A settlement's type (village, town, city) depends on the number of citizens living there. As the settlement grows, so too does it's status, along with the level of difficulties and the potential for problems.
Each settlement starts with one district in which you can construct buildings. A district is comprised of 36 lots (usually shaped in a 6x6 square grid), upon which you can construct various buildings. Due to their size, some of these buildings take up more than 1 lot. It is possible to knock down a constructed building in order to erect a new one in its place, but you do not recoup any BP costs from the building's destruction.
You can expand a settlement by building more districts, however each district after the first one increases the Control DC when making checks for your kingdom during the Kingdom Turn Sequence and you need to be careful in case the Control DC gets out of control - if this happens you start gaining unrest, losing BP from the treasury and before you know it you will see your Kingdom rip itself apart.
You can expand a settlement by building more districts, however each district after the first one increases the Control DC when making checks for your kingdom during the Kingdom Turn Sequence and you need to be careful in case the Control DC gets out of control - if this happens you start gaining unrest, losing BP from the treasury and before you know it you will see your Kingdom rip itself apart.
Below are a list of all the various buildings you can construct in your kingdom:
Upgrade: From Theatre
Settlement: Crime +1
A large public structure for competitions and team sports.
Special: Base value +2,000 gp
A secure building for storing valuables and granting loans.
Discount: Library, Museum, Theatre
Magic Items: 2 minor scrolls or wondrous items
A centre for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.
Upgrade: To Garrison
Special: Defence +2
Discount: Brothel
Limit: Adjacent to 2 Houses
Special: Base value +2,000 gp
Magic Items: 2 minor items, 1 medium item, 1 major item
Settlement: Corruption +2, Crime +2
A number of shops with secret and usually illegal wares.
A building for beer brewing, wine making, or some similar use.
Limit: Adjacent to 1 House
Settlement: Corruption +1, Crime +1
Special: Shares the space with a river or Waterway lot
Bureau (10 BP) 2 lots
Kingdom: Economy +1, Loyalty —1, Stability +1
Settlement: Corruption +1, Law +1
Magic Items: 3 minor items, 2 medium items
Discount: Noble Villa, Town Hall
Limit: 1 per settlement
Special: Defense +8
Discount: Academy, Temple
Limit: 1 per settlement
Special: Halves Consumption increase for Promotion edicts
Magic Items: 3 minor potions or wondrous items, 2 medium potions or wondrous items
Settlement: Law +2
Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
Special: Can share lot with another building
Special: Defense +1
Dump (4 BP) 1 lot
Kingdom: Stability +1
Limit: Cannot be adjacent to House, Mansion, or Noble Villa
Exotic Artisan (10 BP) 1 lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House
Magic Items: 1 minor ring, wand, or wondrous item
Special: Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%)
Settlement: Crime +1, Lore +1, Society +2
Discount: Smithy
Limit: Adjacent to water district border
Special: Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
Settlement: Productivity +1
Discount: City Wall, Granary, Jail
Upgrade: From Barracks
Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
Discount: Pier, Stable, Trade Shop
Upgrade: From Trade Shop
Special: Base value +1,000 gp
Settlement: Law +1, Productivity +2
Limit: Adjacent to 1 House
Magic Items: 1 minor potion or wondrous item
Special: Increase Stability by 2 during plague events
Settlement: Lore +1, Productivity +2
Upgrade: From Tenement
Special: The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase
Limit: Adjacent to 1 House
Special: Base value +500 gp
Settlement: Society +1
Settlement: Crime —1, Law +1
Upgrade: To Academy
Settlement: Lore +1
Limit: Adjacent to 1 House
Upgrade: To Magic Shop; Upgrade From Shop
Special: Base value +2,000 gp
Magic Items: 2 minor rings, wands, or wondrous items
Limit: Adjacent to 2 Houses
Upgrade: From Luxury Store
Special: Base value +2,000 gp
Magic Items: 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item
Discount: Caster's Tower, Library, Magic Shop
Magic Items: 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item
Settlement: Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana)
Settlement: Crime —1
Upgrade: To Noble Villa
Settlement: Law +1, Society +1
Discount: Black Market, Inn, Shop
Limit: Adjacent to 2 Houses
Upgrade: From Shop
Special: Base value +2,000 gp
Magic Items: 2 minor wondrous items
Special: Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie
Discount: Barracks
Limit: 1 per settlement
Special: Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics)
Magic Items: 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon
Settlement: Law +1, Lore +1
Limit: Adjacent to water district border
Special: With GM approval, you can construct a windmill at the same cost without the water district border requirement
Settlement: Productivity +1
Limit: Land district border
Special: Defense +1; cannot be damaged by siege engines
Settlement: Law +1, Lore +1
Settlement: Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects
Discount: Exotic Artisan, Luxury Store, Mansion
Upgrade: From Mansion
Settlement: Society +1
Magic Items: 1 minor scroll or wondrous item
Settlement: Lore +2
Discount: Mansion, Mint, Noble Villa
Special: Base value +1,000 gp; you may make two special edicts per turn, but take a —2 penalty on kingdom checks associated with each special edict
Settlement: Law +2
Settlement: Productivity +2
Limit: Adjacent to water district border
Upgrade: To Waterfront
Special: Base value +1,000 gp
Settlement: Crime +1
Limit: 1 per district
Settlement: Crime +1, Productivity +1
Limit: Adjacent to 1 House or Mansion
Upgrade: To Luxury Store, Market
Special: Base value +500 gp
Settlement: Productivity +1
Shrine (8 BP) 1 lot
Kingdom: Loyalty +1, Unrest —1
Upgrade: To Temple
Magic Items: 1 minor potion, scroll, or wondrous item
Smithy (6 BP) 1 lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House, Mansion, or Noble Villa
Special: Base value +500 gp
Discount: Stable, Tannery
Special: Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2
Settlement: Productivity +1
Limit: Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
Settlement: Society —1
Limit: Adjacent to 1 House or Mansion
Special: Base value +500 gp
Settlement: Corruption +1
Discount: Graveyard, Monument, Shrine
Upgrade: From Shrine
Magic Items: 2 minor items
Upgrade: To House
Special: Counts as House for buildings that must be adjacent to a House
Theater (24 BP) 2
lots
Kingdom: Economy +2, Stability +2
Discount: Brothel, Exotic Artisan, Inn, Park, Tavern
Upgrade: To Arena
Discount: Barracks, Cistern, Dump, Jail, Watchtower
Settlement: Law +1
A public venue for town meetings, repository for town records, and offices for minor bureaucrats.
Trade Shop (10 BP) 1 lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House
Upgrade: To Guildhall
Special: Base value +500 gp
Settlement: Productivity +1
A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.
Discount: Academy, Bardic College, Library, Magical Academy, Military Academy, Museum
Upgrade: From Academy
Magic Items: 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill
An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.
Special: Defense +2
A tall structure that serves as a guard post.
A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.
Discount: Black Market, Guildhall, Market, Pier
Limit: Adjacent to water district border, 1 per settlement
Upgrade: From Pier
Special: Base value +4,000 gp; halves Loyalty penalty for Taxation edicts
Magic Items: 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item
Settlement: Productivity +2
A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.
Building Name: The type of
building(s) contained in this lot. In some
cases, each lot represents numerous buildings of that type, rather than a
single edifice.
Cost: The cost in BP to
construct the building.
Lots: How many lots the
building fills.
Kingdom: Buildings grant
modifiers to Economy, Loyalty, and Stability (the three stats that the kingdom mechanics
heavily use) which stack and affect your entire kingdom. Modifiers to Unrest
occur once when the building is completed. This category also lists any bonuses
to from having the building.
Discount: Some buildings halve the cost of constructing a related
type of building in the same settlement. This cost reduction applies only to the first
constructed building of the types listed in this line.
Limit: This lists limitations on the number of buildings of this
type, special requirements for adjacent buildings, or prohibitions against certain
buildings being adjacent. For most
buildings, you can construct as many of them as you want in a settlement, but
some are limited in the number that can be built per settlement or district. Some buildings cannot be adjacent to certain
buildings. Some buildings require that
you construct them adjacent to at least 1 or 2 of a specific kind of building
or feature of the settlement (for our campaign they need not be adjacent to
certain buildings, but must be in the same district as the required
buildings) and the required building only counts towards one building that
requires it.
Upgrade To/From: Some buildings can be converted into a more
advanced form of the existing building, such as converting a Shrine into a
Temple. To upgrade a building, pay the
BP cost difference between the current building and the new building. Remove the modifiers from the old building and
apply the modifiers from the new building. Upgrading counts as constructing a building
for the purpose of the maximum number of buildings you can construct on your
turn. You can't upgrade a building to a
larger one if there isn't space in the District Grid for the building's new
size.
Special: This lists any other effect the building has, such as
increasing Defence, the settlement's base value, or the output of a nearby
Mine.
Magic Items: Buildings with magic slots grant PCs a better chance
of ordering in magic items that they seek to buy:
1 minor slot = 4%
increased chance to purchase a minor item
1 medium slot = 8% / 4%
increased chance for minor / medium item
1 major slot = 16%
/ 8% / 4% increased chance for minor / medium / major item
Settlement: This lists settlement modifiers that affect specific
skills within the settlement (but apply only to skill checks within that
settlement, not other settlements in the hex or anywhere else in your kingdom).
Academy (52 BP), 2 lots
Kingdom: Economy +2, Loyalty +2
Discount: Caster's Tower, Library, Magic Shop
Upgrade: From Library; Upgrade To University
Magic Items: 3 minor scrolls or wondrous items, 2 medium scrolls or
wondrous items
Settlement: Lore +2, Productivity +1, Society +2; increase Lore
bonus by 2 for questions relating to one Knowledge or Profession skill
An institution of higher
learning.
Alchemist (18 BP) 1
lot
Kingdom: Economy +1
Limit: Adjacent to 1 House
Special: Base value +1,000 gp
Magic Items: 1 minor potion or wondrous item
The laboratory and home of a
crafter of poisons, potions, or alchemical items.
Arena (40 BP) 4 lots
Kingdom: Stability +4; Fame +1
Discount: Brothel, Garrison, Inn, Stable, Theatre
Limit: 1 per settlementUpgrade: From Theatre
Settlement: Crime +1
A large public structure for competitions and team sports.
Bank (28 BP) 1 lot
Kingdom: Economy +4Special: Base value +2,000 gp
A secure building for storing valuables and granting loans.
Bardic College (40 BP) 2 lots
Kingdom: Economy +1, Loyalty +3, Stability +1; Fame +1Discount: Library, Museum, Theatre
Magic Items: 2 minor scrolls or wondrous items
A centre for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.
Barracks (6 BP) 1 lot
Kingdom: Unrest —1Upgrade: To Garrison
Special: Defence +2
Settlement: Law +1
A building to house conscripts,
guards, militia, soldiers, or similar military forces.
Black Market (50 BP) 1 lot
Kingdom: Economy +2, Stability +1, Unrest +1Discount: Brothel
Limit: Adjacent to 2 Houses
Special: Base value +2,000 gp
Magic Items: 2 minor items, 1 medium item, 1 major item
Settlement: Corruption +2, Crime +2
A number of shops with secret and usually illegal wares.
Brewery (6 BP) 1 lot
Kingdom: Loyalty +1, Stability +1A building for beer brewing, wine making, or some similar use.
Brothel /Dance
Hall (4 BP) 1 lot
Kingdom: Economy +1, Loyalty +2, Unrest +1Limit: Adjacent to 1 House
Settlement: Corruption +1, Crime +1
An establishment for dancing,
drinking, carousing, and holding celebrations (and to acquire companionship of
any sort via payment)
Bridge (6 BP) 1 lot
Kingdom: Economy +1Special: Shares the space with a river or Waterway lot
Allows travel across a river or
Waterway, easing transportation.
Kingdom: Economy +1, Loyalty —1, Stability +1
Settlement: Corruption +1, Law +1
A large warren of offices for
clerks and record-keepers working for a guild or government.
Caster's Tower (30 BP) 1 lot
Kingdom: Economy +1, Loyalty +1Magic Items: 3 minor items, 2 medium items
The home and laboratory for a
spellcaster.
Castle (54 BP) 4 lots
Kingdom: Economy +2, Loyalty +2, Stability +2, Unrest —4; Fame +1Discount: Noble Villa, Town Hall
Limit: 1 per settlement
Special: Defense +8
The home of the settlement's
leader or the heart of its defenses.
Cathedral (58 BP) 4
lots
Kingdom: Loyalty +4, Stability +4, Unrest —4; Fame +1Discount: Academy, Temple
Limit: 1 per settlement
Special: Halves Consumption increase for Promotion edicts
Magic Items: 3 minor potions or wondrous items, 2 medium potions or wondrous items
Settlement: Law +2
The focal point of the
settlement's spiritual leadership.
Cistern (6 BP) 1 lot
Kingdom: Stability +1Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
Special: Can share lot with another building
Contains a safe supply of fresh
water for the settlement.
City Wall (2 BP)
Kingdom: Unrest —2 (once per settlement)
Limit: Land district borderSpecial: Defense +1
A fortification of one side of a
district with a sturdy wall. The GM may allow for cliffs and other natural
features to function as a City Wall for one or more sides of a district. You
may construct gates through your own city wall at no cost.
Dump (4 BP) 1 lot
Limit: Cannot be adjacent to House, Mansion, or Noble Villa
A centralized place to dispose of
refuse. Too many in one settlement may
result in infestation.
Everflowing Spring (5 BP)
Limit: Settlement must have a building that can create medium magic
items
Special: Can share lot with Castle, Cathedral, Market, Monument,
Park, or Town Hall
A fountain built around several
decanters of endless water that provides an inexhaustible supply of fresh
water.
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House
Magic Items: 1 minor ring, wand, or wondrous item
The shop and home of a jeweler,
tinker, glassblower, or the like.
Foreign Quarter (30 BP) 4 lots
Kingdom: Economy +3, Stability —1Special: Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%)
Settlement: Crime +1, Lore +1, Society +2
An area with many foreigners, as
well as shops and services catering to them.
Foundry (16 BP) 2
lots
Kingdom: Economy +1, Stability +1, Unrest +1Discount: Smithy
Limit: Adjacent to water district border
Special: Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
Settlement: Productivity +1
Processes ore and refines it into
finished metal.
Garrison (28 BP) 2
lots
Kingdom: Loyalty +2, Stability +2, Unrest —2Discount: City Wall, Granary, Jail
Upgrade: From Barracks
A large building to house armies,
train guards, and recruit militia.
Granary (12 BP) 1 lot
Kingdom: Loyalty +1, Stability +1Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
A place to store grain and food.
Graveyard (4 BP) 1 lot
Kingdom: Loyalty +1
A plot of land to honor and bury
the dead. Too many graveyards in one
settlement may result in an undead infestation.
Guildhall (34 BP) 2
lots
Kingdom: Economy +2, Loyalty +2Discount: Pier, Stable, Trade Shop
Upgrade: From Trade Shop
Special: Base value +1,000 gp
Settlement: Law +1, Productivity +2
The headquarters for a guild or
similar organization.
Herbalist (10 BP) 1
lot
Kingdom: Loyalty +1, Stability +1Limit: Adjacent to 1 House
Magic Items: 1 minor potion or wondrous item
The workshop and home of a
gardener, healer, or poisoner.
Hospital (30 BP) 2
lots
Kingdom: Loyalty +1, Stability +2Special: Increase Stability by 2 during plague events
Settlement: Lore +1, Productivity +2
A building devoted to healing the
sick.
House (3 BP) 1 lot
Kingdom: Unrest —1Upgrade: From Tenement
Special: The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase
A number of mid-sized houses for
citizens.
Inn (10 BP) 1 lot
Kingdom: Economy +1, Loyalty +1Limit: Adjacent to 1 House
Special: Base value +500 gp
Settlement: Society +1
A place for visitors to rest.
Jail (14 BP) 1 lot
Kingdom: Loyalty +2, Stability +2, Unrest —2Settlement: Crime —1, Law +1
A fortified structure for
confining criminals or dangerous monsters.
Library (6 BP) 1 lot
Kingdom: Economy +1, Loyalty +1Upgrade: To Academy
Settlement: Lore +1
A large building containing an
archive of books.
Luxury Store (28 BP) 1 lot
Kingdom: Economy +1Limit: Adjacent to 1 House
Upgrade: To Magic Shop; Upgrade From Shop
Special: Base value +2,000 gp
Magic Items: 2 minor rings, wands, or wondrous items
A shop that specializes in
expensive comforts for the wealthy.
Magic Shop (68 BP) 1
lot
Kingdom: Economy +1Limit: Adjacent to 2 Houses
Upgrade: From Luxury Store
Special: Base value +2,000 gp
Magic Items: 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item
A shop that specializes in magic
items and spells.
Magical Academy (58 BP) 2 lots
Kingdom: Economy +2; Fame +1Discount: Caster's Tower, Library, Magic Shop
Magic Items: 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item
Settlement: Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana)
An institution for training students
in spellcasting, magic item crafting, and various arcane arts.
Magical Streetlamps (5 BP)
Limit: Settlement must have a Cathedral, Magic Shop, Magical
Academy, or Temple
Special: Can share a lot with any building or improvementSettlement: Crime —1
Continual flame lamps that illuminate the
lot.
Mansion (10 BP) 1 lot
Kingdom: Stability +1Upgrade: To Noble Villa
Settlement: Law +1, Society +1
A single huge manor housing a
rich family and its servants.
Market (48 BP) 2 lots
Kingdom: Economy +2, Stability +2Discount: Black Market, Inn, Shop
Limit: Adjacent to 2 Houses
Upgrade: From Shop
Special: Base value +2,000 gp
Magic Items: 2 minor wondrous items
An open area for traveling
merchants and bargain hunters.
Menagerie (16 BP) 4
lots
Kingdom: Economy +1, Loyalty (special); Fame +1Special: Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie
A large park stocked with exotic
creatures for public viewing.
Military Academy (36 BP) 2 lots
Kingdom: Loyalty +2, Stability +1; Fame +1Discount: Barracks
Limit: 1 per settlement
Special: Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics)
Magic Items: 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon
Settlement: Law +1, Lore +1
An institution dedicated to the
study of war and the training of elite soldiers and officers.
Mill (6 BP) 1 lot
Kingdom: Economy +1, Stability +1Limit: Adjacent to water district border
Special: With GM approval, you can construct a windmill at the same cost without the water district border requirement
Settlement: Productivity +1
A building used to cut lumber or
grind grain.
Mint (30 BP) 1 lot
Kingdom: Economy +3, Loyalty +3, Stability +1; Fame +1
A secure building where the
kingdom's coinage is minted and standard weights and measures are kept.
Moat (2 BP)
Kingdom: Unrest —1 (once per settlement)Limit: Land district border
Special: Defense +1; cannot be damaged by siege engines
A fortification of one side of a
district with an open or water-filled ditch, often backed by a low dike or
embankment. The GM may allow a river or similar natural feature to function as
a moat for one or more sides of a district.
Monastery (16 BP) 2
lots
Kingdom: Stability +1Settlement: Law +1, Lore +1
A cloister for meditation, study,
and the pursuit of various other scholarly paths.
Monument (6 BP) 1 lot
Kingdom: Loyalty +1, Unrest —1
A local memorial such as a bell
tower, a statue of a settlement founder, a large tomb, or a public display of
art.
Museum (30 BP) 2 lots
Kingdom: Economy +1, Loyalty +1; Fame +1Settlement: Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects
A place to display art and
artifacts both modern and historical. The GM may allow the kingdom leaders to
display a valuable item (such as a magic item or bejeweled statue) in the
museum, increasing Fame during this display by 1 for every 10,000 gp of the
item's price (maximum +5 Fame), and by an additional 1 if the item is
significant to the kingdom's history.
Noble Villa (24 BP) 2
lots
Kingdom: Economy +1, Loyalty +1, Stability +1; Fame +1Discount: Exotic Artisan, Luxury Store, Mansion
Upgrade: From Mansion
Settlement: Society +1
A sprawling manor with luxurious
grounds that houses a noble's family and staff.
Observatory (12 BP) 1
lot
Kingdom: Stability +1Magic Items: 1 minor scroll or wondrous item
Settlement: Lore +2
A dome or tower with optical devices
for viewing the heavens.
Orphanage (6 BP) 1 lot
Kingdom: Stability +1, Unrest —1
A place for housing and taking
care of large numbers of orphans.
Palace (108 BP) 4
lots
Kingdom: Economy +2, Loyalty +6, Stability +2; Fame +1Discount: Mansion, Mint, Noble Villa
Special: Base value +1,000 gp; you may make two special edicts per turn, but take a —2 penalty on kingdom checks associated with each special edict
Settlement: Law +2
A grand edifice and walled
grounds demonstrating one's wealth, power, and authority to the world.
Park (4 BP) 1 lot
Kingdom: Loyalty +1, Unrest —1
A plot of land set aside for its
serene beauty.
Paved Streets (24 BP)
Kingdom: Economy +2, Stability +1
Limit: 1 per districtSettlement: Productivity +2
Brick or stone pavement that
speeds transportation.
Pier (16 BP) 1 lot
Kingdom: Economy +1, Stability +1Limit: Adjacent to water district border
Upgrade: To Waterfront
Special: Base value +1,000 gp
Settlement: Crime +1
Warehouses and workshops for
docking ships and handling cargo and passengers.
Sewer System (24 BP)
Kingdom: Loyalty +1, Stability +2
Discount: Cistern, DumpLimit: 1 per district
Settlement: Crime +1, Productivity +1
An underground sanitation system
that keeps the settlement clean, though it may become home to criminals and
monsters.
Shop (8 BP) 1 lot
Kingdom: Economy +1Limit: Adjacent to 1 House or Mansion
Upgrade: To Luxury Store, Market
Special: Base value +500 gp
Settlement: Productivity +1
A general store.
Shrine (8 BP) 1 lot
Kingdom: Loyalty +1, Unrest —1
Upgrade: To Temple
Magic Items: 1 minor potion, scroll, or wondrous item
A shrine, idol, sacred grove, or
similar holy site designed for worship by pious individuals.
Smithy (6 BP) 1 lot
The workshop of an armorsmith,
blacksmith, weaponsmith, or other craftsman who works with metal.
Stable (10 BP) 1 lot
Kingdom: Economy +1, Loyalty +1Limit: Adjacent to 1 House, Mansion, or Noble Villa
Special: Base value +500 gp
A structure for housing or
selling horses and other mounts.
Stockyard (20 BP) 4
lots
Kingdom: Economy +1, Stability —1Discount: Stable, Tannery
Special: Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2
Settlement: Productivity +1
Barns and pens that store herd
animals and prepare them for nearby slaughterhouses.
Tannery (6 BP) 1 lot
Kingdom: Economy +1, Stability +1Limit: Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
Settlement: Society —1
A structure that prepares hides
and leather.
Tavern (12 BP) 1 lot
Kingdom: Economy +1, Loyalty +1Limit: Adjacent to 1 House or Mansion
Special: Base value +500 gp
Settlement: Corruption +1
An eating or drinking
establishment.
Temple (32 BP) 2 lots
Kingdom: Loyalty +2, Stability +2, Unrest —2Discount: Graveyard, Monument, Shrine
Upgrade: From Shrine
Magic Items: 2 minor items
A large place of worship
dedicated to a deity.
Tenement (1 BP) 1 lot
Kingdom: Unrest +2Upgrade: To House
Special: Counts as House for buildings that must be adjacent to a House
A staggering number of low-rent
housing units.
Kingdom: Economy +2, Stability +2
Discount: Brothel, Exotic Artisan, Inn, Park, Tavern
Upgrade: To Arena
A venue for entertainments such
as plays, operas, and concerts.
Town Hall (22 BP) 2
lots
Kingdom: Economy +1, Loyalty +1, Stability +1Discount: Barracks, Cistern, Dump, Jail, Watchtower
Settlement: Law +1
A public venue for town meetings, repository for town records, and offices for minor bureaucrats.
Trade Shop (10 BP) 1 lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House
Upgrade: To Guildhall
Special: Base value +500 gp
Settlement: Productivity +1
A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.
University (78 BP) 4
lots
Kingdom: Economy +3, Loyalty +3; Fame +1Discount: Academy, Bardic College, Library, Magical Academy, Military Academy, Museum
Upgrade: From Academy
Magic Items: 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill
An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.
Watchtower (12 BP) 1
lot
Kingdom: Stability +1, Unrest —1Special: Defense +2
A tall structure that serves as a guard post.
Watergate (2 BP)
Special: Shares City WallA gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.
Waterfront (90 BP) 4
lots
Kingdom: Economy +4Discount: Black Market, Guildhall, Market, Pier
Limit: Adjacent to water district border, 1 per settlement
Upgrade: From Pier
Special: Base value +4,000 gp; halves Loyalty penalty for Taxation edicts
Magic Items: 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item
Settlement: Productivity +2
A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.
Waterway (3 BP) 1—2 lots
Special: Counts as water district border for adjacent buildings
A river or canal occuping part of
the District Grid. At the GM's option, a natural Waterway may already exist on
the grid, requiring no action or BP to build. If you construct a City Wall that
touches or crosses the Waterway, you must also build Watergates on the same
turn.
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