|
advanced military
|
0
|
|
3
|
6000
|
|
|
advanced military
|
1
|
|
4
|
9000
|
|
|
advanced military
|
2
|
|
5
|
13500
|
|
|
advanced military
|
0
|
- Slann Mage-Priest capacity: +1
- Slann Mage-Priest capacity: +1
|
5
|
6000
|
|
|
advanced military
|
0
|
|
5
|
6000
|
|
|
advanced military
|
0
|
- Income from all buildings: +5%
|
3
|
4000
|
|
|
advanced military
|
1
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Skink Priests
- Unlocks
Hero recruitment: Skink Priest
- Income from all buildings: +8%
|
4
|
6000
|
|
|
advanced military
|
2
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Skink Priests
- Unlocks
Hero recruitment: Skink Priest
- Hero recruit rank: +1 for Skink Priests
- Income from all buildings: +12%
|
5
|
9000
|
|
|
advanced military
|
0
|
- Unit experience: +1 for all unit recruits
- Income from post-battle loot: +2%
|
3
|
4000
|
|
|
advanced military
|
1
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Skink Priests
- Unlocks
Hero recruitment: Skink Priest
- Unit experience: +2 for all unit recruits
- Income from post-battle loot: +4%
|
4
|
6000
|
|
|
advanced military
|
2
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Skink Priests
- Unlocks
Hero recruitment: Skink Priest
- Hero recruit rank: +3 for Skink Chiefs
- Hero recruit rank: +3 for Skink Priests
- Unit experience: +3 for all unit recruits
- Income from post-battle loot: +6%
|
5
|
9000
|
|
|
basic military
|
0
|
|
3
|
4000
|
|
|
basic military
|
0
|
|
1
|
1000
|
|
|
basic military
|
1
|
|
2
|
2000
|
|
|
basic military
|
2
|
- Hero capacity: +1 for Saurus Scar-Veterans
- Unlocks
Hero recruitment: Saurus Scar-Veteran
|
3
|
6000
|
|
|
basic military
|
0
|
|
1
|
1000
|
|
|
basic military
|
1
|
|
2
|
2000
|
|
|
basic military
|
2
|
- Hero capacity: +1 for Skink Chiefs
- Unlocks
Hero recruitment: Skink Chief
|
3
|
4000
|
|
|
basic military
|
0
|
|
3
|
3000
|
|
|
defence
|
0
|
- Cannot be constructed in minor settlements
|
3
|
2500
|
|
|
defence
|
1
|
|
4
|
5000
|
|
|
defence
|
2
|
|
5
|
7500
|
|
|
defence
|
0
|
- Cannot be constructed in major settlements
|
2
|
1500
|
|
|
defence
|
1
|
- Cannot be constructed in major settlements
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Adds walls to the settlement
|
3
|
3000
|
|
|
defence
|
0
|
- Campaign movement range: +15% for own armies starting their turn in this region
- Hero action success chance: +10%
- Enemy Hero action success chance: -10%
- Ambush success chance: +10%
|
3
|
4000
|
|
|
infrastructure
|
0
|
- Cannot be constructed in minor settlements
- Reinforces the Geomantic Web, indirectly improving commandments
- Income from all buildings: +10%
|
5
|
2000
|
|
|
infrastructure
|
0
|
- Cannot be constructed in major settlements
- Income from all buildings: +5%
|
3
|
500
|
|
|
infrastructure
|
1
|
- Reinforces the Geomantic Web, indirectly improving commandments
- Income from all buildings: +12%
|
6
|
3000
|
|
|
infrastructure
|
1
|
- Cannot be constructed in major settlements
- Income from all buildings: +10%
Local recruitment capacity: +1
|
4
|
1000
|
|
|
infrastructure
|
2
|
- Reinforces the Geomantic Web, indirectly improving commandments
- Income from all buildings: +15%
|
7
|
4500
|
|
|
infrastructure
|
0
|
Casualty replenishment rate: +2%
Growth: +20
|
1
|
500
|
|
|
infrastructure
|
1
|
Casualty replenishment rate: +3%
Growth: +30
|
2
|
1000
|
|
|
infrastructure
|
2
|
Casualty replenishment rate: +4%
Growth: +40
|
3
|
2000
|
|
|
infrastructure
|
0
|
|
2
|
750
|
|
|
infrastructure
|
1
|
|
3
|
1500
|
|
|
infrastructure
|
2
|
|
4
|
2500
|
|
|
infrastructure
|
0
|
|
2
|
1500
|
|
|
infrastructure
|
1
|
|
3
|
3000
|
|
|
infrastructure
|
2
|
|
4
|
4500
|
|
|
port
|
1
|
Growth: +10
|
1
|
800
|
|
|
port
|
2
|
Growth: +20
|
3
|
3200
|
|
|
port
|
3
|
Growth: +30
|
5
|
7200
|
|
|
resource
|
0
|
- Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
|
2
|
800
|
|
|
resource
|
1
|
- 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
|
3
|
1600
|
|
|
resource
|
2
|
- 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
|
4
|
3200
|
|
|
resource
|
0
|
- Dyes resource production: +20 ounces
|
2
|
800
|
|
|
resource
|
1
|
- Dyes resource production: +30 ounces
|
3
|
1600
|
|
|
resource
|
2
|
- Dyes resource production: +45 ounces
|
4
|
3200
|
|
|
resource
|
0
|
- Furs resource production: +20 bundles
|
2
|
800
|
|
|
resource
|
1
|
- Furs resource production: +30 bundles
|
3
|
1600
|
|
|
resource
|
2
|
- Furs resource production: +45 bundles
|
4
|
3200
|
|
|
resource
|
0
|
- Gemstones resource production: +20 sacks
|
2
|
800
|
|
|
resource
|
1
|
- Gemstones resource production: +30 sacks
|
3
|
1600
|
|
|
resource
|
2
|
- Gemstones resource production: +45 sacks
|
4
|
3200
|
|
|
resource
|
0
|
- Recruitment cost: -20% for Kroxigors, Temple Guards and Cold One units
|
3
|
1000
|
|
|
resource
|
1
|
- Recruitment cost: -25% for Kroxigors, Temple Guards and Cold One units
- Unit experience: +1 for Kroxigors, Temple Guards and Cold One unit recruits
|
4
|
2000
|
|
|
resource
|
2
|
- 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
|
5
|
4000
|
|
|
resource
|
0
|
- Iron resource production: +20 ingots
|
2
|
800
|
|
|
resource
|
1
|
- Iron resource production: +30 ingots
|
3
|
1600
|
|
|
resource
|
2
|
- Iron resource production: +45 ingots
|
4
|
3200
|
|
|
resource
|
0
|
Construction cost: -20% for all buildings
- Marble resource production: +20 slabs
|
2
|
800
|
|
|
resource
|
1
|
Construction cost: -25% for all buildings
- Marble resource production: +30 slabs
|
3
|
1600
|
|
|
resource
|
2
|
Construction cost: -30% for all buildings
- Marble resource production: +45 slabs
|
4
|
3200
|
|
|
resource
|
0
|
- Recruitment cost: -20% for Skink and Chameleon Skinks units
- Medicinal Plants resource production: +20 bundles
|
2
|
800
|
|
|
resource
|
1
|
- Recruitment cost: -25% for Skink and Chameleon Skinks units
- Unit experience: +1 for Skink and Chameleon Skinks unit recruits
- Medicinal Plants resource production: +30 bundles
|
3
|
1600
|
|
|
resource
|
2
|
- Hero recruit rank: +1 for Skink Chiefs
- Hero recruit rank: +1 for Skink Priests
- Recruitment cost: -30% for Skink and Chameleon Skinks units
- Unit experience: +2 for Skink and Chameleon Skinks unit recruits
- Upkeep: -3% for Skink and Chameleon Skinks units
- Medicinal Plants resource production: +45 bundles
|
4
|
3200
|
|
|
resource
|
0
|
- Recruitment cost: -20% for Saurus units
- Carved Obsidian resource production: +20 chests
|
2
|
800
|
|
|
resource
|
1
|
- Recruitment cost: -25% for Saurus units
- Unit experience: +1 for Saurus unit recruits
- Carved Obsidian resource production: +30 chests
|
3
|
1600
|
|
|
resource
|
2
|
- Recruitment cost: -30% for Saurus units
- Unit experience: +2 for Saurus unit recruits
- Upkeep: -3% for Saurus units
- Carved Obsidian resource production: +45 chests
|
4
|
3200
|
|
|
resource
|
0
|
Casualty replenishment rate: +4%
Growth: +30
|
2
|
800
|
|
|
resource
|
1
|
Casualty replenishment rate: +6%
Growth: +40
|
3
|
1600
|
|
|
resource
|
2
|
Casualty replenishment rate: +8%
Growth: +50
|
4
|
3200
|
|
|
resource
|
0
|
- Pottery resource production: +20 kilnful
|
2
|
800
|
|
|
resource
|
1
|
- Pottery resource production: +30 kilnful
|
3
|
1600
|
|
|
resource
|
2
|
- Pottery resource production: +45 kilnful
|
4
|
3200
|
|
|
resource
|
0
|
- Salt resource production: +20 barrels
|
2
|
800
|
|
|
resource
|
1
|
- Salt resource production: +30 barrels
|
3
|
1600
|
|
|
resource
|
2
|
- Salt resource production: +45 barrels
|
4
|
3200
|
|
|
resource
|
0
|
Spices resource production: +20 sacks
|
2
|
800
|
|
|
resource
|
1
|
Spices resource production: +30 sacks
|
3
|
1600
|
|
|
resource
|
2
|
Spices resource production: +45 sacks
|
4
|
3200
|
|
|
resource
|
0
|
- Wine resource production: +20 barrels
|
2
|
800
|
|
|
resource
|
1
|
- Wine resource production: +30 barrels
|
3
|
1600
|
|
|
resource
|
2
|
- Wine resource production: +45 barrels
|
4
|
3200
|
|
|
resource
|
0
|
- Timber resource production: +20 logs
|
2
|
800
|
|
|
resource
|
1
|
- Timber resource production: +30 logs
|
3
|
1600
|
|
|
resource
|
2
|
- Timber resource production: +45 logs
|
4
|
3200
|
|
|
ritual
|
0
|
|
5
|
250
|
|
|
ritual
|
1
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Winds of Magic power reserve: +20
- Melee defence: +5 for all units when defending
|
5
|
2500
|
|
|
settlement
|
1
|
Grants +1 construction slot in the settlement
Income generated: +40
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +10
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
2
|
800
|
|
|
settlement
|
2
|
- Grants +2 construction slots in the settlement
Income generated: +60
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +20
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
3
|
1600
|
|
|
settlement
|
3
|
- Grants +3 construction slots in the settlement
Income generated: +80
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +30
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
4
|
3200
|
|
|
settlement
|
4
|
- Grants +5 construction slots in the settlement
Income generated: +100
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +40
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
5
|
4800
|
|
|
settlement
|
5
|
- Grants +7 construction slots in the settlement
Income generated: +120
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +50
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
6
|
7200
|
|
|
|
0
|
- Upkeep: -66% for all units
- Owning faction's favoured corruption: +4
|
1
|
1
|
|
|
|
1
|
- Upkeep: -66% for all units
- Horde recruitment capacity: +4
- Owning faction's favoured corruption: +6
|
1
|
1
|
|
|
advanced military
|
0
|
|
3
|
5000
|
|
|
advanced military
|
1
|
- Unlocks
Hero recruitment: Warlock Engineer
|
4
|
7500
|
|
|
advanced military
|
2
|
- Hero capacity: +1 for Warlock Engineers
- Unlocks
Hero recruitment: Warlock Engineer
- Hero recruit rank: +4 for Warlock Engineers
|
5
|
11250
|
|
|
advanced military
|
0
|
Income generated: +40
|
3
|
4000
|
|
|
advanced military
|
1
|
Income generated: +40
|
5
|
13500
|
|
|
advanced military
|
0
|
- Skaven corruption in adjacent provinces: +1
|
3
|
4000
|
|
|
advanced military
|
1
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Plague Priests
- Unlocks
Hero recruitment: Plague Priest
- Skaven corruption in adjacent provinces: +2
|
4
|
6000
|
|
|
advanced military
|
2
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Hero capacity: +1 for Plague Priests
- Unlocks
Hero recruitment: Plague Priest
- Hero recruit rank: +4 for Plague Priests
- Skaven corruption in adjacent provinces: +4
|
5
|
9000
|
|
|
basic military
|
0
|
|
2
|
2000
|
|
|
basic military
|
1
|
- Hero capacity: +1 for Assassins
- Unlocks
Hero recruitment: Assassin
|
3
|
4000
|
|
|
basic military
|
2
|
- Hero capacity: +2 for Assassins
- Unlocks
Hero recruitment: Assassin
- Hero recruit rank: +4 for Assassins
|
4
|
6000
|
|
|
basic military
|
0
|
|
1
|
1000
|
|
|
basic military
|
1
|
|
2
|
2000
|
|
|
basic military
|
2
|
|
4
|
4000
|
|
|
defence
|
0
|
- Cannot be constructed in minor settlements
|
3
|
2500
|
|
|
defence
|
1
|
|
4
|
5000
|
|
|
defence
|
2
|
|
5
|
7500
|
|
|
defence
|
0
|
- Cannot be constructed in major settlements
|
2
|
1500
|
|
|
defence
|
1
|
- Cannot be constructed in major settlements
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Adds walls to the settlement
|
3
|
3000
|
|
|
infrastructure
|
0
|
- Cannot be constructed in minor settlements
- Income from all buildings: +60%
|
1
|
750
|
|
|
infrastructure
|
1
|
- Cannot be constructed in minor settlements
- Income from all buildings: +70%
|
2
|
1500
|
|
|
infrastructure
|
2
|
- Cannot be constructed in minor settlements
- Income from all buildings: +80%
|
3
|
3000
|
|
|
infrastructure
|
3
|
- Income from all buildings: +90%
|
4
|
4500
|
|
|
infrastructure
|
4
|
- Income from all buildings: +100%
|
5
|
6750
|
|
|
infrastructure
|
0
|
Casualty replenishment rate: +2%
Growth: +20
|
1
|
500
|
|
|
infrastructure
|
1
|
Casualty replenishment rate: +3%
Growth: +30
|
2
|
1000
|
|
|
infrastructure
|
2
|
Casualty replenishment rate: +4%
Growth: +40
|
3
|
2000
|
|
|
infrastructure
|
0
|
|
2
|
1500
|
|
|
infrastructure
|
1
|
|
3
|
3000
|
|
|
infrastructure
|
2
|
|
4
|
4500
|
|
|
infrastructure
|
0
|
Income generated: +80
|
2
|
200
|
|
|
infrastructure
|
1
|
Income generated: +80
Local recruitment capacity: +1
|
3
|
400
|
|
|
infrastructure
|
2
|
Income generated: +80
Local recruitment capacity: +1
|
4
|
800
|
|
|
infrastructure
|
3
|
Hero recruit rank: +2
- Unit experience: +1 for all unit recruits
|
5
|
9000
|
|
|
infrastructure
|
0
|
|
4
|
4000
|
|
|
port
|
2
|
Growth: +20
|
3
|
3200
|
|
|
port
|
3
|
Growth: +30
|
5
|
7200
|
|
|
resource
|
0
|
|
2
|
800
|
|
|
resource
|
1
|
|
3
|
1600
|
|
|
resource
|
2
|
|
4
|
3200
|
|
|
resource
|
0
|
- Dyes resource production: +20 ounces
|
2
|
800
|
|
|
resource
|
1
|
- Dyes resource production: +30 ounces
|
3
|
1600
|
|
|
resource
|
2
|
- Dyes resource production: +45 ounces
|
4
|
3200
|
|
|
resource
|
0
|
- Furs resource production: +20 bundles
|
2
|
800
|
|
|
resource
|
1
|
- Furs resource production: +30 bundles
|
3
|
1600
|
|
|
resource
|
2
|
- Furs resource production: +45 bundles
|
4
|
3200
|
|
|
resource
|
0
|
- Gemstones resource production: +20 sacks
|
2
|
800
|
|
|
resource
|
1
|
- Gemstones resource production: +30 sacks
|
3
|
1600
|
|
|
resource
|
2
|
- Gemstones resource production: +45 sacks
|
4
|
3200
|
|
|
resource
|
0
|
|
3
|
1000
|
|
|
resource
|
1
|
|
4
|
2000
|
|
|
resource
|
2
|
|
5
|
4000
|
|
|
resource
|
0
|
- Iron resource production: +20 ingots
|
2
|
800
|
|
|
resource
|
1
|
- Iron resource production: +30 ingots
|
3
|
1600
|
|
|
resource
|
2
|
- Iron resource production: +45 ingots
|
4
|
3200
|
|
|
resource
|
0
|
- Marble resource production: +20 slabs
|
2
|
800
|
|
|
resource
|
1
|
- Marble resource production: +30 slabs
|
3
|
1600
|
|
|
resource
|
2
|
- Marble resource production: +45 slabs
|
4
|
3200
|
|
|
resource
|
0
|
- Medicinal Plants resource production: +20 bundles
|
2
|
800
|
|
|
resource
|
1
|
- Medicinal Plants resource production: +30 bundles
|
3
|
1600
|
|
|
resource
|
2
|
- Medicinal Plants resource production: +45 bundles
|
4
|
3200
|
|
|
resource
|
0
|
- Carved Obsidian resource production: +20 chests
|
2
|
800
|
|
|
resource
|
1
|
- Carved Obsidian resource production: +30 chests
|
3
|
1600
|
|
|
resource
|
2
|
- Carved Obsidian resource production: +45 chests
|
4
|
3200
|
|
|
resource
|
0
|
Casualty replenishment rate: +4%
Growth: +30
|
2
|
800
|
|
|
resource
|
1
|
Casualty replenishment rate: +6%
Growth: +40
|
3
|
1600
|
|
|
resource
|
2
|
Casualty replenishment rate: +8%
Growth: +50
|
4
|
3200
|
|
|
resource
|
0
|
- Pottery resource production: +20 kilnful
|
2
|
800
|
|
|
resource
|
1
|
- Pottery resource production: +30 kilnful
|
3
|
1600
|
|
|
resource
|
2
|
- Pottery resource production: +45 kilnful
|
4
|
3200
|
|
|
resource
|
0
|
- Salt resource production: +20 barrels
|
2
|
800
|
|
|
resource
|
1
|
- Salt resource production: +30 barrels
|
3
|
1600
|
|
|
resource
|
2
|
- Salt resource production: +45 barrels
|
4
|
3200
|
|
|
resource
|
0
|
Spices resource production: +20 sacks
|
2
|
800
|
|
|
resource
|
1
|
Spices resource production: +30 sacks
|
3
|
1600
|
|
|
resource
|
2
|
Spices resource production: +45 sacks
|
4
|
3200
|
|
|
resource
|
0
|
- Wine resource production: +20 barrels
|
2
|
800
|
|
|
resource
|
1
|
- Wine resource production: +30 barrels
|
3
|
1600
|
|
|
resource
|
2
|
- Wine resource production: +45 barrels
|
4
|
3200
|
|
|
resource
|
0
|
- Timber resource production: +20 logs
|
2
|
800
|
|
|
resource
|
1
|
- Timber resource production: +30 logs
|
3
|
1600
|
|
|
resource
|
2
|
- Timber resource production: +45 logs
|
4
|
3200
|
|
|
ritual
|
0
|
|
5
|
250
|
|
|
ritual
|
1
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Winds of Magic power reserve: +20
- Melee defence: +5 for all units when defending
|
5
|
2500
|
|
|
settlement
|
1
|
- Grants +1 construction slots in the settlement
Income generated: +50
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +12
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
2
|
800
|
|
|
settlement
|
2
|
- Grants +2 construction slots in the settlement
Income generated: +50
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +24
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
3
|
1600
|
|
|
settlement
|
3
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Grants +3 construction slots in the settlement
Income generated: +50
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +36
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
4
|
3200
|
|
|
settlement
|
4
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Grants +5 construction slots in the settlement
Income generated: +50
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +48
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
5
|
4800
|
|
|
settlement
|
5
|
- [HIDDEN] Enables abilities for Heroes in garrisons
- Grants +7 construction slots in the settlement
Income generated: +50
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +60
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
|
6
|
7200
|
|
|
z
|
1
|
Growth: +10
|
1
|
800
|
|