Buildings

These are the buildings from kingmaker rules, copied form the kingmaker campaign I was in. We can worry about block placement in person, perhaps.

Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Here you can see the icons for 31 one-block buildings, eight two-block buildings, and four four-block buildings. Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential structures are common amid most one- and two-block structures.

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 cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Aviary (6 BP): A building to cultivate birds to keep the area free from small pests and to send messengers throughout the lands. Stability +2.

Baker (6 BP): A building for baking breads and other baked goods. Economy +1, Stability +1.

Barracks (8 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; 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.

Brothel (6 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Butcher (6 BP): A building for slaughtering animals and selling meat. Loyalty +1, Economy +1.

Carpenter (30 BP; must be adjacent to a mill; maximum 1 per city; 1 × 2 city blocks): A building for the production of wooden objects and building materials. Reduces the cost of all buildings by 1 BP; Economy +2.

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

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 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; Unrest –2.

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

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.

Fletcher (6 BP): An arrow maker and archery supply shop. Economy +1, Stability +1.

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.

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 workshop and home 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. 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.

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; must be adjacent to the Office of the City Guard): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Keep (30 BP): A fallback place for defense. Loyalty +1, Stability +1, Defense Modifier +2; limit one per city district.

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. Stability +1.

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.

Monastery (6 BP): A place for monks to gather and train. Loyalty +1, Stability +1

Monument (8 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +2; Unrest –1.

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.

Office of the City Guard (8 BP): The local office of the Marshal and headquarters of the city guard. Loyalty +1, Stability +1; Unrest –1.

Park (6 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; +1 Economy, +1 Stability.

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 armor 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 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 tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

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.

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.

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; +1 Economy, +1 Stability.

Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; 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 cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Weaver (6 BP): A building for weaving fabric and making clothes. Economy +1, Stability +1.

Witch’s Hut (20 BP): The cottage workshop for a witch. 2 minor items, 2 medium items; Economy +1, Unrest +1.
Non City Buildings:

Apiary (6 BP): A beekeeper and hive system to make honey and pollinate the local farms. This
can be built in the same hex as a farm. Economy +1, Loyalty +1. Reduces Consumption by an additional 1 BP if in the same hex as a farm.

Aqueduct (3 BP): Wood or stone structure providing freshwater to farms and cities away from rivers and lakes. This building can be in the same hex as any other development.
Unrest –1; cities connected to a river via an aqueduct receive a +2 bonus to Stability against Plague events.

Camp: (6 BP) A logging camp can be build in a forest area with a road or river. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy, +2 Stability.

Farms (2 BP in grassland hexes, 4 BP in hill hexes): Grow produce for the people of your kingdom. Farms can only be built in grassland and hill hexes. Reduce Consumption by 2 BP.

Fort (12 BP, cost is halved if built over an existing Lair or Cave): A small protected structure for country folk to retreat to in times of emergency. If later incorporated into a city, it counts as a watchtower. It can be in a hex with any other open space development. Stability +1, Unrest –1. If the hex is attacked, Defense +2.

Herbal Cultivar (15 BP): Some herbs cannot be moved from where they grow naturally. In this case, the herbalist must live near the rare herb. Economy +2, Loyalty +1, Stability +1.

Mine: (6 BP) A mine is used for recovering valuable or less valuables minerals, ores and gems. A mine can be built in hills or mountains if a road or river is present. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like gold or silver ore: +2 Economy, +2 Stability.

Reservoir (6 BP): You declare a natural lake or other body of water in a hex to be a kingdom’s water source and order its protection. An aqueduct can be built from the reservoir. Loyalty +1, Unrest –1.

Royal Reserve (10 BP): An area of land set aside by the ruler preventing hunting by all but those invited by the ruler. This nature preserve can be used for food during poor growing season, a royal vacation spot, or a private warden training ground. Stability +2, Reduce Consumption by 1 BP.

Signal Tower (4 BP): Tall structure bearing a bright fire, alerting the kingdom of an emergency. It can be in the same hex as other developments. It cannot be built in a forest +1 Stability.

Winery (10 BP in grassland hexes, 8 BP in hill hexes): A vineyard, processing and storage area. Wineries help to improve the nation’s morale by keeping the people in spirits and limits the need to import. Loyalty +1, Unrest –1. Reduce Consumption by 1 BP.
Castle Improvements:

Anti-Scrying Room (24 BP; academy must be in the city): A single room is protected by powerful magic making scrying and similar forms of detection into this room difficult. All Will saves to resist scrying attempts gain a +10 enchantment bonus in this room.

Art Collection (6 BP; exotic craftsmen must be in the city): The halls and gardens of the castle display magnificent works of art from your people. Leaders gain a +4 equipment bonus to all Bluff and Diplomacy checks with foreign nobility when in the castle. Crenellated Wall (6 BP): Battlements along the castle’s outer wall, giving archers and other ranged defenders cover. Defense +1 during the Ranged Phase.

Garden (6 BP; 1 × 1 city block, must be adjacent to the castle): A place to cultivate beautiful plants, trees and vistas. Leaders gains a +4 equipment bonus to all Bluff and Diplomacy checks with citizens of the kingdom when in the castle.

Moat (28 BP; Castle + Moat require 3 × 3 cityblocks; no other additions requiring city blocks can be made to the castle; must be in a city district that borders water): Water surrounding the Castle makes attacking the castle more difficult. Stability +2, Defense +6 (unless attacking army possesses the Ships resource or Mobility Advantage special ability).

Murder Holes (6 BP): A series of holes above the castle’s entrances allowing for boiling oil to be dumped onto attackers. Defense +1 during the Melee Phase.

Torture Chamber (6 BP; smith must be in the city): A room used to extract information out of prisoners. Leaders gain a +6 equipment bonus to Bluff and Intimidate checks to any prisoners. All tortured prisoners are considered hostile.

Wards (10 BP; must choose a creature type from the Favored Enemy list; maximum 1 per creature type): Magic protects a single entrance to the castle that hinders certain creatures from entering. Repels all creatures of the designated type that fail a DC 25 Will Save; such creatures need to make the save upon entering. Defense +2 against Melee attacks from armies of designated type.

Buildings

Demons Abound - A Wrath of the Righteous Campaign SamuelMartin