| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Kingdom Building

Page history last edited by jakealley@... 12 years, 5 months ago

Kingdom Building

 

Listed below are the structures that can be built in your cities. The cost (in Build Points) follows after the building name.

 

Please note that the effects of these buildings are subject to the limits of common sense. Building a city full of nothing but dumps and graveyards, for example, will result in an annoyed GM and the buildings having significantly less than their listed effects. It is also worth noting that most of the structes below are not individual buildings, but rather small neighborhoods devoted to that purpose.

 

To facilitate locating information quickly, the buildings have been grouped into eight categories around function: Defense, Entertainment, Industry & Trade, Government, Magic & Education, Religion, Residential, and Various Others.  There may be some overlap in functionality between the various groups - for example, a Castle provides a significant bonus to defense, but it is listed under Government because it fits thematically.

 

 

Defense

Barracks (6 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

 

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.

 

Garrison (28 BP, 2 squares): 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.

 

Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

 

 

 

Entertainment

Arena (40 BP, 4 squares): 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.

 

Brothel (4 BP; must be adjacent to 1 house or tenement): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

 

Tavern (12 BP; must be adjacent to 1 house or tenement): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

 

Theater (24 BP, 2 squares): 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.

 

 


Industry & Trade

Black Market (50 BP; must be adjacent to 2 houses and/or tenemants): 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.

 

Exotic Craftsman (10 BP; must be adjacent to 1 house or tenement): 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.

 

Guildhall (34 BP; must be adjacent to 1 house or tenement, 2 squares): 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 or tenement): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

 

Inn (10 BP; must be adjacent to 1 house or tenement): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

 

Luxury Store (28 BP; must be adjacent to 1 house or tenement): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

 

Market (48 BP; must be adjacent to 2 houses or tenements, 2 squares): 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.

 

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.

 

Shop (8 BP; must be adjacent to 1 house or tenement): A general store. City base value +500 gp; Economy +1.

 

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

 

Stable (10 BP; must be adjacent to 1 house or tenement): 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, but CAN be adjacent to a tenement): A structure that prepares hides and leather. Economy +1, Stability +1.

 

Tradesman (10 BP; must be adjacent to 1 house or tenement): 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.

 

Waterfront (90 BP; must be adjacent to a water border, 4 squares): 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.

 

 


Government

Castle (54 BP, 4 squares): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

 

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

 

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.
 
Town Hall (22 BP, 2 squares): 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.

 

 


Magic and Education

Academy (52 BP, 2 squares): 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 or tenement): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

 

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 or tenements): 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.

 

 


Religion

Cathedral (58 BP, 4 squares): 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.

 

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.

 

Temple (32 BP, 2 squares): 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.

 

 


Residential

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.

 

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

 

Noble Villa (24 BP, 2 squares): 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.

 

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling most building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can improve a tenement to a house for 2 BP. Unrest +2.

 

 


Various Others

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

 

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. Economy +1, Loyalty +1.
 
Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

 

Build trees:

Arena -> Garrison, Theater.
Garrison -> Wall, Granary, Jail.

Theater -> Brothel, Park, Tavern.

 

Arena (40 BP, 4 squares) halves C increase for festivals S+4 limit one

-> Garrison (28 BP, 2 squares) L+2 S+2 U–2

---> Wall (8 BP) fortifies one border, cannot be on water. D+4 U–2

--->Granary (12 BP) L+1 S+1

--->Jail (14 BP) L+2 S+2 U–2

->Theater (24 BP, 2 squares) E+2 S+2

--->Brothel (4 BP; must be adjacent to 1 house or tenement) E+1 L+2 U+1

--->Park (4 BP) L+1 U-1

--->Tavern (12 BP; must be adjacent to 1 house or tenement) City value+500 E+1 L+1


Waterfront -> Guildhall, Market.
Guildhall -> Pier, Stable, Tradesman.
Market -> Black Market, Inn, Shop.

 

Waterfront (90 BP; must be adjacent to a water border, 4 squares) City value+4,000 3 minor items, 2 medium items, 1 major item halves L penalty from tax edicts E+4 limit one

->Guildhall (34 BP; must be adjacent to 1 house or tenement, 2 squares) City value+1,000 E+2 L+2

--->Pier (16 BP; must be adjacent to a water border) City value+1,000 E+1 S+1

--->Stable (10 BP; must be adjacent to 1 house or tenement) City value+500 E+1 L+1

--->Tradesman (10 BP; must be adjacent to 1 house or tenement) City value+500 E+1 S+1

->Market (48 BP; must be adjacent to 2 houses or tenements, 2 squares) City value+2,000 2 minor items E+2 S+2

--->Black Market (50 BP; must be adjacent to 2 houses and/or tenements) City value+2,000 2 minor items, 1 medium item, 1 major item E+2 S+1 U+1

--->Inn (10 BP; must be adjacent to 1 house or tenement) City value+500 E+1 L+1

--->Shop (8 BP; must be adjacent to 1 house or tenement) City value+500 E+1


Castle -> Noble Villa, Town Hall.
Noble Villa -> Exotic Craftsman, Luxury Store, Mansion.
Town Hall -> Barracks, Dump, Watchtower.

 

Castle (54 BP, 4 squares) E+2 L+2 S+2 D+8 U–4 limit one

->Noble Villa (24 BP, 2 squares) E+1 L+1 S+1

--->Exotic Craftsman (10 BP; must be adjacent to 1 house or tenement) 1 minor item L+1 S+1

--->Luxury Store (28 BP; must be adjacent to 1 house or tenement) City value+2,000 2 minor items E+1

--->Mansion (10 BP) S+1

->Town Hall (22 BP, 2 squares) E+1 L+1 S+1

--->Barracks (6 BP) D+2 U–1

--->Dump (4 BP) L+1 S+1 

--->Watchtower (12 BP) S+1 D+2 U–1 


Cathedral -> Temple, Academy.
Academy -> Caster's Tower, Library, Magic Shop.
Temple -> Graveyard, Monument, Shrine.

 

Cathedral (58 BP, 4 squares) Halves C increase from promotion 3 minor items, 2 medium items L+4 U–4 limit 1

->Academy (52 BP, 2 squares) 3 minor items, 2 medium items E+2 L+2

--->Caster’s Tower (30 BP) 3 minor items, 2 medium items E+1 L+1

--->Library (6 BP) E+1 L+1

--->Magic Shop (68 BP; must be adjacent to 2 houses or tenements) City value+2,000 4 minor items, 2 medium items, 1 major item E+1

->Temple (32 BP, 2 squares) 2 minor items L+2 S+2 U–2

--->Graveyard (4 BP) E+1 L+1

--->Monument (6 BP) L+3 U–1

--->Shrine (8 BP) 1 minor item L+1 U–1

 

No tree:

Brewery (6 BP) L+1 S+1

Herbalist (10 BP; must be adjacent to 1 house or tenement) 1 minor item L+1 S+1

Mill (6 BP; must be next to a water border) E+1 S+1

Smith (6 BP) E+1 S+1

Tannery (6 BP; cannot be adjacent to a house, but CAN be adjacent to a tenement) E+1 S+1

Alchemist (18 BP; must be adjacent to 1 house or tenement) City value+1,000 1 minor item E+1

House (3 BP) U–1

Tenement (1 BP) Improve to a house for 2 BP U+2

 

Comments (0)

You don't have permission to comment on this page.