Rules:Buildings

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Consider this handy chart that illustrates both upgrades and discounts.

Buildings

You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. Some buildings also intersect with the Army rules, notably with fortifications and reserve armies.

Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).

Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.

Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).

Overcrowding: In addition to the limitations that some buildings have on the number of a particular type of building there can be in a particular settlement, there is an innate limit to the number of a particular building that a given settlement can reasonably accommodate. In game terms this simply means that any specific building beyond the first that is built in a settlement, except for houses, tenements and parks, costs a number of build points equal to it's base cost times the number that now appear in that settlement (1x for the first, 2x for the second, 3x for the third etc.). Discounts are applied as normal (thus x0.5, x1, x1.5 etc.)

Building Descriptions

Buildings are described in the following format.

Building Name: The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.

Cost: The cost in BP to construct the building.

Lots: How many lots the building fills.

Primary: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed.

Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it (But see overcrowding, above). If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent.

For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.

Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can't be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.

Some buildings cannot be adjacent to certain buildings. For example, you can't construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first.

If you get overzealous in constructing a particular type of building in a settlement, the GM will feel free to add events to discourage this practice. For example, a settlement with too many Dumps is prone to otyugh and wererat attacks, and a settlement with too many Graveyards tends to have frequent undead attacks. This will not occur, however, if you build too many Houses, Parks, Tenements, or Waterways. GM's note: This is the only condition under which the natural occurrence of events will be altered.

Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can't upgrade a building to a larger one if there isn't space in the District Grid for the building's new size.

If a buildings upgraded form has a discount you pay the difference in cost, minus half for the discount.

Special: This lists any other effect the building has, such as increasing Defense, the settlement's base value, or the output of a nearby Mine. The total Base Value of all your kingdoms settlements is added together in order to determine your Kingdom Wealth. While not sufficiently relevant to be considered a secondary value in its own right, Kingdom Wealth is used to measure the effectiveness of the Send Aid special edict. See the taking a turn section for more details on this.

Military Applications: This building makes some form of special military advantage available for purchase. This advantage could be as simple as providing the option of purchasing healing potions for a regiment, or as complex as allow the recruiting of units with a new special ability. These benefits apply throughout your entire kingdom, but may only apply once per named building. If more than one building in your kingdom unlocks a particular ability, no added benefit is gained. Example: Building 2 academies does not allow you to recruit troops 2 CRs higher. Similarly, no additional benefit would be gained by having unlocked the various abilities that an academy provides twice. All other benefits from 2 academies would still apply.

Secondary: Building modifiers to Law, Lore, Corruption, Crime, Productivity and Society stack, affect your entire kingdom, and are ongoing from turn to turn.

ACADEMY 52 BP, 2 LOTS

Primary: Economy +2, Loyalty +2

Discount: Caster's Tower, Library, Magic Shop

Upgrade From: Library; Upgrade To: University

Military Applications: Siege Engine Resource unlocked; Armor Training, Combat Style, Powerful Charge, Shield Ally, Tactician, and Weapon Specialization Abilities unlocked; Increase the CR of troops available for recruiting by 1.

Secondary: Lore +2, Productivity +1, Society +2;

An institution of higher learning.

ALCHEMIST 18 BP, 1 LOT

Primary: Economy +1

Limit: Adjacent to 1 House

Special: Base value +1,000 gp

Military Applications: Healing Potions Resource unlocked; Alchemy, Bomb, Poison Resistance, and Poisoning Abilities unlocked.

The laboratory and home of a crafter of poisons, potions, or alchemical items.

ARENA 40 BP, 4 LOTS

Primary: Stability +4

Discount: Dance Hall, Garrison, Inn, Stable, Theater

Limit: 1 per settlement

Upgrade From: Theater

Military Applications: Bravery, Favored Enemy, and Rage Abilities Unlocked; Increase the CR of troops available for recruiting by 1.

Secondary: Crime +1

A large public structure for competitions and team sports.

BANK 28 BP, 1 LOT

Primary: Economy +4, Stability +2

Special: Base value +2,000 gp

Limit: One per kingdom.

A centralized location where the kingdoms monetary regulations are standardized.

BARDIC COLLEGE 40 BP, 2 LOTS

Primary: Economy +1, Loyalty +3, Stability +1

Discount: Library, Museum, Theater

Military Applications: Animal Companion, and Inspire Courage Abilities unlocked.

A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.

BARRACKS 6 BP, 1 LOT

Primary: Unrest -1

Upgrade To: Garrison

Special: Defense +2

Military Applications: Increase the CR of troops available for recruiting by 1.

Secondary: Law +1

A building to house conscripts, guards, militia, soldiers, or similar military forces.

BLACK MARKET 50 BP, 1 LOT

Primary: Economy +2, Stability +1, Unrest +1

Discount: Dance Hall

Limit: Adjacent to 2 Houses

Special: Base value +2,000 gp

Military Applications: Blindsense, Blindsight, Bleed, Camouflage, Disease, Evasion, Invisibility, Poison, Sneak Attack, and Vendetta Abilities unlocked.

Secondary: Corruption +2, Crime +2

A number of shops with secret and usually illegal wares.

BREWERY 6 BP, 1 LOT

Primary: Loyalty +1, Stability +1

A building for beer brewing, winemaking, or some similar use.

BRIDGE 6 BP, 1 LOT

Primary: Economy +1

Special: Shares the space with a river or Waterway lot.

Allows travel across a river or Waterway, easing transportation.

BUREAU 10 BP, 2 LOTS

Primary: Economy +1, Loyalty -1, Stability +1

Secondary: Corruption +1, Law +1

A large warren of offices for clerks and record-keepers working for a guild or government.

CASTER'S TOWER 30 BP, 1 LOT

Primary: Economy +1, Loyalty +1

Military Applications: Healing Potions Resource unlocked; Amphibious, Aquatic, Breath Weapon, Burn, Flight, Paralysis, Spell Resistance, Spellcasting, Teleportation, and Tremorsense Ability unlocked.

The home and laboratory for a spellcaster.

CASTLE 54 BP, 4 LOTS

Primary: Economy +2, Loyalty +2, Stability +2, Unrest -4; Fame +1

Discount: Noble Villa, Town Hall

Limit: 1 per settlement

Special: Defense +8

Military Applications: Challenge, Knightly Order, and Trample Abilities unlocked. Increase the CR of troops available for recruiting by 2.

The home of the settlement's leader or the heart of its defenses.

CATHEDRAL 58 BP, 4 LOTS

Primary: +4 to each of the attributes that your kingdoms alignment grants a bonus to (Economy for Lawful or Evil, Stability for Neutral and Loyalty for Chaotic or Good). If the bonus is to the same attribute from both alignments then the bonuses stack (for a +8 bonus). Unrest -4

Discount: Academy, Temple

Limit: 1 per settlement

Special: Halves Consumption increase for Promotion edicts

Military Applications: Healing Potions Resource unlocked; Ability Drain, Aura of Courage, Channel Negative Energy, Channel Positive Energy, Divine Health, Energy Drain, Fast Healing, Healing, Lay on Hands, Purge Sickness, Smite Evil, Smite Good, Spell Resistance, and Undead Abilities unlocked.

Secondary: Law +2

The focal point of the settlement's spiritual leadership.

CISTERN 6 BP, 1 LOT

Primary: Stability +1

Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery

Special: Can share lot with another building

Contains a safe supply of fresh water for the settlement.

CITY WALL 2 BP

Primary: Unrest -2 (once per settlement)

Limit: Land district border

Special: Defense +1

A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.

DANCE HALL 12 BP, 1 LOT

Primary: Economy +1, Loyalty +2, Unrest +1

Limit: Adjacent to 1 House

Secondary: Corruption +1, Crime +1

An establishment for dancing, drinking, carousing, and holding celebrations.

DUMP 4 BP, 1 LOT

Primary: Stability +1

Upgrade To: Junkyard

Limit: Cannot be adjacent to House, Mansion, or Noble Villa

A centralized place to dispose of refuse.

EVERFLOWING SPRING 3 BP

Primary: Stability +1

Limit: Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple

Special: Must share a lot with Castle, Cathedral, Market, Monument, Park, or Town Hall

Secondary: Society +1

A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.

EXOTIC ARTISAN 10 BP, 1 LOT

Primary: Economy +1, Stability +1

Limit: Adjacent to 1 House

Secondary: Society +1

The shop and home of a jeweler, tinker, glassblower, or the like.

FOREIGN QUARTER 30 BP, 4 LOTS

Primary: Economy +3, Stability -1

Secondary: Crime +1, Lore +1, Society +2

Military Applications: Improved Armor, Improved Weapons, Mounts, Ranged Weapons, and Siege Weapons Resources unlocked.

An area with many foreigners, as well as shops and services catering to them.

FOUNDRY 16 BP, 2 LOTS

Primary: Economy +1, Stability +1, Unrest +1

Discount: Smithy

Limit: Adjacent to water district border

Special: Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road

Secondary: Productivity +1

Processes ore and refines it into finished metal.

GARRISON 28 BP, 2 LOTS

Primary: Loyalty +2, Stability +2, Unrest -2

Discount: City Wall, Granary, Jail

Upgrade From: Barracks

Military Applications: Increase the CR of troops available for recruiting by 1.

A large building to house armies, train guards, and recruit militia.

GRANARY 12 BP, 1 LOT

Primary: Loyalty +1, Stability +1

Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury.

A place to store grain and food.

GRAVEYARD 4 BP, 1 LOT

Primary: Loyalty +1

A plot of land to honor and bury the dead.

GUILDHALL 34 BP, 2 LOTS

Primary: Economy +2, Loyalty +2

Discount: Pier, Stable, Trade Shop

Upgrade From: Trade Shop

Special: Base value +1,000 gp

Secondary: Law +1, Productivity +2

The headquarters for a guild or similar organization.

HERBALIST 10 BP, 1 LOT

Primary: Loyalty +1, Stability +1

Limit: Adjacent to 1 House

Military Applications: Healing Potions Resource unlocked; Alchemy Ability unlocked.

The workshop and home of a gardener, healer, or poisoner.

HOSPITAL 30 BP, 2 LOTS

Primary: Loyalty +1, Stability +2

Special: Increase Stability by 2 during plague events

Secondary: Lore +1, Productivity +2

Military Applications: Healing, and Purge Sickness Abilities unlocked.

A building devoted to healing the sick.

HOUSE 3 BP, 1 LOT

Primary: Unrest -1

Upgrade From: Tenement

Special: Each turn you may build one House without it counting as one of your maximum constructed buildings that turn.

A number of mid-sized houses for citizens.

INN 10 BP, 1 LOT

Primary: Economy +1, Loyalty +1

Limit: Adjacent to 1 House

Special: Base value +500 gp

Secondary: Society +1

A place for visitors to rest.

JAIL 14 BP, 1 LOT

Primary: Loyalty +2, Stability +2, Unrest -2

Secondary: Crime -1, Law +1

A fortified structure for confining criminals or dangerous monsters.

JUNKYARD 24 BP, 2 LOTS

Primary: Economy +1, Stability +2, Unrest +1

Secondary: Crime +1, Productivity +1

Discount: Dump, Bureau

Upgrade From: Dump

An organized area for battered and discarded goods that may still hold value.

LIBRARY 6 BP, 1 LOT

Primary: Economy +1, Loyalty +1

Upgrade To: Academy

Secondary: Lore +1

A large building containing an archive of books.

LUXURY STORE 28 BP, 1 LOT

Primary: Economy +2

Limit: Adjacent to 1 House

Upgrade To: Magic Shop ; Upgrade From: Shop

Special: Base value +2,000 gp

Secondary: Productivity +2 , Society +1

A shop that specializes in expensive comforts for the wealthy.

MAGIC SHOP 48 BP, 1 LOT

Primary: Economy +3

Limit: Adjacent to 2 Houses

Upgrade From: Luxury Store

Special: Base value +2,000 gp

Military Applications: Healing Potions Resource unlocked.

Secondary: Crime +1, Corruption +1, Productivity +3, Society +3

A shop that specializes in magic items and spells.

MAGICAL ACADEMY 58 BP, 2 LOTS

Primary: Economy +2

Discount: Caster's Tower, Library, Magic Shop

Military Applications: Healing Potions Resource unlocked; Burn, Construct, Flight, Spell Resistance, Spellcasting, and Undead Abilities unlocked. Increase the CR of troops available for recruiting by 1.

Secondary: Lore +2, Society +1

An institution for training students in spellcasting, magic item crafting, and various arcane arts.

MAGICAL STREETLAMPS 3 BP

Limit: 1 per district, Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple

Secondary: Law +1

Continual Flame lamps that illuminate the district.

MANSION 10 BP, 1 LOT

Primary: Stability +1

Upgrade To: Noble Villa

Secondary: Law +1, Society +1

A single huge manor housing a rich family and its servants.

MARKET 48 BP, 2 LOTS

Primary: Economy +2, Stability +2

Discount: Black Market, Inn, Shop

Limit: Adjacent to 2 Houses

Upgrade From: Shop

Special: Base value +2,000 gp

Secondary: Crime +1, Corruption +1, Productivity +1, Society +1

An open area for traveling merchants and bargain hunters.

MENAGERIE 16 BP, 4 LOTS

Primary: Economy +1, Loyalty (special)

Special: Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie

Military Applications: Dependent on variety of creature's acquired.

A large park stocked with exotic creatures for public viewing.

MILITARY ACADEMY 36 BP, 2 LOTS

Primary: Loyalty +2, Stability +1

Discount: Barracks

Limit: 1 per settlement

Special: Armies recruited at the settlement gain one bonus tactic

Military Applications: Improved Weapons, Improved Armor, Ranged Weapons, and Siege Engines Resources unlocked; Armor Training, Bravery, Climb, Combat Style, Evasion, Favored Enemy, Favored Terrain, Flurry of Blows, Grab, Powerful Charge, Rage, Shield Ally, Tactician, Trample, Track, Trip and Weapon Specialization Abilities unlocked; Increase the CR of troops available for recruiting by 2.

Secondary: Law +1, Lore +1

An institution dedicated to the study of war and the training of elite soldiers and officers.

MILL 6 BP, 1 LOT

Primary: Economy +1, Stability +1

Limit: Adjacent to water district border

Special: You can construct a windmill for an additional 2 BP cost without the water district border requirement

Secondary: Productivity +1

A building used to cut lumber or grind grain.

MINT 30 BP, 1 LOT

Primary: Economy +3, Loyalty +3, Stability +1

Limit: One per kingdom.

A secure building where the kingdom's coinage is minted and standard weights and measures are kept.

MOAT 2 BP

Primary: Unrest -1 (once per settlement)

Limit: Land district border

Special: Defense +1; cannot be damaged by siege engines

A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.

MONASTERY 16 BP, 2 LOTS

Primary: Stability +1

Secondary: Law +1, Lore +1

Military Applications: Combat Style, Evasion, and Flurry of Blows Abilities unlocked

A cloister for meditation, study, and the pursuit of various other scholarly paths.

MONUMENT 6 BP, 1 LOT

Primary: Loyalty +1, Unrest -1

A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.

MUSEUM 24 BP, 2 LOTS

Primary: Economy +1, Loyalty +1

Secondary: Lore +2, Society +1

A place to display art and artifacts both modern and historical.

NOBLE VILLA 24 BP, 2 LOTS

Primary: Economy +1, Loyalty +1, Stability +1

Discount: Exotic Artisan, Luxury Store, Mansion

Upgrade From: Mansion

Secondary: Society +1

A sprawling manor with luxurious grounds that houses a noble's family and staff.

OBSERVATORY 12 BP, 1 LOT

Primary: Stability +1

Secondary: Lore +2

A dome or tower with optical devices for viewing the heavens.

ORPHANAGE 6 BP, 1 LOT

Primary: Stability +1, Unrest -1

A place for housing and taking care of large numbers of orphans.

PALACE 108 BP, 4 LOTS

Primary: Economy +2, Loyalty +6, Stability +2

Discount: Mansion, Mint, Noble Villa

Special: Base value +1,000 gp; you may make two:special edicts:per turn, but take a -2 penalty on kingdom checks associated with each special edict

Secondary: Law +2

A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world.

PARK 4 BP, 1 LOT

Primary: Loyalty +1, Unrest -1

A plot of land set aside for its serene beauty.

PAVED STREETS 24 BP

Primary: Economy +2, Stability +1

Limit: 1 per district

Secondary: Productivity +2

Brick or stone pavement that speeds transportation.

PIER 16 BP, 1 LOT

Primary: Economy +1, Stability +1

Limit: Adjacent to water district border

Upgrade To: Waterfront

Special: Base value +1,000 gp

Military Applications: Increase the CR of troops available for recruiting by 1.

Secondary: Crime +1

Warehouses and workshops for docking ships and handling cargo and passengers.

SEWER SYSTEM 24 BP

Primary: Loyalty +1, Stability +2

Discount: Cistern, Dump

Limit: 1 per district

Secondary: Crime +1, Productivity +1

An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.

SHOP 8 BP, 1 LOT

Primary: Economy +1

Limit: Adjacent to 1 House or Mansion

Upgrade To: Luxury Store, Market

Special: Base value +500 gp

Secondary: Productivity +1

A general store.

SHRINE 8 BP, 1 LOT

Primary: Choose an attribute that your kingdoms alignment gives a bonus to. That attribute gains a +1 bonus, Unrest -1

Upgrade To: Temple

Military Applications: Channel Negative Energy, and Channel Positive Energy Abilities unlocked.

A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.

SMITHY 6 BP, 1 LOT

Primary: Economy +1, Stability +1

Military Applications: Improved Weapons, Improved Armor, Ranged Weapons, and Siege Engines Resources unlocked.

The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.

STABLE 10 BP, 1 LOT

Primary: Economy +1, Loyalty +1

Limit: Adjacent to 1 House, Mansion, or Noble Villa

Special: Base value +500 gp

Military Applications: Mounts Resource unlocked.

A structure for housing or selling horses and other mounts.

STOCKYARD 20 BP, 4 LOTS

Primary: Economy +1, Stability -1

Discount: Stable, Tannery

Special: Farms in adjacent hexes reduce Consumption by 3 instead of 2

Military Applications: Mounts Resource unlocked.

Secondary: Productivity +1

Barns and pens that store herd animals and prepare them for nearby slaughterhouses.

TANNERY 6 BP, 1 LOT

Primary: Economy +1, Stability +1

Limit: Cannot be adjacent to House, Mansion, Noble Villa, or Tenement

Secondary: Society -1

A structure that prepares hides and leather.

TAVERN 12 BP, 1 LOT

Primary: Economy +1, Loyalty +1

Limit: Adjacent to 1 House or Mansion

Special: Base value +500 gp

Secondary: Corruption +1

An eating or drinking establishment.

TEMPLE 32 BP, 2 LOTS

Primary: +2 to each of the attributes that your kingdoms alignment grants a bonus to (Economy for Lawful or Evil, Stability for Neutral and Loyalty for Chaotic or Good). If the bonus is to the same attribute from both alignments then the bonuses stack (for a +4 bonus). Unrest -2

Discount: Graveyard, Monument, Shrine

Upgrade From: Shrine

Military Applications: Healing Potions Resource unlocked; Aura of Courage, Channel Negative Energy, Channel Positive Energy, Divine Health, Healing, Lay on Hands, Purge Sickness, Smite Evil, and Smite Good Abilities unlocked.

A large place of worship dedicated to a deity.

TENEMENT 1 BP, 1 LOT

Primary: Unrest +2

Upgrade To: House

Special: Counts as House for buildings that must be adjacent to a House. Tenements do not count against the number of building's your kingdom may construct per turn.

A staggering number of low-rent housing units.

THEATER 24 BP, 2 LOTS

Primary: Economy +2, Stability +2

Discount: Dance Hall, Exotic Artisan, Inn, Park, Tavern

Upgrade To: Arena

A venue for entertainments such as plays, operas, and concerts.

TOWN HALL 22 BP, 2 LOTS

Primary: Economy +1, Loyalty +1, Stability +1

Discount: Barracks, Cistern, Dump, Jail, Watchtower

Secondary: Law +1

A public venue for town meetings, repository for town records, and offices for minor bureaucrats.

TRADE SHOP 10 BP, 1 LOT

Primary: Economy +1, Stability +1

Limit: Adjacent to 1 House

Upgrade To: Guildhall

Special: Base value +500 gp

Secondary: Productivity +1

A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.

UNIVERSITY 78 BP, 4 LOTS

Primary: Economy +3, Loyalty +3

Discount: Academy, Bardic College, Library, Magical Academy, Military Academy, Museum

Upgrade From: Academy

Military Applications: Siege Engine Resource unlocked; Armor Training, Burrow, Combat Style, Powerful Charge, Shield Ally, Tactician, Track, Trip, and Weapon Specialization Abilities unlocked; Increase the CR of troops available for recruiting by 2.

Secondary: Law +2, Lore +4, Society +3

An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.

VAULT 20 BP, 1 Lot

Primary: Economy +2 Stability +1

Special: Base Value +1,000 gp.

Limit: One per settlement.

An exchange house for currency as well as a secure location for a settlements valuables.

WATCHTOWER 12 BP, 1 LOT

Primary: Stability +1, Unrest -1

Special: Defense +2

Military Applications: Increase the CR of troops available for recruiting by 1.

A tall structure that serves as a guard post.

WATERGATE 2 BP

Special: Shares City Wall

A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.

WATERFRONT 90 BP, 4 LOTS

Primary: Economy +4

Discount: Black Market, Guildhall, Market, Pier

Limit: Adjacent to water district border, 1 per settlement

Upgrade From: Pier


Special: Base value +4,000 gp; halves Loyalty penalty for Taxation edicts

Military Applications: Bleed, Poison, Sneak Attack, and Vendetta Abilities unlocked. Increase the CR of troops available for recruiting by 2.

Secondary: Crime +2, Productivity +2

A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

WATERWAY 3 BP, 1-2 LOTS

Special: Counts as water district border for adjacent buildings

A river or canal occupying part of the District Grid. At the GM's option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.