Skaven buildings

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This page lists all Skaven 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[edit | edit source]

Settlement[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Settlement I
  • Food capacity: +5
  • Grants +1 construction slots in the settlement
  • Income generated: +50
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +12
  • Skaven corruption: +1
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


2 800
II
  • Food capacity: +5
  • Grants +2 construction slots in the settlement
  • Income generated: +50
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +24
  • Skaven corruption: +1
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


3 1600
III
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +3 construction slots in the settlement
  • Income generated: +50
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +36
  • Skaven corruption: +1
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


4 3200
IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +5 construction slots in the settlement
  • Income generated: +50
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +48
  • Skaven corruption: +2
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


5 4800
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +7 construction slots in the settlement
  • Income generated: +50
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +60
  • Skaven corruption: +2
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


6 7200

Basic Military[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Assassins I
  • Income generated: +60
  • Skaven corruption: +1
2 2000 Requires a level 2 settlement.
II
  • Hero capacity: +1 for Assassins
  • Unlocks Icon hero.pngHero recruitment: Assassin
  • Income generated: +60
  • Skaven corruption: +1
3 4000
III
  • Hero capacity: +2 for Assassins
  • Unlocks Icon hero.pngHero recruitment: Assassin
  • Hero recruit rank: +4 for Assassins
  • Income generated: +60
  • Skaven corruption: +1
4 6000
Clanrats I
  • Income generated: +60
  • Skaven corruption: +1
1 1000
II
  • Income generated: +60
  • Skaven corruption: +1
2 2000
III
  • Income generated: +60
  • Skaven corruption: +1
4 4000

Advanced Military[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Engineers I
  • Income generated: +40
  • Skaven corruption: +1
3 5000 Requires a level 3 settlement.
II
  • Unlocks Icon hero.pngHero recruitment: Warlock Engineer
  • Income generated: +40
  • Skaven corruption: +1
4 7500
III
  • Hero capacity: +1 for Warlock Engineers
  • Unlocks Icon hero.pngHero recruitment: Warlock Engineer
  • Hero recruit rank: +4 for Warlock Engineers
  • Income generated: +40
  • Skaven corruption: +1
5 11250
Monsters I
  • Income generated: +40
  • Skaven corruption: +1
3 4000 Requires a level 3 settlement.
II
  • Income generated: +40
  • Skaven corruption: +1
5 13500 Requires a level 5 settlement.
Plagues I
  • Skaven corruption in adjacent provinces: +1
  • Income generated: +40
  • Skaven corruption: +2
3 4000 Requires a level 3 settlement.
II
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Plague Priests
  • Unlocks Icon hero.pngHero recruitment: Plague Priest
  • Skaven corruption in adjacent provinces: +2
  • Income generated: +40
  • Skaven corruption: +4
4 6000
III
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Plague Priests
  • Unlocks Icon hero.pngHero recruitment: Plague Priest
  • Hero recruit rank: +4 for Plague Priests
  • Skaven corruption in adjacent provinces: +4
  • Income generated: +40
  • Skaven corruption: +6
5 9000

Infrastructure[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Energy I
  • Cannot be constructed in minor settlements
  • Income from all buildings: +60%
  • Skaven corruption: +1
1 750
II
  • Cannot be constructed in minor settlements
  • Income from all buildings: +70%
  • Skaven corruption: +1
2 1500
III
  • Cannot be constructed in minor settlements
  • Income from all buildings: +80%
  • Skaven corruption: +1
3 3000
IV
  • Income from all buildings: +90%
  • Skaven corruption: +1
4 4500
V
  • Income from all buildings: +100%
  • Skaven corruption: +1
5 6750
Growth I
  • Income generated: +80
  • Casualty replenishment rate: +2%
  • Growth: +20
  • Skaven corruption: +1
1 500
II
  • Income generated: +80
  • Casualty replenishment rate: +3%
  • Growth: +30
  • Skaven corruption: +1
2 1000
III
  • Income generated: +80
  • Casualty replenishment rate: +4%
  • Growth: +40
  • Skaven corruption: +1
3 2000
Order I
  • Income generated: +80
  • Skaven corruption: +1
2 1500 Requires a level 2 settlement.
II
  • Income generated: +80
  • Skaven corruption: +1
3 3000
III
  • Income generated: +80
  • Skaven corruption: +1
4 4500
IV
  • Hero recruit rank: +2
  • Income generated: +80
  • Unit experience: +1 for all unit recruits
  • Skaven corruption: +2
  • Lord recruit rank: +2
  • Lord recruit rank: +1
5 9000
Salvage I
  • Income generated: +80
  • Recruitment cost: -5%
  • Untainted: +1
2 200
II
  • Income generated: +80
  • Recruitment cost: -8%
  • Untainted: +2
  • Local recruitment capacity: +1
3 400
III
  • Income generated: +80
  • Recruitment cost: -10%
  • Untainted: +3
  • Local recruitment capacity: +1
4 800
Weapons 0
  • Income generated: +60
  • Skaven corruption: +1
4 4000 Requires a level 3 settlement.

Port[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Port I
  • Income generated: +150
  • Growth: +10
1 800 Level 2 settlement.
II
  • Income generated: +300
  • Growth: +20
3 3200
III
  • Income generated: +600
  • Growth: +30
5 7200

Defence[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Major defence I
  • Cannot be constructed in minor settlements
  • Income generated: +80
  • Skaven corruption: +1
3 2500
II
  • Income generated: +80
  • Skaven corruption: +1
4 5000
III
  • Income generated: +80
  • Skaven corruption: +1
5 7500
Minor defence 0
  • Cannot be constructed in major settlements
  • Income generated: +80
  • Skaven corruption: +1
2 1500 Requires a level 2 settlement.
1
  • Cannot be constructed in major settlements
  • Income generated: +80
  • Skaven corruption: +1
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
  • Adds walls to the settlement
3 3000

Special[edit | edit source]

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

Resource[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Exotic animals I
  • Income generated: +80
  • Exotic Animals resource production: +20 cages
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Exotic Animals resource production: +30 cages
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Exotic Animals resource production: +45 cages
  • Untainted: +2
4 3200
Dyes I
  • Income generated: +80
  • Dyes resource production: +20 ounces
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Dyes resource production: +30 ounces
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Dyes resource production: +45 ounces
  • Untainted: +2
4 3200
Furs I
  • Income generated: +80
  • Furs resource production: +20 bundles
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Furs resource production: +30 bundles
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Furs resource production: +45 bundles
  • Untainted: +2
4 3200
Gemstones I
  • Income generated: +160
  • Gemstones resource production: +20 sacks
  • Untainted: +1
2 800
II
  • Income generated: +160
  • Gemstones resource production: +30 sacks
  • Untainted: +1
3 1600
III
  • Income generated: +160
  • Gemstones resource production: +45 sacks
  • Untainted: +2
4 3200
Gold I
  • Income generated: +300
  • Untainted: +1
3 1000
II
  • Income generated: +450
  • Untainted: +1
4 2000
III
  • Income generated: +600
  • Untainted: +2
5 4000
Iron I
  • Income generated: +80
  • Iron resource production: +20 ingots
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Iron resource production: +30 ingots
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Iron resource production: +45 ingots
  • Untainted: +2
4 3200
Marble I
  • Income generated: +80
  • Marble resource production: +20 slabs
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Marble resource production: +30 slabs
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Marble resource production: +45 slabs
  • Untainted: +2
4 3200
Medicine I
  • Income generated: +80
  • Medicinal Plants resource production: +20 bundles
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Medicinal Plants resource production: +30 bundles
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Medicinal Plants resource production: +45 bundles
  • Untainted: +2
4 3200
Obsidian I
  • Income generated: +80
  • Carved Obsidian resource production: +20 chests
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Carved Obsidian resource production: +30 chests
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Carved Obsidian resource production: +45 chests
  • Untainted: +2
4 3200
Pastures I
  • Casualty replenishment rate: +4%
  • Growth: +30
  • Untainted: +2
2 800
II
  • Casualty replenishment rate: +6%
  • Growth: +40
  • Untainted: +2
3 1600
III
  • Casualty replenishment rate: +8%
  • Growth: +50
  • Untainted: +2
4 3200
Pottery I
  • Income generated: +80
  • Pottery resource production: +20 kilnful
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Pottery resource production: +30 kilnful
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Pottery resource production: +45 kilnful
  • Untainted: +2
4 3200
Salt I
  • Income generated: +80
  • Salt resource production: +20 barrels
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Salt resource production: +30 barrels
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Salt resource production: +45 barrels
  • Untainted: +2
4 3200
Spices I
  • Income generated: +80
  • Spices resource production: +20 sacks
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Spices resource production: +30 sacks
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Spices resource production: +45 sacks
  • Untainted: +2
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
  • Income generated: +80
  • Timber resource production: +20 logs
  • Untainted: +1
2 800
II
  • Income generated: +80
  • Timber resource production: +30 logs
  • Untainted: +1
3 1600
III
  • Income generated: +80
  • Timber resource production: +45 logs
  • Untainted: +2
4 3200