After liberating Thistletop from the goblins, you've decided to make it a base of operations. However, it needed to be purged of goblin leftovers, as well as the remnants of Nualia's base. The following rules use the downtime system from Ultimate Campaign, which can be used to renovate Thistletop for your needs.
Each sub-page details a level of the complex, with the current information. As you update the complex, I'll update the legends.
Construction
In order to construct or fortify a room, gold, capital, and time must be spent. Capital is separated into 4 categories, each can be earned or purchased. Purchasing capital is like a stranger coming to town, throwing money around to make things happen. It is effective, but locals are inclined to overcharge, and may resent the display of wealth. Earning capital is working with the locals and being a part of the community. The locals give fair prices and appreciate the honest dealings.
Earning Capital
Capital can be earned in several ways. You can work on a job you are unskilled at, you can do skilled work, you can utilize your abilities, or you can trade excess capital.
Unskilled Work
If you spend a day working an unskilled job you can earn 5 sp or 1 capital. You need to pay the Earned Cost for the capital, but do not need to make a skill check.
Skilled Work
If you spend a day working a job you are skilled at, you can earn gp or capital. You need to pay the Earned Cost for the capital, and make a skill check to determine how much you can obtain. Divide your skill check by 10 to determine how much gp is gained. For every 10 points of your skill check, you gain 1 capital (check of 10, gain 1; check of 20, gain 2).
Associated Skills
Abilities
You can use a class ability, such as healing the injured or sick,or training militia, instead of working. Your check is d20 + character level + highest skill modifier - 5. Use the results from Skilled Work to determine how much you earn.
Converting Capital
You can trade 3 points of Goods, Labor, Influence, or Magic for 1 point of Goods, Labor, or Influence. You can trade 5 points of Good, Labor, or Influence for 1 point of Magic.
Spending Limits
Each settlement has a limit as to how many goods they can produce per day. Sandpoint is a small town, and can manage 15 capital (Goods, Influence, Labor) per day.
Rooms
You can construct different types of rooms which are listed below. Each room has an Earnings, Benefit, Create, Time, Size, and Upgrades section.
Augmentations
Augmentations are permanent modifications made to a room. If the room is later upgraded, the augmentation carries over to the new room. In this case, the augmentation cost isn't considered when checking the cost of the upgrade. More than one augmentation can be made to each room, however only a particular augmentation may only be applied once per room.
Managers
Managers can be hired to maintain a room, allowing it to generate capital while you are away. Mangers have a per day wage (usually paid in advance, if leaving), and a specialized set of skills. These specialized skills are at +7 or +8, other skills are +4 or +5.