Nurgle 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.
Recruitment buildings work differently for Nurgle compared to other races. Nurgle buildings cost Infections to first construct, but they don't have to be upgraded. Instead they go through cycles, with each phase of the cycle lasting a set number of turns (that can be reduced with technologies and other effects). Cycles last 4 turns for basic military buildings and 6 turns for advanced military buildings. Units will be added to the faction's recruitment pool at the start of a phase. For example, if phase 2 of a building gives one Plaguebearer, then a single Plaguebearer unit will be added to the faction's recruitment pool when the building cycles from phase 1 to phase 2. When the building completes its final phase, it will cycle back to phase 1. Phases can be rushed by spending infections.
Prior to patch 5.0, infrastructure buildings were also cyclical.
Any cyclical building can be constructed in a tier 1 settlement, but some phases may require the settlement to be at a higher tier. If so, this phase will be skipped over until the settlement is upgraded to the necessary level. This prevents high tier units from being recruited from a tier 1 settlement.
==Chains==
===Settlement===
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
Withering Roots 	Province Capital	I 	
*Income generated: 100
*Defensive supplies: +1000
*Nurgle corruption: +2
*Grants 2 construction slots in the settlement
*When outside Wood Elf, Ogre, or Norscan homeland:
** Adds walls to the settlement
*Provides garrison:
** 4 Nurglings
** 3 Plaguebearers
** 1 Plague Toads	3 	1000 	Major Settlement
Tumid Hollow 	Province Capital	II 	
*Income generated: 125
*Defensive supplies: +1000
*Growth: +20
*Nurgle corruption: +2
*Grants 2 construction slots in the settlement
*When outside Wood Elf, Ogre, or Norscan homeland:
** Adds walls to the settlement
*Provides garrison:
** 4 Nurglings
** 4 Plaguebearers
** 1 Plague Toads	3 	1500 	Major Settlement, 1 Population Surplus
Unclean Copse 	Province Capital	III 	
*Income generated: 150
*Defensive supplies: +1000
*Growth: +30
*Nurgle corruption: +2
*Grants 3 construction slots in the settlement
*When outside Wood Elf, Ogre, or Norscan homeland:
** Adds walls to the settlement
*Provides garrison:
** 1 Cultist of Nurgle
**4 Nurglings
** 4 Plaguebearers
**2 Exalted Plaguebearers
**1 Plague Toads	5 	4500 	Major Settlement, 3 Population Surplus
Diseased Grove 	Province Capital	IV 	Income generated: 175
Defensive supplies: +1000
Growth: +40
Nurgle corruption: +2
Grants 5 construction slots in the settlement
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlement
Provides garrison:
* 1 Cultist of Nurgle
*4 Nurglings
* 3 Plaguebearers
*2 Exalted Plaguebearers
* 1 Plague Toads
* 1 Pox Riders	6 	8000 	Major Settlement, 4 Population Surplus
Great Blight Oak	Province Capital	V 	Income generated: 200
Defensive supplies: +1000
Growth: +50
Nurgle corruption: +2
Grants 7 construction slots in the settlement
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlement
Provides garrison:
* 1 Cultist of Nurgle
*4 Nurglings
* 4 Plaguebearers
*2 Exalted Plaguebearers
*2 Pox Riders	7 	14000	Major Settlement, 5 Population Surplus
Nurgle Nest 	Minor Settlement	I 	Income generated: 100
Defensive supplies: +1000
Growth: +10
Nurgle corruption: +1
Grants 1 construction slot in the settlement
Provides garrison:
* 4 Nurglings
* 2 Plaguebearers	3 	1000 	Minor Settlement
Nurgle Hollow 	Minor Settlement	II 	Income generated: 125
Defensive supplies: +1000
Growth: +20
Nurgle corruption: +1
Grants 2 construction slots in the settlement
Provides garrison:
* 4 Nurglings
* 2 Plaguebearers
* 1 Plague Toads	4 	2500 	Minor Settlement, 1 Population Surplus
Nurgle Thicket 	Minor Settlement	III 	Income generated: 150
Defensive supplies: +1000
Growth: +30
Nurgle corruption: +1
Grants 3 construction slots in the settlement
Provides garrison:
* 1 Cultist of Nurgle
*4 Nurglings
* 2 Plaguebearers
* 1 Exalted Plaguebearers
* 1 Plague Toads	5 	4500 	Minor Settlement, 3 Population Surplus
=== Basic Military ===
Building 	Chain 	Phase	Effect	Turns	Cost	Requirements
Plagueflesh Poppies (Seeding) 	Plagueflesh Poppies	I 	Provides summonable units:
* Plaguebearers
* 2 Nurglings	4 	200 	
Plagueflesh Poppies (Germinating)	Plagueflesh Poppies	II 	Provides summonable units:
* 2 Plaguebearers
* Nurglings	 	 	
Plagueflesh Poppies (Budding) 	Plagueflesh Poppies	III 	Provides summonable units:
* 2 Plaguebearers
* Nurglings	 	 	
Plagueflesh Poppies (Pollinating)	Plagueflesh Poppies	IV 	Provides summonable units:
* Plaguebearers
* Exalted Plaguebearers
* Nurglings	 	 	
Plagueflesh Poppies (Withering) 	Plagueflesh Poppies	V 	Provides summonable units:
* 2 Plaguebearers
* Exalted Plaguebearers	 	 	Tier 3 settlement
Plagueflesh Poppies (Decomposing)	Plagueflesh Poppies	VI 	Provides summonable units:
* 3 Exalted Plaguebearers	 	 	Tier 3 settlement
Rancid Aloe (Seeding) 	Rancid Aloe 	I 	Provides summonable units:
* Forsaken of Nurgle
* 2 Marauders of Nurgle	4 	200 	
Rancid Aloe (Germinating) 	Rancid Aloe 	II 	Provides summonable units:
* Forsaken of Nurgle
* 2 Marauders of Nurgle (Great Weapons)	 	 	
Rancid Aloe (Budding) 	Rancid Aloe 	III 	Provides summonable units:
* Pestigors
* Forsaken of Nurgle
* Chaos Warriors of Nurgle (Great Weapons)	 	 	
Rancid Aloe (Pollinating) 	Rancid Aloe 	IV 	Provides summonable units:
* Pestigors
* 2 Chaos Warriors of Nurgle (Great Weapons)	 	 	
Rancid Aloe (Withering) 	Rancid Aloe 	V 	Provides summonable units:
* 2 Chaos Warriors of Nurgle
* Chosen of Nurgle	 	 	Tier 3 settlement
Rancid Aloe (Decomposing) 	Rancid Aloe 	VI 	Provides summonable units:
* Chosen of Nurgle
* 2 Chosen of Nurgle (Great Weapons)	 	 	Tier 3 settlement
Daemonic Egg Sacs (Fertilisation)	Daemonic Egg Sacs 	I 	Provides summonable units:
* Furies of Nurgle
* 2 Chaos Warhounds (Poison)	4 	200 	
Daemonic Egg Sacs (Incubation) 	Daemonic Egg Sacs 	II 	Provides summonable units:
* Furies of Nurgle
* 2 Plague Toads	 	 	
Daemonic Egg Sacs (Metamorphosis)	Daemonic Egg Sacs 	III 	Provides summonable units:
* Plague Toads
* 2 Rot Flies	 	 	
Daemonic Egg Sacs (Larvae) 	Daemonic Egg Sacs 	IV 	Provides summonable units:
* 2 Rot Flies
* Bile Trolls	 	 	
Daemonic Egg Sacs (Pupae) 	Daemonic Egg Sacs 	V 	Provides summonable units:
* Bile Trolls
* Spawn of Nurgle	 	 	Tier 3 settlement
Daemonic Egg Sacs (Spawn) 	Daemonic Egg Sacs 	VI 	Provides summonable units:
* Bile Trolls
* 2 Spawn of Nurgle	 	 	Tier 3 settlement
=== Advanced Military ===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Living Tree of Decay (Seeding) 	Living Tree of Decay 	I 	Recruitment pool size: +3 for all units
Provides summonable units:
* Marauder Horsemen of Nurgle (Throwing Axes)
* Plague Drones
* Pox Riders	6 	400 	Major Settlement
Living Tree of Decay (Germinating) 	Living Tree of Decay 	II 	Recruitment pool size: +3 for all units
Provides summonable units:
* Marauder Horsemen of Nurgle (Throwing Axes)
* Plague Drones
* Pox Riders	 	 	
Living Tree of Decay (Budding) 	Living Tree of Decay 	III 	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Plague Drones
* Pox Riders	 	 	Tier 3 settlement
Living Tree of Decay (Leafing) 	Living Tree of Decay 	IV 	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Plague Drones (Death's Heads)
* Chaos Chariots of Nurgle	 	 	Tier 3 settlement
Living Tree of Decay (Fruiting) 	Living Tree of Decay 	V 	Recruitment pool size: +3 for all units
Provides summonable units:
* Plague Drones (Death's Heads)
* 2 Chaos Knights of Nurgle	 	 	Tier 4 settlement
Living Tree of Decay (Maturing) 	Living Tree of Decay 	VI 	Recruitment pool size: +3 for all units
Provides summonable units:
* Plague Drones (Death's Heads)
* 2 Chaos Knights of Nurgle	 	 	Tier 4 settlement
Living Tree of Decay (Withering) 	Living Tree of Decay 	VII 	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Chaos Knights of Nurgle (Lances)
* Rot Knights	 	 	Tier 5 settlement
Living Tree of Decay (Decomposing) 	Living Tree of Decay 	VIII	Recruitment pool size: +3 for all units
Provides summonable units:
* Chaos Knights of Nurgle (Lances)
* 2 Rot Knights	 	 	Tier 5 settlement
Lesser Garden of Blight (Seeding) 	Lesser Garden of Blight	I 	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Beast of Nurgle
* Chaos Warshrine of Nurgle	6 	400 	Major settlement
Lesser Garden of Blight (Germinating)	Lesser Garden of Blight	II 	Recruitment pool size: +3 for all units
Provides summonable units:
* Beast of Nurgle
* 2 Chaos Warshrine of Nurgle	 	 	
Lesser Garden of Blight (Budding) 	Lesser Garden of Blight	III 	Recruitment pool size: +3 for all units
Provides summonable units:
* Beast of Nurgle
* Plague Ogres
* Plague Ogres (Great Weapons)	 	 	Tier 3 settlement
Lesser Garden of Blight (Pollinating)	Lesser Garden of Blight	IV 	Recruitment pool size: +3 for all units
Provides summonable units:
* Soul Grinder of Nurgle
* Plague Ogres
* Plague Ogres (Great Weapons)	 	 	Tier 3 settlement
Lesser Garden of Blight (Withering) 	Lesser Garden of Blight	V 	Recruitment pool size: +3 for all units
Provides summonable units:
* Soul Grinder of Nurgle
* Plague Ogres
* Plague Ogres (Great Weapons)	 	 	Tier 4 settlement
Lesser Garden of Blight (Withering) 	Lesser Garden of Blight	VI 	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Soul Grinder of Nurgle
* Great Unclean One	 	 	Tier 4 settlement
Lesser Garden of Blight (Withering) 	Lesser Garden of Blight	VII 	Recruitment pool size: +3 for all units
Provides summonable units:
* Toad Dragon
* 2 Great Unclean One	 	 	Tier 5 settlement
Lesser Garden of Blight (Withering) 	Lesser Garden of Blight	VIII	Recruitment pool size: +3 for all units
Provides summonable units:
* 2 Toad Dragon
* Great Unclean One	 	 	Tier 5 settlement
===Infrastructure===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Fungi of Defilement	Fungi of Defilement	I 	Infections: 10 per turn
Control: +2
When growth per turn is more than 200 or with 5 population surplus
* Chance of a plague spreading: +5%	1 	750 	
Toxic Spores 	Fungi of Defilement	II 	Infections: 15 per turn
Control: +3
When growth per turn is more than 200 or with 5 population surplus
* Chance of a plague spreading: +10%	2 	1500	
Malevolent Mycelium	Fungi of Defilement	III 	Infections: 25 per turn
Control: +4
When growth per turn is more than 200 or with 5 population surplus
* Chance of a plague spreading: +15%
* Plague duration: +1	4 	2500	
Microbial Bog 	Microbial Bog 	I 	Income generated: 200
When growth per turn is more than 200 or with 5 population surplus
* Income generated: 50	 	 	
Decomposing Swamp 	Microbial Bog 	II 	Income generated: 300
When growth per turn is more than 200 or with 5 population surplus
* Income generated: 100	 	 	
Vile Synthesis 	Microbial Bog 	III 	Income generated: 450
When growth per turn is more than 200 or with 5 population surplus
* Income generated: 150	4 	2500	
Replicating Mould 	Microbial Bog 	IV 	Income generated: 600
When growth per turn is more than 200 or with 5 population surplus
* Income generated: 250	6 	4000	
Weeping Creepers 	Weeping Creepers 	I 	Growth: +25
Nurgle corruption: +2
When growth per turn is more than 200 or with 5 population surplus
* Nurgle corruption in adjacent provinces: +1	1 	750 	
Extending Tendrils 	Weeping Creepers 	III 	Growth: +45
Nurgle corruption: +3
When growth per turn is more than 200 or with 5 population surplus
* Nurgle corruption in adjacent provinces: +2	2 	1500	
Deadly Secretions 	Weeping Creepers 	V 	Growth: +90
Nurgle corruption: +4
When growth per turn is more than 200 or with 5 population surplus
* Nurgle corruption in adjacent provinces: +3	4 	2500	
Carnivorous Compost	Carnivorous Compost	II 	Recruitment cost: -10% (local province)
Recruitment health: +5% for all units (local province)
When growth per turn is more than 200 or with 5 population surplus
* Recruit rank: +1 (local province)	2 	1500	
Carnivorous Compost	Carnivorous Compost	IV 	Recruitment cost: -25% (local province)
Recruitment health: +10% for all units (local province)
When growth per turn is more than 200 or with 5 population surplus
* Recruit rank: +3 (local province)	4 	4000	
==== Cyclical Infrastructure ====
Prior to Patch 5.0, infrastructure buildings cycled like military recruitment buildings but still cost Favour to build.
Building 	Chain 	Phase	Effect	Turns	Cost	Requirements
Microbial Bog (Degrading) 	Microbial Bog 	I 	Income generated: 50
Growth: +40
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	2000	
Microbial Bog (Decomposing) 	Microbial Bog 	II 	Income generated: 100
Growth: +40
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	 	
Microbial Bog (Synthesizing) 	Microbial Bog 	III 	Income generated: 150
Growth: +40
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	 	
Microbial Bog (Replicating) 	Microbial Bog 	IV 	Income generated: 300
Growth: +80
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	5 	 	Tier 3 settlement
Fungi of Defilement (Sprouting) 	Fungi of Defilement	I 	Income generated: 50
Control: +4
Provides garrison:
* 1 Nurglings
* 1 Spawn of Nurgle
Provides summonable units:
* Nurglings	4 	2000	
Fungi of Defilement (Sporing) 	Fungi of Defilement	II 	Income generated: 100
Control: +6
Provides garrison:
* 1 Nurglings
* 1 Spawn of Nurgle
Provides summonable units:
* Nurglings	4 	 	
Fungi of Defilement (Germinating) 	Fungi of Defilement	III 	Income generated: 150
Control: +8
Provides garrison:
* 1 Nurglings
* 1 Spawn of Nurgle
Provides summonable units:
* Nurglings	4 	 	
Fungi of Defilement (Maturing) 	Fungi of Defilement	IV 	Income generated: 300
Control: +10
Provides garrison:
* 1 Nurglings
* 1 Spawn of Nurgle
Provides summonable units:
* Nurglings	5 	 	Tier 3 settlement
Weeping Creepers (Germinating) 	Weeping Creepers 	I 	Income generated: 50
Casualty replenishment rate: +3% (armies in region)
Nurgle corruption: +2
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	2000	
Weeping Creepers (Extending) 	Weeping Creepers 	II 	Income generated: 100
Casualty replenishment rate: +6% (armies in region)
Nurgle corruption: +4
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	 	
Weeping Creepers (Secreting) 	Weeping Creepers 	III 	Income generated: 150
Casualty replenishment rate: +9% (armies in region)
Nurgle corruption: +6
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	4 	 	
Weeping Creepers (Receding) 	Weeping Creepers 	IV 	Income generated: 300
Casualty replenishment rate: +12% (armies in region)
Nurgle corruption: +8
Nurgle corruption in adjacent provinces: +4
Provides garrison:
* 1 Nurglings
* 1 Plaguebearers
Provides summonable units:
* Nurglings	5 	 	Tier 3 settlement
Carnivorous Compost (Feeding) 	Carnivorous Compost	I 	Income generated: 50
Cycle time: -1 for Basic Military buildings (local region)
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)
Provides garrison:
* 1 Nurglings
* 1 Rot Flies
Provides summonable units:
* Nurglings	4 	2000	
Carnivorous Compost (Degrading) 	Carnivorous Compost	II 	Income generated: 100
Cycle time: -1 for Basic Military buildings (local region)
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)
Provides garrison:
* 1 Nurglings
* 1 Rot Flies
Provides summonable units:
* Nurglings	4 	 	
Carnivorous Compost (Decomposing) 	Carnivorous Compost	III 	Income generated: 150
Cycle time: -1 for Basic Military buildings (local region)
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Provides garrison:
* 1 Nurglings
* 1 Rot Flies
Provides summonable units:
* Nurglings	4 	 	
Carnivorous Compost (Synthesizing)	Carnivorous Compost	IV 	Income generated: 300
Cycle time: -2 for Basic Military buildings (local region)
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Provides garrison:
* 1 Nurglings
* 1 Rot Flies
Provides summonable units:
* Nurglings	5 	 	Tier 4 settlement
===Port===
Building 	Chain	Tier	Effect	Turns	Cost	Requirements
Infernal Harbour	Port 	I 	Infections: 5 per turn
Income generated: 200
Nurgle corruption: +1	3 	1500	Coastal Settlement
Hell Port 	Port 	III 	Infections: 10 per turn
Income generated: 400
Nurgle corruption: +2	3 	3000	Coastal Settlement
Eye of Terror 	Port 	V 	Infections: 15 per turn
Income generated: 600
Nurgle corruption: +3	3 	6000	Major Coastal Settlement
===Defence===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Spiked Pallisade 	Walls 	II 	Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Improved tower projectiles: Nurglings
Enemy Hero action success chance: -10%
Leadership: +2 when under siege (armies in region)
Provides garrison:
* 3 Plaguebearers
* 2 Plague Toads	4 	2000	Major settlement
Barricade of Bones	Walls 	III 	Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Improved tower projectiles: Greater Nurglings
Enemy Hero action success chance: -15%
Hero capacity: +1 for Exalted Heroes of Nurgle
Hero capacity: +1 for Cultists
Leadership: +4 when under siege (armies in region)
Provides garrison:
* 4 Plaguebearers
* 1 Plague Toads
* 1 Plague Drones	5 	4000	Major settlement
Rotten Ramparts 	Walls 	IV 	Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1500
Improved tower projectiles: Phlegm Bombards
Enemy Hero action success chance: -25%
Hero capacity: +1 for Exalted Heroes of Nurgle
Hero capacity: +1 for Cultists
Leadership: +6 when under siege (armies in region)
Provides garrison:
* 3 Plaguebearers
* 1 Exalted Plaguebearers
* 1 Plague Toads
* 1 Plague Drones (Death's Heads)	6 	6000	Major settlement
Festering Pits 	Garrison 	II 	Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Adds defences to the settlement (battles fought her will be unwalled settlement battles)
Enemy Hero action success chance: -10%
Provides garrison:
* 2 Nurglings
* 2 Plaguebearers	4 	2000	Minor settlement
Hall of Hosts 	Garrison 	III 	Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Adds defences to the settlement (battles fought her will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Hero capacity: +1 for Exalted Heroes of Nurgle
Hero capacity: +1 for Cultists
Provides garrison:
* 3 Nurglings
* 2 Exalted Plaguebearers
* 1 Plague Toads	5 	4000	Minor settlement
Warpstone Locus 	Protection	II 	Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Plagueridden
Hidden armies will be visible (armies in region)
Nurgle corruption: +3
Discoverability of Skaven Under-Cities and Trickster Cults: +10	2 	1000	
Warpstone Trap 	Protection	III 	Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Plagueridden
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Plagueridden
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Nurgle corruption: +4
Discoverability of Skaven Under-Cities and Trickster Cults: +30	3 	2000	
Guarded Warpstone 	Protection	IV 	Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Plagueridden
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Plagueridden
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +5
Discoverability of Skaven Under-Cities and Trickster Cults: +40	4 	3000	Major Settlement
===Special===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	 	 	 	 	 	
 	 	 	 	 	 	
===Resource===
Building 	Chain 	Tier	Effect 	Turns	Cost	Requirements
Cultist Camp 	Medicine Production	I 	Plague duration: +1 turn (local region)
Chance of a plague spreading: +10% (local region)	3 	750 	Medicinal Plants
Cultist Outpost	Medicine Production	II 	Plague duration: +1 turn (local region)
Chance of a plague spreading: +15% (local region)	3 	1250	Medicinal Plants
Cultist Enclave	Medicine Production	III 	Plague duration: +1 turn (local region)
Chance of a plague spreading: +20% (local region)	3 	2000	Medicinal Plants
Cultist Camp 	Tusks 	I 	Income generated: 200
Nurgle corruption: +1 	3 	750 	Tusks
Cultist Outpost	Tusks 	II 	Income generated: 300
Nurgle corruption: +2 	3 	1250	Tusks
Cultist Enclave	Tusks 	III 	Income generated: 450
Nurgle corruption: +3 	3 	2000	Tusks
Cultist Camp 	Exotic Animals 	I 	Infections: 20 per turn
Infection cost to create a Plague: -5% (local province)	3 	750 	Exotic Animals
Cultist Outpost	Exotic Animals 	II 	Infections: 30 per turn
Infection cost to create a Plague: -5% (local province)	3 	1250	Exotic Animals
Cultist Enclave	Exotic Animals 	III 	Infections: 40 per turn
Infection cost to create a Plague: -10% (local province)	3 	2000	Exotic Animals
Cultist Camp 	Woodlands 	I 	Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -10% for all buildings (local province)	3 	750 	Timber
Cultist Outpost	Woodlands 	II 	Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -15% for all buildings (local province)	3 	1250	Timber
Cultist Enclave	Woodlands 	III 	Cycle time: -1 for Advanced Military buildings (local province)
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -20% for all buildings (local province)	3 	2000	Timber
Cultist Camp 	Marble Quarry 	I 	Construction cost: -10% for all buildings (local province)	3 	750 	Marble
Cultist Outpost	Marble Quarry 	II 	Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -15% for all buildings (local province)	3 	1250	Marble
Cultist Enclave	Marble Quarry 	III 	Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -20% for all buildings (local province)	3 	2000	Marble
Cultist Camp 	Dye Production 	I 	Income generated: 200
Hero recruit rank: +1 (local province)	3 	750 	Dyes
Cultist Outpost	Dye Production 	II 	Income generated: 300
Hero recruit rank: +1 (local province)	3 	1250	Dyes
Cultist Enclave	Dye Production 	III 	Income generated: 450
Hero recruit rank: +2 (local province)	3 	2000	Dyes
Cultist Camp 	Wild Game 	I 	Infections: 20 per turn
Nurgle corruption: +1 	3 	750 	Furs
Cultist Outpost	Wild Game 	II 	Infections: 30 per turn
Nurgle corruption: +2 	3 	1250	Furs
Cultist Enclave	Wild Game 	III 	Infections: 40 per turn
Nurgle corruption: +3 	3 	2000	Furs
Cultist Camp 	 	I 	 	3 	750 	
Cultist Outpost	 	II 	 	3 	1250	
Cultist Enclave	 	III 	 	3 	2000	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
Category:Nurgle buildings