Tag: buildings

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  • Academy

    Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves the cost of Caster’s Tower, Library, and Magic Shop in the same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2. …

  • Alchemist

    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

    Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in the same city; halves Consumption increase penalty for festival edicts; Stability +4, Limit one per city. Four- …

  • Barracks

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

  • Black Market

    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 gp; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

  • Brewery

    Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.

  • Brothel

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

  • Caster's Tower

    Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

  • Castle

    Castle (54 BP): Home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in the same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest -4; Limit one per city. Four-Block Structure.

  • Cathedral

    Cathedral (58 BP): 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 …

  • City Wall

    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 (Only calculates once per city, but city must …

  • Dump

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

  • Exotic Craftsman

    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

    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; Loyalty +2, Stability +2; Unrest -2. Two-Block structure.

  • Granary

    Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

  • Guildhall

    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; Economy +2, Loyalty +2. Two-Block …

  • Herbalist

    Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, prisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

  • House

    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. …

  • Inn

    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

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

  • Library

    Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

  • Luxury Store

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

  • Magic Shop

    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.

  • Mansion

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

  • Market

    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; 2 minor items; Economy +2, Stability +2. Two- …

  • Mill

    Mill (6 BP; must be adjacent to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

  • Monument

    Monument (6 BP): A monument can be a statue, a bell tower, a large tomb, or a public display of art. Loyalty +3; unrest -1.

  • Noble Villa

    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; Economy +1, Loyalty +1, Stability +1. Two-Block structure.

  • Park

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

  • Piers

    Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base values +1,000 gp; Economy +1, Stability +1.

  • Shop

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

  • Shrine

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

  • Smith

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

  • Stable

    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

    Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

  • Tavern

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

  • Temple

    Temple (32 BP): 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. Two-Block structure.

  • Tenement

    Tenement (1 BP): A staggering number of low-rest, 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 …

  • Theater

    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. Economy +2, Stability +2. Two-Block structure.

  • Townhall

    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. Economy +1, Loyalty +1, Stability +1. Two-Block structure.

  • Tradesman

    Tradesman (10 BP; must be adjacent to 1 house): A shop front for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; Economy +1, Stability +1.

  • Watchtower

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

  • Waterfront

    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. Halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax …