Structures

Structures provide bonuses to your kingdom stats. Specifics of cost must be discussed with your Treasurer. Specific benefits will be revealed upon building.

  • Academy: An institution of higher learning. Choose a type.
    • Arcane Academy: For the training of anyone who uses the arcane arts. AKA Hogwarts. Choose a school of magic for the focus. This will give a specific benefit, but will not mean that no other types of magic are taught.
    • Bardic College: For the training of performers, diplomats, and historians. Focus is built in.
    • University: For the higher education of anyone else. Choose a Knowledge as a focus. Again, this provides a benefit without restricting curriculum.
  • Alchemist: Laboratory and home to an alchemist.
  • Arena: Large public sports structure.
  • Aviary/Rookery: Black wings, black words…
  • Bank (30 BP): An institution for the safekeeping and lending of money.
    • Reduces cost of Waterfront in the same city to 75 BP
    • Reduces cost of Market in the same city to 35 BP
    • City base value +1,000
    • Economy +2, Stability +1
  • Barracks: Home for military forces.
  • Black Market: Illegal or dangerous wares. Must be adjacent to at least 2 houses.
  • Brewery: Party central!
  • Brothel (4 BP): Party the Second! Must be adjacent to at least 1 house.
    • Economy +1, Loyalty +2
    • Unrest +1
  • Caster’s Tower (30): Laboratory and home to a spellcaster.
    • 3 minor items, 2 medium items
    • Economy +1, Loyalty +1
  • Castle (54 BP): Home to the city’s leader(s) and heart of its defenses.
    • Halves the cost of Noble Villa or Town Hall in same city
    • Economy +2, Loyalty +2, Stability +2
    • Defense modifier +8, Unrest -4
    • One per city
  • Cathedral (58 BP): Focal point for worship.
    • Halves cost of Temple or Academy in the same city
    • Halves Consumption increase penalty for promotion edicts
    • 3 minor items, 2 medium items
    • Loyalty +4
    • Unrest -4
    • One per city
  • City Wall (8 BP): Does not occupy a city block. Fortifies a border, but cannot be placed on a waterfront.
    • City Defense +4
    • Unrest -2
  • Dump (4 BP): Refuse disposal.
    • Loyalty +1, Stability +1
  • Exotic Craftsman: Workshop and home to someone who makes less run-of-the-mill items, such as magic items, fireworks, glass. Must be adjacent to at least 1 house.
  • Garrison (28 BP): Large building to house and train armies.
    • Halves cost of City Wall, Granary, & Jail in the same city
    • Loyalty +2, Stability +2
    • Unrest -2
  • Granary: Storage for food.
  • Graveyard (4 BP): A plot dedicated to disposal and memorial. Home to necromancers. And Zombies.
    • Economy +1, Loyalty +1
  • Guildhall: Headquarters for crafters, etc. Must be adjacent to at least 1 house.
  • Herbalist: Workshop and home to a gardener, healer, poisoner, etc. Must be adjacent to 1 house.
  • House (3 BP): Actually a few residences.
    • The first house built during any one improvement phase does not count towards your phase building cap.
    • -1 Unrest
  • Inn (10 BP): A place for visitors and travelers to rest. Also where the adventurers meet. Must be adjacent to at least 1 house.
    • City base value +500
    • Economy +1, Loyalty +1
  • Jail: A fortified structure for housing criminals.
  • Keep: Smaller than a castle, but still a fallback point for citizens in case of attack.
  • Library: A large building for lore.
  • Luxury Shop: Specializes in non-essential, expensive wares. Must be adjacent to at least 1 house.
  • Magic Shop: Specializes in magic items and spells for hire. Must be adjacent to at least 2 houses.
  • Mansion: A huge house for a wealthy family and their live-in servants.
  • Market: Open air area that handles shop stalls and traveling merchants. Must be adjacent to at least 2 houses.
  • Mill (6 BP): Grinds grain or cuts lumber. Must be adjacent to water.
    • Economy +1, Stability +1
  • Monastery: A place for monks to gather and train.
  • Monument: A statue, bell tower, tomb, etc.
  • Noble Villa: A sprawling manor with grounds to house a noble household.
  • Office of the City Watch: Where the Warden has a desk (and probably a room). Must be adjacent to a Jail.
    • Loyalty +1, Stability +1
    • Unrest -1
  • Park (4BP): A plot of land set aside for walking puppies. Or something.
    • Loyalty +1
    • Unrest -1
  • Piers (16 BP): Warehouses and workshops, in addition to docking and water-borne cargo. Must be adjacent to water.
    • City base value +1,000
    • Economy +1, Stability +1
  • Shop (8 BP): General store. Must be adjacent to at least 1 house.
    • City base value +500
    • Economy +1
  • Shrine (8 BP): A small holy site.
    • 1 minor item
    • Loyalty +1
    • Unrest -1
  • Smith (6 BP): An armorer, weaponsmith, or blacksmith.
    • Economy +1, Stability +1
    • +10% to the sale of appropriate items in town
  • Stable (10 BP): A place to house and sell mounts. Must be adjacent to at least 1 house.
    • City base value +500
    • Economy +1, Loyalty +1
  • Tannery: Preps hide and leather. Cannot be adjacent to a house.
    • Economy +1, Stability +1
  • Tavern (12 BP): Where the rest of the adventurers meet. Must be adjacent to at least 1 house.
    • City base value +500
    • Economy +1, Loyalty +1
  • Temple (32 BP): A large place of worship normally dedicated to a single deity.
    • Halves cost of Graveyard, Monument, & Shrine in the same city
    • 2 minor items
    • Loyalty +2, Stability +2
    • Unrest -2
  • Tenement: A large number of low-rent housing units. Counts as houses for the purposes of fulfilling building requirements. Can be improved to houses.
  • Theater: An entertainment venue.
  • Town Hall (22 BP): A public venue for meetings and a repository for records.
    • Halves cost of Barracks, Dump, & Watchtower in the same city
    • Economy +1, Loyalty +1, Stability +1
  • Tradesman: A shop where essential goods are made and sold, i.e. baker, butcher, cooper.
  • Watchtower: Guard post.
  • Waterfront: Covers more ground than a pier and houses more commerce. Includes ship-building facilities. Must be adjacent to water.
  • Wildlife Refuge (6 BP)
    • Loyalty +1, Stability +1
  • Witches Hut: Less grand and probably less welcome than a caster’s tower, still produces magical support to a community.

Structures

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