Under-City

:Not to be confused with the Under-City building.
Under-Cities are a special settlement type available to Skaven factions which can be established secretly underneath settlements owned by other factions. They are similar to the Pirate Coves of the Vampire Coast.
Under-Cities were added in the Doomsayers Update, due to popular community demand.
==How they work==
* Under-Cities can be established by choosing the Expand Under-Empire settlement option after defeating a settlement's garrison.
* Additionally, Warlock Engineers can establish Under-Cities as a hero action, without needing a battle. There will be a 10-turn cooldown before any engineer can perform this action again, and the gold cost will increase with each under-city established in this manner. This includes the under-city with Warlock Laboratory established by a DOOOOM! Engineer. 
* Under-Cities will be destroyed by razing the settlement entirely.
* Under-Cities have their own buildings available for construction, separate to regular Skaven buildings. See Buildings section below.
* Under-Cities have no garrison.
*
===Discoverability===
* Under-Cities and the buildings they construct are invisible to all other factions as long as they are not discovered.
* Most buildings in an Under-City increase the discoverability rating. Buildings in the Concealment chain decrease discoverability.
* Certain heroes have the Discover Under-city passive ability, which will increase discoverability when such heroes are present in the region. Conversely, the under-city owner can deploy warlock engineers, which have the Conceal Under-city passive ability, in the region to decrease discoverability. 
* The higher the discoverability, the more likely the Under-City is to be discovered.
* The under-city will be discovered when discoverability reaches 100. The settlement owner can then spend gold to destroy the under-city.
==Buildings list==
Annexation - Warren
Name/Tier	Cost/
Construct Time	Upkeep
(per turn)	Discoverability	Effects
Burrows
I	1000 G
1 Turn	None	+10 	Upgradable into Dens
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Campaign Movement +10% (when starting turn in region)
* Leadership +2 (when attacking)
*Replenishment rate +10%
* The Menace Below +2 uses
Dens
II 	2000 G
2 Turns	None	+20 	Upgradable into Lairs
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Campaign Movement +20% (when starting turn in region)
* Leadership +4 (when attacking)
* Replenishment rate +15%
* The Menace Below +3 uses
Lairs
III	3000 G
3 Turns	None	+30 	Upgradable into Subterranean Hideout
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Campaign Movement +30% (when starting turn in region)
* Leadership +6 (when attacking)
* Replenishment rate +20%
* The Menace Below +4 uses
Skaven Corruption +0.25 in adjacent provinces
Subterranean Hideout
IV	4000 G
4 Turns	None	+40 	Upgradable into Under-Keep
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Campaign Movement +40% (when starting turn in region)
* Leadership +8 (when attacking)
* Replenishment rate +25%
* The Menace Below +5 uses
Skaven Corruption +0.25 in adjacent provinces
Skaven Corruption +0.25 in adjacent provinces
Under-Keep
V	5000 G
5 Turns	None	+50 	
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Campaign Movement +50% (when starting turn in region)
* Leadership +10 (when attacking)
* Replenishment rate +30%
* The Menace Below +6 uses
Skaven Corruption +0.25 in adjacent provinces
Annexation - Stronghold
Name/
Tier	Cost/
Construct Time	Upkeep
(per turn)	Discoverability	Effects 	
Underpass
I	1000 G
1 Turn	None	+10 	Upgradable into Underway Junction
Skaven Corruption +0.25 in adjacent provinces
Player's local characters
* Hero Action success chance +10%
Player's local armies
* Campaign Movement +10% (when starting turn in region)
* Attribute: Vanguard Deployment	
Underway Junction
II	2000 G
2 Turn	None	+20 	Upgradable into Underway Croassroads
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
*Campaign Movement +20% (when starting turn in region)
*Hero action success chance +20%
*Attibute Vanguard Deployment	
Underway Crossroad
III	3000 G
3 Turn	None	+30 	Upgradable into Underway Hub
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
* Enables lighting strike battles when reinforcements are present
*Campaign Movement +30% (when starting turn in region)
*Hero action success chance +20%
*Attibute Vanguard Deployment	
Underway Hub
IV	4000 G
4 Turn	None	+40 	Upgradable into Underway Nexus
Skaven Corruption +0.25 in adjacent provinces
Player's local armies
*Enables lighting strike battles when reinforcements are present
* Campaign Movement +40% (when starting turn in region)
*Hero action success chance +30%
*Attibute Vanguard Deployment	
Underway Nexus
V	5000 G
5 Turn	None	+50 	Skaven Corruption +0.25 in adjacent provinces	
Ruination
Name/
Tier	Cost/
Construct Time	Upkeep
(per turn)	Discoverability	Effects
Rat King
I	1000 G
1 Turn	-5 Food	+140 	Skaven Corruption +0.25
Upgradable into The Vermintide
The Vermintide
V	4000 G
5 Turns	-5 Food	+140 	Upon Completion, the Under-city is destroyed and a Vermintide army under the player's control is spawned at the settlement. War will be declared between the player and the settlement owner if they are not already at war.
Makeshift Workshop
I	1000 G
1 Turn	-500 G 
-2 Food	+160 	Available to Clan Skryre only
Skaven Corruption +0.25
Upgradeable into Doomsphere
*
*Doomsphere: razes the settlement above after 15 turns of building. (Clan Skryre exclusive (Prophet and the Warlock DLC))
*Grand Plague Cauldron: An unending plague will be unleashed upon building completion, blighting all above until the Under-City is destroyed. (Clan Pestilens exclusive)
Concealment
Name 	Tier	Cost/
Construct Time	Upkeep
(per turn)	Discoverability	Effects
Murder Holes 	I 	1500 G 
1 Turn	-100 G	-20 	Skaven Corruption +0.25
Kill-Perches 	III 	3500 G
3 Turns	-200 G	-40 	Skaven Corruption +0.25
Deeper Tunnels	II 	2000 G
3 Turns	 	-40 	Skaven Corruption +0.25
Visibility over the region is lose
Food
Name 	Tier	Cost/
Construct Time	Food generated	Discoverability	Effects 	 	 		 	 	
Scavenger Raiders	I 	1000 G
1 Turn	1 	+20 	Skaven Corruption +0.25	Scavenger Horde	III	3000 G 
3 Turns	3	+40	Skaven Corruption +0.25
Raiding Camp 	IV 	4000 G 
4 Turns	2 	+80 	Skaven Corruption +0.25
Income generated +100
Income gained from local settlement's income 10%	 	 		 	 	
Money
Name 	Tier	Cost/ Construct Time	Food consumed	Discoverability	Effect
Warp-Token Stash 	I 	1000 G
1 Turn 	-1 	+20 	Skaven Corruption +0.25
Income generated 200
Warp-Token Mint 	III 	3000 G 
3 Turns 	-2 	+40 	Skaven Corruption +0.25
Income generated 400
Thieves' Hidey-Holes	I 	1000 G 
1 Turn 	-1 	+20 	Skaven Corruption +0.25
Income gained from local settlement's income 20%
Rat-Keteers 	III 	3000 G
3 Turns 	-2 	+40 	Skaven Corruption +0.25
Income gained from local settlement's income 30%
Ratkin Mafia 	IV 	4000 G
4 Turns 	-2 	+80 	Skaven Corruption +0.25
Income gained from local settlement's income 50%
Mining
Name 	Tier	Cost/ Construct Time	Food consumed	Discoverability	Effect
Subterranean Pit 	I 	2000 G
4 Turns 	-2 	+20 	Skaven Corruption +0.25
Mineshafts 	III 	4000 G
6 Turns 	-3 	+40 	Skaven Corruption +0.25
Warpstone Refinery 	III 	3000 G
3 Turns 	-2 	+40 	Skaven Corruption +0.25
Subterranean Strip Mine	IV 	4000 G
4 Turns 	-2 	+80 	Skaven Corruption +0.25
== See also ==
*Pirate Cove, equivalent
*Trickster Cult, equivalent
Category:Skaven
Category:Settlements