Tomb Kings buildings

This page lists all Tomb Kings buildings.
==Settlements==
While the first 3 tiers of both types of settlement are quite similar, the provincial capitals provide a stronger garrison and earlier walls.
The Tomb Kings have two racial capitals instead of just one.
==Port==
==Military Recruitment==
==Advanced Military==
===Ushabti===
* Statuary of Khemri - rank III - 3000 gold - 3 turns
** Unit capacity: +1 Ushabti
** Unlocks recruitment of: Ushabti
** The City of Kings is an eternal monument to the sovereigns of the desert.
* Statue of Phakth - rank IV - 6000 gold - 4 turns
** Unit capacity: +2 Ushabti
** Unlocks recruitment of: Ushabti (Great Bow)
** May the God of the Skies bless the warriors the stride forth in his name.
===Scorpions===
* Scorpion Nest - rank IV - 7500 gold - 6 turns
** Unit capacity: +2 Tomb Scorpion
** Unlocks recruitment of: Tomb Scorpions
** It is not the sting of the Scorpion that kills, but rather its powerful claws and voracious, unsatiable appetite.
===Warsphinx===
* Restored Warsphinx Statue - rank V
** Unit capacity: +1 Warsphinx
** Untainted: +1
** Unlocks recruitment of: Necrosphinx
** The might of the Khemrian Warsphinx stands astride the cities of the dead, roaring eternally.
===Necrosphinx===
* Restored Necrosphinx Statue - rank V - 10000 gold - 5 turns
** Unit capacity: +1 Necrosphinx
** Untainted: +1
** Unlocks recruitment of: Necrosphinx
** The abominable Necrosphinx towers above the Nehekharans, offering protection and destruction in exchange for hushed and cowed adoration.
==Infrastructure==
===Growth===
* Mortuary House - rank I - ? gold - ? turns
** Growth: +20
** Casualty replenishment rate: +3%
** Untainted: +1
**From the death houses of Nehekhara, the dead continue the rise to fulfil their as-yet unfinished duty.
* Regnant Catacombs - rank II - ? gold - 2 turns
** Growth: +30
** Casualty replenishment rate: +4%
** Untainted: +2
**Those of noble blood are interred within the royal catacombs, awakening to pursue their living aspirations once more.
* Grand Ossuary - rank III - 4000 gold - 4 turns
** Growth: +40
** Casualty replenishment rate: +5%
** Untainted: +3
** Glittering chambers of worked and preserved bone provide the perfect sanctuary for the resting dead.
===Public Order===
* Obelisk - rank I - 750 gold - 2 turns
** Public order: +4
** Untainted: +1
** Obelisks tower the horizon, casting judgment upon any caught in their shadow.
* Sepulchre - rank II - 1500 gold - 3 turns
** Unit capacity: +1 Carrion
** Public order: +6
** Untainted: +2
** Unlocks recruitment of: Carrion
** The dead all need a place to rest: until they rise again, of course.
* Mortiferous Sanctuary - rank III - 3000 gold - 4 turns
** Unit capacity: +2 Carrion
** Public order: +8, +1 in adjacent provinces
** Untainted: +3
** For the Tomb Kings, there is only eternal Unlife - their sanctuaries are a testament to decreptitude.
===Income===
* Charnel Plaza - rank I - 400 gold - 2 turns
** Income generated: +50
** Campaign movement range: +5% for own armies starting their turn in this region (local armies)
** In the once-resplendent streets of the Nehekharan cities, the dead shuffle about their business as if nothing has changed.
* Funerary District - rank II - 800 gold - 3 turns
** Income generated: +100
** Campaign movement range: +10% for own armies starting their turn in this region (local armies)
** Death is more than a business now, it is life itself!
===Citadel===
* Nehekharan Citadel - rank IV - 6000 gold - 4 turns
** Leadership: -5 when laying siege (enemy armies)
** Casualty replenishment rate: +3%
** Ammunition: +50% during siege defense battles (local armies)
** Unit experience: +1 for all recruits
** Local recruitment capacity: +1
** The Tomb Kings' citadels dominate the landscape of the desert, fixed and imposing among the ever-shifting sands.
===Estate===
* Royal Burial Chamber - rank IV - 7500 gold - 4 turns
** Canopic jars generated: +1
** Public order: +2 in your adjacent provinces
** Lord recruit rank: +2
** Hero recruit rank: +2
** Untainted in adjacent provinces: +2
** Interred in resplendent and decadent tombs, Nehekharan royalty lie in repose until their kingdom calls them hence.
==Resources==
* Gold Mine (Tomb Kings) - rank II - 800 gold - 2 turns
** Income generated: 100
** Golden idols resource production: 5 chests
* Iron Mine - rank II - 800 gold - 2 turns
** Income generated: 10 ingots
** New iron is needed for swords, for shields, for war; not all of Nehekhara is left to rot.
* Potter - rank II - 800 gold - 2 turns
** Pottery resource production: 10 kilnful
** The trappings of life, endlessly recreated in death.
==Faction-specific==
Building 	Chain 	Tier 	Effect	Turns	Cost	Requirements
Grave Hill 	Basic Military	Tier I 	
* Unit capacity: +4 Crypt Ghouls
* Unit capacity: +4 Dire Wolves
* Unit capacity: +4 Fell Bats
* Unlocks recruitment of:
** Crypt Ghouls
** Dire Wolves
** Fell Bats	2 	1000	Followers of Nagash
Ancient Burial Mount	Basic Military	Tier II	
* Unit capacity: +1 Hexwraiths
* Unit capacity: +4 Crypt Ghouls
* Unit capacity: +4 Dire Wolves
* Unit capacity: +4 Fell Bats
* Unlocks recruitment of:
** Hexwraiths	3 	3000	Followers of Nagash
Category:Tomb Kings
Category:Tomb Kings buildings