Dwarfs

Explore the special buildings available to Dwarfs. This comprehensive list details landmarks, special ports, and notable settlements.

All: (52) Landmarks: (45) Ports: (7) Special Deck: (0) Settlements: (0)

Shrine of Manann
Shrine of Manann
Those Bretonnian subjects who worship the vengeful Sea-God must do so in secret, as in some quarters even uttering his name can mean summary execution.
Corruption in adjacent provinces: -3
Corruption: -4
Great Halls of Nagashizzar
Forbidden Halls
In his dark halls sits the husk of Nagash himself. Careful study may reveal new methods for combatting the Undead scourge.
Income generated: +200
Immune to Vampiric attrition (all armies)
Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Vampiric corruption: +50 (local region)
Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Tower of the Bloodytooth
Cursed Ruins
These bleak, distant ruins contain plentiful – if somewhat tainted – treasures and building materials. Just try to ignore the gnawed-upon bones...
Income generated: +300
Construction cost: -15% for all buildings (local province)
Vampiric corruption: +1
Graves of the Dragons
Dragon Graveyard
Few Dwarfs can resist the lure of a Dragon's glittering hoard – especially when the Dragon is long-dead.
Income generated: +500
Golden Idols resource production: +6 chests
Gemstones resource production: +6 sacks
Oathgold: +10 per turn
Diplomatic relations: -10 with High Elves
City of Bronze
Ancient Foundries
Ancient forges and sand-clogged furnaces can be reignited and turned again to the cause of war.
Income generated: +300
Local Recruitment duration: -1 turn for all units (minimum 1)
Recruitment cost: -10% (armies in region)
Ironbrow’s Weapons Shops
Legendary Workshop
The Master Runelord’s dominion is where age-old weaponsmithing techniques buoy Karak Azul's defences.
Oathgold: +20 per turn
Unlocks Hero recruitment: Runesmith
Hero capacity: +1 for Runesmiths
Hero recruit rank: +3 for Runesmiths (factionwide)
Upkeep: -10% for Runesmith Heroes (all armies)
Hero recruitment cost: -10% for Runesmiths
Armour: +10 for Dwarf shield units (armies in region)
Weapon strength: +5% when fighting against Dwarfs (armies in region)
Lost Underway Junction
Underway Hub
Lost to earthquakes during the Time of Woes, restoration of the Underway in distant lands shall hasten the Dawi’s resurgence.
Campaign movement range: +15% for own armies starting their turn in this region
Growth: +10 (all provinces)
Casualty replenishment rate: +5%
Corruption: -1
Global recruitment duration: -1 turn(s) (minimum 1) (all armies in local and adjacent regions)
Provides garrison:
2Ironbreakers
Hall of the Ancestors
Landmark
Karak Zorn is the Dwarfs’ ancestral birthplace – their first city. Long-lost monuments of their ancient Ancestors line this restored hall.
Lord recruit rank: +1 (factionwide)
Upkeep: -10% for Longbeards units (all armies)
Recruitment cost: -30% for Longbeards units (factionwide)
Recruit rank: +3 for Longbeards units (factionwide)
Local recruitment capacity: +2
Provides garrison:
2Longbeards
Runestones of the Upland Plateau
Landmark
Etched in barely decipherable runic Khazalid, timeworn Runestones chronicle Karak Zorn’s ancient and tumultuous past.
Recruitment cost: -15% for Longbeards units (factionwide)
Recruit rank: +1 for Longbeards units (factionwide)
Local recruitment capacity: +1
Provides garrison:
2Longbeards
Unlocks recruitment of:
Longbeards
Longbeards (Great Weapons)
Bugman's Brewery
Brewing
A Dwarfhold with a famed brewery attached is one worth defending at all costs, its casks as valuable as gold.
Dwarf beer resource production: +100 kegs
Control: +10
Recruit rank: +4 for Ranger units
Upkeep: -5% for Ranger units (all armies)
Recruitment cost: -30% for Rangers units
Construction cost: -25% for Ranger Barracks and Hostelry buildings (factionwide)
Construction time: -1 for Ranger Barracks and Hostelry buildings (factionwide)
Provides garrison:
2Bugman's Rangers
Unlocks recruitment of:
Rangers
Rangers (Great Weapons)
Bugman's Rangers
The Chamber of Visions
Landmark
Those who visit the Chamber of Visions shall see what the Old Ones see: the many threads of the future.
Lord recruit rank: +1 (factionwide)
Hero action success chance: +3% (all characters)
Magic item drop chance from battle: +5% (factionwide)
Ambush defence chance: +5% (all armies)
Lairs of Clar Karond
Clar Karond Landmark
Deep below the Tower of Doom, all manner of beasts are kept and … investigated, in the name of greater power.
Exotic Animals resource production: +100 cages
Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 (factionwide)
Copper Mountain
Special Mine
Beneath the frozen glaciers of Karak Izor's peaks lie gargantuan lodestones of copper ore that lend this proud Dwarfhold its name.
Income generated: +500
Growth: +30
Recruit rank: +4 for Miners units
Global recruitment capacity: +1
Local recruitment capacity: +1
Provides garrison:
2Ironbreakers
Oathgold Mine
Galbaraz Landmark
Oathgold or 'Galbaraz' is the purest gold, mined from the deepest of deeps. Only small deposits exist, usually in remote locations.
Income generated: +800
Oathgold: +20 per turn
Unlocks Hero recruitment: Runesmith
Control: +5
Hero capacity: +1 for Runesmiths
Hero recruit rank: +1 for Runesmiths (factionwide)
Upkeep: -5% for Miners and Hammerers units (all armies)
Recruit rank: +4 for Miners units
Provides garrison:
2Miners (Blasting Charges)
1Ironbreakers
Ransacked Convent of Sorcery
Ghrond Landmark
The dark tomes that are studied herein, and the vicious incantations practised can shake the very foundations of the world.
Research rate: +12
Income from all buildings: +6% (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Ransacked Tower of Prophecy
Ghrond Landmark
The Dark Cultists studying within say they can see the future. To this end, they study tirelessly and without cease.
Research rate: +6
Income from all buildings: +3% (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Golden Tower of the Gods
Landmark
An ancient tower clad in pure gold, constructed by the Lizardmen at the order of the Old Ones in an age long past.
Income generated: +450
Control: +5
Research rate: +8
The Dark Crag
Landmark
Nowhere in Naggaroth is less safe. One could lose much and more along the treacherous crags.
Income generated: +600
Iron resource production: +96 ingots
Marble resource production: +96 slabs
Mines of Hag Graef
Landmark
The mines stretch on, seemingly endless, with every shaft and seam another hazardous tunnel of possibility.
Income generated: +400
Iron resource production: +64 ingots
Marble resource production: +64 slabs
Eye of Hag Graef
Landmark
The precious minerals, so desired by the Druchii, are prized from the rock by bloodied, blackened hands.
Income generated: +200
Iron resource production: +42 ingots
Marble resource production: +42 slabs
Face of Hag Graef
Landmark
Far, far below Hag Graef, slaves toil in darkness for their masters' wealth.
Income generated: +100
Iron resource production: +28 ingots
Marble resource production: +28 slabs
Stellar Pyramids of the Southern Skies
Hexoatl Landmark
Upon the southern horizon of Hexoatl, on the eve of the equinox, stellar pyramids will rise above the jungle canopy.
Lord recruit rank: +1 (factionwide)
Research rate: +12
Winds of Magic power reserve capacity: +10 (all armies)
The Emerald Pools
Itza Landmark
The shimmering, healing Emerald Pools of Itza are truly a sight to behold; even cold-blooded eyes appreciate their beauty.
Medicinal Plants resource production: +100 bundles
Growth: +10 (all provinces)
Casualty replenishment rate: +5% (all armies)
Karaz-a-Karak Airfield
Gyrocopter Base
The great hangars of Karaz-a-Karak are the home of its infamous Airkorps.
Campaign movement range: +5% (all armies)
Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies)
Recruitment cost: -30% for Gyrocopters and Gyrobombers units
Recruit rank: +5 for Gyrocopters and Gyrobombers units
Speed: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (all armies)
Deep Magma Caverns
Special Mine
Deep below Iron Rock lie its vast magma chambers, formed by great earthquakes in ages past.
Income generated: +400
Carved Obsidian resource production: +100 chests
Provides garrison:
2Miners (Blasting Charges)
Peg Street Pawnshop
Landmark
All manner of questionable items eventually end up here. Buyers beware, however, as pickpockets relieve customers of their valuables almost immediately.
Golden Idols resource production: +3 chests
Exotic Animals resource production: +2 cages
Dwarf beer resource production: +2 kegs
Spices resource production: +2 sacks
Elven Trinkets resource production: +3 chests
Looted Lothern Palace
Lothern Landmark
We will continue to empty the Elven palace until every slight in the Dammaz Kron has been repaid in full.
Income generated: +500
Elven Trinkets resource production: +40 chests
Control: +10
Growth: +30
Provides garrison:
2Hammerers
Vault of Nagash
Pyramid
Deep inside the Pyramid of Nagash is said to be a vault, cursed with Undead magic by the fabled Necromancer himself. Only very few know what secrets it truly holds.
Lord recruit rank: +3 (factionwide)
Hero recruit rank: +3 (all provinces)
Vampiric corruption: +20
Winds of Magic power reserve capacity: +15 (all armies)
Spell resistance: +10% (all armies)
Sanctum of Quintex
Landmark
The deepest chancels within Quintex may very well hold treasures and learnings that unlock the past, and foretell the future.
Income generated: +400
Control: +3
Growth: +40
Research rate: +10
Income from all buildings: +10% (local province)
Vaults of Quintex
Landmark
Quintex has stood since before the dawn of recorded history. Within its vaults lie treasures beyond comprehension.
Income generated: +200
Growth: +30
Research rate: +5
Income from all buildings: +5% (local province)
Catacombs of Quintex
Landmark
The catacombs of this impossibly ancient city conceal treasures that are not of this realm.
Income generated: +100
Growth: +20
Income from all buildings: +2% (local province)
Flame of Asuryan
Asuryan Worship
Here the High Elves may give praise to the ruler of the Elven pantheon, Asuryan.
Control: +5
Lord recruit rank: +1 (factionwide)
Shrine of Widowmaker
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.
Income from post-battle loot: +15% (factionwide)
Corruption: -15
Recruit rank: +1 (factionwide)
Abandoned Shrine of Widowmaker
Khaine Worship
What was once a place of worship, reduced now to so much cinder.
Income from post-battle loot: +5% (factionwide)
Corruption: -5
The Silver Hall
Landmark
Kraka Drak, famous for its gemstone and silver mines, is so rich that an entire hall has been lined with thick silver sheets.
Income generated: +500
Unlocks Hero recruitment: Thane
Hero capacity: +2 for Thanes
Hero recruit rank: +5 for Thanes (all provinces)
Local recruitment capacity: +1
Provides garrison:
1Thane
Smithy's Tavern
Landmark
An Imperial sailor discharged for his drunkenness and thievery, Smithy won the noisiest tavern on Sartosa in a game of dice.
Income generated: +300
Control: +10
Hero recruit rank: +3 (all provinces)
Casualty replenishment rate: +5%
Local recruitment capacity: +2
Despoiled White Tower of Hoeth
Saphery Landmark
Visible from many miles, the White Tower is the greatest sanctuary of knowledge in the known world.
Research rate: +12
Construction cost: -10% for all buildings (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Sacked Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.
Research rate: +6
Construction cost: -5% for all buildings (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Grand Underway Junction
Underway Hub
One of the reasons Eight Peaks rivalled Everpeak in greatness was the colonnaded hub of the Underway, in the lower deeps. This was a key crossroads, allowing trade and military access throughout the Karaz Ankor.
Campaign movement range: +20% for own armies starting their turn in this region
Growth: +5 (all provinces)
Income from trade tariffs: +10%
Casualty replenishment rate: +15%
Upkeep: -5% for Ironbreakers units (all armies)
Recruit rank: +3 for Ironbreakers units
Income from all buildings: +10% (local province)
Provides garrison:
2Ironbreakers
Beacon of Dawn
Landmark
By dawn's early light… does it call to the bosom of the Old Ones for their protection and illumination.
Unit experience gain per turn: +200 (armies in province)
Corruption: -10
Recruit rank: +1
Empowered Ogham Stones
Landmark
Cleansed and restored at last, the once-derelict Ogham Stones channel their considerable powers to serve your cause.
Control: +9
Income from all buildings: +10% (local province)
Winds of Magic power reserve capacity: +20 (factionwide)
Provides garrison:
2Giant Slayers
Ogham Stones
Landmark
These rune-bound Waystones of unknown origin have received a patchwork of venerations from Albion’s long history of inhabitants.
Control: +2
Income from all buildings: +5% (local province)
Winds of Magic power reserve capacity: +10 (factionwide)
Provides garrison:
2Giant Slayers
Ruined Ogham Stones
Landmark
An odd assortment of standing stones have long held watch over Albion, enacting an ancient purpose that has long been forgotten.
Control: +1
Income from all buildings: +2% (local province)
Winds of Magic power reserve capacity: +5 (factionwide)
Provides garrison:
2Giant Slayers
The Great Temple of Hashut (Desecrated)
The Great Temple of Hashut
Atop the great tower Mingol-Zharr-Naggrund sits the Great Temple of Hashut, into which is poured all of the Chaos Dwarfs' ingenuity, cruelty and devotion. To them, no location is more sacred.
Income generated: +500
Oathgold: +30 per turn
Diplomatic relations: -50 with Chaos Dwarfs
Character experience gain: +5% (all characters)
Research rate: +10
Occupied Celestial Palace
Landmark
For the first time in history, the flag of an invading power flies over the residence of the Dragon Emperor. Cathay will not forget this insult any time soon.
Diplomatic relations: -30 with Grand Cathay
Lord recruit rank: +2 (factionwide)
Income from all buildings: +5% (factionwide)
Weapon strength: +5% when fighting against Cathay (factionwide)
Hall of Dragons
Caledor Landmark
Gaze upon the majestic beasts of old and realise your place within the world.
Exotic Animals resource production: +20 cages
Oathgold: +50 per turn
Hero capacity: +2 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Grants a random ancillary every +5 turns
Lumber Camp
Landmark
“Nowt but a big old tree!”
Timber resource production: +100 logs
Construction cost: -10% for all buildings (factionwide)
Upkeep: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
Base missile damage: +3 for Quarreller and Ranger units (all armies)
Reclaimed Hold
Reclaimed Hold
The Hold has been reclaimed! Now the long process of purging it of Neferata's malign influence can begin...
Income generated: +800
Immune to Vampiric attrition (all armies)
Hero action success chance: +25% (all characters)
Vampiric corruption: -5
Sealed Tombs
Reclaimed Hold
Seal off the tombs and ward them against the foul magics to which they have been exposed!
Ward and seal the tombs to purge the Hold of the Undead!
Warning! the Undead will try everything in their power to stop the purging!
Karak Azorn Great Hall
Karak Azorn Great Hall
Karak Azorn was the Dwarf keep founded in the Mountains of Mourn. It was cracked open by the Ogres who drank keg after keg of Dwarfen ale.
Dwarf beer resource production: +45 kegs
Control: +10
Income from all buildings: +10% (local province)
When owner is not Dwarfs:
Diplomatic relations: -20 with Dwarfs
Repurposed Holds
Reformed Hold
The Druchii’s old prisons are put to good use against them, repurposed as great forges that churn out powerful weapons and armour.
Income generated: +400
Oathgold: +40 per turn
Control: +2 (factionwide)
Research rate: +15
Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide)
Recruit rank: +2 for Irondrakes units (factionwide)
The Standing Stones
Standing Stones
Stones that represent the powers that might be, from which great strength can be drawn.
Growth: +20
Research rate: +10
Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide)
Buried Caravanserai
Hidden Oasis
Given time, even the harshest route can be turned to the pursuit of profit.
Income generated: +200
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Income from trade tariffs: +10%
Secluded Oasis
Hidden Oasis
When traversing the vast stretches of the Khemrian desert, water is as valuable as gold.
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Bordeleaux Wine Market
Bordeleaux Winemaking
The wine market is a bustling and often dangerous place, as casks and bottles of the best vintages are sold for many gold coins.
Wine resource production: +144 barrels
Control: +8
Growth: +50
Morceaux Valley Vintners
Bordeleaux Winemaking
Vintners gather the grapes blessed by the Lady, turning them into wine for future generations.
Wine resource production: +96 barrels
Control: +5
Growth: +40
Morceaux Valley Vineyards
Bordeleaux Winemaking
The finest Bretonnian wines can be found in the Bordeleaux dukedom and the finest grapes in the Morceaux Valley.
Wine resource production: +64 barrels
Control: +4
Growth: +30
Morceaux Valley Orchards
Bordeleaux Winemaking
The Lady herself blessed the Morceaux Valley, washing the land with crystal water from the Grail.
Wine resource production: +42 barrels
Control: +3
Growth: +20
Brightstone Mine
Special Mine
Brightstone is highly valuable. It's therefore a pity that the mines at Mount Gunbad are infested with Night Goblins.
Income generated: +800
Golden Idols resource production: +8 chests
Income from trade tariffs: +10%
Recruit rank: +6 for Artillery units
Upkeep: -5% for Artillery units (all armies)
Provides garrison:
2Ironbreakers
Great Slayer Shrine of Karak Kadrin
Home of the Slayer Cult
The Slayer Hold of Karak Kadrin houses the greatest shrine to the Ancestor God, Grimnir, the first Slayer.
Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide)
Hero capacity: +2 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Hero recruit rank: +2 for Dragon Slayers
Corruption in adjacent provinces: -3
Corruption: -10
Recruit rank: +2 for Infantry units
Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)
Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
Provides garrison:
4Slayers
4Giant Slayers
Grimnir's Monument of Karak Kadrin
Home of the Slayer Cult
Larger Holds have greater shrines dedicated to the Ancestor Gods; Grimnir is the warrior god and patron of Slayers.
Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
Hero capacity: +1 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Hero recruit rank: +1 for Dragon Slayers
Corruption: -8
Provides garrison:
2Giant Slayers
Unlocks recruitment of:
Giant Slayers
Doomseekers
Goblin Hewers
Slayer Shrine of Karak Kadrin
Home of the Slayer Cult
Members of the Slayer Cult worship at the nearest shrine, when not seeking death.
Unlocks Hero recruitment: Dragon Slayer
Corruption: -4
Provides garrison:
2Slayers
Unlocks recruitment of:
Slayers
Slayer Pirates
Throne Hall of the High King
Seat of Power
Where the Throne of Power lies when in residence; where the High King sits reading the Dammaz Kron.
Control: +2 (factionwide)
Control: +10
Lord recruit rank: +2 (factionwide)
Recruit rank: +1 for Hammerers units (all characters)
Income from all buildings: +5% (local province)
Copher Harbour
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +400
Growth: +20
Casualty replenishment rate: +10%
Copher Docks
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +200
Growth: +10
Casualty replenishment rate: +5%
The Sea Dragon's Teeth (Great Landing)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +800
Gemstones resource production: +60 sacks
Control: +4
Growth: +60
The Sea Dragon's Teeth (Wharf)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +400
Gemstones resource production: +40 sacks
Control: +3
Growth: +40
The Sea Dragon's Teeth
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +200
Gemstones resource production: +20 sacks
Control: +3
Growth: +20
Gates of Lothern
Lothern Port
These towering gates bar passage to anyone harbouring ill designs about Ulthuan.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Straits of Lothern
Lothern Port
A treacherous path, to be sure, but safety lies beyond to those who can navigate it.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Dawn's Harbour
Special Port
These bustling docks are where the largest trade ships from across the world dock to unload and be repaired.
Income generated: +500
Growth: +40
Immune to Storm and Reef attrition (factionwide)
Dawn's Harbour
Special Port
These quayside berths allow trade vessels to load and unload their wares before heading back to the exotic east.
Income generated: +300
Growth: +30
Dawn's Harbour
Special Port
This simple landing area gives access to the great city-port, the Fortress of Dawn, and its owners ingress to Cathay and beyond.
Income generated: +200
Growth: +20
Great Dragon Fleet Port
Special Port
Beside a grand fleet of merchant ships, bustling crowds make their way into the city, marvelling at the fulcrum of international trade before them.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Great Dragon Fleet Harbour
Special Port
Alive with activity, the harbour groans beneath the common throngs, greeting sea-worn faces from all across the known world.
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Great Dragon Fleet Docks
Special Port
Sitting at the mouth of the Jade River, the docks welcome all to the thriving city of Fu-Chow.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Erengrad Port
Special Port
The port encompasses the harbour and docks, from the bay to the mouth of the Lynsk.
Income generated: +800
Growth: +30
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Erengrad Harbour
Special Port
Known simply as "the harbour", Erengrad is one of the largest ports, despite being under the control of its infamous Guilds.
Income generated: +400
Growth: +20
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Erengrad Docks
Special Port
There are many docks in Erengrad - the 'Doorway to Kislev' - goods arrive here from Bretonnia, Marienburg and even Norsca.
Income generated: +200
Growth: +10
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Marienburg Docks
Special Port
Marienburg is not a safe place in which to loiter, although the riches that pass through make it worth the risk.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)