There are two types of improvements you can build - rural and town.
Rural improvements such as farmlands, logging camps, mines and vineyards provide raw resources for your kingdom. Towns are a special type of rural improvement that allow you to build specific town improvements such as various buildings.
Rural improvements are located in a specific kingdom hex. Except for roads, each hex can only have a single rural improvement.
Improvements are purchased in the improvement phase. Many improvements have special prerequisites or can only be placed in special hexes. The number of improvements you can make during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits.
You can develop farmlands or fishing villages to help sustain your kingdom's consumption.
Prerequisites: Grassland or hills only (farmland), lake (fishing village)
Costs: 2 BP in grassland or lake, 4 BP in hills.
Benefits: -2 Upkeep per hex (-1 in winter time).
You can establish logging camps in forests to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
Prerequisites: Forest hex with a road or river, and cannot be adjacent to another logging camp
Costs: 5 BP.
Benefits: 1 BP of income
Special: A source of lumber is a prerequisite for building a town.
You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper, or rarely precious metals such as gold or silver. Mountains can also mine exotic metals such as adamantine or mithril.
Prerequisites: Hills or mountains with a road or river, and a suitable source of ore. A Mining Lore roll can find suitable mining sites.
Costs: 12 BP for a base or precious metal mine, 16 BP for an exotic metal mine.
Benefits:
Base metal: 2 BP of income, and +1 economy.
Exotic metal: 4 BP of income, and +1 economy.
Precious metal: 4 BP of income, +2 economy, and +2 unrest as miners rush in.
You can grow fruit for your kingdom in orchards.
Prerequisites: Grassland or hills with a road or river.
Costs: 6 BP
Benefits: 1 BP of income, and +1 loyalty
Special: It takes 3 years for a orchard to start producing fruit, though druidic rituals can accelerate this process.
You can cut peat in swamps to supply your kingdom with fuel.
Prerequisites: Swamp hex with road or river, and cannot be adjacent to another peat cutting camp.
Costs: 8 BP
Benefits: 1 BP of income
You can establish quarries in hills or mountains to supply your kingdom with stone.
Prerequisites: Hills or mountains with a road or river, and a suitable source of stone. A Mining Lore roll can find suitable mining sites.
Costs: 8 BP
Benefits: 1 BP of income, and +1 stability
Special: A source of stone is a prerequisite for many defensive improvements.
Vineyards grow grapes and process them into wine.
Prerequisites: Hills with a road or river, and a suitable source of stone.
Costs: 6 BP
Benefits: 1 BP of income, and +1 loyalty
Special: It takes 2 years for a vineyard to start producing wine, though druidic rituals can accelerate this process.
You can build roads to speed communications throughout the kingdom, improving its economy and stability.
Costs: 1 BP in grassland, 2 BP in forest or hills, 4 BP in swamps or mountains. Bridges double the basic cost.
Benefits: +1 economy per 4 roads, +1 stability per 8 rounds (round down), faster movement time.
Special: You can build roads in the same hex as other improvements. Connecting your road network to other networks may offer other benefits.
You can build canals to make un-navigable rivers navigable. Building a canal in a hex without an existing river costs twice as much.
Costs (existing river): 4 BP in grassland, 8 BP in forest or hills, 16 BP in swamps or mountains.
Costs (no existing river): 8 BP in grassland, 16 BP in forest or hills, 32 BP in swamps or mountains.
Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital.
Prerequisites: A logging camp connected by road or river
Costs: 2 BP in grassland, 4 BP in forest or hills, 8 BP in swamps or mountains.
Benefits: Allows town improvements to be constructed
Special: Your kingdom can designate a single town as its capital. For so long as the capital remains in the kingdom, increase your kingdom's economy, loyalty and stability modifier by 1.
You can establish estates to support knights or other military retainers pledged to your service.
Prerequisites: Any hex
Costs: 4 BP in grassland, 6 BP in hills or forest, 8 BP in swamps or mountains. Your retainer will sometimes pay this cost themselves.
Benefits: +1 Stability
Special: Your retainer will raise a levy on your behalf, which you do not have to pay Upkeep for.
A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Costs: 10 BP
Benefits: +1 Stability, -1 Unrest when built, Defense +3
Special: If you later build a town in a hex with a fort, the town automatically gains a guard tower. A fort can be upgraded into a stronghold.
A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Prerequisites: Any hex with a road or river, and a quarry must be connected by road or river
Costs: 20 BP, or 10 BP if you upgrade an existing fort.
Benefits: +2 Stability, -1 Unrest when built, Defense +6
Special: If you later build a town in a hex with a stronghold, the town automatically gains a guard tower and palisade wall.
Create buildings and institutions that further your kingdom's economy, loyalty or stability modifier.
Costs: 3 BP.
Benefit: +1 to economy, loyalty or stability modifier, chosen as the time created. A town can create this improvement many times.
Special: This generic improvement represents specific buildings. For example, a marketplace would improve economy, while a hospital would increase loyalty. Specific buildings can also offer unique benefits, e.g. a granary would make it easier to resolve famine-based events as well as increasing loyalty.
The most basic of defensive fortifications. It may also serve as a gatehouse or prison.
Costs: 10 BP.
Benefit: +2 to Defence modifier and reduce unrest by 1 when built
A wooden wall surrounding the town.
Prerequisites: The town must be connected by a road or river to a logging camp.
Costs:10 BP.
Benefit: +2 to Defence modifier.
A stone wall surrounding the town.
Prerequisites: The town must be connected by a road or river to a quarry, and must have an existing guard tower.
Costs: 20 BP.
Benefit: +4 to defence modifier.
Special: A town cannot have both a curtain wall and a palisade wall. If a town builds a curtain wall when it already has a palisade wall, the palisade wall is simply replaced.
Incorporating a keep, walls and a gatehouse. A castle serves as a lord's residence, as well as the focal point of town defences.
Prerequisites:The town must be connected by a road or river to a quarry, and must have a curtain wall and guard tower.
Costs: 20 BP.
Benefit: +4 to defence modifier and reduce unrest by 1.
An improved castle and palace that emphasizes the ruler's power and prestige as much as defences.
Prerequisites:The town must be connected by a road or river to a quarry and a precious metals mine, and must have a curtain wall. A town can have both a royal castle and an ordinary castle. However, there can only be 1 royal castle in the kingdom.
Costs: 40 BP.
Benefit: +4 to defence modifier, +2 to economy modifier, +2 to loyalty modifier, +2 to stability modifier, and reduce unrest by 1.
A large public structure for competitions, demonstrations, team sports, or gladiator fights.
Prerequisites: The town must be connected by a road or river to a quarry.
Costs: 15 BP.
Benefit: +3 loyalty modifier and the penalties from festival laws are halved.
The focal point of a town's worship and religious activities.
Prerequisites: The town must be connected by a road or river to a quarry.
Costs: 15 BP.
Benefit: +3 stability modifier and the penalties from promotion laws are halved.
This powerful institution converts precious metals to the kingdom's coins
Prerequisites: The town must be connected by a road or river to a precious metals mine.
Costs: 15 BP.
Benefit: +3 economy modifier and the penalties from tax laws are halved.