Skaven
Explore the special buildings available to Skaven. This comprehensive list details landmarks, special ports, and notable settlements.
All: (49) Landmarks: (42) 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


Warlock Laboratory
Laboratory
Where the twisted Warlock Engineers of the Skaven manufacture their own brand of unimaginable doom.

Experience per turn: +50 for Warlock Engineers
(factionwide)

Research rate: +10

Hero capacity: +1 for Warlock Engineers

Skaven corruption in adjacent provinces: +0.25


Warpstone Tractor Beam
Tractor Beam
Only the most reckless individual would dare attempt to somehow pull celestial objects out of the sky… cue Ikit Claw.

Income generated: +150

Food generated: +8

Research rate: +10

Recruit rank: +1 for Artillery units
(all characters)

Skaven corruption: +5

Winds of Magic power reserve capacity: +2
(all armies)






Warpstone Telescope
Tractor Beam
The observable secrets of the Dark Moon shall become clear.

Food generated: +4

Research rate: +5

Skaven corruption: +1







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)


Rictus Great Clan-Hall
Clan Headquarters
Crookback Mountain is home to Clan Rictus, known for their legions of elite Stormvermin and their iron-clawed control of the Underway beneath!

Income generated: +500

Food generated: +3

Income from trade tariffs: +15%

Tradable resources produced: +10%
(factionwide)

Recruitment cost: -20% for Stormvermin units

Recruit rank: +2 for Stormvermin units

Attribute: Immune to Psychology for Stormvermin units
(all armies)


The Den of Dread Deeds
Clan Headquarters
All assassins need a dark, dank corner in which to dwell. This is but one of many such dens maintained by Clan Eshin.

Income generated: +400

Food generated: +3

Control: +4

Growth: +13





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)


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

Food generated: +5

Upkeep: -25% for Rat Ogres and Hell Pit Abomination units
(all armies)

1
Hell Pit Abomination





Copper Mountain
Special Mine
Beneath Karak Izor’s frozen peaks, the Skaven exploit its massive copper ore deposits for the nastier weapons in their arsenal.

Income generated: +150

Growth: +30

Corruption: -2

Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
(all armies)

Recruit rank: +3 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
(factionwide)

Global recruitment capacity: +1

Local recruitment capacity: +1

2
Death Globe Bombardiers



Corrupted Spawning Pool
Corruption
Spawning pools defiled by Clan Pestilens; the half-formed creatures that emerge make for easy pickings.

Income generated: +300

Food generated: +5

Growth: +13

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

1
Plague Monk Censer Bearers



Plundered Dwarfen Treasury
Karak Eight Peaks Landmark
The greatest riches in all of Vala-Azril-Ungol are kept in the treasury, a massive chamber that once held the wealth of the Dwarfhold and its greatest relics. Its seals were the hardest to prise apart… until now.

Income generated: +800

Diplomatic relations: +15 with Skaven

Corruption: -3

Upkeep: -10% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units
(all armies)

Income from sacking and looting settlements: +15%
(all characters)


Pillaged Dwarfen Tombs
Karak Eight Peaks Landmark
The tombs of the revered Dwarf kings of the Eight Peaks are situated even deeper than the vaults. If Clan Mors break the seals of the crypts, it will ensure their entry in the Book of Grudges for all eternity!

Income generated: +400

Diplomatic relations: +10 with Skaven

Corruption: -2

Upkeep: -5% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units
(all armies)

Income from sacking and looting settlements: +10%
(all characters)


Ransacked Dwarfen Vaults
Karak Eight Peaks Landmark
While the surface city of Karak Eight Peaks is grand, it is, underneath, in the colonnaded halls, deep underground where the true wealth resides. It is ripe for Clan Mors to take!

Income generated: +200

Diplomatic relations: +5 with Skaven

Corruption: -1

Income from sacking and looting settlements: +5%
(all characters)


Bog 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: +300

Unlocks Hero recruitment: Warlock Engineer

Control: +5

Hero capacity: +1 for Warlock Engineers

Hero recruit rank: +1 for Warlock Engineers
(factionwide)

Corruption: -3

2
Night Runners (Slings)



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)


Subterranean Sanctums
Seized Mines of Ghrond
The screams of Elves tortured for the Hag Sorceress’ pleasure have now been replaced by the howls, snarls and shrieks of mutant abominations.

Food generated: +5

Control: +5

Growth Juice: +20 per turn


Skaven corruption: +2

Upkeep: -5% for Rat Ogres and Hell Pit Abomination units
(all armies)

Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units

Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units

Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
(factionwide)

Local Recruitment duration: -1 turn for Hell-pit Abomination units (minimum 1)


Dungeon Vaults
Seized Mines of Ghrond
The Tower of Ghrond’s luxuries are of little interest to the Skaven, yet beneath its decadence are dwellings considered far more suitable.

Food generated: +3

Control: +3

Growth Juice: +10 per turn


Skaven corruption: +1

Upkeep: -5% for Rat Ogres and Hell Pit Abomination units
(all armies)

Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units

Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units


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


Depths of the Pit
The Deep Pits
Down, deep in Hell Pit are where Clan Moulder keep their most promising and... foul specimens.

Food generated: +3

Control: +3

Skaven corruption: +1

Upkeep: -5% for Rat Ogres and Hell Pit Abomination units
(all armies)

Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units

Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units


Depths of Hell Pit
The Nine Circles
The deepest depths of Hell Pit are where Clan Moulder keep their most promising and foul specimens.

Food generated: +5

Control: +5

Growth Juice: +20 per turn

Skaven corruption: +2

Upkeep: -5% for Rat Ogres and Hell Pit Abomination units
(all armies)

Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units

Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units

Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
(factionwide)

Local Recruitment duration: -1 turn for Hell-pit Abomination units (minimum 1)


Lower Levels of Hell Pit
The Nine Circles
Even at these shallow depths, noxious steam accompanies the dreadful cacophony of howls, screams and shrieks of unspeakable things.

Food generated: +3

Control: +3

Growth Juice: +10 per turn

Skaven corruption: +1

Upkeep: -5% for Rat Ogres and Hell Pit Abomination units
(all armies)

Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units

Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units


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)


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


Clan Mors Headquarters
Headquarters
The gathering place and centre of power for Clan Mors, where Warlords address their kin-lords.

Income generated: +300

Unlocks Hero recruitment: Chieftain

Food generated: +3

Growth: +13

Recruitment cost: -30% for Skavenslaves and Clanrats units
(armies in region)

Recruit rank: +1 for Clanrats units

1
Stormvermin (Halberds)





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


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)

Skaven 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


Council Chamber of the Thirteen
Council Chamber of the Thirteen
Skavenblight is the centre of all Skaven power, where the Lords of Decay meet to decide the fates of all.

Control: +1
(factionwide)

Control: +13

Lord recruit rank: +2
(factionwide)

Corruption: -1
(all provinces)

Income from all buildings: +6%
(local province)

Global recruitment capacity: +1
(factionwide)


The Shattered Tower
The Shattered Tower
The impossibly high tower reaches from the darkest depths to scrape the sky; at its tip, the Bell of the Horned Rat.

Cooldown after expanding the Under-Empire: -5 turns
(factionwide)

Skaven corruption in adjacent provinces: +6
(all provinces)

Skaven corruption: +13


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)


Pillar-City Hub
Undercity Hub
Beneath the Eight Peaks is a key nexus for all tunnels in the region – a junction that unlocks the World’s Edge Mountains for any ambitious Skaven Warlord. Whichever clan controls this hub can influence the entire Under-Empire.

Income generated: +200

Food generated: +3

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%


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)

Skaven 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)


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


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: +300

Income from trade tariffs: +10%

Corruption: -2

Upkeep: -5% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units
(all armies)

Recruit rank: +6 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units

1
Warp Lightning Cannons



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)