High Elves
Explore the special buildings available to High Elves. This comprehensive list details landmarks, special ports, and notable settlements.
All: (54) Landmarks: (47) Ports: (7) Special Deck: (0) Settlements: (0)


World Root Entrance (Revived)
World Root Entrance
An ancient portal connecting the forest-ways of the world, fully revived and tapping directly into the root networks of old.

Growth: +10

Corruption: -6

Upkeep: -10% for forest spirit units
(all armies)




World Root Entrance (Withered)
World Root Entrance
An ancient portal connecting the forest-ways of the world. Young shoots show growth along its withered state.

Growth: +10

Corruption: -4

Upkeep: -5% for forest spirit units
(all armies)




World Root Entrance (Dormant)
World Root Entrance
This ancient portal connects the benighted forest-ways of the world that currently lie dormant.

Growth: +5

Corruption: -2




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

2
White Lions of Chrace

1
Sun Dragon



Purified Graves of the Dragons
Dragon Graveyard
With the correct rites, and due honour, the ancient hoards and armour of fallen Dragons can be repaired for re-use.

Income generated: +450

Control: +5

Corruption: -5

Upkeep: -15% for Dragons and Dragon Princes
(all armies)

2
Dragon Princes

1
Star Dragon





Graves of the Dragons
Dragon Graveyard
The Plain of Bones is where Dragons come to die – a place of great sadness to the Elves, but also one of sanctity.

Income generated: +300

Control: +3

Corruption: -3

Upkeep: -10% for Dragons and Dragon Princes
(all armies)

1
Dragon Princes

1
Sun Dragon



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)

2
Swordmasters of Hoeth

2
Archers (Light Armour)

1
Eagle Claw Bolt Throwers





Peaks of Parravon
Parravon Landmark
The mountain peaks of Parravon are known for their large bird roosts, but even more famous for pegasi.

Upkeep: -5% for Great Eagle units
(all armies)

Recruitment cost: -30% for Great Eagle units

Recruit rank: +3 for Great Eagle units

2
Great Eagle





Black Citadel of Anlec
Nagarythe Landmark
Anaerion himself once sat upon the throne at Tor Anlec, making the city a focal point of Asur defences.

Control: +10

Income from all buildings: +5%
(local province)

Leadership: -10 when laying siege or encircling
(enemy armies in region)

Ammunition: +50% during siege defence battles
(armies in region)

3
Gate Guard

2
Dragon Princes



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)


Ancient Subterranean Palace
Tor Koruali Landmark
The sea-faring High Elves of Cothique built grand edifices into the cliffsides, creating palatial underground cities.

Unlocks Hero recruitment: Noble

Control: +5

Hero capacity: +1 for Nobles

Hero recruit rank: +1 for Nobles
(factionwide)

Income from Entertainment buildings: +5%
(factionwide)

Income from Ports: +25%
(local province)

1
Noble



Temple of Vaul
Landmark
The Druchii give praise to the God of Smiths, in the hope he will bestow the legendary artefacts upon them.

Iron resource production: +100 ingots

Upkeep: -10%
(all armies)


Royal Ellyrian Stables
Ellyrian Landmark
The finest steeds for the finest Elves. So it has always been. So it will always be.

Income generated: +500

Upkeep: -5% for Ellyrian Reavers and Silver Helms units
(all armies)

Recruit rank: +2 for Ellyrian Reavers and Silver Helms units
(factionwide)

2
Ellyrian Reaver Archers

2
Ellyrian Reavers



Court of the Everqueen
Avelorn Landmark
The court of Avelorn is a great carnival, pitching silken pavilions in which Elves make sport and recite epic poetry.

Control: +10

Growth: +5
(factionwide)

Lord recruit rank: +1
(factionwide)

Casualty replenishment rate: +10%

Corruption in adjacent provinces: -2

Corruption: -5

Recruitment cost: -10%
(armies in region)

2
Great Eagle

1
Sun Dragon



Court of the Everqueen
Avelorn Landmark
The court of Avelorn is a great carnival, pitching silken pavilions in which Elves make sport and recite epic poetry.

Control: +10

Growth: +5
(factionwide)

Lord recruit rank: +1
(factionwide)

Casualty replenishment rate: +10%

Corruption in adjacent provinces: -2

Corruption: -5

Recruitment cost: -10%
(armies in region)

2
Treeman

1
Sun Dragon



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: +1000

Unlocks Hero recruitment: Noble

Hero capacity: +1 for Nobles

Hero recruit rank: +1 for Nobles
(factionwide)

1
Sun Dragon



Purified 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.

Unlocks Hero recruitment: Mage

Research rate: +12

Hero capacity: +1 for Mages

Hero recruit rank: +4 for Mages

Winds of Magic power reserve capacity: +6
(all armies)


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.

Unlocks Hero recruitment: Sorceress

Research rate: +6

Hero capacity: +1 for Mages

Hero recruit rank: +2 for Mages

Winds of Magic power reserve capacity: +3
(all armies)


Glittering Tower Lighthouse
Eataine Landmark
Let its thousand lamps guide you to safe harbour.

Income from trade tariffs: +5%

Income from Ports: +5%
(factionwide)

3
Lothern Sea Guard (Shields)

1
Eagle Claw Bolt Throwers



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


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

Upkeep: -25% for Dragon units
(all armies)

Recruitment cost: -25% for Dragon units
(all armies)

Recruit rank: +4 for Dragon units

1
Moon Dragon

1
Star Dragon



Captured Palace of Hellebron
Legendary Palace
A palace of murder and hatred, now part of the High Elf realm, let the power of the Cadai inhabit its tortured structure.

Control: +10

Hero capacity: +1 for Handmaidens

Hero recruit rank: +3 for Handmaidens

Income from all buildings: +10%
(local province)

1
Moon Dragon



Flaming Braziers of War
Landmark
The Druchii worship the brutality of Khaine above all, founding centres of agony in his name.

Income from post-battle loot: +10%
(factionwide)

Corruption: -1
(all provinces)


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)


Occupied Black Tower of Malekith
Legendary Palace
The citadel stands as a deathly warning to any who would oppose Malekith's hegemony over the Druchii.

Diplomatic relations: +30 with Dark Elves

Control: +10

Lord recruit rank: +2
(factionwide)

Income from all buildings: +10%
(local province)


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


Court of the Phoenix King
Lothern Landmark
At the court of the Phoenix King, many come to petition Finubar and play their intrigues.

Influence cost: -10% for Intrigue at Court actions

Control: +10

Lord recruit rank: +2
(factionwide)

Hero capacity: +1 for Nobles

Hero recruit rank: +2 for Nobles
(factionwide)


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)


Laurelorn Forest
Elven Enclave
The forest of Laurelorn is home to a thriving enclave of Elves that refused to leave the Old World at the conclusion of the War of the Beard.

Medicinal Plants resource production: +20 bundles

Elven Trinkets resource production: +10 chests

Upkeep: -5% for Archers units
(all armies)

Recruitment cost: -30% for Archers units
(armies in region)

Recruit rank: +1 for Archers units
(factionwide)

Local recruitment capacity: +1

2
Archers (Light Armour)

1
White Lions of Chrace






Sacred Flame of Asuryan
Asuryan Worship
Here the High Elves may give praise to the ruler of the Elven pantheon, Asuryan.

Control: +5

Construction cost: -45% for Worship buildings
(local province)

Construction cost: -5% for Worship buildings
(factionwide)

Upkeep: -5% for Phoenix Guard units
(all armies)

Recruit rank: +2 for Phoenix Guard units
(factionwide)

Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1)

3
Phoenix Guard

1
Flamespyre Phoenix



Shrine of Widowmaker
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.

Grants owner access to the Sword of Khaine

Income from post-battle loot: +15%
(factionwide)

Corruption: -15

Recruit rank: +1
(factionwide)

2
White Lions of Chrace

2
Phoenix Guard



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


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


Palace of Tiranoc
Tiranoc Landmark
Tiranoc is a hard-forged diamond: a resplendent city of defiance in the face of would-be catastrophe.

Control: +10

Upkeep: -5% for Chariot units
(all armies)

Recruit rank: +3 for Chariot units

Recruit rank: +2 for Chariot units
(factionwide)

Income from all buildings: +10%
(local province)

2
Tiranoc Chariots

1
Ithilmar Chariots



Hall of Charioteers
Tiranoc Landmark
At the sunken palace of Tor Anroc the Hall of Charioteers is an eternal legacy for Tiranoc's greatest.

Control: +5

Recruit rank: +2 for Chariot units

2
Tiranoc Chariots






White Lion Hunting Grounds
Tor Achare Landmark
White Lions are proud predators that roam the northern forests, who in turn are hunted by Chrace's warriors.

Exotic Animals resource production: +20 cages

Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units
(all armies)

Recruit rank: +2 for White Lions of Chrace units
(factionwide)

2
White Lions of Chrace



White Tower of Hoeth
Saphery Landmark
Visible from many miles, the White Tower is the greatest sanctuary of knowledge in the known world.

Unlocks Hero recruitment: Loremaster of Hoeth

Unlocks Hero recruitment: Mage

Research rate: +12

Hero capacity: +1 for Loremasters of Hoeth

Hero capacity: +1 for Mages

Hero recruit rank: +7 for Loremasters of Hoeth

Hero recruit rank: +5 for Mages

Recruit rank: +2 for Swordmasters of Hoeth units
(factionwide)

Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1)

Winds of Magic power reserve capacity: +6
(all armies)

3
Swordmasters of Hoeth



Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.

Unlocks Hero recruitment: Loremaster of Hoeth

Unlocks Hero recruitment: Mage

Research rate: +6

Hero capacity: +1 for Loremasters of Hoeth

Hero recruit rank: +3 for Loremasters of Hoeth

Hero recruit rank: +2 for Mages

Winds of Magic power reserve capacity: +3
(all armies)

2
Swordmasters of Hoeth





Warden's Tower
Yvresse Landmark
High above the battlements of Yvresse, the Warden's Tower stretches to pierce the sky. Within thrums the Watchstone of Tor Yvresse, which can becalm the Winds in times of need!

Control: +10

Leadership: +10 when defending
(armies in region)

Army ability: "Invocation of Ending"
(armies in province)

2
Silver Helms (Shields)



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)


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)


Anurell's Tomb
Anurell's Tomb Landmark
The monolith beneath which the fabled Elven explorer Anurell is said to be entombed also contains a Navigation Stone of untold value.

Influence: +4 per turn

Diplomatic relations: +20 with High Elves

Campaign movement range: +5%
(all armies)


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)


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)


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 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


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)

Recruit rank: +4 for Lothern Sea Guard units

2
Lothern Sea Guard (Shields)



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)

Recruit rank: +1 for Lothern Sea Guard units

2
Lothern Sea Guard (Shields)





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)

1
Lothern Sea Guard

1
Lothern Sea Guard (Shields)



Dawn's Harbour
Special Port
The Island of the Sun is the central hub of the High Elves' largest seaport, where the Asur's warfleet has its permanent base.

Income generated: +500

Growth: +40

Income from trade tariffs: +15%

Immune to Storm and Reef attrition
(factionwide)


Dawn's Harbour
Special Port
Asur trade ships berth here to load and unload their wares before heading out onto the high-seas once more.

Income generated: +300

Growth: +30

Income from trade tariffs: +10%


Dawn's Harbour
Special Port
This landing stage leads to the High Elf port-city, the Fortress of Dawn, and allows the Asur to conduct seaborne trade with 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)