Chaos Dwarfs buildings

Chaos Dwarfs occupy settlements as either outposts, factories, or towers, which have different buildings available to them. Only major settlements can be occupied as towers. Many of their buildings cost raw materials or armaments instead of gold to build and upgrade. They can rush construction of a building, spending labour to build it instantly.
== Chains ==
=== Settlement ===
Tower and factory settlement buildings cost raw materials instead of gold to build and upgrade. Outpost settlement buildings cost gold like normal. Chaos Dwarfs do not use growth like other races do.
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Foundations 	Tower 	I 	Conclave Influence gained: +2 per turn
Income generated: 100
Control: +1
Defensive supplies: +1000
Chaos Undivided corruption: +2
Local recruitment capacity: +1
When outside Wood Elf, Ogre, or Norscan homelands:
* Adds walls to the settlement
Effect unlocked when technology "Conclave Dominance" researched:
* Conclave Influence gained: +2 per turn
Provides garrison:
* 3 Chaos Dwarf Warriors
* 2 Orc Labourers
* 2 Hobgoblin Archers
Unlocks recruitment of:
* Goblin Labourers
* Orc Labourers	 	 	Tower settlement
Ramparts 	Tower 	II 	Conclave Influence gained: +3 per turn
Income generated: 150
Control: +1
Defensive supplies: +1000
Chaos Undivided corruption: +2
Local recruitment capacity: +1
When outside Wood Elf, Ogre, or Norscan homelands:
* Adds walls to the settlement
Effect unlocked when technology "Conclave Dominance" researched:
* Conclave Influence gained: +2 per turn
Provides garrison:
* 3 Chaos Dwarf Warriors
* 2 Orc Labourers
* 2 Hobgoblin Archers
* 1 Hobgoblin Cutthroats
* 1 Chaos Dwarf Blunderbusses	 	 	Tower settlement
Battlements 	Tower 	III 	Conclave Influence gained: +4 per turn
Income generated: 200
Control: +2
Defensive supplies: +1250
Chaos Undivided corruption: +2
Local recruitment capacity: +2
When outside Wood Elf, Ogre, or Norscan homelands:
* Adds walls to the settlement
Effect unlocked when technology "Conclave Dominance" researched:
* Conclave Influence gained: +2 per turn
Provides garrison:
* 4 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
* 3 Hobgoblin Cutthroats
* 1 Chaos Dwarf Blunderbusses	 	 	Tower settlement
Gun Turrets 	Tower 	IV 	Conclave Influence gained: +5 per turn
Income generated: 250
Control: +2
Defensive supplies: +1500
Chaos Undivided corruption: +2
Local recruitment capacity: +2
When outside Wood Elf, Ogre, or Norscan homelands:
* Adds walls to the settlement
Effect unlocked when technology "Conclave Dominance" researched:
* Conclave Influence gained: +2 per turn
Provides garrison:
* 3 Chaos Dwarf Warriors
*1 Infernal Guard
* 2 Hobgoblin Archers
* 3 Hobgoblin Cutthroats
* 2 Chaos Dwarf Blunderbusses	9 	3500	Tower settlement
Tower of Hashut 	Tower 	V 	Conclave Influence gained: +6 per turn
Income generated: 300
Control: +3
Defensive supplies: +1500
Chaos Undivided corruption: +2
Local recruitment capacity: +3
When outside Wood Elf, Ogre, or Norscan homelands:
* Adds walls to the settlement
Effect unlocked when technology "Conclave Dominance" researched:
* Conclave Influence gained: +2 per turn
Provides garrison:
* 3 Chaos Dwarf Warriors
*1 Infernal Guard
* 2 Hobgoblin Archers
* 3 Hobgoblin Cutthroats
* 2 Chaos Dwarf Blunderbusses
*1 Hellcannon	11 	4500	Tower settlement
Outpost 	Outpost	I 	Conclave Influence gained: +1 per turn
Income generated: 50
Chaos Undivided corruption: +1
Unlocks recruitment of:
* Goblin Labourers
* Orc Labourers
Provides garrison:
* 2 Goblin Labourers
* 2 Hobgoblin Cutthroats
* 1 Chaos Dwarf Warriors
* 1 Hobgoblin Archers	 	 	Outpost settlement
Overseers' Camp 	Outpost	II 	Conclave Influence gained: +1 per turn
Income generated: 100
Chaos Undivided corruption: +1
Provides garrison:
* 2 Goblin Labourers
* 2 Hobgoblin Cutthroats
* 1 Chaos Dwarf Warriors
* 1 Hobgoblin Archers
* 1 Hobgoblin Wolf Raiders (Bows)	5 	4000	Outpost settlement
Overseers' Tower	Outpost	III 	Conclave Influence gained: +1 per turn
Income generated: 150
Chaos Undivided corruption: +1
Provides garrison:
* 3 Hobgoblin Cutthroats
* 1 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
* 1 Hobgoblin Wolf Raiders (Bows)	6 	6000	Outpost settlement
Workshop 	Factory	I 	Conclave Influence gained: +1 per turn
Adds defenses to the settlement (battles fought here will be unwalled settlement battles)
Income generated: 50
Chaos Undivided corruption: +1
Provides garrison:
* 2 Goblin Labourers
* 1 Chaos Dwarf Warriors
* 1 Hobgoblin Archers
* 1 Chaos Dwarf Blunderbusses
Unlocks recruitment of:
* Goblin Labourers
* Orc Labourers	 	 	Factory settlement
Factory 	Factory	II 	Conclave Influence gained: +1 per turn
Defensive supplies: +500 (local province)
Adds defenses to the settlement (battles fought here will be unwalled settlement battles)
Income generated: 100
Chaos Undivided corruption: +1
Provides garrison:
* 2 Goblin Labourers
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
* 1 Chaos Dwarf Blunderbusses	5 	750 	Factory settlement
Production Plant	Factory	III 	Conclave Influence gained: +1 per turn
Defensive supplies: +1000 (local province)
Adds defenses to the settlement (battles fought here will be unwalled settlement battles)
Income generated: 150
Chaos Undivided corruption: +1
Provides garrison:
* 2 Hobgoblin Cutthroats
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
* 1 Chaos Dwarf Blunderbusses	7 	1250	Factory settlement
=== Military Recruitment ===
==== Basic Military ====
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Hobgoblin Mustering Camp	Hobgoblins 	I 	Unlocks recruitment of:
* Hobgoblin Cutthroats
* Hobgoblin Sneaky Gits
* Hobgoblin Archers	1 	750 	
Hobgoblin Bivouacs 	Hobgoblins 	II 	Unlocks recruitment of:
* Hobgoblin Wolf Raiders (Spears)
* Hobgoblin Wolf Raiders (Bows)	2 	1500	
Ash Level 	Chaos Dwarf Infantry	II 	Unlocks Hero recruitment: Infernal Castellan
Unlocks recruitment of:
* Chaos Dwarf Warriors
* Chaos Dwarf Warriors (Great Weapons)
* Chaos Dwarf Blunderbusses	3 	2500	Tower or factory settlement
Ore Level 	Chaos Dwarf Infantry	III 	Unlocks Hero recruitment: Infernal Castellan
Hero capacity: +1 for Infernal Castellan
Unlocks recruitment of:
* Infernal Guard
* Infernal Guard (Great Weapons)	5 	5000	Tower or factory settlement
Iron Level 	Chaos Dwarf Infantry	IV 	Unlocks Hero recruitment: Infernal Castellan
Hero capacity: +1 for Infernal Castellan
Unlocks recruitment of:
* Infernal Ironsworn
* Infernal Guard (Fireglaives)	7 	7500	Tower settlement
==== Advanced Military ====
Advanced Military buildings cost armaments instead of gold to build and upgrade.
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Lava Fields 	Beasts 	II 	Chaos Undivided corruption: +3
Unlocks Hero recruitment: Bull Centaur Taur'ruk
Unlocks recruitment of:
* Bull Centaur Renders
* Great Taurus	3 	250 	Tower settlement
Monster Pens 	Beasts 	III 	Chaos Undivided corruption: +4
Chaos Undivided corruption in adjacent provinces: +2
Unlocks Hero recruitment: Bull Centaur Taur'ruk
Unlocks recruitment of:
* Bull Centaur Renders (Dual Weapons)
* Bull Centaur Renders (Great Weapons)
* Lammasu	5 	750 	Tower settlement
Fire Enclave 	Beasts 	IV 	Chaos Undivided corruption: +5
Chaos Undivided corruption in adjacent provinces: +3
Unlocks Hero recruitment: Bull Centaur Taur'ruk
Unlocks recruitment of:
* Bale Taurus	7 	1500	Tower settlement
Ironworks 	War Machines	II 	Global recruitment duration: -1 (armies in region)
Unlocks recruitment of:
* Magma Cannon
* Iron Daemon
* Skullcracker	3 	250 	Tower or factory settlement
Grand Manufactory 	War Machines	III 	Global recruitment duration: -2 (armies in region)
Unlocks recruitment of:
* Deathshriker Rocket Launcher
* Hellcannon	5 	750 	Tower or factory settlement
Manufactory Complex 	War Machines	V 	Global recruitment duration: -3 (armies in region)
Global recruitment capacity: +1
Unlocks recruitment of:
* Dreadquake Mortar
* Iron Daemon - Dreadquake Mortar
* Skullcracker - Dreadquake Mortar	9 	2500	Tower settlement
Daemonsmithy 	K'daai 	II 	Unlocks Hero recruitment: Daemonsmith Sorcerer
Research rate: +2%
Provides garrison:
* Daemonsmith Sorcerer: (Hashut)	3 	250 	Tower settlement
Altar of Fire 	K'daai 	III 	Unlocks Hero recruitment: Daemonsmith Sorcerer
Hero capacity: +1 for Daemonsmith Sorcerer
Research rate: +5%
Unlocks recruitment of:
* K'daai Fireborn
Provides garrison:
* Daemonsmith Sorcerer: (Hashut)	5 	750 	Tower settlement
Great Kiln of Hashut	K'daai 	V 	Unlocks Hero recruitment: Daemonsmith Sorcerer
Hero capacity: +1 for Daemonsmith Sorcerer
Research rate: +10%
Unlocks recruitment of:
* K'daai Destroyer
Provides garrison:
* Daemonsmith Sorcerer: (Hashut)	9 	2500	Tower settlement
=== Infrastructure ===
Tower and factory infrastructure buildings cost raw materials instead of gold to build and upgrade. Outpost infrastructure buildings cost gold like normal.
==== Tower ====
Building 	Chain 	Tier	Effect 	Turns	Cost	Requirements
Ziggurat Tenements 	Living Quarters	I 	Lord recruit rank: +1 (local province)
Hero recruit rank: +1 (local province)
Casualty replenishment rate: +4% (armies in local province)	2 	250 	
Overseers' Quarters 	Living Quarters	II 	Lord recruit rank: +2 (local province)
Hero recruit rank: +2 (local province)
Casualty replenishment rate: +6% (armies in local province)	4 	750 	
Sorcerer-Prophet's Tower 	Living Quarters	III 	Lord recruit rank: +2 (local province)
Hero recruit rank: +2 (factionwide)
Casualty replenishment rate: +8% (armies in local province)	6 	1500	
Sorcerere-Prophet's Estate	Living Quarters	IV 	Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 (factionwide)
Casualty replenishment rate: +10% (armies in local province)	8 	2500	
Donation Barrel 	Tribute Halls 	I 	Income generated: 250 	2 	250 	
Tribute Collectors 	Tribute Halls 	II 	Income generated: 350 	4 	500 	
Tribute Shrine 	Tribute Halls 	III 	Income generated: 450 	6 	1000	
Tithe Chamber 	Tribute Halls 	IV 	Income generated: 600 	8 	1750	
Treasure Hall 	Tribute Halls 	V 	Income generated: 750 	10 	2500	
Patrol Routes 	Tower Patrols 	I 	Control: +1
Campaign movement range: +10% (armies in province)
Effects unlocked when "Industrial Security" is researched:
* Campaign movement range: +10% (armies in province)
* Upkeep: -5% (armies in local province)	2 	250 	
Tower Roads 	Tower Patrols 	III 	Control: +3
Control: +1 (adjacent provinces)
Campaign movement range: +15% (armies in province)
Effects unlocked when "Industrial Security" is researched:
* Campaign movement range: +10% (armies in province)
* Upkeep: -5% (armies in local province)	6 	1500	
Rail Network 	Tower Patrols 	V 	Control: +5
Control: +2 (adjacent provinces)
Campaign movement range: +20% (armies in province)
Effects unlocked when "Industrial Security" is researched:
* Campaign movement range: +10% (armies in province)
* Upkeep: -5% (armies in local province)	10 	4000	
Cinerator 	Furnace 	III 	Raw materials consumed per turn by buildings: -5% (local province) 	6 	1500	
Grand Furnace 	Furnace 	V 	Raw materials consumed per turn by buildings: -15% (local province)	10 	4000	
Temple of Hashut 	Hashut Worship 	V 	Conclave Influence gained: +10 per turn
Winds of Magic power reserve capacity: +3 (all armies)
Diplomatic relations: +10 with Chaos Dwarfs
Recruit rank: +3 for Bull Centaurs (local province)	10 	5000	
==== Outpost ====
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Strip Mine 	Mine 	I 	Raw Materials: 200 per turn (when Workload requirements are met)
Workload: +300	2 	1500	
Mineshaft 	Mine 	II 	Raw Materials: 300 per turn (when Workload requirements are met)
Workload: +400	4 	3000	
Underground Caverns	Mine 	III 	Raw Materials: 400 per turn (when Workload requirements are met)
Workload: +500	6 	5000	
Money Pit 	Scavengers' Hovel	I 	Income generated: 150
Income from post-battle loot: +10% (armies in adjacent regions)
Effects unlocked when technology "Extended Shifts" researched:
* Income generated: 50	2 	750 	
Locked Stores 	Scavengers' Hovel	II 	Income generated: 200
Income from post-battle loot: +20% (armies in adjacent regions)
Effects unlocked when technology "Extended Shifts" researched:
* Income generated: 50	4 	1500	
Treasure Trove 	Scavengers' Hovel	III 	Income generated: 250
Income from post-battle loot: +30% (armies in adjacent regions)
Effects unlocked when technology "Extended Shifts" researched:
* Income generated: 50	6 	2500	
Guard Tower 	Watch Towers 	II 	Control: +2
Campaign line of sight: +25% for settlements	4 	1500	
Watchtower 	Watch Towers 	III 	Control: +3
Campaign line of sight: +50% for settlements	6 	2500	
==== Factory ====
Building 	Chain 	Tier	Effect 	Turns	Cost	Requirements
Gunsmith 	Assembly Line 	I 	When you have 150 or more Raw Materials:
* Armaments per turn: 50
* Raw Materials per turn: -150
* Chaos Undivided corruption: +1	2 	250 	
Weapons Workshop 	Assembly Line 	II 	When you have 225 or more Raw Materials:
* Armaments per turn: 100
* Raw Materials per turn: -225
* Chaos Undivided corruption: +1	4 	750 	
Armament Assembly Line	Assembly Line 	III 	When you have 300 or more Raw Materials:
* Armaments per turn: 150
* Raw Materials per turn: -300
* Chaos Undivided corruption: +1	6 	1500	
Gold Panners 	Refinery 	I 	When you have 150 or more Raw Materials:
* Income generated: 300
* Raw Materials per turn: -150
* Chaos Undivided corruption: +1	2 	250 	
Gold Sluice 	Refinery 	II 	When you have 225 or more Raw Materials:
* Income generated: 500
* Raw Materials per turn: -225
* Chaos Undivided corruption: +1	4 	750 	
Gold Refinery 	Refinery 	III 	When you have 300 or more Raw Materials:
* Income generated: 750
* Raw Materials per turn: -300
* Chaos Undivided corruption: +1	6 	1500	
Miners' Workshop 	Tools Maintenance	I 	Raw Materials output: +10% (local province)	2 	250 	
Tool Manufactory 	Tools Maintenance	III 	Raw Materials output: +30% (local province)	6 	1500	
=== Port ===
Building 	Chain	Tier	Effect 	Turns	Cost 	Requirements
Trade Landing 	Port 	I 	Income generated: 200	 	 	Port settlement
Tower settlement
Trade Wharf 	Port 	III 	Income generated: 350
Income from trade tariffs: +5%	4 	1125 raw materials	Port settlement
Tower settlement
Trading Hub 	Port 	V 	Income generated: 500
Income from trade tariffs: +10%	8 	3000 raw materials	Port settlement
Tower settlement
Irrigation Canals 	Port 	I 	Control: +1
Casualty replenishment rate: +3% (armies in region)	2 	750 	Port settlement
Outpost settlement
Qanal 	Port 	II 	Control: +2
Casualty replenishment rate: +6% (armies in region)	4 	1500 	Port settlement
Outpost settlement
Yakhchal 	Port 	III 	Control: +3
Casualty replenishment rate: +9% (armies in region)	6 	2500 	Port settlement
Outpost settlement
Redirected River 	Port 	I 	Income from Refinery buildings: +5% (local region)
Armaments output: +5% (local region)	 	 	Port settlement
Factory settlement
Sluice Gate 	Port 	II 	Income from Refinery buildings: +10% (local region)
Armaments output: +10% (local region)	4 	750 raw materials 	Port settlement
Factory settlement
Black Water Sluice Gate	Port 	III 	Income from Refinery buildings: +15% (local region)
Armaments output: +15% (local region)	6 	1000 raw materials	Port settlement
Factory settlement
=== Defense ===
==== Tower ====
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Fane Guard 	Temple Guardhouse	I 	Provides garrison:
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers	2 	2000	
Fane Guardhouse 	Temple Guardhouse	II 	Defensive supplies: +20 per turn when under siege
Attrition: -10% when under siege
Provides garrison:
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
*1 Bull Centaur Renders (Dual Axes)	4 	3000	
Fane Barracks 	Temple Guardhouse	III 	Defensive supplies: +30 per turn when under siege
Attrition: -15% when under siege
Provides garrison:
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
*1 Infernal Guard
*1 Bull Centaur Renders (Dual Axes)	6 	4500	
Temple Guard 	Temple Guardhouse	IV 	Defensive supplies: +40 per turn when under siege
Attrition: -20% when under siege
Provides garrison:
* 2 Chaos Dwarf Warriors
* 2 Hobgoblin Archers
*1 Infernal Guard
*1 Bull Centaur Taur'ruk
*1 Bull Centaur Renders (Dual Axes)	8 	6500	
Temple Guardhouse 	Temple Guardhouse	V 	Defensive supplies: +50 per turn when under siege
Attrition: -25% when under siege
Provides garrison:
* 2 Hobgoblin Archers
*2 Infernal Guard
*1 Bull Centaur Taur'ruk
*2 Bull Centaur Renders (Dual Axes)	10 	9000	
Prototype Megamortar 	Tower Ballistics 	II 	Campaign movement range: -15% for enemy armies starting their turn in this region
Army ability: "Dreadquake Battery" (armies in local and adjacent regions)
Army ability number of uses: +1 for "Dreadquake Battery" (armies in local and adjacent regions)	4 	4000	
Dreadquake Megamortar	Tower Ballistics 	IV 	Campaign movement range: -25% for enemy armies starting their turn in this region
Army ability: "Dreadquake Battery" (armies in local and adjacent regions)
Upgrade army ability "Dreadquake Battery" to fire an additional two projectiles
Army ability number of uses: +2 for "Dreadquake Battery" (armies in local and adjacent regions)	8 	6500	
Signal Fires 	Protection 	III 	Chance of a plague spreading: -50%
Chaos Undivided corruption: +4
Effect unlocked when technology "Pandemic Preparations" is researched:
* Chaos Undivided corruption: +2
Discoverability of Skaven Under-Cities: +40	4 	5000	
==== Outpost ====
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Garrison Outpost 	Overseer Hut	I 	Enemy Hero action success chance: -5%
Provides garrison:
* 2 Goblin Labourers
* 1 Orc Labourers
* 1 Hobgoblin Archers	2 	750 	
Garrison Base 	Overseer Hut	II 	Enemy Hero action success chance: -10%
Provides garrison:
* 2 Orc Labourers
*1 Hobgoblin Cutthroats
* 2 Hobgoblin Archers	4 	1500	
Garrison Headquarters	Overseer Hut	III 	Enemy Hero action success chance: -15%
Provides garrison:
*3 Hobgoblin Cutthroats
* 2 Hobgoblin Archers
*1 Hobgoblin Wolf Raiders (Bows)	6 	2500	
Signal Fires 	Protection 	III 	Chance of a plague spreading: -50%
Chaos Undivided corruption: +4
Effect unlocked when technology "Pandemic Preparations" is researched:
* Chaos Undivided corruption: +2
Discoverability of Skaven Under-Cities: +40	4 	5000	
==== Factory ====
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Factory Guardhouse	Garrison 	I 	Enemy Hero action success chance: -5%
Provides garrison:
* 3 Orc Labourers
* 1 Chaos Dwarf Warriors	2 	1500	
Factory Walls 	Garrison 	II 	Enemy Hero action success chance: -10%
Provides garrison:
* 3 Orc Labourers
* 1 Chaos Dwarf Warriors
*1 Chaos Dwarf Blunderbusses	4 	2500	
Factory Compound 	Garrison 	III 	Enemy Hero action success chance: -15%
Provides garrison:
* 4 Chaos Dwarf Warriors
*1 Chaos Dwarf Blunderbusses	6 	5000	
Signal Fires 	Protection	III 	Chance of a plague spreading: -50%
Chaos Undivided corruption: +4
Effect unlocked when technology "Pandemic Preparations" is researched:
* Chaos Undivided corruption: +2
Discoverability of Skaven Under-Cities: +40	4 	5000	
=== Special ===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements
Giant Conveyor 	Drill Forgecraft	I 	Income generated: 500
Raw Materials: 100 per turn (when Workload requirements are met)
Workload: +100
Armaments: 10 per turn
Upgrading this building unlocks the next stage towards campaign victory
Unlocks recruitment of:
* Chaos Dwarf Warriors
* Chaos Dwarf Warriors (Great Weapons)	 	 	Playable Chaos Dwarf factions each have this available in their starting settlement
High-Powered Drill Assembly Line 	Drill Forgecraft	II 	Income generated: 500
Raw Materials: 200 per turn (when Workload requirements are met)
Workload: +150
Armaments: 20 per turn
Upgrading this building unlocks the next stage towards campaign victory	3 	1500	Playable Chaos Dwarf factions each have this available in their starting settlement
Gromril-Tipped Drill Assembly Line	Drill Forgecraft	IV 	Income generated: 500
Raw Materials: 500 per turn (when Workload requirements are met)
Workload: +300
Armaments: 50 per turn
Upgrading this building unlocks the next stage towards campaign victory	8 	2500	Playable Chaos Dwarf factions each have this available in their starting settlement
=== Resource ===
Building 	Chain 	Tier	Effect	Turns	Cost 	Requirements
Spice Market 	Spices 	I 	Income generated: 100
Spices resource production: 20 sacks	2 	1500 	
Spice Trading Post 	Spices 	II 	Income generated: 150
Spices resource production: 30 sacks	4 	3000 	
Eastern Bazaar 	Spices 	III 	Income generated: 200
Spices resource production: 45 sacks	6 	5000 	
 	Dyes 	I 	Income generated: 100
Dyes resource production: 20 ounces	2 	1500 	
 	Dyes 	II 	Income generated: 150
Dyes resource production: 30 ounces	4 	3000 	
Dye-Maker 	Dyes 	III 	Income generated: 200
Dyes resource production: 45 ounces	6 	5000 	
 	Tusks 	I 	Income generated: 100
Ivory resource production: 20 tusks	2 	1500 	
 	Tusks 	II 	Income generated: 150
Ivory resource production: 30 tusks	4 	3000 	
Tusk Compound 	Tusks 	III 	Income generated: 200
Ivory resource production: 45 tusks	6 	5000 	
 	Furs 	I 	 	2 	1500 	
 	Furs 	II 	 	4 	3000 	
Hattery 	Furs 	III 	Furs resource produced: 45 bundles
Recruitment cost: -30% for Chaos Dwarf Infantry (armies in local region)	6 	5000 	
 	Wine 	I 	 	2 	1500 	
 	Wine 	II 	 	4 	3000 	
Distillery 	Wine 	III 	Wine resource production: 45 barrels
Recruitment cost: -25% for Hobgoblin units (armies in province)
Upkeep: -3% for Hobgoblin units (factionwide)	6 	5000 	
 	Exotic Animals	I 	 	2 	1500 	
 	Exotic Animals	II 	 	4 	3000 	
Giant Wolf Stables 	Exotic Animals	III 	Exotic Animals resource production: 45 cages
Recruit rank: +5 for Hobgoblin Wolf Raiders	6 	5000 	
 	Salt 	I 	 	2 	1500 	
 	Salt 	II 	 	4 	3000 	
Saltworks 	Salt 	III 	Salt resource production: 45 barrels
Upkeep: -5% for Deathshriker units (all armies)
Recruitment cost: -10% for Deathshriker units (all armies)	6 	5000 	
Herbalist's Camp 	Medicine 	I 	Medicinal Plants resource produced: 20 bundles
Casualty replenishment rate: +1% (factionwide)	2 	1500 	
Alchemist's Workshop 	Medicine 	II 	Medicinal Plants resource produced: 30 bundles
Casualty replenishment rate: +2% (factionwide)	4 	3000 	
Alchemists' Guild Hall 	Medicine 	III 	Medicinal Plants resource produced: 45 bundles
Casualty replenishment rate: +3% (factionwide)	6 	5000 	
 	Pottery 	I 	 	2 	1500 	
 	Pottery 	II 	 	4 	3000 	
Kilns 	Pottery 	III 	Pottery resource production: 45 kilnful
Construction cost: -25% for all buildings (local province)	6 	5000 	
Charcoal Forge 	Timber 	III 	Effect unlocked when technology "Stockpiling" researched:
* Armaments output: +15% (local province)
When you have 180 or more Raw Materials:
* Armaments per turn: 150
* Raw Materials per turn: -180
* Chaos Undivided corruption: +1	5 	1500 raw materials	
High-Quality Assembly Line	Iron 	III 	Effect unlocked when technology "Stockpiling" researched:
* Armaments output: +15% (local province)
When you have 300 or more Raw Materials:
* Armaments per turn: 250
* Raw Materials per turn: -300
* Chaos Undivided corruption: +1	5 	1500 raw materials	
Gem Refinery 	Gemstones 	III 	When you have 225 or more Raw Materials:
* Income from Gem and Gold Mines: +15% (local province)
* Raw Materials: -225 per turn
* Chaos Undivided corruption: +1
* Income generated: 750	5 	1500 raw materials	
Marble Quarry 	Marble 	III 	Raw Materials: 500 per turn (when Workload requirements are met)
Workload: +400
Chaos Undivided corruption: +1
Effect unlocked when technology "Wagon Engineering" researched:
* Raw Materials output: +10% (local province)	6 	5000 	
Obsidian Quarry 	Obsidian 	III 	Raw Materials: 500 per turn (when Workload requirements are met)
Workload: +400
Chaos Undivided corruption: +1
Effect unlocked when technology "Wagon Engineering" researched:
* Raw Materials output: +10% (local province)	6 	5000 	
Gold Mine 	Gold 	I 	Income generated: 150
Lord recruit rank: +1 (factionwide)	2 	1500 	
Gold Smelter 	Gold 	II 	Income generated: 300
Lord recruit rank: +1 (factionwide)
Hero recruit rank: +1 (factionwide)	4 	3000 	
Goldsmiths' Guild Hall 	Gold 	III 	Income generated: 500
Lord recruit rank: +2 (factionwide)
Hero recruit rank: +1 (factionwide)	6 	5000 	
 	Pastures 	I 	 	2 	1500 	
 	Pastures 	II 	 	4 	3000 	
Goat Farm 	Pastures 	III 	Recruitment cost: -25% for Lammasu, Great Taurus, and Bale Taurus units (armies in province)
Upkeep: -3% for Lammasu, Great Taurus, and Bale Taurus units (factionwide)	6 	5000