Buildings come in many forms and sizes, each serving different purposes for a kingdom when designated as part of its realm. Each square of a Kingdom can hold a certain amount of building structures in it. These do not represent individual structures but instead groups of structures. In order to build structures on a square, it must first establish a settlement.
Churches are central buildings for a religion or religions present within the kingdom. These churches often offer help to those who need it.
Cost: 5 Wealth
Settlement Requirement: N/A
Build Time: 5 weeks (about 1 turn)
Description: Chapels are small dedicated buildings for prayer and worship. Every 3 months (about 3 turns) a chapel will generate 1 piety and can cast Society Spells with the prerequisite of Chapel.
Cost: 10 Wealth
Settlement Requirement: Village
Build Time: 2 months (about 2 turns)
Description: Temples are larger variants of a chapel giving access to a place of worship for the faithful to the temple's faith. Dedicated priests commonly work at temples. Temples generate 1 piety every 3 months (about 3 turns) and can cast Society Spells with the prerequisite of Temple or Chapel.
Crusaders can be raised in settlements with a Temple, and are blessed with +2 HP. 1 Piety can be spent to extend this benefit to all Crusader Troops currently raised, even those outside of the Temple.
Cost: 40 Wealth
Settlement Requirement: Small City
Build Time: 6 months (about 6 turns)
Description: Cathedrals are large devoted buildings to the gods - like a castle explicitly for worship. Cathedrals generate 2 piety every 3 months (about 3 turns) and can cast Society Spells with the prerequisite of Cathedral, Temple, or Chapel.
Crusaders can be raised in settlements with a Cathedral. When at war against an infidel or travelling to a settlement with a Cathedral that is under attack, the Crusaders move an additional 2 squares overland and on the battlefield.
Arcane buildings are buildings related to the study of arcane magic, or owned by individuals such as wizards and hermit spellcasters.
Cost: 15 Wealth
Settlement Requirement: Village
Build Time: 1 month (about 1 turn)
Description: Wizard Towers are buildings home to one or multiple wizards working in tandem - usually a master and apprentice(s) if there are multiple. Wizard Towers can cast Society Spells with the prerequisite of Wizard Tower.
Cost: 40 Wealth
Settlement Requirement: Small City
Build Time: 5 months (about 5 turns)
Description: Sanctum Arcana is the general reference for a building similar to that of a church for mages - where great minds devoted to magic go to discuss its properties with peers. Sanctum Arcana can cast Society Spells with the prerequisite of Sanctum Arcana and Wizard Tower.
Magic Class Troops fielded on a settlement with a Sanctum Arcana gain +2 Defense. Only one Troop per round, per Sanctum Arcana can be produced this way. Existing Troops may receive this protection for 5 Prestige.
Cost: 80 Wealth
Settlement Requirement: Metropolis
Build Time: 1 year (about 12 turns)
Description: A Mage's College is a place of arcane study for beginners, intermediates, and masters alike. It is a repository of advanced magical knowledge with unique artifacts that only the most trusted mages are allowed to own. A Mage's College can cast Society Spells with the prerequisite of Wizard Tower, Sanctum Arcana, and Mage's College.
Magic Class Troops fielded on a settlement with a Mage's College gain +2 Defense and +2 MP. Only one Troop per round, per Mage's College can be produced this way. Existing Troops may receive this protection for 5 Prestige.
Cost: 5 Wealth
Settlement Requirement: N/A
Build Time: 1 month (about 1 turn)
Description: Those wizards who are shunned by their peers create their own enclaves together for safety. These outcasts tend to be procurers of hard to find and dark magic. Outcast Enclaves increase Crime by 4 for every turn Upkeep is done. An Outcast Enclave can cast Society Spells with the prerequisites of Outcast Enclave.
Nature structures are related to the study of nature magic. These are most often inhabited by druids. (This counts as an arcane structure for the purposes of training the Troop type Mystic.)
Cost: 30 Wealth
Settlement Requirement: Small Town
Build Time: 3 months (about 3 turns)
Description: A Druid Circle is a gathering place for druids. It is a focus for nature magic. A Druid Circle can cast Society Spells with the prerequisite of Druid Circle.
Cost: 50 Wealth
Settlement Requirement: Metropolis, Mage's Junction or Earthen Leyline
Build Time: 5 months (about 5 turns)
Description: A Henge is a circle of large mineral or wooden portals that act to focus the power of the leyline network. A Henge can cast Society Spells with the prerequisite Druid Circle or Henge.
Upon completion of a Henge gain 15 Prestige and one special Magic Class Troop that has an additional 5 Magic Points. This special Troop is only able to be raised on the square where the Henge is built, and only one can be fielded per Henge built.
Criminal buildings which appear and are sanctioned by the local government, these various buildings house criminal organizations which the government allows to perform criminal activity in return for using them as spies on other kingdoms, eliminating rival criminal organizations which don't like the government, and helping a kingdom in times of crisis.
Cost: 5 Wealth
Settlement Requirement: Village
Build Time: 3 weeks (about 1 turn)
Description: The smallest forms of organized crime which stand a chance at survival when dealing with a government of some kind. Gangs increase Crime by 6 for every turn Upkeep is done. In addition to this, an action can be spent to call upon a Gang to grant a +1 to an Intrigue check being made. This Intrigue check must be related to individuals within the kingdom and not outside of the kingdom.
Cost: 25 Wealth
Settlement Requirement: Small City
Build Time: 6 months (about 6 turns)
Description: Mobs serve as a group of gangs under one alliance being led by a single head of the mob. Mobs increase Crime by 15 for every turn Upkeep is done. In addition to this, an action can be spent to call upon a Mob to grant a +3 to an Intrigue check being made. This Intrigue check can be done against other kingdoms as well, so long as the kingdom is within 6 squares of you. Mobs can, in addition, take a special action on the kingdom owner's turn sabotage trade coming into another kingdom or their economy. See below.
Sabotage: By either 'knocking off', intimidating, or bribing traders coming into another kingdom the Mob can harm exports coming into foreign lands. Alternatively they can sabotage the economy itself, creating fake currency and turning people into overnight millionaires, only to cause hyper inflation within the country and drain resources.
These checks are Intrigue checks versus a DC based on the action being performed.
Sabotage Trade: On a failure the mob is unable to perform its actions - either things don't go as planned, or they merely don't work up enough resources to be able to do so. You must pay 5 Wealth for the mob's time. On a success however the plan goes off well, and the target's trade is stalled and burdened - they do not generate Wealth on their next upkeep, and instead lose 10 Wealth.
If you were to fail this check by 10 or more, not only is the plan a failure but the mob is found out, the defender acquires a valid Casus Belli against you, and you lose 10 Prestige.
This is a DC 18 + the defender's Economy check to perform.
Sabotage Economy: On a failure the mob's counterfeit currency is revealed to be fake - nothing positive nor negative occurs for both sides. On a success however, the fake currency deals damage to the economy and bleeds the markets dry for a time, causing the defender to immediately lose 20 Wealth.
If you were to fail this check by 10 or more, the currency is so phony it's almost laughable, and the defender receives a +2 to Intrigue and Economy until the end of their next turn.
This is a DC 23 + the defender's Economy check to perform.
Cost: 60 Wealth
Settlement Requirement: Large City
Build Time: 1 year (about 12 turns)
Description: Cartels involve an expanding hierarchy of many different crime lords working in syndicate with each other, all working towards the same goals. They are incredibly powerful, rivaling smaller governments in their power. Cartels increase Crime by 30 for every turn Upkeep is done. In addition to this, an action can be spent to call upon a Cartel to grant a +6 to an Intrigue check being made. This Intrigue check can be done against kingdoms across the continent as well. Cartels can take all of the actions a Mob can, in addition to the following action.
Commit Crimes: Sending their lesser men out to other kingdoms in order to sow chaos where there is order, a Cartel can increase a kingdom's Crime and create massive amounts of unrest.
On a failure, the crimes are insignificant and otherwise have no effect on the defender. On a successful check however, the defender increases their Crime by 1d4 + your Intrigue.
Doing this is an Intrigue check versus DC 25 + the defender's Stability.
Markets and trade centers make excellent spots for merchants of all kinds to gather. These various places boost Wealth productivity of the regions they inhabit and generally make the kingdom more prosperous.
Cost: 5 Wealth
Settlement Requirement: Village
Build Time: 1 month (about 1 turn)
Description: Individual stores ran by those looking to sell surplus goods to individuals, shops come in many different shapes and forms, and serve as a means to stimulate the economy. Settlements with a Store cause the square they're located in to generate 1 more Wealth on the upkeep phase.
Cost: 5 Wealth
Settlement Requirement: Adjacent to Shallow Water or Ocean
Build Time: 2 months (about 2 turns)
Description: A port allows travel over water squares (such as shallow water or ocean). Boats have an overland move of 2 squares, but only on water. Water squares adjacent to land limit a boat's movement instead to 1 square instead of 2.
Cost: 10 Wealth
Settlement Requirement: Village, adjacent to ocean or similar body of water
Build Time: 2 months (about 2 turns)
Description: Port Markets allow oversea traders to trade easier with your kingdom, as well as enabling fishermen to go out and collect fish out at sea to bring back to the market. Particularly savvy entrepreneurs are seen typically at Port Markets off-loading overseas goods. Settlements with a Port Market cause the square they're located in to generate 1 more Wealth on the upkeep phase. If General Stores and a Port Market exist in the same settlement, the two together increase the extra Wealth the land generates by 3.
Cost: 7 Wealth
Settlement Requirement: Small City
Build Time: 3 months (about 3 turns)
Description: Not all kingdoms use the same currencies even if most use the same kinds of precious metals, and sometimes exchange rates differ from country to country. This usually based on the way their coins are minted (with higher purity metals and heavier coins affecting value). Currency Exchange Centers also allow citizens to convert smaller denominations of coins they own to larger ones (example, from 100 silver pieces to 10 gold pieces). This makes these buildings function similar to banks.
When trading with other kingdoms you receive 10 bonus Wealth on this turn to spend so long as you own a Currency Exchange Center in a settlement.
Assets are exclusively beneficial for trade purposes; creating resources in order to trade with allied nations and bringing in a steady stream of goods and services.
Cost: 5 Wealth
Settlement Requirement: Mountain or Volcano only
Build Time: 2 months (about 2 turns)
Description: Mines produce metals; precious and standard alike, which can be used in the production of arms and armor as well as the creation of jewelry and currency.
On your turn add metal goods to your exports equal to your Economy attribute.
Cost: 5 Wealth
Settlement Requirement: Forest or Jungle only
Build Time: 1 month (about 1 turn)
Description: Logging is done through felling trees in order to produce wood which can be used to build houses and other various wood-based items.
On your turn add wooden goods to your exports equal to your Economy attribute.
Cost: 5 Wealth
Settlement Requirement: Plains or Marsh only
Build Time: 1 month (about 1 turn)
Description: Farms produce food, as well as various other plants and breed animals for food and work.
On your turn add farm goods to your exports equal to your Economy attribute.
Cost: 5 Wealth
Settlement Requirement: River, Shallow Water, or Ocean only
Build Time: 1 month (about 1 turn)
Description: Fishing groups capable of acquiring fish for the purposes of food.
On your turn add fishing goods to your exports equal to your Economy attribute.
These buildings make the amount of Troops owned by a unit that much stronger when defending their own squares from invasions. Certain buildings also allow for the research of new technologies for advancements in war.
Cost: 5 Wealth
Settlement Requirement: Small City
Build Time: 4 months (about 4 turns)
Description: A building used to house guards, militia men, conscripts, soldiers, and the likes. It is outfitted with common amenities for maximum comfort. Decrease Crime by 4 each turn of upkeep.
When a settlement with a barracks is under attack, the the defender receives a free (Infantry) Soldier Troop which doesn't count toward the limit on the amount of Troops which can be fielded.
Cost: 15 Wealth
Settlement Requirement: Small City
Build Time: 7 months (about 7 turns)
Description: A building and academy which trains Troops in the usage of flying mounts for war. This building enables the usage of the Flying Troop category.
Cost: 25 Wealth
Settlement Requirement: Small City
Build Time: 5 months (about 5 turns)
Description: A place to train better quality units. If a Troop is raised from a settlement with a Training Yard built, they receive one of the following benefits below.
+2 bonus to attack and damage.
+2 bonus to Defense.
+1 sq. movement speed.
Cost: 70 Wealth
Settlement Requirement: Metropolis
Build Time: 10 months (about 10 turns)
Description: A building suited to outfitting a larger army; Troops raised from a settlement with a Garrison built reduce the increased Troop cost of weapons by half (except for Magical weapons), and the reduction in a Troop's cost from lower quality weapons is doubled (thus, a Troop with a Scrap Sword reduces its cost by 4, to a minimum cost of 1 Wealth).
In addition to this, when a settlement with a garrison is under attack, the the defender receives two free Troops which doesn't count toward the limit on the amount of Troops which can be fielded. These Troops cannot be of the Magic or Flying Classes.
Cost: 5 Wealth
Settlement Requirement: Owned square without a settlement
Build Time: 2 weeks (about 1 turn)
Description: Walls, ramparts, watchtowers, checkpoints and other defenses that impede the enemy and safeguard allies. Fortified squares require 2 turns to cross for enemy Troops regardless of unit type and provide a +1 Defense to friendly units within the square. This does not stack with Fortification benefits.
Only one can be built per square.
Cost: 5 Wealth
Settlement Requirement: Village
Build Time: 4 months (about 4 turns)
Description: Used to house detainees and political prisoners, jails confine those who would do harm to the public as a means of keeping the citizenry safe. Decrease Crime by 5 each turn of upkeep.
Cost: 7 Wealth
Settlement Requirement: Village
Build Time: 2 months (about 2 turns)
Description: Used to hang criminals and execute prisoners, the gallows serve as a grim reminder to the citizens of how crime is dealt with.
Low life scum (such as mass murderers and rapists) do not cost any prestige and lowers Crime by 15.
Petty criminals cost 4 Prestige to execute, and lowers Crime by 10.
Innocents and nobles who committed petty crimes cost 12 Prestige to execute, and lowers Crime by 5.
Well-loved individuals who are viewed as innocent by citizens cost 25 Prestige to execute, and increases Crime by 10.
Fortifications are defensive structures which can be built into a settlement to ensure its safety against a Siege (see Combat for siege rules). Fortifications benefits do not stack unless otherwise specified.
Cost: 5 Wealth
Settlement Requirement: Hamlet
Build Time: 1 month (about 1 turn)
Description: These improvised fortifications consist of wood, earth, or stone stacked as a means to block incoming fire though other materials can be used similarly. Redoubts take up 2 x 2 squares on a battle map for Mass Deployment and offer a +2 bonus to Defense to any Troops adjacent to them. This bonus is doubled against ranged attack rolls.
Cost: 10 Wealth
Settlement Requirement: Hamlet
Build Time: 1 month (about 1 turn)
Description: Ditches are used as a means to trap foes, and adding spikes at the bottom of the pit makes for a dangerous trap for unsuspecting attackers. Spike Traps take up 1 x 1 square on a battle map, and the defender can choose which squares these traps are located in. If a Troop steps into a square with the Spike Trap, they have an attack roll made at a +6 versus their Defense and on a successful hit they take 2d6+4 points of damage, and are unable to move on their turn for 1 round.
Cost: 15 Wealth
Settlement Requirement: Hamlet
Build Time: 1 month (about 1 turn)
Description: Large sharpened logs that have been embedded in the ground stand as a defense against charging cavalry. If the Troops about to enter a battle include Troops of the Cavalry Class, roll a Military check before the battle starts versus the Defense of all Cavalry Troops.
On a successful hit, each Cavalry Troop takes 3d8+5 points of damage. This damage is applied just as the battle starts. If this would kill the Troop, they are counted as having been brought to the battle (and thus counting toward the attacker's number of Troops they can bring to a battle, even if they've been killed).
Cost: 40 Wealth
Settlement Requirement: Small City
Build Time: 7 months (about 7 turns)
Description: Massively beneficial in war time, castles are immense fortifications able to withstand sieges and also serve as the living quarters for not only the ruling class (if any), but also those conscripted to work there as military.
Starting a siege against a settlement with a castle increases the number of turns before the settlement capitulates by 1.5x (for example, a Small City with a castle takes 12 turns instead of 8).
During a battle with a castle built in the settlement, the defender receives a free Troop which doesn't count toward the limit on the amount of Troops which can be fielded.
Cost: 60 Wealth
Settlement Requirement: Large City
Build Time: 1 year and 2 months (about 14 turns)
Description: Fortresses are massive - even when compared to a castle, and often only those who are foolish would dare attempt to siege a fortress without total guarantee of success.
Starting a siege against a settlement with a fortress increases the number of turns before the settlement capitulates by 2x (for example, a Metropolis City with a castle takes 32 turns instead of 16).
During a battle with a fortress built in the settlement, the defender receives three free Troops which doesn't count toward the limit on the amount of Troops which can be fielded.
Cost: 120 Wealth
Settlement Requirement: Metropolis
Build Time: 1 year and 8 months (about 20 turns)
Description: Citadels are the pinnacle of defense, and are one of the rarest of buildings one could find across the lands due to their massive size. Because of their imposing size, even having a citadel can deter invasions against your kingdom.
Starting a siege against a settlement with a citadel increases the number of turns before the settlement capitulates by 3x.
During a battle with a citadel built in the settlement, the defender receives six free Troops which doesn't count toward the limit on the amount of Troops which can be fielded.
Buildings belonging to local governments within the kingdom, municipal buildings are typically owned by mayors of towns or cities, or vassals of the ruler.
Cost: 15 Wealth
Settlement Requirement: Village
Build Time: 3 months (about 3 turns)
Description: This serves as a local public establishment owned or ran by a mayor or vassal. These buildings often house important relics pertaining to the town's history, or acts as a place where laws are debated and enacted on the local level. This increases Prestige by 5 every turn of upkeep.
Cost: 10 Wealth
Settlement Requirement: Small City
Build Time: 6 months (about 6 turns)
Description: A public location where individuals are put to trial for crimes, and their sentences are determined by a judge and jury. Though not infallible, courts allow for people to be given a fair chance to defend themselves against public accusations of crimes they did or did not commit. Increase Prestige by 4, and decreases Crime by 5 for every turn of upkeep.
Areas for the citizens of a kingdom to live. Housing listed within this area is for Extra Homes or Special Homes. It is assumed Settlements already own enough houses to support their population threshold (see the beginning of the page for the Settlement's population by size).
Cost: 5 Wealth
Settlement Requirement: Hamlet
Build Time: 1 month (about 1 turn)
Description: Additional houses which allow for more citizens within a location to live, these are especially useful in kingdoms with populations which exceed that of their settlement's populations. When built houses multiplies the Settlement's Population Threshold by x1.5, the first additional purchase of houses increases this by x0.5, and for every purchase after that increase it by x1. (for example; the first set of additional houses increases it by x1.5, the second set changes it to x2, the third set x3, fourth set is x4, and so on).
Cost: 40 Wealth
Settlement Requirement: Large City
Build Time: 1 year (about 12 turns)
Description: Homes owned by the rich and privileged individuals within a kingdom, mansions offer a home for these wealthy individuals but do not truly increase population size. Mansions increase Prestige by 20 for every turn of upkeep.
Buildings for learned individuals to practice and study for the purpose of jobs which require expertise of a different variety from that of physical labor. Typically these buildings are reserved for those who are wealthy or privileged.
Cost: 20 Wealth
Settlement Requirement: Small City
Build Time: 5 months (about 5 turns)
Description: Schools are establishments which taught a wide range of subjects to those just starting their education. These schools varied in their teachings - however most cover general concepts such as grammar (literacy), arithmetic, geometry, astronomy, logic, and rhetoric. If a school is built and Vassals are created, they receive an additional trait below which is free.
Name: Educated (Social)
Prerequisites: Vassal, School in the kingdom | Price: Free
Description: You've received a proper education or are in the midst of pursuing one, and are more educated than the masses. Choose one; Wisdom, Intelligence, or Charisma. Increase one of these attributes by 1.
University
Cost: 40 Wealth
Settlement Requirement: Metropolis
Build Time: 1 year (about 12 turns)
Description: Buildings for only the most prestigious of students, universities cover a wide array of topics and subjects while offering special degrees which expand beyond the general degree offered by a school. Nobles are often the only individuals who go to universities, or those who are rich enough to go to the higher education. Universities increase Prestige by +50, and grant the following trait (in addition to Educated seen above) to those attending the University.
Name: Masters Degree (Social)
Prerequisites: Vassal, University in the kingdom | Price: Free
Description: You have received the highest honors from a university, graduating and gaining the privilege of pursuing a career which only the most educated individuals are able to. Characters with this trait gain an additional +1 increase to Wisdom, Intelligence, or Charisma and may become one of the following professions below.
Law: This character can perform and practice law-based professions. So long as this vassal is within your kingdom and alive, the kingdom decreases Crime by 20 each turn of upkeep that is done. Multiple law-practicing vassals do not increase this bonus.
Medicine: This character can perform medicine and doctoral-based professions. So long as this vassal is within your kingdom and alive, the kingdom can spend 15 Wealth per month to halt an Epidemic.
Theology: This character can perform clerical and theological professions. So long as this vassal is within your kingdom and alive, reduce the cost of actions which cost Piety (minimum of 1 Piety spent).