Kislev buildings

This page lists all .
There is essentially 3 main types of settlements for Kislev to occupy.
* The 3 great cities of Kislev, Praag and Erengrad.
** Each one is by itself in a 1-settlement province.
** Each has building chains not available in normal province capitals or minor settlements.
** They also have a number of landmarks and a special port in Erengrad.
* Province capitals - these have 2 building chains which are not available in the 3 Great Cities or in minor settlements.
* Minor settlements: all other inhabitable settlements have a different building list.
Note that within the Kislev (region), provinces don't have province capitals. It's essentially a land of Kislev, Erengrad and Praag... and then a bunch of minor settlements. So to grab normal province capitals, you will need to conquer outside of Kislev.
==Chains==
===Settlement===
Building	Chain 	Tier	Effect	Turns	Cost 	Requirements
Village	Minor Settlement	1 	Income generated: 50
Defensive supplies: 1000
Growth: +10
Grants 1 construction slot in the settlement
Provides garrison:
: 2 Armoured Kossars
: 2 Kossars (spears)
: 1 Patriarch
: 1 Armoured Kossars (Great Weapons)
: 1 Kossovite Dervishes
Unlocks recruitment of:
: Kossars	2 	1000 	Minor Settlement
Stanitsa	Minor Settlement	2 	Income generated: 75
Defensive supplies: 1000
Growth: +20
Grants 2 construction slot in the settlement
Provides garrison:
: 2 Kossars (spears)
: 2 Tzar Guard
: 1 Patriarch
: 1 Armoured Kossars
: 1 Armoured Kossars (Great Weapons)
: 1 Kossars
: 1 Kossovite Dervishes	3 	2000 	Minor Settlement, 1 Population Surplus
Town 	Minor Settlement	3 	Income generated: 100
Defensive supplies: 1000
Growth: +30
Grants 3 construction slot in the settlement
Provides garrison:
: 2 Armoured Kossars
: 2 Tzar Guard
: 2 Kossars (Spears)
: 2 Kossovite Dervishes
: 1 Patriarch
: 1 Kossars
: 1 Ice Guard (Glaives)
: 1 Winged Lancers	4 	4000 	Minor Settlement, 2 Population Surplus
Village	Province Capital	1 	Income generated: 50
Defensive supplies: 1000
Growth: +10
Grants 1 construction slot in the settlement
Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)
Provides garrison:
: 2 Armoured Kossars
: 2 Kossars (spears)
: 1 Patriarch
: 1 Armoured Kossars (Great Weapons)
: 1 Kossovite Dervishes
Unlocks recruitment of:
: Kossars	??? 	??? 	Major Settlement, not the faction capital (Kislev)
Stanitsa	Province Capital	2 	Income generated: 75
Defensive supplies: 1000
Growth: +20
Grants 2 construction slot in the settlement
Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)
Provides garrison:
: 2 Kossars (spears)
: 2 Tzar Guard
: 1 Patriarch
: 1 Armoured Kossars
: 1 Armoured Kossars (Great Weapons)
: 1 Kossars
: 1 Kossovite Dervishes	3 	2000 	Major Settlement, 1 Population Surplus, not the faction capital (Kislev)
Town 	Province Capital	3 	Income generated: 100
Defensive supplies: 1000
Growth: +30
Grants 3 construction slot in the settlement
Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)
Provides garrison:
: 2 Armoured Kossars
: 2 Tzar Guard
: 2 Kossars (Spears)
: 2 Kossovite Dervishes
: 1 Patriarch
: 1 Kossars
: 1 Ice Guard (Glaives)
: 1 Winged Lancers
:	4 	4000 	Major Settlement, 2Population Surplus, not the faction capital (Kislev)
City 	Province Capital	4 	Income generated: 125
Defensive supplies: 1000
Growth: +40
Grants 5 construction slot in the settlement
Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)
Provides garrison:
: 3 Winged Lancers
: 2 Tzar Guard
:2 Streltsi
: 2 Ice Guard (Glaives)
:1 Patriarch
:1 Kossars
:1 Kossars (spears)
:	5 	8000 	Major Settlement, 4 Population Surplus, not the faction capital (Kislev)
Council-City	Province Capital	5 	Income generated: 150
Defensive supplies: 1000
Growth: +50
Grants 7 construction slot in the settlement
Chance of removing a trait gained from visiting the realms of Chaos: +50% (garrisoned Lords)
Provides garrison:
: 4 Ice Guard (Glaives)
:3 Gryphon Legion
: 2 Tzar Guard
:2 Streltsi
:1 Patriarch
:	6 	16000	Major Settlement, 5 Population Surplus, not the faction capital (Kislev)
=== Basic Military ===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
Kossar Hut	Barracks 	1 	Unlocks recruitment of:
: Kossars (spears)	1 	500 	
Chataz 	Barracks 	2 	Unlocks recruitment of:
: Armoured Kossars
: Armoured Kossars (Great Weapons)	2 	1000	
Casern 	Barracks 	3 	Unlocks recruitment of:
: Streltsi	3 	2000	
Royal Barracks	Tzar Barracks	3 	Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
Unlocks recruitment of:
: Tzar Guard
:Tzar Guard (Great Weapons)	3 	2000	
Royal Chapter house	Tzar Barracks	4 	Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
Unlocks recruitment of:
: Gryphon Legion	4 	4000	Major Settlement
Oblast Hollow	Stables 	1 	Unlocks recruitment of:
: Kossovite Dervishes	1 	500 	
Oblast Moot	Stables 	2 	Unlocks recruitment of:
: Horse Archers	2 	1000	
Oblast Stajin	Stables 	3 	Unlocks recruitment of:
: Winged Lancers	3 	2000	
=== Advanced Military ===
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
Toolmaker	Construction Halls 	3 	Income from all buildings: +5% (local region)
Local recruitment capacity: +1
Unlocks recruitment of:
: Light War Sleds	3 	4000 	
Smithery	Construction Halls 	4 	Income from all buildings: +10% (local region)
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks recruitment of:
: Heavy War Sleds
:Little Grom	4 	8000 	Major Settlement
Animal Den	Animal Den 	3 	Fur resource production: 8 bundles
Unlocks recruitment of:
: Snow Leopard	3 	4000 	
Ur-Szalas	Animal Den 	4 	Fur resource production: 12 bundles
Unlocks recruitment of:
: War Bear Riders	4 	8000 	Major Settlement
Grand Ur-Szalas	Animal Den 	5 	Fur resource production: 24 bundles
Recruit rank: +1 for War Bear Riders units
Unlocks recruitment of:
: Elemental Bear	5 	16000	Major Settlement
Ice Training Fields	Ice Training Grounds	4 	Unit experience gain per turn: +50
Recruit rank: +2
Unlocks recruitment of:
: Ice Guard (swords)	4 	8000 	Major Settlement
Convent of Ice	Ice Training Grounds	5 	Unit experience gain per turn: +100
Hero capacity: +1 for Frost Maidens
Recruit rank: +4
Unlocks recruitment of:
: Ice Guard (Glaives)	5 	16000	Major Settlement
=== Religion ===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
Orthodoxy Shrine	Religion	1 	Devotion generated: 1
Supporters generated: 1
Control: +1
Corruption: -1	2 	30 devotion
500 funds	
Orthodoxy Chapel	Religion	2 	Devotion generated: 1
Supporters generated: 1
Control: +2
Unlocks recruitment of:
: Patriarchs (Hero)
Hero capacity: +1 for Patriarchs
Corruption: -2	4 	30 devotion
1000 funds	
Orthodoxy Church	Religion	3 	Devotion generated: 2
Supporters generated: 2
Control: +3
Unlocks recruitment of:
: Patriarchs (Hero)
Hero capacity: +1 for Patriarchs
Corruption: -3	6 	1500	
===Infrastructure===
Building 	Chain 	Tier	Effect 	Turns	Cost	Requirements 	Description
Farmstead 	Farms 	1 	Income generated: 50
Growth: +10
Recruitment cost: -20% (local armies)	1 	500 	 	The less transient Ungols eke out a living on small farmsteads that dot the oblasts.
Stud Farm 	Farms 	2 	Income generated: 75
Growth: +20
Recruitment cost: -25% (local armies)	2 	1000	 	When farms grow, they will try to breed the prized steeds that are paramount for the tribal horse archers and scouts.
Farm Estate 	Farms 	3 	Income generated: 100
Growth: +30
Recruitment cost: -30% (local armies)	3 	1500	 	Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.
Hallowed Wood 	Forest 	1 	Devotion generated: 1
Casualty replenishment rate: +3% (local armies)
Ambush success chance: +5%
Corruption: -1
Income from Farms: +10% (local region)	1 	1000	 	While the woods are dense in Kislev, certain hallowed sites contain the best heartwoods and trees said to be blessed by Ursun's urine.
Hallowed Weald	Forest 	2 	Devotion generated: 1
Casualty replenishment rate: +6% (local armies)
Ambush success chance: +8%
Corruption: -2
Income from Farms: +25% (local region)	2 	1500	 	Where the oblasts give way to the untamed wealds, such places are guarded by acolytes of Mother Ostankya, who give leave for the Kossars to harvest.
Hallowed Forest	Forest 	3 	Devotion generated: 2
Casualty replenishment rate: +9% (local armies)
Ambush success chance: +10%
Corruption: -3
Income from Farms: +50% (local region)	3 	2000	 	Some forests are sacred to Taal and Ursun, where only Ursunite priests and Patriarchs may tread, or face the wrath of Mother Ostankya.
Roadhouse 	Taverns	1 	Control: +1
Growth: +20	1 	500 	 	Large shacks found along the Kingdom's dirt tracks which sell nothing but kvas - a drink 'enjoyed' by nobles and peasants alike.
Karczmaz 	Taverns	2 	Control: +2
Growth: +40	2 	1000	 	Stanitsa will have a few Karcznaz - gracious hosts who open their houses for the drinking of kvas and Kislevian vodka in great quantities.
Gospoda 	Taverns	3 	Control: +3
Growth: +60	3 	1500	 	Gospodas are taverns and inns found in more established stanitsas and cities, where the varieties of vodkas and kvas on offer are truly impressive.
Market square 	Markets	1 	Income generated: 100	1 	1000	 	Kislevians love to haggle, and the market is a chorus of bartering as seller and buyer seek to gain a few more silver dengas.
Merchant Traders	Markets	2 	Income generated: 150	2 	2000	 	The merchants of Kislev are as shrewd as their Marienburger counterparts, especially those hailing from the port-city of Erengrad.
Trade Quorum 	Markets	3 	Income generated: 200	3 	4000	 	To counter the buying power of the merchant guilds from the Empire and Marienburg, the Kislevians have founded their own quorums.
Roads 	Markets	4 	Income generated: 250
Tradable resource production: +30% (local province)	4 	6000	Major Settlement	A Kingdom is paved to success by it's roads, said one of the Emperors. Kislev should follow suit where possible.
Caravans 	Markets	5 	Income generated: 300
Tradable resource production: +50% (local province)	5 	8000	Major Settlement	Traveling east to west, across the Empire to Marienburg and Tilea, and even through the passes of the World's Edge Mountains.
* 
===Port===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
Anchorage	Port 	1 	Income generated: 100
Growth: +10	1 	??? 	coastal settlement
Harbour	Port 	3 	Income generated: 200
Growth: +20	3 	2000	coastal settlement
Seaport	Port 	5 	Income generated: 400
Growth: +30	5 	4000	coastal settlement
===Defence===
Building 	Chain 	Tier	Effect	Turns 	Cost	Requirements
Breastworks 	Garrison 	2 	Improved tower projectiles: Arrows
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (local armies)
Provides garrison:
: 3 Kossars (spears)
: 1 Armoured Kossars
: 1 Kossovite Dervishes	3 	2000	Major Settlement
Curtain Walls 	Garrison 	3 	Improved tower projectiles: Ice Shards
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (local armies)
Provides garrison:
: 3 Kossars (spears)
: 1 Armoured Kossars
: 1 Armoured Kossars (Great Weapons)
: 1 Kossovite Dervishes	4 	4000	Major Settlement
Lower City Ramparts	Garrison 	4 	Improved tower projectiles: Tor's Lightning
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (local armies)
Provides garrison:
: 5 Kossars (spears)
: 1 Armoured Kossars
: 1 Armoured Kossars (Great Weapons)
: 1 Kossovite Dervishes	5 	6000	Major Settlement
Palisade 	Garrison 	2 	Defensive supplies: +50 per turn when under siege
Enemy Hero action success chance: -10%
Provides garrison:
: 3 Kossars (Spears)
:1 Armoured Kossars
:1 Kossovite Dervishes	3 turns	2000	Minor settlement
Walls 	Garrison 	3 	Defensive supplies: +100 per turn when under siege
Enemy Hero action success chance: -15%
Adds Walls to the settlement
Provides garrison:
: 1 Kossars (Spears)
: 1 Armoured Kossars
: 1 Armoured Kossars (Great Weapons)
: 1 Kossovite Dervishes	 	 	Minor settlement
Night Patrol House 	Protection	2 	Chaos Rifts will not appear in this province
Chance of a plague spreading: -50%
Corruption: -3
Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
Discoverability of Skaven Under-Cities: +10	2 	3000	
Frozen Outpost 	Protection	3 	Chaos Rifts will not appear in this province
Chance of a plague spreading: -50%
Corruption: -4
Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
Discoverability of Skaven Under-Cities: +30	4 	2000	
Underground Ice Den	Protection	4 	Chaos Rifts will not appear in this province
Chance of a plague spreading: -50%
Corruption in adjacent provinces: -2
Corruption: -5
Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
Discoverability of Skaven Under-Cities: +40	 	 	Major settlement
===Special===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	 	 	 	 	 	
 	 	 	 	 	 	
===Resource===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
 	 	 	
: 	 	 	
 	 	 	
: 	 	 	
 	 	 	
: 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
Hunting Camp 	Wild Game 	1 	
* Furs resource production: 20 bundles
* Recruitment cost: -10% for Kossar and Light Cavalry units (armies in province)
* Income from Farms: +2% (factionwide)	1 	500 	Furs
Hunting Lodge 	Wild Game 	2 	
* Furs resource production: 30 bundles
* Recruitment cost: -15% for Kossar and Light Cavalry units (armies in province)
* Income from Farms: +4% (factionwide)	2 	1000	Furs
Tannery 	Wild Game 	3 	
* Furs resource production: 45 bundles
* Recruitment cost: -20% for Kossar and Light Cavalry units (armies in province)
* Income from Farms: +6% (factionwide)	3 	2000	Furs
Orchards 	Orchards 	1 	Wine resource production: 20 barrels
Income from Markets: +1% (factionwide)	2 	1000	Wine
Vineyard 	Orchards 	2 	Wine resource production: 30 barrels
Income from Markets: +2% (factionwide)	3 	2000	Wine
Vintner 	Orchards 	3 	Wine resource production: 20 barrels
Income from Markets: +1% (factionwide)	4 	3000	Wine
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
Iron Mining Pit	Iron Mining	1 	Iron resource production: +20 ingots
Upkeep: -1% (all armies)
Recruitment cost: -5% for Armoured Kossars and Tzar Guard units (all armies)	2 	1000	Iron
Iron Mines 	Iron Mining	2 	Iron resource production: +30 ingots
Upkeep: -2% (all armies)
Recruitment cost: -10% for Armoured Kossars and Tzar Guard units (all armies)	3 	2000	Iron
Iron Smelter 	Iron Mining	3 	Iron resource production: +45 ingots
Upkeep: -3% (all armies)
Recruitment cost: -15% for Armoured Kossars and Tzar Guard units (all armies)	4 	3000	Iron
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
== Infrastructure ==
=== Farms ===
* Lv 1 - Farmstead
** The less transient Ungols eke out a living on small farmsteads that dot the oblasts.
** Cost: -415
** Income generated: +50
** Growth: +10
** Recruitment cost: -20% (local armies)
*Lv 3 - Farm Estate
**Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.
**Cost: -1500, 3 turns
**Income generated: 100
**Growth: +30
**Recruitment cost: -30% (local armies)
=== Markets ===
* Lv 4 - Roads
** A kingdom is paved to success by its roads, said one of the Emperors. Kislev should follow suit whenever possible.
** Cost: -600, 4 turns
** Income generated: 250
** Tradable resource production: +30% (local province)
=== Trade District ===
TBA
* Lv 2 - Market
**Markets are found in the stanitsa, ranging from a few stalls to whole avenues of exotic wares.
**Income generated: 400
**Income from trade: +2% (factionwide)
**Income from Markets: +2% (factionwide)
*Lv 3 - Grand Market
**The Grand Markets of the cities can rival anything seen in Marienburg or Altdorf, everything is for sale - from furs to exotic wares.
**Income generated: 600
**Income from trade: +3% (factionwide)
**Income from Markets: +3% (factionwide)
*Lv 4 - Dwarfen District
** The Dwarfs that live in Kislev have come from the eastern peaks to share their wares and make some coin.
** Cost: -2250, 5 turns
** Income generated: 800
** Income from trade: +4% (factionwide)
** Income from Markets: +4% (factionwide)
* Lv 5 - Market
** Larger, more permanent farms are almost always owned - but certainly not tended - by the Druzhina, the Kislevite nobility.
** Cost: -1500, 3 turns
** Income generated: 100
** Growth: +30
** Recruitment cost: -30% (local armies)
=== Religion ===
* Lv 1 - Orthodoxy Shrine
**Only shrines sanctioned by the Great Orthodoxy may now be worshipped at. Those who ignore such edicts risk being accused of heresy.
**Only available at smaller settlements
**Devotion: +1
**Supporters: +1
**Corruption: -1
*Lv 2
*Lv 3
*Lv 4
*Lv 5 - Orthodoxy Church
** The grandest religious edifices are the churches of the Orthodoxy; some are old, some are relatively new and built in a harsher architectural style.
** Cost: -1300, 30 Devotion; 5 turns
** Devotion: +2
** Supporters: +2
** Unlocks: Patriarch
** Hero capacity: +1 for Patriarch
** Corruption: -3
== Military ==
=== Tzar Barracks ===
* Lv 3 - Royal Barracks
** The Guardhouse holds the elite Tzar Guard, formed to protect the Tzars generations ago, even though the Ice Queen favours her own Ice Guard.
** Cost: -2000; 3 turns
** Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion, and War Bear Riders units
** Unlocks recruitment of: Tzar Guard, Tzar Guard (Great Weapons)
* 
== See also ==
* Kislev
* Kislev unit roster
Category:Kislev buildings
Category:Kislev