Tzeentch buildings

This page lists all . 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.
Category:Tzeentch buildings
==Chains==
===Settlement===
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
Dimensional Tear 	Portal Settlement 	I 	Income generated: 100
Defensive supplies: +1000
Growth: +10
Construction cost: -5% for Military Recruitment buildings (local province)
Tzeentch corruption: +2
Tzeentch corruption in adjacent provinces: +2
Recruitment cost: -5% (armies in region)
Grants 1 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 7 Blue Horrors
* 2 Chaos Furies (Tzeentch)
Unlocks recruitment of:
* Marauders of Tzeentch (Spears)
* Chaos Furies (Tzeentch)	3 	1000 	Major Settlement
Dimensional Breach 	Portal Settlement 	II 	Income generated: 150
Defensive supplies: +1000
Growth: +10
Construction cost: -10% for Military Recruitment buildings (local province)
Tzeentch corruption: +2
Tzeentch corruption in adjacent provinces: +3
Recruitment cost: -10% (armies in region)
Grants 2 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 3 Blue Horrors
* 2 Chaos Furies (Tzeentch)	4 	1500 	Major Settlement, 1 Population Surplus
Dimensional Rift 	Portal Settlement 	III 	Income generated: 200
Defensive supplies: +1000
Growth: +10
Construction cost: -15% for Military Recruitment buildings (local province)
Tzeentch corruption: +2
Tzeentch corruption in adjacent provinces: +4
Recruitment cost: -15% (armies in region)
Grants 3 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 2 Blue Horrors
* 2 Screamers
* 1 Forsaken of Tzeentch	5 	4000 	Major Settlement, 2 Population Surplus
Dimensional Nexus 	Portal Settlement 	IV 	Income generated: 250
Defensive supplies: +1000
Growth: +10
Construction cost: -20% for Military Recruitment buildings (local province)
Tzeentch corruption: +2
Tzeentch corruption in adjacent provinces: +5
Recruitment cost: -20% (armies in region)
Grants 5 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 2 Pink Horrors
* 4 Blue Horrors
* 1 Exalted Pink Horrors
* 1 Screamers
* 1 Forsaken of Tzeentch
* 1 Chaos Knights of Tzeentch	6 	8000 	Major Settlement, 4 Population Surplus
Dimensional Cascade	Portal Settlement 	V 	Income generated: 300
Defensive supplies: +1000
Growth: +10
Construction cost: -25% for Military Recruitment buildings (local province)
Tzeentch corruption: +2
Tzeentch corruption in adjacent provinces: +6
Recruitment cost: -25% (armies in region)
Grants 7 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 3 Blue Horrors
* 1 Exalted Pink Horrors
* 1 Screamers
* 1 Forsaken of Tzeentch
* 1 Chaos Knights of Tzeentch	7 	16000	Major Settlement, 5 Population Surplus
Soul Keep 	Bastion Settlement	I 	Income generated: 100
Control: +1
Defensive supplies: +1000
Growth: +10
Construction cost: -10% for Infrastructure buildings (local province)
Tzeentch corruption: +2
Grants 1 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 7 Blue Horrors
* 2 Chaos Furies (Tzeentch)
Unlocks recruitment of:
* Blue Horrors	2 	1000 	Major Settlement
Dark Bastion 	Bastion Settlement	II 	Income generated: 150
Control: +2
Defensive supplies: +1000
Growth: +20
Construction cost: -20% for Infrastructure buildings (local province)
Tzeentch corruption: +2
Grants 2 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 3 Blue Horrors
* 2 Chaos Furies (Tzeentch)	3 	1500 	Major Settlement, 1 Population Surplus
Infernal Citadel 	Bastion Settlement	III 	Income generated: 200
Control: +3
Defensive supplies: +1000
Growth: +30
Construction cost: -30% for Infrastructure buildings (local province)
Tzeentch corruption: +2
Grants 3 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 2 Blue Horrors
* 2 Screamers
* 1 Forsaken of Tzeentch	4 	4000 	Major Settlement, 2 Population Surplus
Daemonic Fortress 	Bastion Settlement	IV 	Income generated: 250
Control: +4
Defensive supplies: +1000
Growth: +40
Construction cost: -40% for Infrastructure buildings (local province)
Tzeentch corruption: +2
Grants 5 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 2 Pink Horrors
* 4 Blue Horrors
* 1 Exalted Pink Horrors
* 1 Screamers
* 1 Forsaken of Tzeentch
* 1 Chaos Knights of Tzeentch	5 	8000 	Major Settlement, 4 Population Surplus
Chaos Dreadhold 	Bastion Settlement	V 	Income generated: 300
Control: +5
Defensive supplies: +1000
Growth: +50
Construction cost: -50% for Infrastructure buildings (local province)
Tzeentch corruption: +2
Grants 7 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison: 
* 4 Pink Horrors
* 3 Blue Horrors
* 1 Exalted Pink Horrors
* 1 Screamers
* 1 Forsaken of Tzeentch
* 1 Chaos Knights of Tzeentch	6 	16000	Major Settlement, 5 Population Surplus
Soul Keep 	Minor Settlement 	I 	Income generated: 50
Defensive supplies: +1000
Growth: +10
Tzeentch corruption: +1
Grants 1 construction slot in the settlement
Provides garrison: 
* 4 Blue Horrors
* 2 Chaos Furies (Tzeentch)
Unlocks recruitment of:
* Blue Horrors	3 	1000 	Minor Settlement
Dark Bastion 	Minor Settlement 	II 	Income generated: 100
Defensive supplies: +1000
Growth: +20
Tzeentch corruption: +1
Grants 2 construction slot in the settlement
Provides garrison: 
* 3 Blue Horrors
* 1 Pink Horrors
* 2 Chaos Furies (Tzeentch)	4 	1500 	Minor Settlement, 1 Population Surplus
Infernal Citadel 	Minor Settlement 	III 	Income generated: 150
Defensive supplies: +1000
Growth: +30
Tzeentch corruption: +1
Grants 3 construction slot in the settlement
Provides garrison: 
* 3 Blue Horrors
* 2Pink Horrors
* 2 Chaos Furies (Tzeentch)	5 	4000 	Minor Settlement, 2 Population Surplus
=== Basic Military ===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Slither of Potential 	Servants 	I 	Unlocks recruitment of: 
* Blue Horrors
* Chaos Furies of Tzeentch	1 	500 	
Flicker of Potential 	Servants 	II 	Unlocks recruitment of:
* Pink Horrors	2 	1000	
Moment of Potential 	Servants 	III 	Iridescent Horror Hero capacity +1
Unlocks recruitment of:
* Exalted Pink Horrors
* Iridescent Horror (Hero)	4 	1500	
Many-Eyed Tribute 	Mortal Servants	II 	Unlocks recruitment of:
* Marauders of Tzeentch
* Marauders of Tzeentch (Spears)
* Forsaken of Tzeentch
* Tzaangors	2 	1500	
Puzzle-Maker's Hovel 	Mortal Servants	III 	Unlocks recruitment of:
* Chaos Warriors of Tzeentch
* Marauder Horsemen of Tzeentch
* Spawn of Tzeentch	3 	2250	
Chapterhouse of Knowledge	Mortal Servants	IV 	Unlocks recruitment of:
* Chaos Warriors of Tzeentch (Halberds)
* Chaos Sorcerer of Tzeentch (Hero)	4 	4000	Major Settlement
Doom's Hold 	Mortal Servants	V 	Chaos Sorcerer of Tzeentch Hero capacity +1
Unlocks recruitment of:
* Chosen of Tzeentch
* Chosen of Tzeentch (Halberds)
* Doom Knights of Tzeentch	5 	8000	Major Settlement
=== Advanced Military ===
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
The Spark 	Fiery Servants 	II 	Unlocks recruitment of:
* Screamers	3 	2000 	
Blue Bonfire 	Fiery Servants 	III 	Unlocks recruitment of:
* Flamers	4 	2700 	
Pink Blaze 	Fiery Servants 	IV 	Unlocks recruitment of:
* Exalted Flamers	5 	5000 	Major Settlement
Iridescent Conflagration	Fiery Servants 	V 	Unlocks recruitment of:
* Burning Chariot
* Mutalith Vortex Beast	6 	10000	Major Settlement
Cult of Deceits 	Secret Society 	III 	Tzeentch corruption: +4
Unlocks recruitment of:
* Cultist of Tzeentch (Hero)
Provides garrison:
* 1 Cultist of Tzeentch	4 	3000 	
Cult of Lies 	Secret Society 	IV 	Tzeentch corruption: +4
Cultist of Tzeentch Hero capacity +1
Provides garrison:
* 1 Cultist of Tzeentch	5 	5000 	Major Settlement
Cult of Change 	Secret Society 	V 	Unlocks technologies
Tzeentch corruption: +6
Cultist of Tzeentch Hero capacity +1
Unlocks recruitment of:
* Lord of Change
Provides garrison:
* 1 Cultist of Tzeentch	6 	10000	Major Settlement
Transmogrification Locus	Forges of Change	III 	Recruit rank: +1
Local recruitment capacity: +1
Unlocks recruitment of:
* Chaos Chariots of Tzeentch
* Cockatrice	4 	3000 	
Inchoate Armory 	Forges of Change	IV 	Recruit rank: +2
Local recruitment capacity: +2
Unlocks recruitment of:
* Chaos Knights of Tzeentch
* Chaos Knights of Tzeentch (Lances)
* Chaos Warshrine of Tzeentch	5 	5000 	Major Settlement
Inchoate Forge 	Forges of Change	V 	Recruit rank: +3
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks recruitment of:
* Soul Grinder (Tzeentch)	6 	10000	Major Settlement
===Infrastructure===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
A Convolution 	Dominance 	I 	Control: +2
Defensive supplies: +10 per turn when under siege
Campaign line of sight: +30%
When Winds of Magic is Strong or higher:
* Control: +1	2 	1000	
Unending Maze 	Dominance 	II 	Control: +4
Defensive supplies: +20 per turn when under siege
Campaign line of sight: +40%
When Winds of Magic is Strong or higher:
* Control: +2	3 	1500	
Silver Labyrinth 	Dominance 	III 	Control: +6
Defensive supplies: +30 per turn when under siege
Campaign line of sight: +50%
When Winds of Magic is Strong or higher:
* Control: +3	4 	2000	
Web of Secrets 	Income 	I 	Income generated: 100
Growth: +5
When Winds of Magic is Strong or higher:
* Income generated: 50	1 	500 	
Lattice of Distortion	Income 	II 	Income generated: 150
Growth: +10
When Winds of Magic is Strong or higher:
* Income generated: 75	2 	1000	
Weave of Time 	Income 	III 	Income generated: 200
Growth: +15
When Winds of Magic is Strong or higher:
* Income generated: 100	3 	1500	
Thaumaturgic Lode 	Growth 	I 	Growth: +20
Barrier replenishment rate: +15% (armies in region)
When Winds of Magic is Strong or higher:
* Growth: +10	1 	500 	
Thaumaturgic Fissure 	Growth 	II 	Growth: +40
Barrier replenishment rate: +25% (armies in region)
When Winds of Magic is Strong or higher:
* Growth: +20	2 	1000	
Thaumaturgic Reef 	Growth 	III 	Growth: +60
Barrier replenishment rate: +35% (armies in region)
When Winds of Magic is Strong or higher:
* Growth: +30	3 	1500	
Stygian Well 	Corruption	I 	Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +4
Income from all buildings: +5% (local province)
When Winds of Magic is Strong or higher:
* Income from all buildings: +5% (local province)	1 	1000	Minor Settlement
Crystalline Arch 	Corruption	II 	Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +8
Income from all buildings: +10% (local province)
When Winds of Magic is Strong or higher:
* Income from all buildings: +10% (local province)	2 	1500	Minor Settlement
Warplinth 	Corruption	III 	Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +12
Income from all buildings: +15% (local province)
When Winds of Magic is Strong or higher:
* Income from all buildings: +15% (local province)	3 	2000	Minor Settlement
Hidden Library 	Library 	II 	Grimoires: 4 per turn
Research rate: +5%
Income from all buildings: +5% (local province)
When Winds of Magic is Strong or higher:
* Grimoires: 2 per turn
* Income from all buildings: +5% (local province)	2 	1000	Major Settlement
Forgotten Scriptorium	Library 	III 	Grimoires: 6 per turn
Research rate: +6%
Income from all buildings: +10% (local province)
When Winds of Magic is Strong or higher:
* Grimoires: 4 per turn
* Income from all buildings: +10% (local province)	3 	1500	Major Settlement
Lost Athenaeum 	Library 	IV 	Grimoires: 8 per turn
Research rate: +8%
Income from all buildings: +15% (local province)
When Winds of Magic is Strong or higher:
* Grimoires: 6 per turn
* Income from all buildings: +15% (local province)	4 	2000	Major Settlement
===Port===
Building 	Chain	Tier	Effect	Turns	Cost	Requirements
Infernal Harbour	Port 	I 	Income generated: 100
Growth: +10	2 	1500	Coastal Settlement
Hell Port 	Port 	III 	Income generated: 300
Growth: +20	4 	3000	Coastal Settlement
Eye of Terror 	Port 	V 	Income generated: 500
Growth: +30	6 	6000	Major Coastal Settlement
===Defence===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Daemonic Lurkers 	Garrison 	II 	Improved tower projectiles: Blue Bolts
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)
Provides garrison:
* 2 Pink Horrors
* 1 Forsaken of Tzeentch
* 1 Screamers	4 	1400	Major Settlement
Daemonic Gathering 	Garrison 	III 	Improved tower projectiles: Pink Bolts
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)
Provides garrison:
* 2 Pink Horrors
* 2 Forsaken of Tzeentch
* 1 Screamers	5 	2800	Major Settlement
Daemonic Locus 	Garrison 	IV 	Improved tower projectiles: Iridescent Bolts
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Provides garrison:
* 3 Pink Horrors
* 2 Forsaken of Tzeentch
* 1 Screamers	6 	4200	Major Settlement
Glittering Bartizan	Garrison 	II 	Defensive supplies: +50 per turn when under siege
Adds defenses to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%
Provides garrison:
* 1 Forsaken of Tzeentch
* 1 Pink Horrors
* 1 Screamers	4 	1400	Minor Settlement
Crystalline Walls 	Garrison 	III 	Defensive supplies: +100 per turn when under siege
Adds defenses to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Provides garrison:
* 1 Forsaken of Tzeentch
* 2 Pink Horrors
* 1 Screamers	5 	2800	Minor Settlement
Warpstone Locus 	Protection	II 	Chance of a plague spreading: -50%
Tzeentch corruption: +3
Discoverability of Skaven Under-Cities: +10	2 	3000	
Warpstone Traps 	Protection	III 	Chance of a plague spreading: -50%
Tzeentch corruption: +4
Discoverability of Skaven Under-Cities: +30	4 	1600	
Guarded Warpstone 	Protection	IV 	Chance of a plague spreading: -50%
Tzeentch corruption in adjacent provinces: +2
Tzeentch corruption: +5
Discoverability of Skaven Under-Cities: +40	5 	2800	Major Settlement
===Special===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	 	 	 	 	 	
 	 	 	 	 	 	
===Resource===
Tzeentch factions get the same effects from all resources.
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Cultist Camp 	Resources	I 	Grimoires per turn: 1
Income from all buildings: +5% (local province)	1 	500 	Any resource
Cultist Outpost	Resources	II 	Grimoires per turn: 2
Income from all buildings: +10% (local province)	2 	1000	Any resource
Cultist Enclave	Resources	III 	Grimoires per turn: 3
Income from all buildings: +15% (local province)	3 	2000	Any resource