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This page lists all Lizardmen 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 Description
Settlement I
  • Ancient Plaques generated: +1
  • Construction Grants +1 construction slot in the settlement
  • Icon income plus Income generated: +40
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth Growth: +10
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
2 800 A small gathering of cohorts, usually a settlement along the Geomantic Web in thrall to a more prominent temple-city.
II
  • Ancient Plaques generated: +1
  • Grants +2 construction slots in the settlement
  • Icon income plus Income generated: +60
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth Growth: +20
  • Public order Public order: +1
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
3 1600 A minor node on a smaller tributary of the Geomantic Web, comprising a lone ziggurat, often ruled by a later generation Mage-Priest.
III
  • Ancient Plaques generated: +1
  • Grants +3 construction slots in the settlement
  • Icon income plus Income generated: +80
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth Growth: +30
  • Public order Public order: +2
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
4 3200 Located on a lesser tributary of the Geomantic Web, comprising a ziggurat and surrounding barrios, and often ruled by a later generation Mage-Priest.
IV
  • Ancient Plaques generated: +1
  • Grants +5 construction slots in the settlement
  • Icon income plus Income generated: +100
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth Growth: +40
  • Public order Public order: +2
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
5 4800 The temple-cities are where the Lizardmen spawn and live. They scatter the Southlands and Lustria, comprising of great pyramids, barrios and plazas.
V
  • Ancient Plaques generated: +1
  • Grants +7 construction slots in the settlement
  • Icon income plus Income generated: +120
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth Growth: +50
  • Public order Public order: +3
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
6 7200 All temple-cities are nodes in the Geomantic Web, but some are true nexus points - massive cities and major tributaries in power.

Basic Military[ | ]

Building Chain Tier Effect Turns Cost Requirements Description
Skinks I 1 1000 Spawning ponds are used for lower ranking Skink castes - the ponds themselves are small bodies of water, although many in number.
II 2 2000 The hunter-caste spawning pools hold thousands of eggs that quickly gestate new Skinks, with a subtle temperature rise, at a Slann's command.
III
  • Hero capacity: +1 for Skink Chiefs
  • Unlocks Icon heroHero recruitment: Skink Chief
3 4000 Elevated pools, closer to the central pyramid, are more likely to gestate specialist Skink castes and their Kroxigor bodyguards.
Sauruses I 1 1000 In times of war, the large lagoons in the Saurus caverns can be adjusted to gestate many warrior cohorts simultaneously.
II 2 2000
III 3 6000
Flying units III 3 3000
Ripperdactyl Hatchery Flying units IV ? ???
Stables III 3 4000

Advanced Military[ | ]

Building Chain Tier Effect Turns Cost Requirements
Beasts III 3 6000
IV 4 9000
V 5 13500
Slann III
  • Slann Mage-Priest capacity: +1
  • Slann Mage-Priest capacity: +1
  • Siege holdout time: +3
  • Lord recruit rank: +2
  • Lord recruit rank: +1
5 6000
Smith III 5 6000
Old Ones Worship III 3 4000
IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon heroHero recruitment: Skink Priest
  • Income Income from all buildings: +8%
  • Public order Public order: +3
  • Religion Untainted: +8
4 6000
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon heroHero recruitment: Skink Priest
  • Hero recruit rank: +1 for Skink Priests (all provinces)
  • Income Income from all buildings: +12%
  • Public order Public order: +4
  • Religion Untainted: +10
5 9000
Sotek Worship III
  • Unit experience: +1 for all unit recruits
  • Income Income from post-battle loot: +2%
  • Religion Untainted: +4
3 4000
IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon heroHero recruitment: Skink Priest
  • Unit experience: +2 for all unit recruits
  • Income Income from post-battle loot: +4%
  • Religion Untainted: +6
4 6000
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon heroHero recruitment: Skink Priest
  • Hero recruit rank: +3 for Skink Chiefs (all provinces)
  • Hero recruit rank: +3 for Skink Priests (all provinces)
  • Unit experience: +3 for all unit recruits
  • Income Income from post-battle loot: +6%
  • Religion Untainted: +8
5 9000

Infrastructure[ | ]

Building Chain Tier Effect Turns Cost Requirements
Geomantic web I
  • Cannot be constructed in minor settlements
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income Income from all buildings: +10%
5 2000
I
  • Cannot be constructed in major settlements
  • Income Income from all buildings: +5%
3 500
II
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income Income from all buildings: +12%
6 3000
II
  • Cannot be constructed in major settlements
  • Income Income from all buildings: +10%
  • Army Local recruitment capacity: +1
4 1000
III
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income Income from all buildings: +15%
7 4500
Growth II
  • Replenishment Casualty replenishment rate: +2%
  • Growth Growth: +20
1 500
II
  • Replenishment Casualty replenishment rate: +3%
  • Growth Growth: +30
2 1000
III
  • Replenishment Casualty replenishment rate: +4%
  • Growth Growth: +40
3 2000
Industry II
  • Income generated: +180
2 750
II
  • Income generated: +270
3 1500
III
  • Income generated: +360
4 2500
Order II 2 1500
II 3 3000
III 4 4500

Port[ | ]

Building Chain Tier Effect Turns Cost Requirements
Port I
  • Income generated: +150
  • Growth Growth: +10
1 800
II
  • Income generated: +300
  • Growth Growth: +20
3 3200
III
  • Income generated: +600
  • Growth Growth: +30
5 7200

Defence[ | ]

Building Chain Tier Effect Turns Cost Requirements
Major defence I 3 2500
II 4 5000
III 5 7500
Minor defence 0
  • Cannot be constructed in major settlements
2 1500
1
  • Army Ability: "Holy Stela" (local armies)
  • Cannot be constructed in major settlements
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
  • Siege defence Adds walls to the settlement
3 3000
Special 0
  • Campaign movement range: +15% for own armies starting their turn in this region
  • Agent Hero action success chance: +10%
  • Agent Enemy Hero action success chance: -10%
  • Icon effects ambush Ambush success chance: +10%
3 4000

Special[ | ]

Building Chain Tier Effect Turns Cost Requirements
Ritual I 5 250
II
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Ancient Plaques generated: +10
  • Winds of Magic power reserve: +20
  • Melee defence: +5 for all units when defending
5 2500

Resource[ | ]

Building Chain Tier Effect Turns Cost Requirements
Exotic animals I
II
  • Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
  • Unit experience: +1 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits
  • Resource animals Exotic animals resource production: +30 cages
3 1600
III
  • Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
  • Unit experience: +2 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits
  • Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
  • Resource animals Exotic animals resource production: +45 cages
4 3200
Dyes I
  • Dyes resource production: +20 ounces
2 800
II
  • Dyes resource production: +30 ounces
3 1600
III
  • Dyes resource production: +45 ounces
4 3200
Furs I
  • Furs resource production: +20 bundles
2 800
II
  • Furs resource production: +30 bundles
3 1600
III
  • Furs resource production: +45 bundles
4 3200
Gemstones I
  • Income generated: +300
  • Gemstones resource production: +20 sacks
2 800
II
  • Income generated: +450
  • Gemstones resource production: +30 sacks
3 1600
III
  • Income generated: +600
  • Gemstones resource production: +45 sacks
4 3200
Gold I
  • Recruitment cost: -20% for Kroxigors, Temple Guards and Cold One units
  • Income generated: +300
3 1000
II
  • Recruitment cost: -25% for Kroxigors, Temple Guards and Cold One units
  • Unit experience: +1 for Kroxigors, Temple Guards and Cold One unit recruits
  • Income generated: +450
4 2000
III
  • Hero recruit rank: +1 for Saurus Scar-Veterans
  • Recruitment cost: -30% for Kroxigors, Temple Guards and Cold One units
  • Unit experience: +2 for Kroxigors, Temple Guards and Cold One unit recruits
  • Upkeep: -3% for Kroxigors, Temple Guards and Cold One units
  • Income generated: +600
5 4000
Iron I
  • Income generated: +100
  • Iron resource production: +20 ingots
2 800
II
  • Income generated: +150
  • Iron resource production: +30 ingots
3 1600
III
  • Income generated: +200
  • Iron resource production: +45 ingots
4 3200
Marble I
  • Treasury Construction cost: -20% for all buildings
  • Income generated: +100
  • Marble resource production: +20 slabs
2 800
II
  • Treasury Construction cost: -25% for all buildings
  • Income generated: +150
  • Marble resource production: +30 slabs
3 1600
III
  • Treasury Construction cost: -30% for all buildings
  • Income generated: +200
  • Marble resource production: +45 slabs
4 3200
Medicine I
  • Recruitment cost: -20% for Skink and Chameleon Skinks units
  • Medicinal Plants resource production: +20 bundles
2 800
II
  • Recruitment cost: -25% for Skink and Chameleon Skinks units
  • Recruit rank: +1 for Skink and Chameleon Skinks units
  • Medicinal Plants resource production: +30 bundles
3 1600
III
  • Hero recruit rank: +1 for Skink Chiefs (all provinces)
  • Hero recruit rank: +1 for Skink Priests (all provinces)
  • Recruitment cost: -30% for Skink and Chameleon Skinks units
  • Recruit rank: +2 for Skink and Chameleon Skinks units
  • Upkeep: -3% for Skink and Chameleon Skinks units (all armies)
  • Medicinal Plants resource production: +45 bundles
4 3200
Obsidian I
  • Recruitment cost: -20% for Saurus units
  • Income generated: +100
  • Carved Obsidian resource production: +20 chests
2 800
II
  • Recruitment cost: -25% for Saurus units
  • Unit experience: +1 for Saurus unit recruits
  • Income generated: +150
  • Carved Obsidian resource production: +30 chests
3 1600
III
  • Recruitment cost: -30% for Saurus units
  • Unit experience: +2 for Saurus unit recruits
  • Upkeep: -3% for Saurus units (all armies)
  • Income generated: +200
  • Carved Obsidian resource production: +45 chests
4 3200
Pastures I
  • Replenishment Casualty replenishment rate: +4%
  • Growth Growth: +30
2 800
II
  • Replenishment Casualty replenishment rate: +6%
  • Growth Growth: +40
3 1600
III
  • Replenishment Casualty replenishment rate: +8%
  • Growth Growth: +50
4 3200
Pottery I
  • Income generated: +100
  • Pottery resource production: +20 kilnful
2 800
II
  • Income generated: +150
  • Pottery resource production: +30 kilnful
3 1600
III
  • Income generated: +200
  • Pottery resource production: +45 kilnful
4 3200
Salt I
  • Salt resource production: +20 barrels
2 800
II
  • Salt resource production: +30 barrels
3 1600
III
  • Salt resource production: +45 barrels
4 3200
Spices I
  • Resource spices Spices resource production: +20 sacks
2 800
II
  • Resource spices Spices resource production: +30 sacks
3 1600
III
  • Resource spices Spices resource production: +45 sacks
4 3200
Wine I
  • Wine resource production: +20 barrels
2 800
II
  • Wine resource production: +30 barrels
3 1600
III
  • Wine resource production: +45 barrels
4 3200
Timber I
  • Timber resource production: +20 logs
2 800
II
  • Timber resource production: +30 logs
3 1600
III
  • Timber resource production: +45 logs
4 3200
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