The Empire

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

All: (53) Landmarks: (46) 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)
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)
Castle Reikguard
Reiksguard Headquarters
The capital Reiksfort - home of the imperious order of the Reiksguard.
Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Reiksguard units
Recruit rank: +3 for Reiksguard units (factionwide)
Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province
Attribute: Devastating Flanker for Reiksguard units (all armies)
Provides garrison:
2Reiksguard
Castle Reikguard Stables
Reiksguard Headquarters
The capital Reiksfort - home of the imperious order of the Reiksguard.
Recruitment cost: -15% for Reiksguard units
Recruit rank: +1 for Reiksguard units (factionwide)
Provides garrison:
1Reiksguard
Unlocks recruitment of:
Reiksguard
Imperial Palace
Altdorf Landmark
The Emperor's palace is the grandest edifice in Altdorf - home to the Altdorf Princes of old.
Control: +2 (factionwide)
Control: +10
Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 for Empire Captains (factionwide)
Income from all buildings: +5% (local province)
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
Upkeep: -25% for Demigryph units (all armies)
Provides garrison:
2Demigryph Knights
Cleansed 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: Battle Wizard
Research rate: +12
Hero capacity: +1 for Battle Wizards
Hero recruit rank: +4 for Battle Wizards
Winds of Magic power reserve capacity: +6 (all armies)
Unlocks recruitment of:
Luminark of Hysh
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: Battle Wizard
Research rate: +6
Hero capacity: +1 for Battle Wizards
Hero recruit rank: +2 for Battle Wizards
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)
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)
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)
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
Diplomatic relations: +15 with Wood Elves
Corruption: -4
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
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
Provides garrison:
2Free Company Militia
1Great Cannons
Pfeildorf Wine Market
Landmark
Positioned close to one of the mountain passes that lead into the Empire, Pfeildorf Market gives travellers their first taste of Imperial wares.
Income generated: +300
Wine resource production: +40 barrels
Income from all buildings: +10% (local province)
Occupied 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: Battle Wizard
Unlocks Hero recruitment: Bright Wizard
Research rate: +12
Hero capacity: +1 for Battle Wizards
Hero recruit rank: +5 for Battle Wizards
Winds of Magic power reserve capacity: +6 (all armies)
Unlocks recruitment of:
Luminark of Hysh
Occupied Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.
Unlocks Hero recruitment: Battle Wizard
Unlocks Hero recruitment: Bright Wizard
Research rate: +6
Hero recruit rank: +2 for Battle Wizards
Winds of Magic power reserve capacity: +3 (all armies)
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)
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)
Black Rose Chapterhouse
Knightly Order
The Knights of the Order of the Black Rose are shrouded in secrecy, recruiting only from among the local nobility and said to worship Morr and wear his symbols.
Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Knights of the Black Rose units
Recruit rank: +3 for Knights of the Black Rose units (factionwide)
Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province
Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)
Provides garrison:
2Knights of the Black Rose
Black Rose Stables
Knightly Order
The Knights of the Order of the Black Rose are shrouded in secrecy, recruiting only from among the local nobility and said to worship Morr and wear his symbols.
Recruitment cost: -15% for Knights of the Black Rose units
Recruit rank: +1 for Knights of the Black Rose units (factionwide)
Provides garrison:
1Knights of the Black Rose
Unlocks recruitment of:
Knights of the Black Rose
Temple of Elemental Winds
Temple of Elemental Winds
This ancient Cathayan pagoda harbours priceless knowledge on how to better control each of the Winds of Magic.
Attribute: Mastery of Elemental Winds for Battle Wizards (all armies)
Unlocks Hero recruitment: Battle Wizard
Arcane Essays: +20 per turn
Embassy Grounds
Cathayan Embassy
An embassy enables people to work together freely in order to push back the Chaos plaguing the world.
Diplomatic relations: +20 with Grand Cathay
Growth: +50
Diplomatic Halls
Cathayan Embassy
Once complete, this embassy will help to establish good relations with the Cathayan people. Until then, we must defend ourselves from the rebel forces that roam the land!
Diplomatic relations: +10 with Grand Cathay
Growth: +25
Unlocks recruitment of:
Swordsmen
Pistoliers
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)
The Grand Cauldron
Landmark
The Halflings’ diminutive stature masks a ravenous appetite, and as you might expect, highly-developed culinary skills; as such, their cauldrons bubble day and night!
Spices resource production: +24 sacks
Wine resource production: +24 barrels
Control: +4
Growth: +5 (all provinces)
Corruption: -4
Provides garrison:
2Crossbowmen
Sigmar's Rock
Landmark
The Order of Merciful Sisters of Sigmar dedicate their lives to recovering Warpstone from across the world and bringing it to Sigmar's Rock for safekeeping.
Corruption in adjacent provinces: -2 (all adjacent provinces)
Corruption: -3
Corruption: -1 (all provinces)
Archecclesiatium of Myrmidia
Cult of Myrmidia
While the Archecclesiastium is technically the governing council of Myrmidia's cult, it has become the main temple's name by association.
Control: +1 (factionwide)
Control: +8
Corruption: -8
Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
Provides garrison:
3Knights of the Blazing Sun
Unlocks recruitment of:
Knights of the Blazing Sun
Blazing Sun Chapterhouse
Knightly Order
The Knights of the Blazing Sun are dedicated to Myrmidia. Their large chapter house is emblazoned with her likeness.
Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Knights of the Blazing Sun units
Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province
Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)
Provides garrison:
2Knights of the Blazing Sun
Blazing Sun Stables
Knightly Order
The Knights of the Blazing Sun are dedicated to Myrmidia. Their large chapter house is emblazoned with her likeness.
Recruitment cost: -15% for Knights of the Blazing Sun units
Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
Provides garrison:
1Knights of the Blazing Sun
Unlocks recruitment of:
Knights of the Blazing Sun
Bokha Palace
Kislev Palace
The Bokha Palace is the seat of the ruling Tzars, a whole wing of which is fashioned from Ice Magic.
Control: +10
Lord recruit rank: +2 (factionwide)
Income from all buildings: +50% (local province)
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
Altdorf Colleges of Magic
Battle Wizards
The Altdorf Colleges of Magic teach gifted students from across the Old World in the ways of Battle Magic.
Unlocks Hero recruitment: Battle Wizard
Unlocks Hero recruitment: Bright Wizard
Arcane Essays: +50 per turn
Hero capacity: +2 for Battle Wizards
Hero recruit rank: +4 for Battle Wizards (factionwide)
Winds of Magic power reserve capacity: +10 (all armies)
Winds of Magic power reserve: +20 per turn (armies in local province)
Provides garrison:
1Bright Wizard
Unlocks recruitment of:
Luminark of Hysh
Altdorf Conclave of Battle Wizards
Battle Wizards
Surrounding the colleges are many conclaves, unions and societies where Wizards share knowledge and secrets.
Unlocks Hero recruitment: Battle Wizard
Unlocks Hero recruitment: Bright Wizard
Hero capacity: +2 for Battle Wizards
Winds of Magic power reserve capacity: +5 (all armies)
Winds of Magic power reserve: +10 per turn (armies in local province)
Provides garrison:
1Bright Wizard
Middenheim Great Temple of Ulric
Cult of Ulric
Sat atop the Ulricsberg, the fortress-temple at the heart of Middenheim dominates the city.
Unlocks Hero recruitment: Warrior Priest
Unlocks Hero recruitment: Witch Hunter (factionwide)
Control: +4
Corruption in adjacent provinces: -4
Corruption: -15
Hero recruit rank: +6 for Witch Hunters
Hero recruit rank: +6 for Warrior Priests
Provides garrison:
2Greatswords
Knights Panther Chapterhouse
Knightly Order
Knights Panther chapter houses are located deep within Middenland, although detachments can be found in armies across the Empire.
Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
Recruitment cost: -35% for Empire Knights units
Recruit rank: +3 for Empire Knights units (factionwide)
Missile block chance: +15% for Empire Knights units (all armies)
Provides garrison:
2Empire Knights
Knights Panther Stables
Knightly Order
Knights Panther chapter houses are located deep within Middenland, although detachments can be found in armies across the Empire.
Recruitment cost: -15% for Empire Knights units
Recruit rank: +1 for Empire Knights units (factionwide)
Provides garrison:
1Empire Knights
Unlocks recruitment of:
Empire Knights
Nuln Gunnery School
Special Forges
The Gunnery School is a centre of excellence, where the nation's greatest artillerymen are trained and cannons forged.
Unlocks recruitment of Emperor's Wrath Elector Count State Troops
Mercenary replenishment time: -50% for Emperor's Wrath Elector Count State Troops
Recruit rank: +3 for Artillery and Gun units (all characters)
Upkeep: -5% for Artillery and Gun units (all armies)
Recruitment cost: -15% for Artillery and Gun units (all armies)
Schematics gained: +100 per turn
Provides garrison:
3Handgunners
2Mortars
2Great Cannons
1Helblaster Volley Guns
Nuln Cannon Foundry
Special Forges
The foundry districts of Nuln are full of choking soot, as the forges burn night and day churning out Imperial artillery.
Unlocks recruitment of Emperor's Wrath Elector Count State Troops
Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State Troops
Recruit rank: +2 for Artillery and Gun units (all characters)
Upkeep: -5% for Artillery and Gun units (all armies)
Recruitment cost: -10% for Artillery and Gun units (all armies)
Schematics gained: +50 per turn
Provides garrison:
3Handgunners
2Mortars
Couronne Tournament Grounds
Bretonnian Culture
The nations of man enjoy a good tourney, especially the Bretonnians whose Knights relish showing off their skills to the smallfolk.
Income generated: +800
Control: +10
Recruit rank: +2 for Cavalry units (all characters)
The Red Moon Inn
Landmark
Such secrets that the innkeeper Franz Lohner does not know probably aren't worth knowing to begin with.
Income generated: +50
Control: +2
Corruption: -1
When outside Wood Elf, Ogre or Norscan homeland:
Adds walls to the settlement
Provides garrison:
1Thane
1Empire Captain
1Waystalker
1Witch Hunter
1Bright Wizard
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)