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Reinado - Construções

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Reinado - Construções Empty Reinado - Construções

Mensagem  Kemedo Ter Jul 06, 2021 11:17 am

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 mass combat 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).

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.

Kingdom: 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. This category also lists any bonuses to Fame (see Fame and Infamy) from having the building.

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. 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 (see Demolition).

If you get overzealous in constructing a particular type of building in a settlement, the GM should 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 should not occur, however, if you build too many Houses, Parks, Tenements, or Waterways.

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. 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.

Magic Items: This lists any magic item slot the building creates, which may be filled in the Upkeep Phase (see Magic Items in Settlements). If a building lists multiple options within a category (such as “1 minor potion or wondrous item”), it has an equal chance for each option.

Settlement: This lists settlement modifiers that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements in the hex or anywhere else in your kingdom). Note that GMG also uses a settlement statistic called Economy; to avoid confusion with the Economy kingdom score, this book renames the Economy settlement statistic “Productivity.”



Academy 52 BP, 2 Lots
Kingdom Economy +2, Loyalty +2
Discount Caster’s Tower, Library, Magic Shop
Upgrade From Library; Upgrade To University
Magic Items 3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items
Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill
An institution of higher learning.

Aerie 18 BP, 1 Lot
Kingdom Stability: +2, Unrest -1
Special Defense: +1
Special: +2 bonus to Stability checks against Monster Attacks involving flying creatures
A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts.

Alchemist 18 BP, 1 Lot
Kingdom Economy +1
Limit Adjacent to 1 House
Special Base value +1,000 gp
Magic Items 1 minor potion or wondrous item
The laboratory and home of a crafter of poisons, potions, or alchemical items.

Arena 40 BP, 4 Lots
Kingdom Stability +4; Fame +1
Discount Dance Hall, Garrison, Inn, Stable, Theater
Limit 1 per settlement
Upgrade From Theater
Settlement Crime +1
A large public structure for competitions and team sports.

Assembly 30 BP, 2 Lots
Kingdom Economy: +2, Stability +1, Fame +1
Limit: 1 per city
Settlement Corruption: +1, Law +1, Society +2
Special: When you issue an Improvement Edict, you can build one additional building in a city with an Assembly or one additional terrain improvement in a hex containing that city or adjacent to it.
A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance.

Bank 28 BP, 1 Lot
Kingdom Economy +4
Special Base value +2,000 gp
A secure building for storing valuables and granting loans.

Bardic College 40 BP, 2 Lots
Kingdom Economy +1, Loyalty +3, Stability +1; Fame +1
Discount Library, Museum, Theater
Magic Items 2 minor scrolls or wondrous items
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
Kingdom Unrest –1
Upgrade to Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar military forces.

Baths 4 BP, 1 Lot
Kingdom Economy: +1, Stability +1
Limit: Adjacent to a Waterway or water border. This requirement can be ignored by doubling the construction cost of the Baths.
A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs.

Black Market 50 BP, 1 Lot
Kingdom Economy +2, Stability +1, Unrest +1
Discount Dance Hall
Limit Adjacent to 2 Houses
Special Base value +2,000 gp
Magic Items 2 minor items, 1 medium item, 1 major item
Settlement Corruption +2, Crime +2
A number of shops with secret and usually illegal wares.

Bordello 4 BP, 1 Lot
Kingdom: Economy +1, Loyalty +1
Settlement: Corruption +1, Crime +1, Society +1; Infamy +1 per 3 Bordellos or Gambling Dens
Special: Each Bordello causes a -1 penalty to Stability checks to resist Drug Den and Plague events.
A place where carnal entertainments can be had, including lurid performances as well as personal services.

Brewery 6 BP, 1 Lot
Kingdom Loyalty +1, Stability +1
A building for beer brewing, winemaking, or some similar use.

Brickyard 16 BP, 2 Lots
Kingdom: Economy +1, Stability +1
Settlement: Productivity +1
Special: The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced to 6 BP. In addition, Quarries in those hexes generate 1 additional BP for every 2 Quarries. If a Quarry is adjacent to two settlements with Brickyards, only one Brickyard may benefit from that Quarry each kingdom turn.
An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction.

Bridge 6 BP, 1 Lot
Kingdom 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
Kingdom Economy +1, Loyalty –1, Stability +1
Settlement 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
Kingdom Economy +1, Loyalty +1
Magic Items 3 minor items, 2 medium items
The home and laboratory for a spellcaster.

Castle 54 BP, 4 Lots
Kingdom Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +8
The home of the settlement’s leader or the heart of its defenses.

Cathedral 58 BP, 4 Lots
Kingdom Loyalty +4, Stability +4, Unrest –4; Fame +1
Discount Academy, Temple
Limit 1 per settlement
Special Halves Consumption increase for Promotion Edicts
Magic Items 3 minor potions or wondrous items, 2 medium potions or wondrous items
Settlement Law +2
The focal point of the settlement’s spiritual leadership.

Deities and Holy Sites:

Cistern 6 BP, 1 Lot
Kingdom 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
Kingdom 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.

Colossus 60 BP, 4 Lots
Kingdom: Economy +2, Loyalty +4, Stability +2, Fame +1, Unrest -2
Discount: Lighthouse, Monument, Observatory, Park
Limit: 1 per settlement
Settlement: Law +2
Special: When your armies in the same hex as a settlement with a Colossus, they gain a +1 bonus to Morale; if they are inside the city, they gain a +2 bonus. A Colossus can share the same space as a Lighthouse or Observatory (but not both).
A towering edifice of stone and burnished metal displays your power to the world. A Colossus may be a great statue, obelisk, tower, pyramid, mausoleum, triumphal arch, or nearly anything else; all that is required is superior craftsmanship, titanic proportions, and grandiose civic pride.

Courthouse 16 BP, 1 Lot
Kingdom: Loyalty +2
Discount: Jail
Settlement: Corruption -1, Crime -1, Law +2
A hall of justice, for hearing cases and resolving disputes by the rule of law.

Crematorium 4 BP, 1 Lot
Kingdom: Stability +1
Limit: Adjacent to Dump or Graveyard
Special: +2 bonus to Stability checks against Plague events or Monster Attacks involving undead
A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse.

Dance Hall 4 BP, 1 Lot
Kingdom Economy +1, Loyalty +2, Unrest +1
Limit Adjacent to 1 House
Settlement Corruption +1, Crime +1
An establishment for dancing, drinking, carousing, and holding celebrations.

Dump 4 BP, 1 Lot
Kingdom Stability +1
Limit Cannot be adjacent to House, Mansion, or Noble Villa
A centralized place to dispose of refuse.

Everflowing Spring 5 BP
Limit Settlement must have a building that can create medium magic items
Special Can share lot with Castle, Cathedral, Market, Monument, Park, or Town Hall
A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.

Exotic Artisan 10 BP, 1 Lot
Kingdom Economy +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor ring, wand, or wondrous item
The shop and home of a jeweler, tinker, glassblower, or the like.

Foreign Quarter 30 BP, 4 Lots
Kingdom Economy +3, Stability –1
Special Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%)
Settlement Crime +1, Lore +1, Society +2
An area with many foreigners, as well as shops and services catering to them.

Fortress of the Faith 80 BP
Special Citadels built by belief as much as the mortar that binds them, these edifices educate and train fellow followers. Paying an additional point of Consumption cost grants kingdom armies with the Crusader special ability (detailed in Pathfinder Adventure Path #36 “Sound of a Thousand Screams”) are doubled. In addition, paying this Consumption cost reduces Unrest by one point. A demolished Fortress of the Faith can be used to build a new Garrison or Temple for half of its build cost.
Settlement Halves cost of Garrison or Temples within 6 hexes; Consumption +1, Loyalty +3, Stability +3; Defense Modifier +8.

Foundry 16 BP, 2 Lots
Kingdom 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
Settlement Productivity +1
Processes ore and refines it into finished metal.

Gambling Den 10 BP, 1 Lot
Kingdom: Economy +2, Unrest +1
Limit: Adjacent to 1 House
Settlement: Corruption +1, Crime +1
Special: Base value +500 gp; Infamy +1 per 3 Bordellos or Gambling Dens
Special: Each Gambling Den causes a -1 penalty to Stability checks to resist Drug Den events.
Magic Items: 1 magic item (roll d% to determine type: 01-80, minor item; 81-98, medium item; 99-100, major item)
An illicit place for games of skill and chance, wagering all manner of stakes.

Garrison 28 BP, 2 Lots
Kingdom Loyalty +2, Stability +2, Unrest –2
Discount City Wall, Granary, Jail
Upgrade From Barracks
A large building to house armies, train guards, and recruit militia.

Granary 12 BP, 1 Lot
Kingdom 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
Kingdom Loyalty +1
A plot of land to honor and bury the dead.

Guildhall 34 BP, 2 Lots
Kingdom Economy +2, Loyalty +2
Discount Pier, Stable, Trade Shop
Upgrade From Trade Shop
Special Base value +1,000 gp
Settlement Law +1, Productivity +2
The headquarters for a guild or similar organization.

Hanging Gardens 48 BP, 4 Lots
Kingdom: Economy +2, Loyalty +2, Fame +1, Unrest -2
Discount: Menagerie, Monument, Park, Sacred Grove
Limit: 1 per settlement
Settlement: Lore +1, Society +2
Special: Reduces Consumption in the city by 1
A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features.

Herbalist 10 BP, 1 Lot
Kingdom Loyalty +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor potion or wondrous item
The workshop and home of a gardener, healer, or poisoner.

Hospital 30 BP, 2 Lots
Kingdom Loyalty +1, Stability +2
Special Increase Stability by 2 during plague events
Settlement Lore +1, Productivity +2
A building devoted to healing the sick.

House 3 BP, 1 Lot
Kingdom Unrest –1
Upgrade From Tenement
Special The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase
A number of mid-sized houses for citizens.

Inn 10 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House
Special Base value +500 gp
Settlement Society +1
A place for visitors to rest.

Jail 14 BP, 1 Lot
Kingdom Loyalty +2, Stability +2, Unrest –2
Settlement Crime –1, Law +1
A fortified structure for confining criminals or dangerous monsters.

Library 6 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Upgrade to Academy
Settlement Lore +1
A large building containing an archive of books.

Lighthouse 24 BP, 1 Lots
Kingdom: Economy +2, Stability +2
Discount: Pier
Limit: 1 per settlement; must be on a water border at the edge of a district grid
Special: The cost to create Fisheries in hexes adjacent to the settlement is reduced to 3 BP
Special: If you establish a trade route from a city with a Lighthouse, water hexes count as one-fourth (rather than one-half) when calculating Trade Route Length.
A high tower with a signal light to guide ships at sea and keep watch on waves and weather.

Lumberyard 12 BP, 2 Lots
Kingdom: Economy +1, Stability +1
Settlement: Productivity +1
Special: The cost to construct Sawmills in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Sawmills in those hexes generate 1 additional BP for every 2 Sawmills. If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn.
A mill and carpentry works for producing precut logs, boards, and wood products for construction.

Luxury Store 28 BP, 1 Lot
Kingdom Economy +1
Limit Adjacent to 1 House
Upgrade to Magic Shop; Upgrade From Shop
Special Base value +2,000 gp
Magic Items 2 minor rings, wands, or wondrous items
A shop that specializes in expensive comforts for the wealthy.

Magic Shop 68 BP, 1 Lot
Kingdom Economy +1
Limit Adjacent to 2 Houses
Upgrade From Luxury Store
Special Base value +2,000 gp
Magic Items 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item
A shop that specializes in magic items and spells.

Magical Academy 58 BP, 2 Lots
Kingdom Economy +2; Fame +1
Discount Caster’s Tower, Library, Magic Shop
Magic Items 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item
Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana)
An institution for training students in spellcasting, magic item crafting, and various arcane arts.

Magical Streetlamps 5 BP
Limit Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple
Special Can share a lot with any building or improvement
Settlement Crime –1
Continual flame lamps that illuminate the lot.

Mansion 10 BP, 1 Lot
Kingdom Stability +1
Upgrade to Noble Villa
Settlement Law +1, Society +1
A single huge manor housing a rich family and its servants.

Market 48 BP, 2 Lots
Kingdom Economy +2, Stability +2
Discount Black Market, Inn, Shop
Limit Adjacent to 2 Houses
Upgrade From Shop
Special Base value +2,000 gp
Magic Items 2 minor wondrous items
An open area for traveling merchants and bargain hunters.

Menagerie 16 BP, 4 Lots
Kingdom Economy +1, Loyalty (special); Fame +1
Special Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie
A large park stocked with exotic creatures for public viewing.

Military Academy 36 BP, 2 Lots
Kingdom Loyalty +2, Stability +1; Fame +1
Discount Barracks
Limit 1 per settlement
Special Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics)
Magic Items 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon
Settlement 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
Kingdom Economy +1, Stability +1
Limit Adjacent to water district border
Special With GM approval, you can construct a windmill at the same cost without the water district border requirement
Settlement Productivity +1
A building used to cut lumber or grind grain.

Millpond (3 BP; must be in a hex with a river)
Settlement Loyalty +1.
A millpond is a body of water formed by damming a small river or stream, which provides power for a mill. It often doubles as a fishing lake. A millpond functions as a water border for mills.

Mint 30 BP, 1 Lot
Kingdom Economy +3, Loyalty +3, Stability +1; Fame +1
A secure building where the kingdom’s coinage is minted and standard weights and measures are kept.

Moat 2 BP
Kingdom 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
Kingdom Stability +1
Settlement Law +1, Lore +1
A cloister for meditation, study, and the pursuit of various other scholarly paths.

Monument 6 BP, 1 Lot
Kingdom 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 30 BP, 2 Lots
Kingdom Economy +1, Loyalty +1; Fame +1
Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects
A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item’s price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom’s history.

Noble Villa 24 BP, 2 Lots
Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1
Discount Exotic Artisan, Luxury Store, Mansion
Upgrade From Mansion
Settlement Society +1
A sprawling manor with luxurious grounds that houses a noble’s family and staff.

Observatory 12 BP, 1 Lot
Kingdom Stability +1
Magic Items 1 minor scroll or wondrous item
Settlement Lore +2
A dome or tower with optical devices for viewing the heavens.

Orphanage 6 BP, 1 Lot
Kingdom Stability +1, Unrest –1
A place for housing and taking care of large numbers of orphans.

Palace 108 BP, 4 Lots
Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1
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
Settlement Law +2
A grand edifice and walled grounds demonstrating one’s wealth, power, and authority to the world.

Park 4 BP, 1 Lot
Kingdom Loyalty +1, Unrest –1
A plot of land set aside for its serene beauty.

Paved Streets 24 BP
Kingdom Economy +2, Stability +1
Limit 1 per district
Settlement Productivity +2
Brick or stone pavement that speeds transportation.

Pier 16 BP, 1 Lot
Kingdom Economy +1, Stability +1
Limit Adjacent to water district border
Upgrade to Waterfront
Special Base value +1,000 gp
Settlement Crime +1
Warehouses and workshops for docking ships and handling cargo and passengers.

Sacred Grove 12 BP, 1 Lot
Kingdom: Loyalty +1, Stability +1, Unrest -1
Limit: Adjacent to Park or to city district border with no City Wall or Moat
Magic Items: 1 minor item
Settlement: Society -1
Special: +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey
Special Each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events.
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.

Sewer System 24 BP
Kingdom Loyalty +1, Stability +2
Discount Cistern, Dump
Limit 1 per district
Settlement 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
Kingdom Economy +1
Limit Adjacent to 1 House or Mansion
Upgrade to Luxury Store, Market
Special Base value +500 gp
Settlement Productivity +1
A general store.

Shrine 8 BP, 1 Lot
Kingdom Loyalty +1, Unrest –1
Upgrade to Temple
Magic Items 1 minor potion, scroll, or wondrous item
A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.

Deities and Holy Sites:


Smithy 6 BP, 1 Lot
Kingdom Economy +1, Stability +1
The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.

Stable 10 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House, Mansion, or Noble Villa
Special Base value +500 gp
A structure for housing or selling horses and other mounts.

Stockyard 20 BP, 4 Lots
Kingdom Economy +1, Stability –1
Discount Stable, Tannery
Special Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2
Settlement Productivity +1
Barns and pens that store herd animals and prepare them for nearby slaughterhouses.

Tannery 6 BP, 1 Lot
Kingdom Economy +1, Stability +1
Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
Settlement Society –1
A structure that prepares hides and leather.

Tavern 12 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House or Mansion
Special Base value +500 gp
Settlement Corruption +1
An eating or drinking establishment.

Temple 32 BP, 2 Lots
Kingdom Loyalty +2, Stability +2, Unrest –2
Discount Graveyard, Monument, Shrine
Upgrade From Shrine
Magic Items 2 minor items
A large place of worship dedicated to a deity.

Deities and Holy Sites:

Tenement 1 BP, 1 Lot
Kingdom Unrest +2
Upgrade to House
Special Counts as House for buildings that must be adjacent to a House
A staggering number of low-rent housing units.

Theater 24 BP, 2 Lots
Kingdom 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
Kingdom Economy +1, Loyalty +1, Stability +1
Discount Barracks, Cistern, Dump, Jail, Watchtower
Settlement Law +1
A public venue for town meetings, repository for town records, and offices for minor bureaucrats.

Trade Shop 10 BP, 1 Lot
Kingdom Economy +1, Stability +1
Limit Adjacent to 1 House
Upgrade to Guildhall
Special Base value +500 gp
Settlement Productivity +1
A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.

Tunnels 8 BP
Kingdom: Economy +1, Stability +1
Settlement: Crime +1, Danger +1
Special: Tunnels are underground and do not occupy a lot on the surface, but each runs underneath one city square of 4 lots. You can pass through the square of an impassable building by moving through the Tunnels underneath it.
An extensive set of subterranean chambers, vaults, and tunnels, usually used for storage or burial, and sometimes for illicit activities. When used for burials, Tunnels are also called Catacombs.

University 78 BP, 4 Lots
Kingdom Economy +3, Loyalty +3; Fame +1
Discount Academy, Bardic College, Library, Magical Academy, Military Academy, Museum
Upgrade From Academy
Magic Items 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill
An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.

Warehouse 8 BP, 2 Lots
Kingdom: Economy +1
Limit: Adjacent to a water border or a Guildhall, Market, Pier, Trade Shop, or Waterfront
Settlement: Productivity +1
Special: A Guildhall or Waterfront provides a discount on constructing a Warehouse.
A cavernous structure or cluster of buildings for storage and transfer of trade goods.

Watchtower 12 BP, 1 Lot
Kingdom Stability +1, Unrest –1
Special Defense +2
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
Kingdom 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
Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item
Settlement 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.

Windmill 6 BP, 1 Lots
Kingdom: Economy +1
Settlement: Productivity +1
Special: A Windmill adjacent to a Cistern or Granary increases the Stability bonus provided by that building by +1.
A wind-driven mill for grinding grain or pumping water


Última edição por Kemedo em Qui Jul 22, 2021 11:02 am, editado 1 vez(es)
Kemedo
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Reinado - Construções Empty Terrain Improvement

Mensagem  Kemedo Qua Jul 07, 2021 8:13 am

Terrain improvements are changes to a hex that improve the land for your kingdom’s use, such as cultivating fields, digging mines, and clearing forests for lumber. The following list describes common improvements. An improvement marked with an asterisk (*) can share the same hex as other improvements, while the ones without are exclusive.

Some terrain improvements affect a settlement’s Defense, which is used in the mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.

Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire kingdom).

If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.

Cost: This line gives the cost in BP to build the terrain improvement.

TerrainExploration TimePreparation TimePreparation CostFarm CostRoad Cost
Cavern3 days3 months8 BP4 BP
CoastlineAs Land TerrainAs Land TerrainAs Land TerrainAs Land TerrainAs Land Terrain
Desert2 days1 month4 BP8 BP4 BP
Forest2 days2 months4 BP2 BP
Hills1 day1 month2 BP4 BP3 BP
Jungle2 days4 months12 BP4 BP
Marsh3 days3 months8 BP4 BP
Mountains3 days4 months12 BP4 BP
Plains1 dayImmediate1 BP2 BP1 BP
Water2 days

Table Observation:

Aqueduct*
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. a finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.
Terrain: One end must be hill or mountain hex; can pass through any type of hex.
Effect: Loyalty +1, Stability +1, allows settlement to build water-dependent buildings.
Cost: As a Road, except the cost is not doubled for hexes with rivers.

Bridge*
A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.

Canal*
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.
Terrain: Desert, hill, or plain.
Effect: Settlements in a hex with a Canal treat the hex as if it had a river.
Cost: Twice the cost of a Road.

Farm
A Farm helps feed your kingdom.
Terrain: Desert (requires canal, coastline, or river), hill, or plain. A Farm must be within or adjacent to a hex containing a river, lake, swamp, or have a Canal, or adjacent to at least 2 hexes that already contain Farms.
Effect: Consumption decreases by 2 BP.
Cost: See Table.

Fishery*
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, water, river, or marsh.
Effect: Consumption decreases by 1 BP.
Cost: 4 BP.

Fort*
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).
Terrain: Any land.
Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.
Cost: 24 BP.

Highway*
A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway. You must have a kingdom of Size 26 or greater to build a Highway.
Terrain: Any hex with a Road.
Effect: Economy +1 for every 2 hexes of Highway, Stability +1 for every 4 hexes of Highway; improves overland travel speed.
Cost: Twice the cost of a Road.

Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.

Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.

Road*
A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Cost: See the Road column of Table.

Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 3 BP.

Vineyard
A vineyard is a specialized farm that is built in hill hexes.
Terrain: Farm
Effect: A vineyard hex reduces consumption by an extra 1 BP. If a vineyard is adjacent to a city, a Brewery can be built in that city for one less BP (minimum 1 BP).
Cost: 3 BP.

Watchtower*
A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. a Watchtower cannot share a hex with a Fort or another Watchtower.
Terrain: Any land.
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.
Cost: 12 BP.

Special Terrain
Some hexes contain features or resources that impact a kingdom’s Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have to double the cost of the Road.

Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building’s location in the hex, you can incorporate the building into the settlement at no cost (this does not count toward your building limit for that turn).

Free City: A Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully, you must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM’s option, a Lair may allow access to an underground cavern hex.

Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your kingdom’s morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.

Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.

River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin’s location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.
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Data de inscrição : 02/06/2011

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