Building Types

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.

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

Barracks (12 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 gp; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beer-making, wine-making, 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.

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 the cost of Noble Villa or Town Hall in the same city; Economy +2, Loyalty +2, Stability +2; Defensive Modifier +8; Unrest -4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves the 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 (District must be completely walled in.); Unrest -2

Dump (4 BP): A centralized place to dispose of refuse.

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): A large building to house armies, train guards, and recruit militia. Halves the 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 +1.

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.

Herbalist (10 BP; must be adjacent to 1 house): The home and workshop 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. The first house you build during an improvement phase does not count against the number of buildings you can build in a single 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): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest -2.

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

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.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +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 +3; Unrest -1.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves the cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +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; Economy +1, Stability +1.

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 armour 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): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in the 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 slums can increase a kingdoms unrest quickly. You can build a house over an existing tenement for 2 BP.

Theatre (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves the cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves the 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; Economy +1, Stability +1.

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

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 the cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Building Types

Kingmaker Jacethered