Buildings

  • 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.
  • Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city (saves 26 BP); halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.
    • Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city (saves 13 BP + 4 BP per wall); Loyalty +2, Stability +2; Unrest -2.
      • 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.
      • Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.
      • Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest -2.
    • Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city (saves 10 BP); Economy +2, Stability +2.
      • Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.
      • Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest -1.
      • Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.
  • Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +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 (saves 23 BP); Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest -4; limit one per city.
    • Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city (saves 24 BP); Economy +1, 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; Loyalty +1, Stability +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.
      • Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.
    • Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city (saves 11 BP); Economy +1, Loyalty +1, Stability +1.
      • Barracks (12 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest -1.
      • Dump (4 BP): A centralized place to dispose of refuse. Stability +1.
      • Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest -1.
  • Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city (saves 42 BP); halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest -4; limit one per city.
    • Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city (saves 9 BP); 2 minor items; Loyalty +2, Stability +2; Unrest -2.
      • Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +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 +3; Unrest -1.
      • Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest -1.
    • 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 (saves 52 BP); 3 minor items, 2 medium items; Economy +2, Loyalty +2.
      • Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
      • Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.
      • Magic Shop (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.
  • 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. 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.
  • Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
  • Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
  • Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.
  • 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.
  • Waterfront (90 BP; must be adjacent to a water border): 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 (saves 41 BP), halves Loyalty penalty for tax edicts; Economy +4; limit one per city
    • Guildhall (34 BP; must be adjacent to 1 house): 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 (saves 18 BP); Economy +2, Loyalty +2.
      • Pier (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.
      • 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.
      • 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.
    • Market (48 BP; must be adjacent to 2 houses): 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 (saves 34 BP); 2 minor items; Economy +2, Stability +2.
      • 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.
      • 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.
      • Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Buildings

Kingmaker Woodbelly