles

Devotees: +2 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Fur resource production: 30 bundles

Devotees: +3 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Iron Mining I Iron resource production: 10 ingots

Devotees: +1 per turn

Income from all buildings: +5% (local province)

1 1000 Iron resource
Cultist Outpost II Iron resource production: 20 ingots

Devotees: +2 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Iron resource production: 30 ingots

Devotees: +3 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Pastures I Growth: +10

Income from all buildings: +5% (local province)

1 1000 Pastures resource
Cultist Outpost II Growth: +20

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Growth: +30

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Dye Production I Dye resource production: 10 ounces

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Dye resource
Cultist Outpost II Dye resource production: 20 ounces

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Dye resource production: 30 ounces

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Orchards I Wine resource production: 10 barrels

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Wine resource
Cultist Outpost II Wine resource production: 20 barrels

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Wine resource production: 30 barrels

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Exotic Animals I Exotic Animals resource production: 10 cages

Devotees: +1 per turn

Income from all buildings: +5% (local province)

1 1000 Exotic Animals resource
Cultist Outpost II Exotic Animals resource production: 20 cages

Devotees: +2 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Exotic Animals resource production: 30 cages

Devotees: +3 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Marble Quarry I Marble resource production: 10 slabs

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Marble resource
Cultist Outpost II Marble resource production: 20 slabs

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Marble resource production: 30 slabs

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Gold Mining I Golden Idols resource production: 10 chests

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Gold resource
Cultist Outpost II Golden Idols resource production: 20 chests

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Golden Idols resource production: 30 chests

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Pottery I Pottery resource production: 10 kilnful

Income from all buildings: +5% (local province)

1 500 Pottery resource
Cultist Outpost II Pottery resource production: 20 kilnful

Income from all buildings: +10% (local province)

2 1000
Cultist Enclave III Pottery resource production: 30 kilnful

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Gem Mining I Gemstones resource production: 10 sacks

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Gemstones resource
Cultist Outpost II Gemstones resource production: 20 sacks

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Gemstones resource production: 30 sacks

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Obsidian Quarry I Carved Obisidian resource production: 10 chests

Income from all buildings: +5% (local province)

1 500 Carved Obsidian resource
Cultist Outpost II Carved Obsidian resource production: 20 chests

Income from all buildings: +10% (local province)

2 1000
Cultist Enclave III Carved Obsidian resource production: 30 chests

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Tusks I Ivory resource production: 10 tusks

Devotees: +2 per turn

Income from all buildings: +5% (local province)

1 1000 Tusks resource
Cultist Outpost II Ivory resource production: 20 tusks

Devotees: +4 per turn

Income from all buildings: +10% (local province)

2 1500
Cultist Enclave III Ivory resource production: 30 tusks

Devotees: +6 per turn

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Medicine Production I Medicinal Plants resource production: 10 bundles

Income from all buildings: +5% (local province)

1 500 Medicinal Plants
Cultist Outpost II Medicinal Plants resource production: 20 bundles

Income from all buildings: +10% (local province)

2 1000
Cultist Enclave III Medicinal Plants resource production: 30 bundles

Income from all buildings: +15% (local province)

3 2000
Cultist Camp Spices I Spices resource
Cultist Outpost II
Cultist Enclave III