Total War: WARHAMMER Wiki

This page lists all The 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

Defensive supplies: +1000
Growth: +10
Corruption: -1
Grants 1 construction slot in the settlement
Prestige gained: +1 per turn ( Reikland only)

Provides garrison:

3 Spearmen
2 Swordsmen
1 Crossbowmen

Unlocks recruitement of:

Spearmen
Archers
1000
3 turns
Minor Settlement
II Village Income generated: 60

Control: +1
Defensive supplies: +1000
Growth: +20
Corruption: -1
Grants 2 construction slots in the settlement
Prestige gained: +1 per turn ( Reikland only)

Provides garrison:

3 Spearmen
3 Swordsmen
2 Crossbowmen
2000
4 turns
Minor Settlement, 1 Population Surplus
III Town Income generated: 80

Control: +2
Defensive supplies: +1000
Growth: +30
Corruption: -1
Grants 3 construction slots in the settlement
Prestige gained: +2 per turn ( Reikland only)

Provides garrison:

4 Swordsmen
3 Spearmen (Shields)
2 Crossbowmen
4000
5 turns
Minor Settlement, 2 Population Surplus
Provincial Capital
I Hamlet Income generated: 40

Defensive supplies: +1000
Growth: +10
Corruption: -2
Grants 1 construction slot in the settlement
Prestige gained: +1 per turn ( Reikland only)

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

Provides garrison:

4 Spearmen
3 Swordsmen
3 Crossbowmen

Unlocks recruitement of:

Spearmen
Archers
1000
3 turns
Major Settlement, not the faction capital (Altdorf)
II Village Income generated: 60

Control: +1
Defensive supplies: +1000
Growth: +20
Corruption: -2
Grants 2 construction slots in the settlement
Prestige gained: +1 per turn ( Reikland only)

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

Provides garrison:

4 Crossbowmen
3 Swordsmen
2 Spearmen (Shields)
2 Halberdiers
2000
4 turns
Major Settlement, 1 Population Surplus, not the faction capital (Altdorf)
III Town Income generated: 80

Control: +2
Defensive supplies: +1000
Growth: +30
Corruption: -2
Grants 3 construction slots in the settlement
Prestige gained: +2 per turn ( Reikland only)

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

Provides garrison:

4 Halberdiers
3 Swordsmen
2 Handgunners
1 Greatswords
1 Crossbowmen
4000
5 turns
Major Settlement, 2 Population Surplus, not the faction capital (Altdorf)
IV City Income generated: 100

Control: +2
Defensive supplies: +1000
Growth: +40
Corruption: -2
Grants 5 construction slots in the settlement
Prestige gained: +2 per turn ( Reikland only)

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

Provides garrison:

4 Halberdiers
3 Greatswords
2 Handgunners
1 Swordsmen
1 Crossbowmen
8000
6 turns
Major Settlement, 4 Population Surplus, not the faction capital (Altdorf)
V City-State Income generated: 120

Control: +3
Defensive supplies: +1000
Growth: +50
Corruption: -2
Grants 7 construction slots in the settlement
Prestige gained: +3 per turn ( Reikland only)

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

Provides garrison:

4 Halberdiers
3 Greatswords
3 Handgunners
1 Swordsmen
1 Empire Knights
16000
7 turns
Major Settlement, 5 Population Surplus, not the faction capital (Altdorf)
Altdorf
I Altdorf (Hamlet) Income generated: 100

Control: +1
Defensive supplies: +1000
Growth: +10
Corruption: -2
Grants 2 construction slots in the settlement
Prestige gained: +1 per turn ( Reikland only)

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

Provides garrison:

4 Spearmen
3 Swordsmen
3 Crossbowmen
2 Halberdiers
1 Reiksguard
1 Mortars

Unlocks recruitement of:

Spearmen
Archers
1000
3 turns
Can only be built in Altdorf
II Altdorf (Village) Income generated: 150

Control: +2
Defensive supplies: +1000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Bullets
Growth: +20
Corruption: -2
Grants 4 construction slots in the settlement
Prestige gained: +1 per turn ( Reikland only)

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

Provides garrison:

4 Halberdiers
4 Crossbowmen
3 Swordsmen
2 Spearmen (Shields)
1 Reiksguard
1 Mortars
2000
3 turns
Can only be built in Altdorf, 1 Population Surplus
III Altdorf (Town) Income generated: 200

Control: +3
Defensive supplies: +1000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Cannon Balls
Growth: +30
Corruption: -2
Grants 6 construction slots in the settlement
Prestige gained: +2 per turn ( Reikland only)

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

Provides garrison:

6 Halberdiers
3 Swordsmen
2 Handgunners
1 Greatswords
1 Crossbowmen
1 Reiksguard
1 Mortars
4000
4 turns
Can only be built in Altdorf, 2 Population Surplus
IV Altdorf (City) Income generated: 250

Control: +4
Defensive supplies: +1000
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Clockwork Bombs
Growth: +40
Corruption: -2
Grants 8 construction slots in the settlement
Prestige gained: +2 per turn ( Reikland only)

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

Provides garrison:

6 Halberdiers
3 Greatswords
2 Handgunners
1 Swordsmen
1 Crossbowmen
1 Reiksguard
1 Mortars
8000
5 turns
Can only be built in Altdorf, 4 Population Surplus
V Altdorf (City-State) Income generated: 300

Control: +5
Defensive supplies: +1000
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Clockwork Bombs
Growth: +50
Corruption: -2
Grants 9 construction slots in the settlement
Prestige gained: +3 per turn ( Reikland only)

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

Provides garrison:

6 Halberdiers
3 Greatswords
3 Handgunners
1 Swordsmen
1 Empire Knights
1 Reiksguard
1 Mortars
16000
6 turns
Can only be built in Altdorf, 5 Population Surplus
The Galleon's Graveyard
I [[{{{Building 1 page}}}| The Maelstrom]] Income generated: 100
Control: +20

Defensive supplies: +1000
Immune to Reef attrition (all armies)
Corruption: -2
Provides garrison:

4 Spearmen
3 Swordsmen
3 Crossbowmen
120
1 turn
Minor Settlement The Galleon's Graveyard

Port[]

Chain Tier Building Effect Cost Requirements
Port
I Imperial Wharf Income generated: 100
Growth: +10
1000
2 turns
Coastal settlement
III Imperial Harbour Income generated: 300
Growth: +20
3000
3 turns
Coastal settlement
V Imperial Port Income generated: 500
Growth: +30
6000
6 turns
Coastal settlement
Special Port
I Marienburg Docks Income generated: 200
Growth: +20
Additional tradeable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
2000
2 turns
Can only be built in Marienburg
II Marienburg Harbour Income generated: 400
Growth: +40
Additional tradeable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
6000
4 turns
Can only be built in Marienburg
III Marienburg Port Income generated: 800
Growth: +40
Additional tradeable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
10000
6 turns
Can only be built in Marienburg
Special Port
I Erengrad Docks Income generated: 200
Growth: +10
Additional tradeable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
2000
2 turns
Can only be built in Erengrad
II Erengrad Harbour Income generated: 400
Growth: +20
Additional tradeable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
6000
4 turns
Can only be built in Erengrad
III Erengrad Port Income generated: 800
Growth: +30
Additional tradeable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
10000
6 turns
Can only be built in Erengrad
Natural Landmark Port
I The Sea Dragon's Teeth Control: +3
Income generated: 200
Growth: +20
Gemstones resource production: 20 sacks
2000
2 turns
Can only be built in Dragon Fang Mount
II The Sea Dragon's Teeth (Wharf) Control: +3
Income generated: 400
Growth: +40
Gemstones resource production: 40 sacks
4000
3 turns
Can only be built in Dragon Fang Mount
III The Sea Dragon's Teeth (Great Landing) Control: +4
Income generated: 800
Growth: +60
Gemstones resource production: 60 sacks
6000
5 turns
Can only be built in Dragon Fang Mount
Special Port
I Dawn's Harbor Income generated: 200
Growth: +20
2500
3 turns
Can only be built in Fortress of Dawn
III Dawn's Harbor Income generated: 300
Growth: +30
8000
4 turns
Can only be built in Fortress of Dawn
V Dawn's Harbor Income generated: 500
Growth: +40
Immune to Storm and Reef attrition (factionwide)
140000
7 turns
Can only be built in Fortress of Dawn
Special Port
I Copher Docks Income generated: 200
Casualty replenishment rate: +5%
Growth: +10
2000
2 turns
Can only be built in Copher
III Copher Harbour Income generated: 400
Casualty replenishment rate: +10%
Growth: +20
6000
2 turns
Can only be built in Copher
Lothern Port
I Straits of Lothern Income generated: 200

Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%

Growth: +20
2500
3 turns
Can only be built in Lothern
III Harbour of Lothern Income generated: 400

Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%

Growth: +40
8000
4 turns
Can only be built in Lothern
V Gates of Lothern Income generated: 800

Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%

Growth: +40
140000
6 turns
Can only be built in Lothern

Military Recruitment[]

Chain Tier Building Effect Cost Requirements
Barracks
I Training Field Unlocks recruitment of:
Spearmen (Shields)
Swordsmen
750
1 turn
II Rally Field Unlocks Hero recruitement: Empire Captain

Unlocks recruitment of:

Halberdiers
Crossbowmen
1500
2 turns
III Barracks Unlocks Hero recruitement: Empire Captain

Hero capacity: +1 for Empire Captains
Unlocks recruitment of:

Greatswords
Huntsmen
2500
3 turns
Marksman
I Shooting Range Unlocks recruitment of:
Free Company Militia
Pistoliers
750
1 turn
II Firearms Academy Unlocks Hero recruitement: Witch Hunter

Unlocks recruitment of:

Handgunners
Outriders
1500
2 turns
III Gunnery School Unlocks Hero recruitement: Witch Hunter

Hero capacity: +1 for Witch Hunters
Unlocks recruitment of:

Nuln Ironsides
Hochland Long Rifles
Outriders (Grenade Launchers)
2500
3 turns

Military Support[]

Chain Tier Building Effect Cost Requirements
Worship
II Shrine of Sigmar Unlocks Hero recruitement: Warrior Priest

Corruption: -5
Unlocks recruitment of:

Flagellants
1750
3 turns
III Temple of Sigmar Unlocks Hero recruitement: Warrior Priest
Corruption: -10
Hero capacity: +1 for Warrior Priests
Hero recruit rank: +2 for Warrior Priests
3000
4 turns
Stables
II Stables Local recruitment capacity: +1

Unlocks recruitment of:

Empire Knights
1500
2 turns
III Livery Local recruitment capacity: +2

Unlocks recruitment of:

Reiksguard
Knights of the Blazing Sun
Knights of the Black Rose
2500
3 turns
IV Menagerie Global recruitment capacity: +1

Local recruitment capacity: +2
Unlocks recruitment of:

Demigryph Knights
Demigryph Knights (Halberds)
4000
4 turns
Major Settlement
Forges
II Gunsmith Unlocks Hero recruitment: Engineer

Research rate: +3
Unlocks recruitment of:

War Wagons
Mortars
1500
2 turns
III Foundry Unlocks Hero recruitment: Engineer

Research rate: +5
Hero capacity: +1 for Engineer
Unlocks recruitment of:

War Wagons (Mortars)
Great Cannons
2500
3 turns
IV Engineer's Workshop Unlocks Hero recruitment: Engineer

Research rate: +7
Hero capacity: +1 for Engineer
Hero recruit rank: +2 for Engineer
Unlocks recruitment of:

Helblaster Volley Guns
Helstorm Rocket Battery
Land Ship
4000
4 turns
Major Settlement
V Engineer's Guildhall Unlocks Hero recruitment: Engineer

Research rate: +10
Hero capacity: +2 for Engineer
Hero recruit rank: +2 for Engineer (Factionwide)
Unlocks recruitment of:

Steam Tank
Steam Tank (Volley Gun)
8000
5 turns
Major Settlement
Battle Wizards
II Wizard's Conclave Unlocks Hero recruitement: Battle Wizard

Winds of Magic power reserve: +5 per turn (armies in local province)
Provides garrison:

Bright Wizard
2500
4 turns
III Wizard's Campus Unlocks Hero recruitement: Battle Wizard

Hero capacity: +1 for Battle Wizards
Hero recruit rank: +2 for Battle Wizards
Winds of Magic power reserve: +10 per turn (armies in local province)
Provides garrison:

Bright Wizard
5000
5 turns
V Wizard's Tower Unlocks Hero recruitement: Battle Wizard

Hero capacity: +2 for Battle Wizards
Hero recruit rank: +2 for Battle Wizards (factionwide)
Winds of Magic power reserve: +15 per turn (armies in local province)
Provides garrison:

Bright Wizard

Unlocks recruitment of:

Luminark of Hysh
10000
7 turns
Major Settlement

Defence[]

Chain Tier Building Effect Cost Requirements
Garrison
II Guard House Defensive supplies: +50 per turn when under siege

Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%
Provides garrison:

2 Halberdiers
2 Crossbowmen
2000
4 turns
Minor Settlement
III City Watch Defensive supplies: +100 per turn when under siege

Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Provides garrison:

2 Halberdiers
2 Handgunners
1 Empire Knights
1 Outriders (Grenade Launchers)
4000
5 turns
Minor Settlement
Walls
II Basic Walls Enemy Hero action success chance: -10%

Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Bullets
Provides garrison:

2 Crossbowmen
2 Halberdiers
1 Empire Knights
2000
4 turns
Major Settlement
III Tall Walls Enemy Hero action success chance: -15%

Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Cannon Balls
Provides garrison:

2 Crossbowmen
2 Halberdiers
1 Empire Knights
1 Mortars
4000
5 turns
Major Settlement
IV Reinforced Walls Enemy Hero action success chance: -20%

Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Clockwork Bombs
Provides garrison:

2 Crossbowmen
2 Halberdiers
1 Greatswords
1 Empire Knights
1 Mortars
6000
6 turns
Major Settlement
Protection
II Night Watch Chance of plague spreading: -50%
Plague duration: -1 turn
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turn
Control: +3
Corruption: -3
Discoverability of Chaos Cults, Skaven Under-Cities & Trickster Cults: +10
2000
2 turns
III Armoured Watchers Chance of plague spreading: -50%
Plague duration: -1 turn
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Control: +3
Corruption: -4
Discoverability of Chaos Cults, Skaven Under-Cities & Trickster Cults: +30
1500
4 turns
IV Elite Watchers Chance of plague spreading: -50%
Plague duration: -1 turn
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Control: +3
Corruption: -5
Corruption in adjacent provinces: -2
Discoverability of Chaos Cults, Skaven Under-Cities & Trickster Cults: +40
3000
5 turns
Major Settlement

Infrastructure[]

Chain Tier Building Effect Cost Requirements
Farm
I Fields Growth: +20
Casualty replenishment rate: +2%
750
1 turn
II Farm Growth: +30
Casualty replenishment rate: +4%
1500
2 turns
III Landed Estate Growth: +40
Casualty replenishment rate: +6%
2500
3 turns
Industry
I Weaving House Income generated: 250 1000
1 turn
II Clothier Income generated: 375 2000
2 turns
III Tailors' Guild Income generated: 500 2500
3 turns
Hostelry
II Tap Room Public Order: +4
Upkeep: -5% (Armies in region)
1500
2 turns
III Tavern Public Order: +6
Upkeep: -10% (Armies in region)
3000
3 turns
IV Coaching Inn Public Order: +10
Upkeep: -15% (Armies in region)
Recruitment cost: -15% (Armies in region)
4000
4 turns
Major Settlement
Transportation
III Paved Roads Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
Global recruitment duration: -1 turn(s) (minimum 1) (armies in province)
Income from all buildings: +4% (local province)
3000
3 turns
Major Settlement
IV Toll Gates Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
Global recruitment duration: -1 turn(s) (minimum 1) (armies in province)
Local recruitment duration: -1 turn(s) (minimum 1) (armies in province)
Income from all buildings: +8% (local province)
4500
4 turns
Major Settlement


Ressource[]

Chain Tier Building Effect Cost Requirements
Dye Production
I Cinnabar Mining Pit Income generated: 100
Dyes resource production: 20 ounces
500
1 turn
II Cinnabar Mine Income generated: 150
Dyes resource production: 30 ounces
1000
2 turns
III Dyemaker Income generated: 200
Dyes resource production: 45 ounces
2000
3 turns
Saltmaking
I Brine Mining Pit Income generated: 100
Salt resource production: 20 barrels
500
1 turn
II Brine Mine Income generated: 150
Salt resource production: 30 barrels
1000
2 turns
III Saltworks Income generated: 200
Salt resource production: 45 barrels
2000
3 turns
Medicine Production
I Herb Gatherer's Camp Income generated: 100
Medicinal Plants resource production: 20 bundles
500
1 turn
II Exotic Hothouse Income generated: 150
Medicinal Plants resource production: 30 bundles
1000
2 turns
III Alchemy Workshop Income generated: 200
Medicinal Plants resource production: 45 bundles
2000
3 turns
Pottery Production
I Clay Pit Income generated: 100
Pottery resource production: 20 kilnful
500
1 turn
II Pottery Maker Income generated: 150
Pottery resource production: 30 kilnful
1000
2 turns
III Kilns Income generated: 200
Pottery resource production: 45 kilnful
2000
3 turns
Gold Mining
I Gold Mining Pit Income generated: 200
Recruitment cost: -20% for Free Company Militia units
500
1 turn
II Gold Mine Income generated: 400
Recruitment cost: -25% for Free Company Militia units
Recruit rank: +1 for Free Company Militia units
1000
2 turns
III Gold Smelter Income generated: 600
Upkeep: -3% fro Free Company Militia units (all armies)
Recruitment cost: -30% for Free Company Militia units
Recruit rank: +2 for Free Company Militia units
Hero recruit rank: +1 for Empire Captains (all provinces)
2000
3 turns
Pastures
I Grazing Pastures Income generated: 100
Growth: +30
Casualty replenishment rate: +4%
Recruitment cost: -20% for Pistoliers and Outriders units
500
1 turn
II Livestock Pens Income generated: 150
Growth: +40
Casualty replenishment rate: +6%
Recruitment cost: -25% for Pistoliers and Outriders units
Recruit rank: +1 for Pistoliers and Outriders units
1000
2 turns
III Cattle Ranch Income generated: 200
Growth: +50
Casualty replenishment rate: +8%
Upkeep: -3% for Pistoliers and Outriders units (all armies)
Recruitment cost: -30% for Pistoliers and Outriders units
Recruit rank: +2 for Pistoliers and Outriders units
2000
3 turns
Orchards
I Orchards Income generated: 100
Wine resource production: 20 barrels
Control: +3
500
1 turn
II Vineyard Income generated: 150
Wine resource production: 30 barrels
Control: +4
1000
2 turns
III Vintner Income generated: 200
Wine resource production: 45 barrels
Control: +5
2000
3 turns
Gem Mining
I Gem Mineshaft Income generated: 200
Gemstones resource production: 16 sacks
500
1 turn
II Gem Mine Income generated: 400
Gemstones resource production: 24 sacks
1000
2 turns
III Gemcutter's Workshop Income generated: 600
Gemstones resource production: 32 sacks
2000
3 turns
Woodlands
I Woodman's Hut Income generated: 100
Timber resource production: 20 logs
Recruitment cost: -20% for Crossbowmen and Spearmen units
500
1 turn
II Timber Mill Income generated: 150
Timber resource production: 30 logs
Recruitment cost: -25% for Crossbowmen and Spearmen units
Recruit rank: +1 for Crossbowmen and Spearmen units
1000
2 turns
III Lumberyard Income generated: 200
Timber resource production: 45 logs
Upkeep: -3% for Crossbowmen and Spearmen units (all armies)Recruitment cost: -30% for Crossbowmen and Spearmen units
Recruit rank: +2 for Crossbowmen and Spearmen units
2000
3 turns
Wild Game
I Hunting Camp Furs resource production: 20 bundels
Growth: +5
500
1 turn
II Hunting Lodge Furs resource production: 30 bundels
Growth: +8
1000
2 turns
III Tannery Furs resource production: 45 bundels
Growth: +10
2000
3 turns
Iron Mining
I Iron Mining Pit Income generated: 100
Iron resource production: 20 ingots
Recruitment cost: -20% for Swordmen, Greatswords and Knights units
500
1 turn
II Iron Mine Income generated: 150
Iron resource production: 30 ingots
Recruitment cost: -25% for Swordmen, Greatswords and Knights units
Recruit rank: +1 for Swordmen, Greatswords and Knights units
1000
2 turns
III Iron Smelter Income generated: 200
Iron resource production: 45 ingots
Upkeep: -3% for Swordmen, Greatswords and Knights units (all armies)Recruitment cost: -30% for Swordmen, Greatswords and Knights units
Recruit rank: +2 for Swordmen, Greatswords and Knights units
2000
3 turns
Obsidian Quarry
I Obsidian Quarry Income generated: 100
Timber resource production: 20 chests
500
1 turn
II Obsidian Trinket Maker Income generated: 150
Timber resource production: 30 chests
1000
2 turns
III Obsidian Amulet Carver Income generated: 200
Timber resource production: 45 chests
2000
3 turns
Tusks
I Animal Store Income generated: 100
Ivory resource production: 20 tusks
500
1 turn
II Tusk Market Income generated: 150
Ivory resource production: 0 tusks
1000
2 turns
III Tusk Compound Income generated: 200
Ivory resource production: 45 tusks
2000
3 turns
Exotic Animals
I Exotic Animal Tamer Income generated: 100
Exotic Animals resource production: 20 cages
Recruitment cost: -20% for Demigryph units
500
1 turn
II Exotic Animal Pen Income generated: 150
Exotic Animals resource production: 30 cages
Recruitment cost: -25% for Demigryph units
Recruit rank: +1 for Demigryph units
1000
2 turns
III Exotic Animal Market Income generated: 200
Exotic Animals resource production: 45 cages
Upkeep: -3% for Demigryph units (all amries)
Recruitment cost: -30% for Demigryph units
Recruit rank: +2 for Demigryph units
2000
3 turns
Marble Quarry
I Stone Cutter Income generated: 100
Marble resource production: 20 slabs
500
1 turn
II Marble Quarry Income generated: 150
Marble resource production: 30 slabs
1000
2 turns
III Mason Income generated: 200
Marble resource production: 45 slabs
2000
3 turns
Spice Trading
I Spice Market Income generated: 100
Spices resource production: 20 sacks
500
1 turn
II Spice Trading Post Income generated: 150
Spices resource production: 30 sacks
1000
2 turns
III Eastern Bazaar Income generated: 200
Spices resource production: 45 sacks
2000
3 turns

Fort[]

Chain Tier Building Effect Cost Requirements
Fort
I Small Fort Defensive supplies: +1000
Growth: +40
Adds walls to the settlement
Attrition: -10% when under siege (armies in region)
Corruption: -2
Provides garrison:
5 Crossbowmen
4 Spearmen
3 Swordsmen
1 Halberdiers
1 Empire Knights

Unlocks recruitment of:

Spearmen
Archers
1000
2 turns
Empire Fort location (Winter's Teeth Pass, Axe Bite Pass or Gisoreux Gap)
II Fort Defensive supplies: +1000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Bullets
Growth: +50
Adds walls to the settlement
Attrition: -10% when under siege (armies in region)
Corruption: -4
Provides garrison:
6 Crossbowmen
3 Swordsmen
3 Halberdiers
2 Spearmen (Shields)
1 Empire Knights
2000
4 turns
Empire Fort location (Winter's Teeth Pass, Axe Bite Pass or Gisoreux Gap), 1 Population Surplus
III Grand Fort Defensive supplies: +1000
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Cannon Balls
Growth: +60
Adds walls to the settlement
Attrition: -10% when under siege (armies in region)
Corruption: -6
Provides garrison:
6 Halberdiers
3 Crossbowmen
3 Swordsmen
2 Handgunners
1 Greatswords
1 Empire Knights
1 Mortars
4000
5 turns
Empire Fort location (Winter's Teeth Pass, Axe Bite Pass or Gisoreux Gap), 2 Population Surplus
IV Imposing Fort Defensive supplies: +1000
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Clockwork Bombs
Growth: +70
Adds walls to the settlement
Attrition: -10% when under siege (armies in region)
Corruption: -8
Provides garrison:
6 Halberdiers
3 Crossbowmen
3 Greatswords
2 Handgunners
1 Swordsmen
1 Empire Knights
1 Mortars
8000
6 turns
Empire Fort location (Winter's Teeth Pass, Axe Bite Pass or Gisoreux Gap), 4 Population Surplus
V Impregnable Fort Defensive supplies: +1000
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Clockwork Bombs
Growth: +80
Adds walls to the settlement
Attrition: -10% when under siege (armies in region)
Corruption: -10
Provides garrison:
6 Halberdiers
4 Greatswords
3 Handgunners
2 Crossbowmen
2 Empire Knights
1 Swordsmen
1 Mortars
16000
6 turns
Empire Fort location (Winter's Teeth Pass, Axe Bite Pass or Gisoreux Gap), 5 Population Surplus
Fortress Gate
I Occupied Gate (Small Fortress) Defensive supplies: +1000
Growth: +40
Adds walls to the settlement
Corruption: -2
Provides garrison:
4 Spearmen
3 Swordsmen
3 Crossbowmen
1250
3 turns
High Elves Gates location (Phoenix Gate, Dragon Gate, Eagle Gate and Griffon Gate)
II Occupied Gate (Fortress) Defensive supplies: +1200
Growth: +50
Adds walls to the settlement
Corruption: -2
Provides garrison:
4 Crossbowmen
3 Swordsmen
2 Halberdiers
2 Spearmen (Shields)
2500
4 turns
High Elves Gates location (Phoenix Gate, Dragon Gate, Eagle Gate and Griffon Gate), 1 Population Surplus
III Occupied Gate (Grand Fortress) Defensive supplies: +1800
Growth: +60
Adds walls to the settlement
Corruption: -2
Provides garrison:
4 Halberdiers
3 Swordsmen
2 Handgunners
1 Greatswords
1 Crossbowmen
5000
6 turns
High Elves Gates location (Phoenix Gate, Dragon Gate, Eagle Gate and Griffon Gate), 2 Population Surplus
IV Occupied Gate (Imposing Fortress) Defensive supplies: +2200
Growth: +70
Adds walls to the settlement
Corruption: -2
Provides garrison:
4 Halberdiers
3 Greatswords
2 Handgunners
1 Swordsmen
1 Crossbowmen
10000
7 turns
High Elves Gates location (Phoenix Gate, Dragon Gate, Eagle Gate and Griffon Gate), 4 Population Surplus
V Occupied Gate (Impregnable Fortress) Defensive supplies: +2500
Growth: +80
Adds walls to the settlement
Corruption: -2
Provides garrison:
4 Halberdiers
3 Greatswords
3 Handgunners
1 Empire Knights
1 Swordsmen
20000
9 turns
High Elves Gates location (Phoenix Gate, Dragon Gate, Eagle Gate and Griffon Gate), 5 Population Surplus

Landmark[]

Chain Tier Building Effect Cost Requirements
Reiksguard Headquarters
III Castle Reiksguard Stables Recruitment cost: -15% for Reiksguard units
Recruit rank: +1 for Reiksguard units (factionwide)
Provides garrison:
1 Reiksguard
Unlocks recruitment of:
Reiksguard
4000
3 turns
Can only be built in Altdorf
IV Castle Reiksguard Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Reiksguard units
Recruit rank: +3 for Reiksguard units (factionwide)
Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province
Attribute: Devastating Flanker for Reiksguard units (all armies)
Provides garrison:
2 Reiksguard
8000
4 turns
Can only be built in Altdorf
Battle Wizards
III Altdorf Conclave of Battle Wizards Unlocks Hero recruitement: Battle Wizard
Hero capacity: +2 for Battle Wizards
Winds of Magic power reserve capacity: +5 (all armies)Winds of Magic power reserve capacity: +10 per turn (armies in local province)

Provides garrison:

Bright Wizard
3000
5 turns
Can only be built in Altdorf
V Altdorf College of Magic Unlocks Hero recruitement: Battle Wizard
Hero capacity: +2 for Battle Wizards
Hero recruit rank: +4 for Battle Wizards (factionwide)Winds of Magic power reserve capacity: +10 (all armies)Winds of Magic power reserve capacity: +20 per turn (armies in local province)

Provides garrison:

Bright Wizard

Unlocks recruitment of:

Luminark of Hysh
10000
6 turns
Can only be built in Altdorf
Altdorf Landmark
V Imperial Palace Control: +2 (factionwide)
Control: +10
Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 for Empire Captains (factionwide)
Income from all buildings: +5% (local province)
10000
6 turns
Can only be built in Altdof
Landmark
II The Red Moon Inn Income generated: 50
Control: +2
Corruption: -1
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Provides garrison:
1 Bright Wizard
1 Empire Captain
1 Witch Hunter
1 Thane
1 Waystalker
4000
1 turn
Can only be built in Ubersreik
Special Forges
III Nuln Cannon Foundry Unlocks recruitment of Emperor's Wrath Elector Count State Troops
Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State TroopsRecruit rank: +2 for Artillery and Gun units (all characters)
Upkeep: -5% for Artillery and Gun units (all armies)
Recruitment cost: -10% for Artillery and Gun units (all armies)
Provides garrison:
3 Handgunners
2 Mortars
6000
3 turns
Can only be built in Nuln
V Nuln Gunnery School Unlocks recruitment of Emperor's Wrath Elector Count State Troops
Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State TroopsRecruit rank: +3 for Artillery and Gun units (all characters)
Upkeep: -5% for Artillery and Gun units (all armies)
Recruitment cost: -15% for Artillery and Gun units (all armies)
Provides garrison:
3 Handgunners
2 Mortars
2 Great Cannons
1 Helblaster Volley Guns
10000
6 turns
Can only be built in Nuln
Knightly Order
III Black Rose Stables Recruitment cost: -15% for Knights of the Black Rose units
Recruit rank: +1 for Knights of the Black Rose units (factionwide)
Provides garrison:
1 Knights of the Black Rose
Unlocks recruitment of:
Knights of the Black Rose
4000
3 turns
Can only be built in Nuln
IV Black Rose Chapterhouse Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Knights of the Black Rose units
Recruit rank: +3 for Knights of the Black Rose units (factionwide)
Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province
Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)
Provides garrison:
2 Knights of the Black Rose
8000
4 turns
Can only be built in Nuln
Cult of Ulric
V Middenheim Great Temple of Ulric Unlocks Hero recruitment: Warrior Priest
Unlocks Hero recruitment: Witch Hunter (factionwide)
Control: +4
Corruption inb adjacent province: -4
Corruption: -15
Hero recruit rank: +6 for Witch Hunters
Hero recruit rank: +6 for Warrior Priests
Provides garrison:
2 Greatswords
10000
7 turns
Can only be built in Middenheim
Knightly Order
II Knights Panther Stables Recruitment cost: -15% for Empire Knights units
Recruit rank: +1 for Empire Knights units (factionwide)
Provides garrison:
1 Empire Knights
Unlocks recruitment of:
Empire Knights
2500
3 turns
Can only be built in Carroburg
III Knights Panther Chapterhouse Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Empire Knights units
Recruit rank: +3 for Empire Knights units (factionwide)
Missile block chance: +15% for Empire Knights units (all armies)
Provides garrison:
2 Empire Knights
6000
3 turns
Can only be built in Carroburg
Knightly Order
III Blazing Sun Stables Recruitment cost: -15% for Knights of the Blazing Sun units
Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
Provides garrison:
1 Knights of the Blazing Sun
Unlocks recruitment of:
Knights of the Blazing Sun
4000
2 turns
Can only be built in Talabheim
IV Blazing Sun Chapterhouse Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Knights of the Blazing Sun units
Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
Local recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province
Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)Provides garrison:
2 Knights of the Blazing Sun
8000
4 turns
Can only be built in Talabheim
Landmark
II Pfeildorf Wine Market Income generated: 300
Wine resource production: 40 barrels
Income from all buildings: +10% (local province)
4000
3 turns
Can only be built in Pfeildorf
Landmark
III Sigmar's Rock Corruption in adjacent provinces: -2 (all adjacent provinces)
Corruption: -3
Corruption: -1 (all provinces)
6000
6 turns
Can only be built in Mordheim
Landmark
II The Grand Cauldron Spices resource production: 24 sacks
Wine resource production: 24 barrels
Control: +4
Growth: +5 (all provinces)
Corruption: -4
Provides garrison:
2 Crossbowmen
4000
2 turns
Can only be built in The Moot
Elven Enclave
III Laurelorn Forest Medicinal Plants resource production: 20 bundles
Elven Trinkets resource production: 10 chests
Diplomatic relations: +15 with Wood Elves
Corruption: -4
8000
4 turns
Can only be built in Laurelorn Forest
Bretonnian Culture
IV Couronne Tournament Grounds Income generated: 800
Control: +10
Recruit rank: +2 for Cavalry units (all characters)
8000
6 turns
Can only be built in Couronne
Bordeleaux Winemaking
I Morceaux Valley Orchards Wine resource production: 42 barrels
Control: +3
Growth: +20
2000
2 turns
Can only be built in Bordeleaux
II Morceaux Valley Vineyards Wine resource production: 64 barrels
Control: +4
Growth: +30
4000
3 turns
Can only be built in Bordeleaux
III Morceaux Valley Vintners Wine resource production: 96 barrels
Control: +5
Growth: +40
6000
4 turns
Can only be built in Bordeleaux
IV Morceaux Valley Market Wine resource production: 144 barrels
Control: +8
Growth: +50
8000
5 turns
Can only be built in Bordeleaux
Kislev Palace
V Bokha Palace Control: +10
Lord recruit rank: +2 (factionwide)
Income from all buildings: +50% (local province)
10000
6 turns
Can only be built in Kislev
Cult of Myrmidia
V Archecclesiatium of Myrmidia Control: +1 (factionwide)
Control: +8
Corruption: -8
Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
Provides garrison:
3 Knights of the Blazing Sun

Unlocks recruitment of:

Knights of the Blazing Sun
10000
6 turns
Can only be built in Magritta
Landmark
II Peg Street Pawnshop Golden Idols resource production: 3 chests
Exotic Animals resource production: 2 cages
Dwarf beer resource production: 2 kegs
Spices resource production: 2 sacks
Elven Trinkets production: 3 chests
4000
2 turns
Can only be built in Sartosa
Landmark
IV Smithy's Tavern Income generated: 300
Control: +10
Hero recruit rank: +3 (all provinces)
Casualty replenishment rate: +5%
Local recruitment capacity: +2
Provides garrison:
2 Free Company Militia
1 Great Cannons
8000
3 turns
Can only be built in Sartosa
Pigbarter Market
II Pigbarter Swamp-Wharf Income generated: 200
Diplomatic relations: +50 with Greenskins
Income from trade tariffs: +5%
6000
4 turns
Can only be built in Pigbarter
The Great Temple of Hashut
V The Great Temple of Hashut (Desecrated) Income generated: 500
Diplomatic relations: -50 with Chaos Dwarfs
Character experience gain: +5% (all characters)Research rate: +10
Winds of Magic power reserve capacity: +5 (all armies)
15000
8 turns
Can only be built in Zharr-Naggrund
Cursed Ruins
III Tower of the Bloodytooth Income generated: 300
Construction cost: -15% for all buildings (local province)
Vampiric corruption: +1
10000
4 turns
Can only be built in The Fortress of Vorag
Forbidden Halls
V Great Halls of Nagashizzar Income generated: 200
Immune to Vampiric attrition (all armies)
Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Vampiric corruption: +50 (local region)
Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
15000
20 turns
Can only be built in Nagashizzar
Landmark
II Golden Tower of the Gods Income generated: 450
Control: +5
Research rate: +8
4000
3 turns
Can only be built in The Golden Tower
Landmark
IV Pillar of Bone Income generated: 200
Hero recruit rank: +2 (factionwide)
Research rate: +5
When enemy Lord is present:
Winds of Magic power reserve: +10 per turn (armies in local province)
Enemy Winds of Magic power reserve: -10 per turn (enemy armies in province)
7500
5 turns
Can only be built in Deff Gorge
Ancient Foundries
II City of Bronze Income generated: 300
Local recruitement duration: -1 turn for all units (minimum 1)
Recruitment cost: -10% (armies in region)
4000
3 turns
Can only be built in Ka-Sabar
Pyramid
III Vault of Nagash Lord recruit rank: +3 (factionwide)
Hero recruit rank: +3 (all provinces)
Winds of Magic power reserve capacity: +15 (all armies)
Spell resistance: 10% (all armies)
Vampiric corruption: +20
6000
16 turns
Can only be built in Black Pyramid of Nagash
Oak of Ages
I Oak of Ages (Pacified) Timber resource production: 100 logs
Immune to Athel Loren attrition (all armies)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Provides garrison:
4 Spearmen
3 Swordsmen
3 Crossbowmen
1500
1 turn
Can only be built in Yn Edri Eternos
Hidden Oasis
I Secluded Oasis Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
2000
2 turns
Can only be built in Great Desert of Araby
III Secluded Oasis Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Income from trade tariffs: +10%
6000
2 turns
Can only be built in Great Desert of Araby
Landmark
I Ruined Ogham Stones Control: +1
Income from all buildings: +2% (local province)
Winds of Magic power reserve capacity: +5 (factionwide)
2000
2 turns
Can only be built in Konquata
III Ogham Stones Control: +2
Income from all buildings: +5% (local province)
Winds of Magic power reserve capacity: +10 (factionwide)
6000
4 turns
Can only be built in Konquata
V Empowered Ogham Stones Control: +9
Income from all buildings: +10% (local province)
Winds of Magic power reserve capacity: +20 (factionwide)
10000
5 turns
Can only be built in Konquata
Saphery Landmark
IV Occupied Library of Hoeth Unlocks Hero recruitment: Battle Wizard
Research rate: +6
Hero recruit rank: +2 for Battle Wizards
Winds of Magic power reserve capacity: +3 (all armies)
10000
4 turns
Can only be built in White Tower of Hoeth
V Occupied White Tower of Hoeth Unlocks Hero recruitment: Battle Wizard
Research rate: +12
Hero capacity: +1 for Battle Wizards
Hero recruit rank: +5 for Battle Wizards
Winds of Magic power reserve capacity: +6 (all armies)
Unlocks recruitment of:
Luminark of Hysh
13500
6 turns
Can only be built in White Tower of Hoeth
Asuryan Worship
I Flame of Asuryan Control: +5
Lord recruit rank: +1 (factionwide)
2500
2 turns
Can only be built in Shrine of Asuryan
Khaine Worship
I Abandonned Shrine of Widowmaker Income from post-battle loot: +5%
Corruption: -5
3000
5 turns
Can only be built in Shrine of Khaine
II Shrine of Widowmaker Income from post-battle loot: +15%
Recruit rank: +1 (factionwide)Corruption: -15
6000
20 turns
Can only be built in Shrine of Khaine