Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost, any prerequisite buildings that must be built first and its size if it is larger than 1 city block are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed.
A fair amount of additional residential structures are common amid most one- and two-block structures.
|1/2 cost Caster’s Tower, Library, Magic Auction House.|
|Adjacent to 1 house.|
|Cannot be adjacent to a House. +1 Economy for every 2 adjacent park.|
|1/2 cost Garrison, Theater. 1/2 cost Festival edicts. One per city.|
|Adjacent to 2 houses. Unrest +1.|
|Unrest –4.One per city.|
|Reduces the cost of all buildings by 1 BP.|
|1/2 cost Temple, Academy. 1/2 Consumption for Promotion edicts. One per city. Unrest –4.|
|1/2 cost City Wall, Granary, Jail. Unrest –2.|
|1/2 cost Pier, Stable, Tradesman.Adjacent to 1 house.|
|Adjacent to Barraks, Castle, Garrison, Keep, or Watchtower. Unrest –2.|
|One per city.|
|Magic Item Auction House||68||1||0||0||4||2||1||2000gp|
|Adjacent to 2 houses.|
|1/2 cost Black Market, Inn, Shop. Adjacent to 2 houses.|
|Adjacent to water border.|
|1/2 cost Exotic Craftsman, Luxury Store, Mansion|
|Office of the City Guard||8||0||1||1||0||0||0||0||0gp|
|Adjacent to 1 house|
|Adjacent to 1 house.|
|Cannot be adjacent to a House.|
|Adjacent to 1 house.|
|1/2 cost Graveyard, Monument, Shrine. Unrest +2.|
|Unrest +2. Counts as a House. Upgradable to Houses 2BP.|
|1/2 cost Brothel, Park, Tavern.|
|1/2 cost Barracks, Dump, Watchtower|
|1/2 cost Guildhall, Market. 1/2 Loyalty penalty for tax edicts. One per city.|
|Road, forest & hills||Cost 2BP|
|Road, swamp & mountain||Cost 4BP|
- Roads grant a bonus to Economy of + (# of Roads / 4).
- Roads grant a bonus to Stability of + (# of Roads / 8).
|Road Side Shrine||6||0||1||0||0||0||0||0||0gp|
|Can’t someone else do it?||See Text|
Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.
Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.
Apiary (6 BP; cannot be adjacent to a House): A beekeeper field to make honey and pollinate the local farms. Economy +1, Loyalty +1. Economy increases by +1 for every 2 adjacent parks.
Arena (40 BP; 2 × 2 city blocks): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.
Aviary (6 BP): A building to cultivate birds to keep the area free from small pests and to send messengers throughout the lands. Stability +2.
Baker (6 BP): A building for baking breads and other baked goods. Economy +1, Stability +1.
Barracks (6 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.
Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.
Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.
Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.
Butcher (6 BP): A building for slaughtering animals and selling meat. Loyalty +1, Economy +1.
Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Halves cost of Keeps, Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.
Carpenter (30 BP; must be adjacent to a mill; maximum 1 per city; 1 × 2 city blocks): A building for building wooden objects and buildings. Reduces the cost of all buildings by 1 BP; Economy +2.
Cathedral (58 BP; 2×2 blocks): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.
City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.
Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +1, Stability +1.
Garrison (28 BP; 1×2 block): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.
Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.
Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +2.
Guildhall (34 BP; must be adjacent to 1 house; 1×2 block): A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.
Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.
House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. A House can only fill the prerequisite for one structure. An adjacent structure, is one found in any of the eight surrounding squares but must be in the same district. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.
Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.
Jail (14 BP; must be adjacent to either Barraks, Castle, Garrison, Keep, Office of City guard, or Watchtower): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.
Keep (30 BP): A fallback place for defense. Loyalty +1, Stability +1, Defense Modifier +2; limit one per city.
Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.
Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.
Magic Item Auction House (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.
Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.
Market (48 BP; must be adjacent to 2 houses; 1×2 block): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
Monastery (6 BP): A place for monks to gather and train. Loyalty +1, Stability +1
Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +2; Unrest –1.
Noble Villa (24 BP; 1×2 block): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.
Office of the City Guard (8 BP): The local office of the Warden and headquarters of the city guard. Loyalty +1, Stability +1; Unrest –1.
Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.
Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.
Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.
Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.
Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.
Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.
Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.
Temple (32 BP, 1×2 block): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.
Theater (24 BP; 1×2 block): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Town Hall (22 BP; 1×2 block): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.
Waterfront (90 BP; must be adjacent to a water border; 2×2 block): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.
Weaver (6 BP): A building for weaving fabric and making clothes. Economy +1, Stability +1.
City: A city consists of an established settlement. Claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Control DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.
Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.
Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1. While it might not seem equal that an area with a considerable number of berry bushes would produce the same amount of economic benefit as a gold mine, remember this bonus represents the benefit to the kingdom’s economy as a whole. Also remember that a gold mine requires considerably more resources to continue its operation while a wild berry patch requires little maintenance to continue to receive the same benefit.
Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 9 for a list of building types.
Bridges: A bridge hex negates the cost increase of building a road that crosses a river.
Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. If the road crosses a river, a bridge must be built this doubles the road’s cost. The cost is halved (minimum 1 BP) if the hex contains an existing worn path or game trail.
It costs 1 BP to build a road though a hex.
The cost increases to 2 BP in forests and hills.
The cost increases to 4 BP in swamps and mountains.
Roads grant a bonus to Economy of + (# of Roads / 4).
Roads grant a bonus to Stability of + (# of Roads / 8).
Farmlands: (2 BP in Plains, 4 BP Hills) You develop the grasslands and hills hex that contain roads into farmlands to help sustain your kingdom’s Consumption.
It costs 2 BP to designate a grassland hex as farmland
It costs 4 BP to designate a hills hex as farmland
You cannot build a city on a farmland hex.
Every farmland hex in your kingdom reduces your Consumption by 2 BP.
Fort: (12 BP). A sturdy structure that serves as a guard post and lookout for danger. +2 Defense Modifier; Unrest –1. A fort can be build in any hex that a city could be built in. It can be built in a hex containing a road or river, even if a camp, farm or mine has already been established. If a city is built in an area with a fort, the fort is treated as a watchtower.
Mine: (6 BP) A mine is used for recovering valuable or less valuables minerals, ores and gems. A mine must be built over an existing mineral resource. The economy bonus is in creased to +2 Economy, +1 Stability, +1 Defense Modifier
Roadside Shrine: (6 BP): A small shrine build on a holy site. Loyalty +1; Unrest –1.
Can’t Someone Else Do It?: (2 BP) By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks. A group of low-level adventurers (level 2-3) grants a +2 bonus on the check but costs 4 BP. If there is a Kingdom improvement to spare then the adventures can be use to grant this same bonus during the Event Phase.