Slaanesh 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:Slaanesh 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)
Slaanesh corruption: +2
Slaanesh 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:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 1 Daemonettes
Unlocks recruitment of:
* Daemonettes	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)
Slaanesh corruption: +2
Slaanesh 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:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 2 Daemonettes	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)
Slaanesh corruption: +2
Slaanesh 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:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes	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)
Slaanesh corruption: +2
Slaanesh 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 Devoted Marauders of Slaanesh
* 3 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes
* 1 Exalted Daemonettes	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)
Slaanesh corruption: +2
Slaanesh 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:
* 2 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes
* 2 Exalted Daemonettes	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)
Slaanesh corruption: +2
Grants 1 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 1 Daemonettes
Unlocks recruitment of: Devoted Marauders of Slaanesh	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)
Slaanesh corruption: +2
Grants 2 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 2 Daemonettes	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)
Slaanesh corruption: +2
Grants 3 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison:
* 3 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes	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)
Slaanesh 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 Devoted Marauders of Slaanesh
* 3 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes
* 1 Exalted Daemonettes	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)
Slaanesh corruption: +2
Grants 7 construction slot in the settlement
When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement
Provides garrison:
* 2 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Hellstriders of Slaanesh
* 3 Daemonettes
* 2 Exalted Daemonettes	6 	16000	Major Settlement, 5 Population Surplus
Soul Outpost 	Minor Settlement 	I 	Income generated: 100
Defensive supplies: +1000
Growth: +10
Slaanesh corruption: +1
Grants 1 construction slot in the settlement
Provides garrison:
* 2 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 1 Hellstriders of Slaanesh
Unlocks recruitment of: Devoted Marauders of Slaanesh	3 	1000 	Minor Settlement
Dark Tower 	Minor Settlement 	II 	Income generated: 150
Defensive supplies: +1000
Growth: +20
Slaanesh corruption: +1
Grants 2 construction slot in the settlement
Provides garrison:
* 2 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 1 Daemonettes
* 1 Hellstriders of Slaanesh	4 	1500 	Minor Settlement, 1 Population Surplus
Infernal Fort 	Minor Settlement 	III 	Income generated: 200
Defensive supplies: +1000
Growth: +30
Slaanesh corruption: +1
Grants 3 construction slot in the settlement
Provides garrison:
* 1 Devoted Marauders of Slaanesh
* 2 Devoted Marauders of Slaanesh (Spears)
* 2 Daemonettes
* 1 Hellstriders of Slaanesh	5 	4000 	Minor Settlement, 2 Population Surplus
Basic Military
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Scented Pavilion 	Mortal Servants 	I 	Unlocks recruitment of:
* Devoted Marauders of Slaanesh
* Devoted Marauders of Slaanesh (Spears)
* Deamonettes	1 	750 	
Fragrant Pavilion 	Mortal Servants 	II 	Unlocks recruitment of:
* Devoted Marauders of Slaanesh (Hellscourges)
* Forsaken of Slaanesh	2 	1500	
Addiction Pens 	Mounted Servants	I 	Unlocks recruitment of:
* Hellstriders of Slaanesh
* Chaos Furies (Slaanesh)	1 	750 	
The Yearning Cages 	Mounted Servants	II 	Unlocks recruitment of:
* Hellstriders of Slaanesh (Hellscourges)
* Marauder Horsemen of Slaanesh	2 	1500	
Dark Prince's Liveries	Mounted Servants	III 	Unlocks recruitment of:
* Seekers of Slaanesh	3 	2500	
 	Mounted Servants	IV 	Unlocks recruitment of:
* Heartseekers of Slaanesh
* Chaos Knights of Slaanesh
* Chaos Knights of Slaanesh (Lances)	4 	4000	Major Settlement
Temple of Decadence 	Servants 	III 	Unlocks technologies
Chaos Sorcerer Hero capacity +1
Unlocks recruitment of:
* Exalted Daemonettes
* Spawn of Slaanesh
* Chaos Sorcerer of Slaanesh (Hero)	3 	2000	
Advanced Military
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
Divine Circus 	Chariot 	III 	Casualties captured post battle: +20% (armies in region)
Casualties captured post battle: +20% in adjacent provinces
Unlocks recruitment of:
* Seeker Chariots
* Chaos Chariots of Slaanesh	4 	3000 	
Rapturous Circus 	Chariot 	IV 	Casualties captured post battle: +30% (armies in region)
Casualties captured post battle: +30% in adjacent provinces
Unlocks recruitment of:
* Hellflayers
* Chaos Warshrine of Slaanesh	5 	5000 	Major Settlement
Exalted Circus 	Chariot 	V 	Casualties captured post battle: +40% (armies in region)
Casualties captured post battle: +40% in adjacent provinces
Unlocks recruitment of:
* Exalted Seeker Chariots	6 	10000	Major Settlement
Sensuous Caress 	Greater Servants	IV 	Slaanesh corruption in adjacent provinces: +4
Recruit rank: +1
Unlocks recruitment of:
* Fiends of Slaanesh	5 	5000 	Major Settlement
Tormented Whisper	Greater Servants	V 	Unlocks technologies
Slaanesh corruption in adjacent provinces: +4
Recruit rank: +2
Unlocks recruitment of:
* Keeper of Secrets	6 	10000	Major Settlement
Drifting Tower 	Pets 	III 	Unlocks technologies
Local recruitment capacity: +1
Alluress Hero capacity +1
Unlocks recruitment of:
* Chaos Warriors of Slaanesh
* Alluress (Hero)	4 	3000 	
Drifting Forge 	Pets 	IV 	Local recruitment capacity: +2
Alluress Hero capacity +1
Unlocks recruitment of:
* Chaos Warriors of Slaanesh (Hellscourges)	5 	5000 	Major Settlement
Drifting Bastion 	Pets 	V 	Global recruitment capacity: +1
Local recruitment capacity: +2
Alluress Hero capacity +1
Unlocks recruitment of:
* Chosen of Slaanesh
* Chosen of Slaanesh (Hellscourges)
* Soul Grinder (Slaanesh)	6 	10000	Major Settlement
===Infrastructure===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Lavish Ciborium 	Favored Income	I 	Income generated: 30
Growth: +5
Income from all buildings: +20% (local region)
When Control is negative:
* Control: -1	1 	500 	
Grandiose Feretory 	Favored Income	II 	Income generated: 60
Growth: +10
Income from all buildings: +35% (local region)
When Control is negative:
* Control: -4	2 	1000	
Opulent Antiquity 	Favored Income	III 	Income generated: 90
Growth: +15
Income from all buildings: +50% (local region)
When Control is negative:
* Control: -6	3 	1500	
Crystalline Pool 	Excess 	I 	Growth: +20
Casualty replenishment rate: +3% (armies in region)	1 	500 	
Eternal Mirror 	Excess 	II 	Growth: +40
Casualty replenishment rate: +6% (armies in region)	2 	1000	
Pellucid Globe 	Excess 	III 	Growth: +60
Casualty replenishment rate: +9% (armies in region)	3 	1500	
The Dance of Dreaming 	Dominance 	I 	Income generated: 100
When Control is below -50:
* Income generated: 100	1 	1000	
The Pageant of Pain 	Dominance 	II 	Income generated: 150
When Control is below -50:
* Income generated: 150	2 	1500	
Opera of Dawn and Dusk 	Dominance 	III 	Income generated: 200
When Control is below -50:
* Income generated: 200	3 	2000	
Rhan'k'adanra, the Final Dance	Dominance 	V 	Income generated: 300
When Control is below -50:
* Income generated: 300	4 	4000	Major Settlement
Lodge of the Succubi 	Corruption 	I 	Control: +1
Slaanesh corruption: +1
When Control is 25 or more:
* Slaanesh corruption in adjacent provinces: +1	1 	1000	Minor Settlement
Bewitcher's Manse 	Corruption 	II 	Control: +2
Slaanesh corruption: +2
When Control is 25 or more:
* Slaanesh corruption in adjacent provinces: +2	2 	1500	Minor Settlement
Palace of the High Seductress 	Corruption 	III 	Control: +3
Slaanesh corruption: +3
When Control is 25 or more:
* Slaanesh corruption in adjacent provinces: +4	3 	2000	Minor Settlement
Cult of Pleasure 	Devotee 	II 	Proliferate Cults cost: -1%
Control: +1
Slaanesh corruption: +1
Unlocks recruitment of:
* Cultist of Slaanesh (Hero)
When Control is 25 or more:
* Devotees: +4 per turn
When Control is positive:
* Devotees: +2 per turn	1 	1500	Major Settlement
Cult of Pain 	Devotee 	III 	Proliferate Cults cost: -2%
Control: +2
Slaanesh corruption: +2
Cultist Hero capacity +1
When Control is 25 or more:
* Devotees: +5 per turn
When Control is positive:
* Devotees: +3 per turn	2 	2000	Major Settlement
Cult of Agony 	Devotee 	IV 	Proliferate Cults cost: -3%
Control: +3
Slaanesh corruption: +3
Cultist Hero capacity +1
When Control is 25 or more:
* Devotees: +6 per turn
When Control is positive:
* Devotees: +4 per turn	3 	3000	Major Settlement
===Port===
Building 	Chain	Tier	Effect	Turns	Cost	Requirements
Infernal Harbour	Port 	I 	Income generated: 100
Growth: +10	2 	1500	
Hell Port 	Port 	III 	Income generated: 300
Growth: +20	4 	3000	
Eye of Terror 	Port 	V 	Income generated: 500
Growth: +30	6 	6000	
===Defence===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Daemonic Lurkers 	Garrison 	II 	Improved tower projectiles: Shards
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)
Provides garrison:
* 3 Daemonettes
* 1 Devoted Marauders of Slaanesh (Hellscourges)
* 1 Hellstriders of Slaanesh (Hellscourges)	4 	2000	Major Settlement
Daemonic Gathering	Garrison 	III 	Improved tower projectiles: Flurry of Shards
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)
Provides garrison:
* 3 Daemonettes
* 1 Exalted Daemonettes
* 1 Devoted Marauders of Slaanesh (Hellscourges)
* 1 Hellstriders of Slaanesh (Hellscourges)	5 	4000	Major Settlement
Daemonic Locus 	Garrison 	IV 	Improved tower projectiles: Greater Flurry of Shards
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Provides garrison:
* 3 Daemonettes
* 1 Exalted Daemonettes
* 1 Devoted Marauders of Slaanesh (Hellscourges)
* 1 Heartseekers	6 	6000	Major Settlement
Fog of Revelation 	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 Devoted Marauders of Slaanesh
* 1 Devoted Marauders of Slaanesh (Spears)
* 1 Daemonettes
* 1 Hellstriders of Slaanesh	4 	2000	Minor Settlement
Soporific Mist 	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 Devoted Marauders of Slaanesh
* 1 Devoted Marauders of Slaanesh (Hellscourges)
* 2 Daemonettes
* 1 Hellstriders of Slaanesh (Hellscourges)	5 	4000	Minor Settlement
Warpstone Locus 	Protection	II 	Chance of a plague spreading: -50%
Slaanesh corruption: +3
Discoverability of Skaven Under-Cities: +10	2 	3000	
Warpstone Trap 	Protection	III 	Chance of a plague spreading: -50%
Slaanesh corruption: +4
Discoverability of Skaven Under-Cities: +30	4 	1600	
Guarded Warpstone 	Protection	IV 	Chance of a plague spreading: -50%
Slaanesh corruption: +5
Slaanesh corruption in adjacent provinces: +2
Discoverability of Skaven Under-Cities: +40	5 	2800	Major Settlement
===Special===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	 	 	 	 	 	
 	 	 	 	 	 	
===Resource===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Cultist Camp 	Salt 	I 	Salt resource production: 10 barrels
Income from all buildings: +5% (local province)	1 	500 	Salt resource
Cultist Outpost	Salt 	II 	Salt resource production: 20 barrels
Income from all buildings: +10% (local province)	2 	1000	Salt resource
Cultist Enclave	Salt 	III 	Salt resource production: 30 barrels
Income from all buildings: +15% (local province)	3 	2000	Salt resource
Cultist Camp 	Woodlands 	I 	Construction cost: -5% for all buildings (local province)
Income from all buildings: +5% (local province)	1 	500 	Timber resource
Cultist Outpost	Woodlands 	II 	Construction cost: -10% for all buildings (local province)
Income from all buildings: +10% (local province)	2 	1000	Timber resource
Cultist Enclave	Woodlands 	III 	Construction cost: -15% for all buildings (local province)
Income from all buildings: +15% (local province)	3 	2000	Timber resource
Cultist Camp 	Wild Game 	I 	Furs resource production: 10 bundles
Devotees: +1 per turn
Income from all buildings: +5% (local province)	1 	1000	Fur resource
Cultist Outpost	Wild Game 	II 	Furs resource production: 20 bundles
Devotees: +2 per turn
Income from all buildings: +10% (local province)	2 	1500	Fur resource
Cultist Enclave	Wild Game 	III 	Fur resource production: 30 bundles
Devotees: +3 per turn
Income from all buildings: +15% (local province)	3 	2000	Fur resource
Cultist Camp 	Iron Mining 	I 	Iron resource production: 10 ingots
Devotees: +1 per turn
Income from all buildings: +5% (local province)	1 	1000	Iron resource
Cultist Outpost	Iron Mining 	II 	Iron resource production: 20 ingots
Devotees: +2 per turn
Income from all buildings: +10% (local province)	2 	1500	Iron resource
Cultist Enclave	Iron Mining 	III 	Iron resource production: 30 ingots
Devotees: +3 per turn
Income from all buildings: +15% (local province)	3 	2000	Iron resource
Cultist Camp 	Pastures 	I 	Growth: +10
Income from all buildings: +5% (local province)	1 	1000	Pastures resource
Cultist Outpost	Pastures 	II 	Growth: +20
Income from all buildings: +10% (local province)	2 	1500	Pastures resource
Cultist Enclave	Pastures 	III 	Growth: +30
Income from all buildings: +15% (local province)	3 	2000	Pastures resource
Cultist Camp 	Dye Production 	I 	Dye resource production: 10 ounces
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Dye resource
Cultist Outpost	Dye Production 	II 	Dye resource production: 20 ounces
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Dye resource
Cultist Enclave	Dye Production 	III 	Dye resource production: 30 ounces
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Dye resource
Cultist Camp 	Orchards 	I 	Wine resource production: 10 barrels
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Wine resource
Cultist Outpost	Orchards 	II 	Wine resource production: 20 barrels
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Wine resource
Cultist Enclave	Orchards 	III 	Wine resource production: 30 barrels
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Wine resource
Cultist Camp 	Exotic Animals 	I 	Exotic Animals resource production: 10 cages
Devotees: +1 per turn
Income from all buildings: +5% (local province)	1 	1000	Exotic Animals resource
Cultist Outpost	Exotic Animals 	II 	Exotic Animals resource production: 20 cages
Devotees: +2 per turn
Income from all buildings: +10% (local province)	2 	1500	Exotic Animals resource
Cultist Enclave	Exotic Animals 	III 	Exotic Animals resource production: 30 cages
Devotees: +3 per turn
Income from all buildings: +15% (local province)	3 	2000	Exotic Animals resource
Cultist Camp 	Marble Quarry 	I 	Marble resource production: 10 slabs
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Marble resource
Cultist Outpost	Marble Quarry 	II 	Marble resource production: 20 slabs
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Marble resource
Cultist Enclave	Marble Quarry 	III 	Marble resource production: 30 slabs
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Marble resource
Cultist Camp 	Gold Mining 	I 	Golden Idols resource production: 10 chests
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Gold resource
Cultist Outpost	Gold Mining 	II 	Golden Idols resource production: 20 chests
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Gold resource
Cultist Enclave	Gold Mining 	III 	Golden Idols resource production: 30 chests
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Gold resource
Cultist Camp 	Pottery 	I 	Pottery resource production: 10 kilnful
Income from all buildings: +5% (local province)	1 	500 	Pottery resource
Cultist Outpost	Pottery 	II 	Pottery resource production: 20 kilnful
Income from all buildings: +10% (local province)	2 	1000	Pottery resource
Cultist Enclave	Pottery 	III 	Pottery resource production: 30 kilnful
Income from all buildings: +15% (local province)	3 	2000	Pottery resource
Cultist Camp 	Gem Mining 	I 	Gemstones resource production: 10 sacks
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Gemstones resource
Cultist Outpost	Gem Mining 	II 	Gemstones resource production: 20 sacks
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Gemstones resource
Cultist Enclave	Gem Mining 	III 	Gemstones resource production: 30 sacks
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Gemstones resource
Cultist Camp 	Obsidian Quarry 	I 	Carved Obisidian resource production: 10 chests
Income from all buildings: +5% (local province)	1 	500 	Carved Obsidian resource
Cultist Outpost	Obsidian Quarry 	II 	Carved Obsidian resource production: 20 chests
Income from all buildings: +10% (local province)	2 	1000	Carved Obsidian resource
Cultist Enclave	Obsidian Quarry 	III 	Carved Obsidian resource production: 30 chests
Income from all buildings: +15% (local province)	3 	2000	Carved Obsidian resource
Cultist Camp 	Tusks 	I 	Ivory resource production: 10 tusks
Devotees: +2 per turn
Income from all buildings: +5% (local province)	1 	1000	Tusks resource
Cultist Outpost	Tusks 	II 	Ivory resource production: 20 tusks
Devotees: +4 per turn
Income from all buildings: +10% (local province)	2 	1500	Tusks resource
Cultist Enclave	Tusks 	III 	Ivory resource production: 30 tusks
Devotees: +6 per turn
Income from all buildings: +15% (local province)	3 	2000	Tusks resource
Cultist Camp 	Medicine Production	I 	Medicinal Plants resource production: 10 bundles
Income from all buildings: +5% (local province)	1 	500 	Medicinal Plants
Cultist Outpost	Medicine Production	II 	Medicinal Plants resource production: 20 bundles
Income from all buildings: +10% (local province)	2 	1000	Medicinal Plants
Cultist Enclave	Medicine Production	III 	Medicinal Plants resource production: 30 bundles
Income from all buildings: +15% (local province)	3 	2000	Medicinal Plants
Cultist Camp 	Spices 	I 	 	 	 	Spices resource
Cultist Outpost	Spices 	II 	 	 	 	Spices resource
Cultist Enclave	Spices 	III 	 	 	 	Spices resource