Empire buildings

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This page lists all Empire buildings.

List of buildings[edit | edit source]

Defensive[edit | edit source]

Building Effect Cost Requirements
Empire garrison.png
Guard House
Enemy Hero action success chance: -10% 1500 money
2 turns
Empire garrison.png
City Watch
Enemy Hero action success chance: -15%
Provides settlement walls (requiring siege warfare to conquer)
Adds walls to settlement
3000 money
3 turns
Empire walls.png
Basic Walls
Enemy Hero action success chance: -10%
Leadership bonus when under siege: +2
Siege holdout time: +1
Fires bullets
2500 money
3 turns
Empire walls.png
Tall Walls
Enemy Hero action success chance: -15%
Leadership bonus when under siege: +4
Siege holdout time: +2
Fires cannon balls
5000 money
4 turns
Empire walls.png
Reinforced Walls
Enemy Hero action success chance: -20%
Leadership bonus when under siege: +6
Siege holdout time: +3
Fires clockwork bombs
7500 money
4 turns

Military recruitment[edit | edit source]

Building Effect Cost Requirements
Empire barracks.png
Training Field (Empire)
Allows recruitment:
Spearmen
Swordsmen

Free Company Militia

1000 money
1 turns
Empire barracks.png
Rally Field
Allows recruitment:
Crossbowmen
Halberdiers
Spearmen
Spearmen (Shields)
Swordsmen

Flagellants

2000 money
2 turns
Empire barracks.png
Barracks
Increases Empire Captain capacity
Enables hero recruitment: Empire Captain
Allows recruitment: Crossbowmen
Greatswords
Halberdiers
Handgunners
Spearmen
Spearmen (Shields)
Swordsmen
4000 money
3 turns
Empire forge.png
Gunsmith

Mortar
5000 money
3 turns
Empire forge.png
Foundry
Allows recruitment:
Great Cannon
Helstorm Rocket Battery
Mortar
7500 money
4 turns
Empire forge.png
Engineer's Workshop (Empire)
Allows recruitment:
Great Cannon
Helblaster Volley Gun
Helstorm Rocket Battery
Mortar
Steam Tank
11250 money
5 turns
Empire stables.png
Stables (Empire)
Allows recruitment:
Pistoliers
2500 money
2 turns
Empire stables.png
Livery (Empire)
Allows recruitment:
Empire Knights
Outriders
Outriders (Grenade Launcher)
Pistoliers
5000 money
3 turns
Empire stables.png
Menagerie
Allows recruitment:
Demigryph Knights
Demigryph Knights (Halberds)
Empire Knights
Outriders
Outriders (Grenade Launcher)
Pistoliers
7500 money
4 turns
Empire reiksfort.png
Reiksfort
Allows recruitment:
Reiksguard
4000 money
3 turns
Can only be built by the Empire.

Military support[edit | edit source]

Building Effect Cost Requirements
Empire armourer.png
Blacksmith
Local recruitment capacity: +1
4000 money
3 turns
Empire armourer.png
Armoury
Global recruitment capacity: +1
Unit experience level increase for Imperial Infantry: +1
Local recruitment capacity: +1
6000 money
4 turns
Wh main emp resource iron military.png
Master Swordsmith's Forge (Empire)
Recruitment cost for Imperial swordsmen and knights: -20%
Unit experience level increase for Swordsmen and Imperial Knights: +3
4000 money
3 turns
Iron
Wh main emp resource pastures military.png
Warhorse Breeder's Stables
Recruitment cost: -20% for Empire horse cavalry units
Unit experience: +2 for Empire Knights, Knights of the Blazing Sun, and Reiksguard unit recruits
Unit experience: +3 for Pistolier and Outrider unit recruits
4000 money
3 turns
Pastures
Empire imperial cult.png
Shrine of Sigmar
Enables hero recruitment: Warrior Priest
Increases Warrior Priest capacity
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -6
4000 money
3 turns
Empire imperial cult.png
Temple of Sigmar
Enables hero recruitment: Warrior Priest
Warrior Priest experience level increase: +2
Increases Warrior Priest capacity
Enables hero recruitment: Witch Hunter
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -9
6000 money
4 turns
Empire imperial cult.png
Cathedral of Sigmar
Enables hero recruitment: Warrior Priest
Warrior Priest experience level increase: +4
Increases Warrior Priest capacity
Enables hero recruitment: Witch Hunter
Witch Hunter experience level increase: +4
Increases Witch Hunter capacity
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -12
9000 money
5 turns
Empire mages.png
Wizard's Conclave
Increases Imperial Wizard capacity


Enables hero recruitment: Bright Wizard
Enables hero recruitment: Celestial Wizard
Enables hero recruitment: Light Wizard

Enables hero recruitment: Amber Wizard

7500 money
4 turns
Empire mages.png
Wizard's Tower
Increases Imperial Wizard capacity

Imperial Wizard experience level increase: +4
Enables hero recruitment: Bright Wizard
Enables hero recruitment: Celestial Wizard
Enables hero recruitment: Light Wizard

Enables hero recruitment: Amber Wizard
Luminark of Hysh

11250 money
5 turns

Infrastructure[edit | edit source]

Ports[edit | edit source]

Building Effect Cost Requirements
Empire port.png
Imperial Wharf
Income generated: 200
Growth: +10
1000 money
1 turns
Empire port.png
Imperial Harbour
Income generated: 400
Growth: +20
4000 money
3 turns
Empire port.png
Imperial Port
Income generated: 800
Growth: +30
9000 money
5 turns
Empire pastures.png
Cattle Pastures
Casualty replacement rate: +4%
Growth: +30
500 money
1 turns
Empire pastures.png
Cow Pens
Casualty replacement rate: +6%
Growth: +40
1000 money
2 turns
Empire pastures.png
Cattle Ranch
Casualty replacement rate: +8%
Growth: +50
2000 money
3 turns
Empire farm.png
Fields
Casualty replacement rate: +2%
Growth: +20
500 money
1 turns
Empire farm.png
Farm
Casualty replacement rate: +3%
Growth: +30
1000 money
2 turns
Empire farm.png
Landed Estate
Casualty replacement rate: +4%
Growth: +40
2000 money
3 turns
Empire industry.png
Weaving House
Income generated: 250 750 money
2 turns
Empire industry.png
Clothier
Income generated: 375 1500 money
3 turns
Empire industry.png
Tailors' Guild
Income generated: 500 2500 money
4 turns
Bretonnia tavern.png
Tap Room
Public order: +4 (local province) 1500 money
2 turns
Bretonnia tavern.png
Tavern
Public order: +6 (local province) 3000 money
3 turns
Bretonnia tavern.png
Coaching Inn
Public order: +8 (local province) 4500 money
4 turns

Resources extraction[edit | edit source]

Building Effect Cost Requirements
Empire cinnabar.png
Cinnabar Mining Pit (Empire)
Income generated: 100
Dyes resource production: 28 ounces
750 money
2 turns
Empire cinnabar.png
Cinnabar Mine (Empire)
Income generated: 150
Dyes resource production: 42 ounces
1500 money
3 turns
Empire cinnabar.png
Dyemaker
Income generated: 200
Dyes resource production: 64 ounces
2500 money
4 turns
Empire wild game.png
Hunting Camp (Empire)
Growth: +5
Furs resource production: 28 bundles
500 money
1 turns
Empire wild game.png
Hunting Lodge (Empire)
Growth: +8
Furs resource production: 42 bundles
1000 money
2 turns
Empire wild game.png
Tannery (Empire)
Growth: +10
Furs resource production: 64 bundles
2000 money
3 turns
Empire gold.png
Gold Mining Pit
Income generated: 600
1000 money
3 turns
Empire gold.png
Gold Smelter
Income generated: 1200
4000 money
5 turns
Empire iron.png
Iron Mining Pit (Empire)
Income generated: 100
Iron resource production: 28 ingots
750 money
2 turns
Empire iron.png
Iron Mine
Income generated: 150
Iron resource production: 42 ingots
1500 money
3 turns
Empire iron.png
Iron Smelter (Empire)
Income generated: 200
Iron resource production: 64 ingots
2500 money
4 turns
Empire marble.png
Stone Cutter
Income generated: 100
Marble resource production: 28 slabs
750 money
2 turns
Empire marble.png
Marble Quarry (Empire)
Income generated: 150
Marble resource production: 42 slabs
1500 money
3 turns
Empire marble.png
Mason (Empire)
Income generated: 200
Marble resource production: 64 slabs
2500 money
4 turns
Empire pottery.png
Clay Pit
Income generated: 100
Pottery resource production: 28 kilnfuls
750 money
2 turns
Empire pottery.png
Pottery Maker
Income generated: 150
Pottery resource production: 42 kilnfuls
1500 money
3 turns
Empire pottery.png
Kilns
Income generated: 200
Pottery resource production: 64 kilnfuls
2500 money
4 turns
Empire brine.png
Brine Mining Pit (Empire)
Income generated: 100
Salt resource production: 28 barrels
750 money
2 turns
Empire brine.png
Brine Mine (Empire)
Income generated: 150
Salt resource production: 42 barrels
1500 money
3 turns
Empire brine.png
Saltworks (Empire)
Income generated: 200
Salt resource production: 64 barrels
2500 money
4 turns
Empire timber.png
Woodman's Hut (Empire)
Income generated: 100
Timber resource production: 28 logs
750 money
2 turns
Empire timber.png
Timber Mill (Empire)
Income generated: 150
Timber resource production: 42 logs
1500 money
3 turns
Empire orchards.png
Orchards
Public order: +3 (local province)
Wine resource production: 28 barrels
750 money
2 turns
Empire orchards.png
Vineyard
Public order: +4 (local province)
Wine resource production: 42 barrels
1500 money
3 turns
Empire orchards.png
Vintner
Public order: +5 (local province)
Wine resource production: 64 barrels
2500 money
4 turns

Settlements[edit | edit source]

General[edit | edit source]

Building Effect Cost Requirements
Empire city.png
Hamlet (Empire)
Buildings construction slots: 1
Income generated: 40
Siege holdout time: +2
Growth: +10
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Empire city.png
Coastal Hamlet
Buildings construction slots: 1
Income generated: 40
Siege holdout time: +2
Growth: +10
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Empire city.png
Coastal Village
Buildings construction slots: 2
Income generated: 60
Siege holdout time: +2
Growth: +20
Public order: +1 (local province)
1600 money
3 turns
Empire city.png
Coastal Town
Buildings construction slots: 3
Income generated: 80
Siege holdout time: +2
Growth: +30
Public order: +2 (local province)
3200 money
4 turns
Empire city.png
City (Empire)
Buildings construction slots: 4
Income generated: 100
Siege holdout time: +2
Growth: +40
Public order: +2 (local province)
4800 money
5 turns
Empire city.png
Coastal City
Buildings construction slots: 4
Income generated: 100
Siege holdout time: +2
Growth: +40
Public order: +2 (local province)
4800 money
5 turns
Empire city.png
City-State
Buildings construction slots: 5
Income generated: 120
Siege holdout time: +2
Growth: +50
Public order: +3 (local province)
7200 money
6 turns
Empire city.png
Coastal City-State
Buildings construction slots: 5
Income generated: 120
Siege holdout time: +2
Growth: +50
Public order: +3 (local province)
7200 money
6 turns
Empire city.png
Coastal Village
Buildings construction slots: 2
Income generated: 60
Growth: +20
1600 money
3 turns
Empire city.png
Coastal Town
Buildings construction slots: 3
Income generated: 80
Growth: +30
3200 money
4 turns


Faction capital[edit | edit source]

Building Effect Cost Requirements
Empire city altdorf.png
Altdorf (Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +15%
Income generated: 100
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Empire city altdorf.png
Altdorf (Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +18%
Income generated: 150
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Provides settlement walls (requiring siege warfare to conquer)
1600 money
3 turns
Empire city altdorf.png
Altdorf (Town)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +20%
Income generated: 200
Siege holdout time: +2
Growth: +30
Public order: +3 (local province)
Provides settlement walls (requiring siege warfare to conquer)
3200 money
4 turns
Empire city altdorf.png
Altdorf (City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +23%
Income generated: 250
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Provides settlement walls (requiring siege warfare to conquer)
4800 money
5 turns
Empire city altdorf.png
Altdorf (City-State)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +25%
Income generated: 300
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Provides settlement walls (requiring siege warfare to conquer)
7200 money
6 turns

Special buildings[edit | edit source]

These buildings can only be built in specific locations and provide specific bonuses.
Building Effect Cost Requirements
Empire gunnery school.png
Nuln Cannon Foundry
Artillery experience level bonus: +2
Artillery upkeep costs: -5%
3000 money
3 turns
Must be constructed in Nuln.
Empire gunnery school.png
Nuln Gunnery School
Artillery experience level bonus: +4
Artillery recruitment costs: -15%
Artillery upkeep costs: -10%
10000 money
6 turns
Must be constructed in Nuln.
Empire altdorf college.png
Altdorf Conclave of Battle Wizards
Increases Imperial Wizard capacity
Enables hero recruitment: Bright Wizard
Enables hero recruitment: Celestial Wizard
Enables hero recruitment: Light Wizard
10000 money
4 turns
Must be built in Altdorf.
Empire altdorf college.png
Altdorf Colleges of Magic
Increases Imperial Wizard capacity
Imperial Wizard experience level increase: +6
Enables hero recruitment: Bright Wizard
Enables hero recruitment: Celestial Wizard
Enables hero recruitment: Light Wizard
Luminark of Hysh
15000 money
6 turns
Must be built in Altdorf.
Kislev erengrad trading port.png
Erengrad Docks
Income generated: 500
Growth: +10
1500 money
2 turns
Must be built in Erengrad
Kislev erengrad trading port.png
Erengrad Harbour
Income generated: 1000
Additional tradeable resources produced: +5%
Growth: +20
6000 money
4 turns
Kislev erengrad trading port.png
Erengrad Port
Income generated: 2000
Additional tradeable resources produced: +10%
Growth: +30
13500 money
6 turns
Empire seaport of marienburg.png
Marienburg Docks
Income generated: 500
Growth: +10
1500 money
2 turns
Must be built in Marienburg
Empire seaport of marienburg.png
Marienburg Harbour
Income generated: 1000
Additional tradeable resources produced: +5%
Growth: +20
6000 money
4 turns
Empire seaport of marienburg.png
Marienburg Port
Income generated: 2000
Additional tradeable resources produced: +10%
Growth: +30
13500 money
6 turns
Empire chapterhouse.png
Blazing Sun Chapterhouse
Knights experience level bonus: +1
Public order: +4 (local province)
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -3
Empire Knights

Knights of the Blazing Sun

16000 money
5 turns
Must be built in Talabheim .
Empire knights panther chapterhouse.png
Knights Panther Chapterhouse
Knights experience level bonus: +4
Public order: +4 (local province)
Empire Knights
5000 money
4 turns
Must be built in Middenland.

Faction-specific buildings[edit | edit source]

Buildings in this category reflect the unique characteristics of human Imperial minor factions.

Kislev[edit | edit source]

Building Effect Cost Requirements
Empire port.png
Kislev Wharf
Income generated: 200
Growth: +10
1000 money
1 turns
Empire port.png
Kislev Harbour
Income generated: 400
Growth: +20
4000 money
3 turns
Empire port.png
Kislev Port
Income generated: 800
Growth: +30
11250 money
5 turns
Kislev temple of ursen.png
Shrine of Ursen
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -6
4000 money
3 turns
Kislev temple of ursen.png
Temple of Ursen
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -9
6000 money
4 turns
Kislev bokha palace.png
Bokha Palace
Income from all buildings: +50%
Public order: +10 (local province)
Global recruited Lords experience: +2
16000 money
6 turns
Kislev city kislev.png
Kislev (Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +15%
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Kislev city kislev.png
Kislev (Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +18%
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Provides settlement walls (requiring siege warfare to conquer)
1600 money
3 turns
Kislev city kislev.png
Kislev (Town)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +20%
Siege holdout time: +2
Growth: +30
Public order: +3 (local province)
Provides settlement walls (requiring siege warfare to conquer)
3200 money
4 turns
Kislev city kislev.png
Kislev (City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +23%
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Provides settlement walls (requiring siege warfare to conquer)
4800 money
5 turns
Kislev city kislev.png
Kislev (City State)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +25%
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Provides settlement walls (requiring siege warfare to conquer)
7500 money
6 turns

Middenheim[edit | edit source]

Building Effect Cost Requirements
Empire great temple of ulric.png
Middenheim Great Temple of Ulric
Enables hero recruitment: Warrior Priest
Warrior Priest experience level increase: +6
Enables hero recruitment: Witch Hunter
Witch Hunter experience level increase: +6
Public order: +4 (local province)
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -15
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -4 (adjacent provinces)
15000 money
6 turns

TEB[edit | edit source]

Buildings in this category are unique to TEB (Tilea, Estalia, and Border Princes)
Building Effect Cost Requirements
Empire port.png
Estalian Docks
Income generated: 300
Growth: +10
1000 money
1 turns
Empire port.png
Estalian Harbour
Income generated: 600
Growth: +20
4000 money
2 turns
Empire port.png
Estalian Trading Port
Income generated: 1200
Growth: +30
10000 money
3 turns
Empire archecclesiastium.png
Archecclesiatium of Myrmidia
Enables hero recruitment: Warrior Priest
Warrior Priest experience level increase: +4
Public order: +5 (local province)
Public order: +1 (faction-wide)
Reduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: -9
16000 money
6 turns
Must be built in Magritta
Tilea city miragliano.png
Miragliano (Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +8%
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Provides settlement walls (requiring siege warfare to conquer)
800 money
2 turns
Tilea city miragliano.png
Miragliano (Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +9%
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Provides settlement walls (requiring siege warfare to conquer)
1600 money
3 turns
Tilea city miragliano.png
Miragliano (Town)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +10%
Siege holdout time: +233
Growth: +30
Public order: +3 (local province)
Provides settlement walls (requiring siege warfare to conquer)
3200 money
4 turns
Tilea city miragliano.png
Miragliano (City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +12%
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Provides settlement walls (requiring siege warfare to conquer)
4800 money
5 turns
Tilea city miragliano.png
Miragliano (City-State)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +13%
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Provides settlement walls (requiring siege warfare to conquer)
7200 money
6 turns