Grand Cathay

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

All: (35) Landmarks: (28) Ports: (7) Special Deck: (0) Settlements: (0)

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)
Pigbarter Swamp-Wharf
Pigbarter Market
Man, Greenskin, and Ogre trading side-by-side may be an oddity, but Pigbarter has its own rules for keeping the peace. You’d best stick to them.
Income generated: +200
Diplomatic relations: +50 with Greenskins
Income from trade tariffs: +5%
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
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)
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)
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)
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
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)
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)
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)
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
Diplomatic relations: -50 with Chaos Dwarfs
Character experience gain: +5% (all characters)
Research rate: +10
Winds of Magic power reserve capacity: +5 (all armies)
Astromantic Relay
Siphoning Tower
There are places in this world where the winds storm and the walls thin. Where else would one place their hands upon the reins?
A ritual to activate this dormant direction of the Wu Xing Compass will begin upon building completion, allowing additional Cathay-wide powers
Enemy armies who take umbrage to your presence here will oppose you with hostility upon building completion
Hero capacity: +2 for Astromancers
Winds of Magic power reserve: +1 per turn (all armies)
Spell resistance: +10% (all armies)
Pillar of Bone
Landmark
The Pillar of Bone is a mighty arcane fulcrum, one which your mages are ready to harness to its full extent.
Income generated: +200
Hero recruit rank: +2 (factionwide)
Research rate: +5
When enemy Lord is present:
Winds of Magic power reserve: +10 per turn (armies in local province)
Enemy Winds of Magic power reserve: -10 per turn (enemy armies in province)
The Palace of Scrolls
The Palace of Scrolls
At the heart of his palace sits the true base of Yuan Bo’s power, where bureaucratic control is maintained using countless scrolls of endless tallies and projections.
Diplomatic relations: +20 with Grand Cathay
Allegiance points gained: +25%
Lord recruit rank: +2 (factionwide)
Income from all buildings: +10% (local province)
Celestial Court
Celestial Palace
High above the capital is the Celestial Court, the residence of the Dragon Emperor and Moon Empress. To behold it is to witness the true majesty of the ancients.
Control: +2 (factionwide)
Diplomatic relations: +30 with Grand Cathay
Control: +10
Lord recruit rank: +2 (factionwide)
Income from all buildings: +5% (factionwide)
Li Temple
Li Temple
Deep in the mountains of south-eastern Cathay lies a secluded temple dedicated to the study of the mysteries of Yin and Yang.
Income generated: +500
Control: +5 (factionwide)
Corruption in adjacent provinces: -3 (all adjacent provinces)
Corruption: -3
The Grand Observatory
Grand Observatory of Xing Po
On the slopes of the Celestial Mountains, within the city of the Astromancers, is the to Grand Observatory – a true marvel of the eastern world.
Unlocks Hero recruitment: Astromancer
Hero capacity: +1 for Astromancers
Hero recruit rank: +7 for Astromancers
Provides garrison:
1Astromancer
Paradise Gardens
Paradise Gardens
The gardens of the Moon Empress are of an outstanding natural beauty, said to be more magnificent than even the heart of Avelorn.
Control: +10
Growth: +5 (factionwide)
Income from all buildings: +10% (local province)
Yin
Phoenix Temple
Phoenix Temple
In the centre of Fu-Hung the Phoenix Temple, a statue fashioned in the shape of a gigantic vermillion bird symbolically guards the Dragon Empire against monsters from the south.
Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
Corruption: -2
Leadership: -20 when laying siege or encircling (enemy armies in province)
Melee defence: +5 when under siege (armies in province)
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)
Temple of the Jade-Blood Sorcerers
Temple of the Jade-Blood Sorcerers
The spiritual city of Weng-Chang is home to the Temple of the Jade-Blood Sorcerers, the greatest practitioners of the Elemental Wind of Life in all Grand Cathay.
Control: +2
Control: +1 in adjacent provinces
Growth: +5 (all provinces)
Casualty replenishment rate: +5% (armies in local province)
Winds of Magic power reserve capacity: +5 (all armies)
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)
The Great Embassy
The Great Embassy
Ambassadors from other nations are housed in separate compounds within the Great Embassy of Shang-Yang, for that is where the route west begins… or east ends.
Income generated: +300
Diplomatic relations: +10 with all factions
Allegiance points gained: +50%
Income from trade tariffs: +10%
The Ninth Wall
The Ninth Wall
Of the nine concentric walls that circle Nan-Gau, the Ninth wall is the tallest and most deadly – not that any enemy has ever breached the others.
Control: +6
Defensive supplies: +500
Attrition: -40% when under siege
Melee defence: +10 when under siege (armies in region)
Melee defence: +6 when defending (all armies)
Ammunition: +30% during siege defence battles (all armies)
Temple of the Two Moons
The Temple of the Two Moons
Only the Dragon-blooded may enter inner chamber, for there are secrets beyond… legends tell of the true origin of Yin and Yang.
Corruption: -2
Upkeep: -5% for Celestial Dragon Guard and Celestial Dragon Crossbows units (all armies)
Recruitment cost: -30% for Celestial Dragon Guard and Celestial Dragon Crossbows units
Recruit rank: +4 for Celestial Dragon Guard and Celestial Dragon Crossbows units
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
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)