Gaining Capital
Table: Capital Values
Capital | Purchased Cost | Earned Cost | Time to Spend |
---|---|---|---|
Goods | 20 gp | 10 gp | 1 day |
Influence | 30 gp | 15 gp | 1/2 day |
Labor | 20 gp | 10 gp | 1 day |
Magic | 100 gp | 50 gp | 1/5 day |
Spending Limits
The population of a settlement limits how much help you can get on a given day. The numbers in Table: Settlement Spending Limits represent the limit of how much Goods, Influence, and Labor can be spent in the settlement each day. Even if you have a lot of Goods and Labor at your disposal from favors and such, a tiny settlement might have only a few hands to spare to turn that capital into finished projects.
Some settlement modifiers can increase or decrease the settlements limits for certain types of capital.
- Lore applies to Magic.
- Productivity applies to Goods and Labor.
- Society applies to Influence.
These limits only apply when you are trying to spend capital on your own. The capital generated by teams in your employ represent capital you can call upon directly to spend on buildings or other spendings, and is not limited by the settlement size.
Table: Settlement Spending Limits
Settlement | Spending Limit Per Day (Goods, Influence, Or Labor) |
---|---|
Thorp | 2 |
Hamlet | 4 |
Village | 10 |
Small Town | 15 |
Large town | 25 |
Small city | 35 |
Large city | 50 |
Metropolis | 65 |
(+1) | (+15) |
Using Followers
The Leadership feat allows you to recruit teams at a discount, and these teams are more loyal to you than regular ones. These follower teams are willing to work harder and more publicly support you, generating 50% more Influence or Labor without any additional cost.
Downtime Phases (WIP)
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1. Upkeep Phase
- Step 1—Add Up Costs: These costs include ongoing or recurring costs for your managers, debts, and other previous downtime activities that have accrued since the last time you have had a downtime session. Most of these costs are incurred daily, whether or not you are spending downtime days at the settlement.
- Step 2—Pay Costs: If you cannot pay the costs you’ve incurred (either with your own capital or by borrowing from another character), you gain no benefit from those downtime activities until the day you do pay.
- Step 3—Determine Capital Attrition: For every 7 days you were away from the settlement (whether downtime days or normal days), reduce your Goods, Influence, Labor, and Magic by 1 each (minimum 0). This decrease represents spoilage, theft, allies moving on or having higher priorities, workers finding other employment, and so on.
- Step 4—Determine Business Attrition: Business attrition is loss caused by poor morale among employees due to your absence. If a building doesn’t generate capital (and therefore isn’t a business), skip Step 4. Without any employees to speculate about your absence, there is no chance of mutiny. However, the GM may decide that opportunistic thieves, squatters, monsters, animals, or vermin may move into an abandoned building if you are gone for a long time, requiring you to clear them out if you want to use it again.
2. Activity Phase
3. Income Phase
- Step 1—Determine Income: Add up the earnings from all of the buildings and organizations that you control in the settlement that generates income and is able to provide you with benefits. Attempt a capital check (see the Earnings section) with that earnings total; you can choose to take 10. Then divide the result by 10 to determine how many gp you earn that day. Your income is then reduce by the taxation percentage of the nation you are based in.
- If you were away for multiple days, attempt one capital check for each day you were away (if the number of checks is enough to be cumbersome, take 10 on these checks). For every 7 days you’ve been away from the settlement (whether they were downtime days or not), reduce the total amount of gp earned by 7 and reduce the Goods, Influence, Labor, and Magic earned by 1 each (minimum 0). Add the remaining capital to your character sheet or downtime tracking sheet.
- If you were unable to pay the costs for a building in the Upkeep phase, or you lost control of a building because of attrition, you don’t collect income for that building.
- Step 2—Determine Other Income: If any of your other downtime activities generate income (such as using skills to earn capital), you collect that income during this step.
- Step 3—Abandon Assets: If you wish to get rid of a building or organization without compensation, you can abandon it during this step. You are no longer the owner of the building or organization and no longer gain any benefits from it, but neither are you obligated to deal with events relating to it. Unlike losing a building or organization because of attrition, this loss is automatic and you can’t attempt to reaffirm your ownership.
- Step 4—Sell Assets: If you wish to sell a building or organization, you can do so during this step. You can sell a building or organization for half its cost to buy or create (based on either the gp or the Goods, Influence, Labor, or Magic listed in the building’s cost). There is a 75% chance that it takes you 3d6 days to find a buyer. This delay doesn’t require you to spend any downtime days. You can shorten this delay, reducing it by 1d6 days (to a minimum of 0 days) for each 1 point of Influence you spend. You collect the proceeds upon the conclusion of the sale.
- You can choose to sell only some of a building’s rooms, leaving you in control of the remaining rooms. Any alterations to the building necessary for the sale are included when you make the sale.
- Selling an organization is a process of reclaiming assets from your former employees, such as armor or weapons you provided to a Guard team. As with selling buildings, you can choose to liquidate only some of an organization’s teams, such as divesting your thieves’ guild of its Cutpurse and Acolyte teams.
4. Event Phase
Downtime Activities
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Earn XP
If you’ve missed a campaign session or otherwise fallen behind in XP compared to the other characters, you can spend downtime adventuring to help catch up to the other PCs. Usually downtime adventures feature encounters that are much easier than you’d normally expect as part of a group.
Spending one day to earn XP requires you to make a check: roll 1d20 and add both your character level and your highest ability score modifier. For every 10 of your result, you defeated a CR 1 encounter. You may take 10 on this check.
If using this downtime activity would increase your XP above the highest XP value among all the PCs in your party, it increases your XP to that value instead; any XP earned beyond this amount is lost. This activity allows you only to catch up, not to get ahead.
Leveling Up NPC
With GM's permission, you can help an allied NPC increase in levels. You and the NPC would spend downtime days performing the Earn XP activity. However, this will cost you gol equal to 25 x NPC's level x the number of days spent. If your NPC does not have defined ability scores, her modifier to her Earn XP check is equal to 2 + 1.5 times her current level. As a quick reference, NPCs gain XP per day equal to 10 + their Earn XP modifier divided by 10 (rounded down), and then multiplied by XP for a CR 1 encounter. If the NPC holds a Leadership Position in your nation, you may use BP to pay this cost without penalty. Leveling up an NPC does not take any time away from your own downtime.
As a general rule, you can only sponsor an NPC's growth up to a CR equal to your total Hit Dice - 2.
Scheme for an Upcoming Adventure
You can use downtime to prepare for an upcoming adventure or event. Every day spent on this activity earns you 1 Prep point. In addition, you can buy additional Prep points during this period by spending 100 gol per point. Prop points can be used to give you boosts to your actions during the adventure. You can spend 1 Prep point to gain a +2 bonus on one skill check; you can spend multiple Prep points on one check and their effects stack.
Alternatively, you can spend Prep points to perform a Flashback action. You can instigate a Flashback at any point during your adventure, going back in time up to one week to declare that you did an action that would affect the present. You must have been free and present at the location of when and where you wanted to do this action, and the action's success must be possible for you to accomplish. Flashback actions can only alter circumstances in the present as long as they have not been confirmed to be fact. For example, when your enemy reaches in their pocket to pull out a magic item, you can say that you pickpocketed the item with Sleight of Head on a previous day in your Flashback, but you cannot say that you killed him at that time. The GM has the final say as to what could or could not have happened in the Flashback.
Each Flashback action costs 4 Prep points, but they are always successful. Multiple creatures can participate in the same Flashback as long as they did this downtime activity together, and they each use their own Prep points.
Rooms and Teams
Constructing Buildings from Rooms: A room on its own does not provide earnings until a minimal number of different rooms are assembled to form a building. The building must also be staffed with a minimal number of different teams in order to be operational to provide earnings.
Rooms
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Quality: Rooms begin at standard quality. The quality of rooms can be improved to expert, master, and legendary, multiplying the room's cost amount of capital, gp cost, and days to build by 10, 25, and 100 respectively, but also increasing all earinings by +1, +2, and +3 respectively.
Staff: Most rooms require one or more specific hirelings to work in them in order to provide their earnings. You can staff a room with the upgraded version of the hireling listed in the table.
Table: Rooms
Room | Create | Time | Benefit & Earnings | Staff | Description |
---|---|---|---|---|---|
Alchemy Lab | 8 Goods, 1 Influence, 5 Labor, 1 Magic (390 gp) | 13 days | Counts as an alchemist’s lab (equipment); gp, Goods, or Magic +10 | 1 to 3 Craftspersons | This room aids you when you’re attempting Craft (alchemy) checks, researching new alchemist formulae, and performing similar alchemical tasks. Up to three people can use the room at a time. |
Altar | 2 Goods, 1 Influence, 2 Labor, 1 Magic (210 gp) | 4 days | Counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells; Influence +3 | 1 Priest | This spiritual focal point has the iconography and materials required for a ceremony. A typical Altar takes the form of a stone altar, but it could also be a sacred pool, a sacrificial pyre, a collection of statuettes, or a similar sacred convergence. |
Animal Pen | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | gp, Goods, or Labor +8 | 1 Laborer | An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided. Upgrade to Habitat. |
Archery Range | 12 Goods, 12 Labor (480 gp) | 24 days | Decreased chance of fired arrows being destroyed or lost; gp or Influence +8 | 1 Guard | An Archery Range is an open area where one can train with ranged weapons. One end of the range features targets and a soft wall (often several feet of stacked hay or loose earth) to absorb missed shots, while the other side has benches, tables, and firing stands to accommodate trainees. Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost. |
Armory | 9 Goods, 3 Influence, 6 Labor (390 gp) | 16 days | Provides for 1 Bunks or Guard Post, hastens donning armor | — | An Armory stores a variety of armor and weapons, providing enough equipment to supply one Bunks or Guard Post with common equipment (the guards or soldiers leave their armor and weapons here, and you don’t have to pay for individual equipment for them as long as this room is not broken). The room is typically supplied with medium armor, steel shields, and appropriate martial weapons for the guards or soldiers in the building. The Armory contains an array of helpful tools to allow you to don armor in the time it normally takes to don hastily. |
Artisan’s Workshop | 9 Goods, 9 Labor (360 gp) | 16 days | Counts as masterwork artisan’s tools for one Craft skill; gp, Goods, or Influence +10 | 1 to 3 Craftspersons | This specialist’s workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time. |
Auditorium | 19 Goods, 1 Influence, 25 Labor (910 gp) | 44 days | Bonus on Perform checks; gp or Influence +15 | 1 Performer, 2 Retainers | This large room is used for various artistic performances. It contains a stage, costumes, instruments, and seating for an audience. The superior acoustics and décor grant a +2 bonus on all Perform checks made in this room. Upgrade from Ballroom. |
Ballroom | 19 Goods, 19 Labor (760 gp) | 38 days | Bonus on Perform checks; gp or Influence +10 | 1 Performer, 1 Retainer | This large open room is intended for dances, receptions, and other elaborate events. The superior acoustics and decor grant a +2 bonus on all Perform checks made in this room. Upgrade from Common Room. Upgrade to Auditorium. |
Bar | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | Bonus on Diplomacy checks to gather information; gp or Influence +10 | 1 Retainer | A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement. |
Bath | 3 Goods, 1 Influence, 2 Labor (130 gp) | 5 days | Bonus on Fortitude saves against disease; gp or Influence +3 | 1 Retainer | A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease. Upgrade from Sauna. |
Battle Ring | 18 Goods, 4 Influence, 16 Labor (800 gp) | 36 days | Contestant gains a bonus on Intimidate and performance combat checks; gp or Influence +15 | 1 Laborer, 1 Retainer | This enclosed field is used for some form of dangerous contest, from nonlethal sports like wrestling or boxing to lethal blood sports such as animal fights or gladiatorial combat. It includes seating for spectators, appropriate flooring (padded or sandy), and often some manner of barrier between the audience and combatants. Each day, the person in charge of the Battle Ring can grant one combatant a +2 bonus on Intimidate and performance combat checks. This benefit applies only within the settlement. Upgrade to Sports Field. |
Bedroom | 8 Goods, 7 Labor (300 gp) | 15 days | gp or Influence +3 | — | A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. A Bedroom might be the sleeping place of a building’s owner or a comfortable room for rent. |
Bell Tower | 11 Goods, 3 Influence, 7 Labor (450 gp) | 19 days | capital +1 | 1 Performer | This two-story room contains one or more bells suitable for warnings or music, along with bell pulls for operating the instruments from below. The bells can be heard up to 1 mile away. |
Blind | 3 Goods, 2 Influence, 3 Labor (180 gp) | 7 days | Perception check required to see through; gp or Influence +2 | — | A Blind is a semisolid wall constructed out of area-appropriate debris and flora. Between 10 and 15 feet high, a Blind helps to conceal any structures behind it as it blends in with the nearby landscape. Structures behind a Blind can be seen only with a successful DC 15 Perception check, and targets of ranged attacks made through a blind gain concealment. One Blind can cover 20 squares’ worth of structures; multiple Blinds can be used to conceal larger structures. A Blind can be thickened for double the construction cost, increasing the DC of the Perception check to see through the Blind to 20 and granting total concealment to creatures hiding behind it. |
Blood Spa | 10 Goods, 4 Influence, 7 Labor, 6 Magic (1,060 gp) | 20 days | Temporary age penalty reduction | 3 Retainers | This room houses a sumptuous tub and alchemical piping that allow a villain to alleviate some of the effects of aging by bathing in the blood of a freshly killed humanoid of less than middle age. The corpse is suspended over the tub via ceiling clamps that can be recessed out of sight in the ceiling. Bathing for an hour in this room reduces any ability score penalties from advanced age by 1 for a duration of 1 week and makes the bather appear younger. Multiple treatments stack. Each corpse provides enough blood for only 1 treatment. Upgrade from Baths. |
Book Repository | 8 Goods, 2 Influence, 7 Labor, 1 Magic (460 gp) | 16 days | Bonus on Knowledge checks of one type; gp or Influence +8 | 1 Sage | A Book Repository contains shelves upon shelves of books, in addition to chairs, desks, and tables for reading and studying. Most repositories contain books on a wide array of topics providing a general wealth of information, but some contain books focused on a specific topic. When you construct a Book Repository, select one Knowledge skill. If someone has a question relating to that Knowledge skill and is able to spend 1 hour researching in the Book Repository, she gains a +3 bonus on the Knowledge check to answer the question. Upgrade to Magical Repository. |
Brewery | 9 Goods, 2 Influence, 7 Labor (380 gp) | 17 days | gp or Influence +10 | 1 Craftsperson | A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages. |
Bunks | 7 Goods, 4 Influence, 7 Labor (400 gp) | 16 days | gp or Labor +8 | — | Bunks provide housing and limited storage for up to 10 people. Though hardly private, this space typically includes beds or cots, linens, small chests with poor locks, and chamber pots. If this room is part of an Inn, the building is more of a flophouse or hostel than a traveler’s hotel, which would have private rooms. If part of a Hospital, this room houses patients. Adding Bunks to a building can increase the number of hirelings that can operate out of it, up to 10 hirelings per Bunk. Upgrade to Lodging. |
Burial Ground | 4 Goods, 3 Influence, 4 Labor, 1 Magic (350 gp) | 9 days | Prevents or creates undead; gp or Influence +4 | 1 Laborer | This somber plot of land is dedicated to the internment of the dead. Up to 20 Medium or smaller corpses can be buried here, their plots clearly marked by gravestones, statues, or other markers. For an additional 200 gp, this area can be consecrated as holy or unholy ground. A corpse buried in holy ground cannot be animated as an undead creature. A corpse buried in unholy ground has a 5% chance every month of reanimating as an uncontrolled zombie. If you upgrade a Burial Ground, the area retains the consecration effect. Upgrade to Crypt. |
Cell | 5 Goods, 4 Labor (180 gp) | 9 days | — | 1 Guard | This uncomfortable room can imprison 1 to 4 captives. It is typically nothing more than a stone room with a straw-lined floor, though some might have the barest of comforts, like cots or chamber pots. One wall is typically constructed of sturdy bars and a door affixed with a simple lock. You can install manacles or masterwork manacles at the normal price of those items. |
Ceremonial Room | 16 Goods, 2 Influence, 15 Labor, 5 Magic (1,180 gp) | 33 days | Bonus on Bluff, Diplomacy, and Intimidate checks; capital +10 | 3 Retainers | This is a large, open room for important events such as religious services, town meetings, and weddings. It often features an elevated area for the focus or leader of the event, and might have seats for others in attendance. A person leading or officially speaking at the event gains a +1 bonus on Bluff, Diplomacy, and Intimidate checks to influence others at the event. This bonus ends when the event ends. Upgrade from Common Room. Upgrade to Throne Room. |
Classroom | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | capital +8 | 1 Sage | This small meeting place gives numerous attendees an unobstructed view of a single lecturer. Many classrooms contain seating for those in attendance, a lectern, and a display table or chalkboard. |
Clockwork Shop | 9 Goods, 9 Labor (360 gp) | 18 days | Counts as masterwork artisan’s tools for Craft (clockwork); gp, Goods, or Labor +10 | 1 to 3 Craftspersons | This workshop provides all of the precision tools and workstations required for creating delicate clockwork goods. Up to three people can use the room at a time. |
Common Room | 7 Goods, 8 Labor (300 gp) | 15 days | gp or Influence +7 | 1 Laborer | This versatile open area has enough space for many people to use at once. A Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables. Upgrade to Ballroom, Ceremonial Room, Throne Room. |
Confessional | 2 Goods, 3 Labor (100 gp) | 5 days | Bonus on Stealth checks | — | This pair of tiny, linked rooms allows for private conversations. Alternatively, you may construct a hidden space that allows you to watch another room without being observed, such as through a peephole in a tapestry or mosaic. One side of this room provides a +4 bonus on Stealth checks to hide from creatures in the adjoining room. A Confessional can be constructed in a way that allows this bonus to apply to creatures in both sides or just in one. |
Courtyard | 4 Goods, 5 Labor (180 gp) | 9 days | capital +5 | 2 Laborers | This large, open area might be constructed to feature decorative landscaping or be a more utilitarian space for drills, meetings, or storage. |
Crypt | 5 Goods, 3 Influence, 5 Labor, 2 Magic (490 gp) | 11 days | gp, Influence, or Magic +5 | 2 Laborers | This space is dedicated to the storage of prominent corpses. Above ground this space might take the form of a tomb. The duration of spells that preserve or protect corpses (such as gentle repose) are doubled when cast on a corpse that remains in this room. |
Defensive Wall | 5 Goods, 2 Influence, 5 Labor (260 gp) | 11 days | — | — | This simple wooden wall, fence, or hedge surrounds your structure and provides a modicum of security. It is no taller than 10 feet, includes a single gate with a simple lock, and can be scaled with a DC 14 Climb check. It can be constructed as a stone wall — increasing the height by up to 10 feet and the Climb DC to 20 — by doubling the price. If combined with a Guard Post, this can be a walkable wall with a parapet. |
Dock | 7 Goods, 2 Influence, 6 Labor (320 gp) | 14 days | gp, Goods, Influence, or Labor +12 | 3 Laborers | This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water. |
Dojo | 7 Goods, 1 Influence, 7 Labor (310 gp) | 14 days | Counts as a training facility for training or retraining; gp, Influence, or Labor +8 | 1 Soldier | This open area is used for practicing combat or other physical skills. If used for combat training, it includes humanoid-shaped training dummies or silhouettes for target practice. Most Dojos include simple floor mats or straw pallets to cushion falls, plus racks containing nonlethal versions of standard weapons. If used by a Thieves’ Guild, instead of combat the Dojo might instead focus on evasion training, picking locks, and disabling traps. You can use a Dojo to train up to 10 people at a time. It can be used as Bunks, though it is much less comfortable than using actual beds or cots. |
Drawbridge | 8 Goods, 2 Influence, 5 Labor (320 gp) | 14 days | — | 1 Laborer | This retractable bridge spans a pit, moat, or similar danger, allowing you to control access to an area. You can raise or lower the bridge by spending a full-round action to operate the mechanisms constructed on either side of the span. When raised, the bridge creates a wooden barrier (hardness 5, 40 hit points). If the Drawbridge is destroyed, it can be rebuilt in the same place for half the initial construction price. |
Escape Route | 9 Goods, 9 Labor (360 gp) | 18 days | — | — | This is a hallway or tunnel leading to a hidden exit from the building. The exit door is typically a simple wooden door with an average lock (Disable Device DC 20 to open). Either or both ends of the hallway can be secret doors (Perception DC 20 to notice). Upgrade from Secret Room. |
Execution Yard | 8 Goods, 2 Influence, 10 Labor (420 gp) | 19 days | Bonus on Intimidate checks; influence +10 | 1 Guard, 2 Laborers | This open area is used to host public executions. The execution device, such as a headsman’s block or gallows, occupies a dais in the yard’s center. Surrounding it are viewing galleries for guests of assorted status and plenty of standing room for lower-class rabble. Gibbets or pikes around the yard display the condemned, granting a +3 bonus on Intimidate checks within the settlement to whoever publicly ordered the execution. Upgrade from Courtyard. |
False Front | 4 Goods, 1 Influence, 4 Labor (190 gp) | 8 days | Bonus to Perception and Sense Motive DCs; gp or Goods +2 | 1 Scoundrel | This simple, nondescript business uses an innocuous front to hide criminal dealings. It might appear to be a low-quality pawnshop or ill-stocked market. It has the bare necessities for functioning as the kind of business it pretends to be, but its true purpose is to conceal the nature of the building—typically a criminal enterprise or secret meeting place, such as a cult’s sanctuary or a den of thieves. The room includes a secret door leading to the rest of the building. The room increases Perception and Sense Motive DCs by 5 for those trying to notice unusual activity or determine whether the building is what it seems. Since a False Front contains both a false Storefront and false display area, its space can be upgraded to both Storage and a Storefront simultaneously (or upgraded to just one, leaving the remaining area unused). Upgrade to Storage, Storefront. |
Farmland | 15 Goods, 15 Labor (600 gp) | 30 days | gp or Goods +10 | 5 Laborers | This large swath of fertile land is used for farming or fodder for livestock. The price for this room includes clearing the land, fertilizing the soil, and so on. At the GM’s discretion, you might discover a plot of available land that automatically counts as a Farmland at no cost. |
Forge | 9 Goods, 1 Influence, 8 Labor (370 gp) | 17 days | Counts as expert artisan’s tools for smithing skills; gp or Goods +10 | 1 to 3 Craftspersons | A Forge includes a hearth, an anvil, a slack tub, metalworking tools, and other appropriate materials for shaping iron and other metals. A Forge counts as expert artisan’s tools for up to three people working on metalworking skills such as Craft (armor) and Craft (weapons). |
Game Room | 8 Goods, 7 Labor (300 gp) | 15 days | Crime +1, Danger +10; gp +10 | 3 Scoundrels | A Game Room has tables for gambling or other forms of gaming, and is often used to make wagers on blood sports or other illicit activities. The listed Earnings includes illegal gaming. If your building allows only legal gaming (whether recreational or using money), the Earnings are gp +5 (not +10) and the Benefit is Crime +0, Danger +0. |
Garden | 5 Goods, 4 Labor (180 gp) | 9 days | gp or Goods +8 | 1 Laborer | This area of carefully tended soil is fit for growing plants that require greater attention than crops, though you can use it to grow food crops if you choose. Upgrade to Greenhouse. |
Gatehouse | 15 Goods, 3 Influence, 12 Labor (630 gp) | 28 days | Defenders get bonus on initiative and Perception checks; gp, Influence, or Goods +4 | 4 Guards | This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. It includes a strong wooden door with a good lock. You can improve this to an iron door for 500 gp. You can add a wooden portcullis for 500 gp or an iron portcullis for 1,000 gp. For an additional 80 gp, you can also count this room as a Gauntlet, allowing defenders to fall back and trap intruders here. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Gatehouse. Any defender using the Gatehouse’s defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Gatehouse. Upgrade from Gauntlet, Guard Post. |
Gauntlet | 4 Goods, 4 Labor (160 gp) | 8 days | Defenders get improved cover | 3 Guards | This is an area with murder holes or similar defenses that give defenders an advantage when attacking or spying upon intruders. It has good wooden doors with simple locks to allow defenders to trap invaders inside. Any defender using the Gauntlet’s defenses has improved cover against intruders in the Gauntlet, though these defenses limit what attacks the defenders can make. For example, a defender can shoot through a murder hole with a spell, bow, or crossbow, or can pour boiling water through it, but she can’t attack through it with an axe. Upgrade to Gatehouse. |
Greenhouse | 8 Goods, 7 Labor (300 gp) | 15 days | gp, Goods, or Influence +12 | 1 Laborer, 1 Sage | This garden is protected by glass and has its interior climate deliberately regulated. Delicate or exotic plants raised in this area grow larger and healthier than in a normal garden. Certain types of rare plants can be raised only in a Greenhouse. Upgrade from Garden. Upgrade to Mystic Greenhouse. |
Grotto | 15 Goods, 10 Labor (500 gp) | 25 days | gp or Influence +4 | 1 Retainer | A Grotto is a naturally or artificially shaped cave in which people can live. Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation. |
Guard Post | 7 Goods, 2 Influence, 6 Labor (320 gp) | 14 days | Defenders get a bonus on initiative and Perception checksl; gp or Goods +4 | 2 Guards | This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Guard Post. Any defender using the Guard Post’s defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Guard Post. Upgrade from Tollbooth. Upgrade to Gatehouse. |
Habitat | 18 Goods, 3 Influence, 17 Labor (790 gp) | 36 days | gp or Influence +12 | 1 Laborer, 1 Sage | A Habitat houses animals. Unlike a Stall or Hatchery, a Habitat provides comfortable lodging for exotic or rare creatures. This room contains cages and walled chambers for the resident creatures, with at least one wall constructed of bars or windows to allow visitors to observe the creatures. A Habitat built to house birds is often constructed with tall poles and netting to keep the creatures from flying away. Upgrade from Animal Pen, Stall. |
Hatchery | 4 Goods, 1 Influence, 3 Labor (170 gp) | 7 days | gp or Goods +5 | 1 Laborer | A Hatchery is used for nesting and hatching egg-laying creatures such as birds, lizards, owlbears, or dragons. Alternatively, it can be used for fish, shellfish, or other aquatic egg-laying creatures. This room might be on the roof to allow flying creatures to come and go, or might be connected to the building on ground level. It contains cages and soft bedding to cradle the eggs, and might contain a small wood-burning stove to keep the eggs warm if parent animals aren’t available. |
Infirmary | 6 Goods, 1 Influence, 6 Labor, 1 Magic (370 gp) | 12 days | Counts as a healer’s kit; gp or Influence +8 | 1 Adept or Sage | An Infirmary is used for treating injured and sick people. It contains beds or cots, a wash basin, and medical supplies. This counts as having a healer’s kit for up to two healers at a time. As long as the building doesn’t have the broken condition, you don’t need to track individual uses of these healer’s kits. |
Interrogation Room | 7 Goods, 3 Influence, 5 Labor (330 gp) | 13 days | Bonus on Intimidate checks | 1 Guard | This grim room is used for interrogation as well as torture and other morally questionable acts. It contains structures to bind humanoids and various implements designed to inflict pain and discomfort. Interrogators in this room gain a +3 bonus on Intimidate checks to influence captives. |
Kitchen | 4 Goods, 4 Labor (160 gp) | 8 days | gp or Goods +4 | 1 Retainer | A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. A Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs. |
Labyrinth | 15 Goods, 15 Labor (370 gp) | 30 days | gp or Influence +5 | 1 Laborer | A Labyrinth is a walled maze, hedge maze, or simple tiled pattern on the ground that those in need of tranquility can walk for quiet meditation. |
Laundry | 3 Goods, 3 Labor (120 gp) | 6 days | Bonus on Fortitude saves against contracting disease; gp or Goods +3 | 1 Laborer | A Laundry contains a large vat for soaking clothes, a cauldron to heat water, washboards, drying lines, and racks and bins for dry clothes. This might be an outside area adjacent to a building. Employees and regular users of a Laundry gain a +1 bonus on Fortitude saves to resist contracting a disease while they’re in the settlement. |
Lavatory | 3 Goods, 3 Labor (120 gp) | 6 days | Bonus on Fortitude saves against contracting disease; capital +2 | 1 Laborer | A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn’t have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement’s sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement. Upgrade from Shack. |
Leather Workshop | 7 Goods, 1 Influence, 7 Labor (310 gp) | 14 days | Counts as expert artisan’s tools for leatherworking skills; gp or Goods +10 | 1 to 3 Craftsperson | This workshop includes a sturdy table, stool, vats, drying racks, and tools designed for turning raw hides into leather. The Leather Workshop counts as expert artisan’s tools for up to three people creating leather goods with skills such as Craft (leather) and Craft (shoes). |
Lodging | 10 Goods, 1 Influence, 10 Labor (430 gp) | 20 days | gp +12 | 1 Retainer | This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock. Adding Lodgings to a building can increase the number of hirelings that can operate out of it, up to 10 hirelings per Lodging. Upgrade from Bunks. |
Magical Repository | 9 Goods, 3 Influence, 8 Labor, 3 Magic (730 gp) | 19 days | Bonus on Knowledge (arcana), Spellcraft, and spell research checks; gp, Influence, or Magic +12 | 1 Mage | A Magical Repository is similar to a Book Repository, but specific to the study of the arcane arts. It contains shelves of books, comfortable chairs, and tables for studying and for scribing notes and scrolls. If you construct this room from scratch, it grants someone who studies there for 1 hour a +3 bonus on a Knowledge (arcana) check to answer a question. If you upgrade a Book Repository into this room, you either keep the original Book Repository’s bonus on Knowledge checks or change its skill to Knowledge (arcana). An hour of study in this room also grants a +3 bonus on Spellcraft checks. The room grants an additional +1 bonus on Knowledge (arcana) and Spellcraft checks for spell research (see Research a Spell) and crafting magic items. Upgrade from Book Repository. |
Mill Room | 8 Goods, 7 Labor (300 gp) | 15 days | gp or Goods +8 | 1 Laborer | A Mill Room contains a mechanism to process grain, foodstuffs, and other raw materials. Most simple mills are powered by hand, but those powered by horses or other beasts of burden require a stable, those powered by water require running water for the water wheel, and those powered by wind require a tower. |
Mystic Greenhouse | 8 Goods, 3 Influence, 7 Labor, 5 Magic (890 gp) | 17 days | Bonus on Charisma-based checks attempted against creatures inside; gp, Goods, Influence, or Magic +4 | 1 Priest, 1 Retainer | A Mystic Greenhouse has been specially modified to accommodate both the mundane and magical needs of supernatural plants and creatures of the plant type, making them easier to work with. In addition to the glass walls of a traditional Greenhouse, this chamber is set with devices that focus ambient magical energy to the benefit of those creatures growing inside, such as rune-inscribed plates or mirrors arranged to reflect and funnel magical energy. After a full day of exposure to the Mystical Greenhouse’s beneficial effects, creatures within become relaxed and compliant. Other creatures gain a +2 bonus on Charisma checks and Charisma-based skill checks against creatures that have spent the past 24 hours in a Mystic Greenhouse. Upgrade from Greenhouse. |
Nursery | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | gp or Influence +6 | 1 Retainer | A Nursery is used to care for infants and children. It contains cribs and beds for children, toys for their entertainment, a table for changing, and cabinets for supplies. |
Observation Dome | 8 Goods, 9 Labor, 1 Magic (440 gp) | 17 days | Bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks; gp, Influence, or Magic +5 | 1 Sage | This elevated room is open to the sky, has a skylight, or has a retractable roof to allow you to observe the passing of celestial bodies. An Observation Dome includes shelves containing records and notes, a telescope, and other devices dedicated to celestial study. If someone spends 1 hour researching in the Observation Dome, she gains a +2 bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks to answer a question about the heavens. |
Office | 3 Goods, 3 Labor (120 gp) | 6 days | Bonus on Profession checks; capital +3 | 1 Bureaucrat | Upgrades from Storage. This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building. |
Pit | 1 Goods, 1 Labor (40 gp) | 2 days | gp or Labor +1 | — | This is a place to dump things no longer needed. It can be used to contain refuse, dangerous waste, and piles of junk, or as a mass graveyard, communal latrine, or crude surface well. A typical pit is 5–15 feet deep with steep sides. |
Printer | 9 Goods, 2 Influence, 7 Labor (380 gp) | 17 days | Counts as masterwork artisan’s tools for writing and printing skills; gp, Goods, Influence, or Labor +8 | 1 to 3 Craftspersons | Upgrades from Scriptorium. This specialized workshop contains a printing press, storage for paper, and drying racks for finished books and pamphlets. Up to three people can use the room at a time. |
Rangelands | 100 Goods (2,000 gp) | 100 days | gp or Goods +15 | 5 Laborers | Rangelands are vast, unfenced areas of natural terrain that can be used to run large herds of cattle such as aurochs, horses, and sheep. While Rangelands can produce a significant profit, they involve a major investment of time and effort to maintain long enough for the herd to produce new livestock, as well as for livestock born in previous years to grow enough to be butchered, sheared, or otherwise harvested. Rangelands are different from pastures or farmlands in that they contain only native, local plant life, rather than crops placed to make them more effective grazing lands. Small communities often depend on Rangelands as their primary sources of income, and it is not uncommon for tribes to go to war over control of local Rangelands. |
Reliquary | 4 Goods, 4 Labor, 1 Magic (260 gp) | 8 days | Bonus on Knowledge (religion) checks relating to its contents; gp or Influence +5 | 1 Guard, 1 Priest | A Reliquary is built to securely store religious artifacts, and dedicated to a specific deity or philosophy. It contains shelves to house the items, special display cases to protect them, and sometimes chairs and tables to allow study. It’s secured by a strong wooden door or grating with a good lock. Unlike a Vault, a Reliquary is intended to allow people to observe its contents. When stocked with relics appropriate to the chosen deity or philosophy, the room grants a +1 bonus on Knowledge (religion) checks relating to the history, powers, and purpose of those relics. Upgrade from Vault. |
Reservoir System | 10 Goods, 10 Labor (400 gp) | 20 days | gp, Influence, or Labor +10 | — | A Reservoir System is a series of interconnected pools or tanks meant to collect and hold water from rains, springs, and other natural sources to act as a resource for plumbing networks or a source of water during times of drought. The pools are sealed to minimize water loss from evaporation and absorption into the surrounding ground, so the Reservoir System can be relied on throughout an entire dry season. |
Sanctum | 2 Goods, 1 Influence, 1 Labor, 1 Magic (190 gp) | 3 days | Bonus on one Will save | — | This is a basic room with simple and pleasing decorations, clean lines, and a calming environment perfect for meditation, prayer, and solitude. A person who spends at least 4 hours in a Sanctum doing nothing other than praying or meditating gains a +1 bonus on Will saves. This bonus ends once the person leaves the settlement or after the first time she attempts a Will save. |
Sauna | 3 Goods, 3 Labor (120 gp) | 6 days | Bonus on disease and negative level recovery saves; gp or Influence +3 | 1 Retainer | This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover from negative levels. This bonus goes away after 24 hours. Upgrade to Bath. |
Scriptorium | 7 Goods, 2 Influence, 6 Labor (320 gp) | 14 days | Counts as expert artisan’s tools for writing skills; gp, Goods, Influence, Labor, or Magic +5 | 1 to 3 Craftspersons | A Scriptorium is where scribes do their work. It contains chairs and writing desks, as well as ink, paper, and other supplies needed to create or copy written works. Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe). Upgrade to Printer. |
Scrying Room | 6 Goods, 1 Influence, 5 Labor, 3 Magic (550 gp) | 12 days | Increases the DC of scrying effects; gp or Influence +2 | 1 Adept | A Scrying Room is built to be a quiet place for scrying, seances, and similar divinations. It contains a table, chairs, and either a pool of water (at no additional cost) or a suitable focus object for a scrying spell (for an additional 1,000 gp). A caster using scrying, locate creature, or a similar targeted divination from here increases the spell’s DC by 1. |
Secret Room | 5 Goods, 6 Labor (220 gp) | 11 days | capital +10 | — | This is either a room or a passage connecting two rooms in the building. The access to this space is controlled by a secret door (DC 20). A passage can have secret doors at both ends or a normal door at one end and a secret door at the other. If it’s a room, it is typically used to hide someone or something you don’t want discovered. If it’s a passage, it’s typically used for clandestine travel within the building, often for the purpose of smuggling or spying. For every 500 extra gp you spend, you can improve one secret door in the building to a well-hidden secret door (DC 30). Upgrade from Vault. Upgrade to Escape Route. |
Sewer Access | 2 Goods, 1 Influence, 2 Labor (110 gp) | 4 days | — | — | A Sewer Access might be a tunnel or room, or something as simple as a sturdy trap door in the floor. Constructing it requires a settlement with a sewer or septic system, and connects some part of the building to that system. You can use this as an Escape Route, but only to get to and from the sewer. The door to the sewer is a strong wooden door with a good lock. For an additional 500 gp, it has an iron door instead. If you have a Lavatory and Sewer Access, you may automatically connect the Lavatory to the sewer with indoor plumbing. |
Sewing Room | 8 Goods, 7 Labor (300 gp) | 15 days | Counts as expert artisan’s tools for one Craft skill; gp, Goods, or Influence +10 | 1 to 3 Craftspersons | A Sewing Room is used for designing heraldry and making cloth garments, tapestries, blankets, carpets, linens, and other textiles. It contains a loom; a spinning wheel; tapestry frames; shelves for fabric; worktables; and tools for spinning, weaving, and sewing. Up to three people can use the room at once; gaining the benefit of expert artisan’s tools for skills such as Craft (cloth) and Craft (clothing), and for related skills such as Craft (baskets). |
Shack | 3 Goods, 2 Labor (100 gp) | 5 days | — | — | This no-frills wooden shelter contains a simple table, pallet bed, and stool. One person can build a shack with simple tools and basic materials. For an additional 1 point of Goods and 2 points of Labor, you can construct a brick or stone hut instead of a wooden shack. Upgrade to Lavatory, Storage. |
Sitting Room | 12 Goods, 12 Labor (480 gp) | 24 days | Bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks; influence +4 | 1 Retainer | This is a room used for meeting and entertaining in a relaxed, comfortable setting, such as a den, dining room, or smoking room. It has furnishings appropriate to its function (chairs for a sitting room, table and chairs for a dining room, and so on). By spending an hour conversing with guests in a social manner, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours. |
Sports Field | 17 Goods, 3 Influence, 18 Labor (790 gp) | 36 days | gp or Influence +10 | 2 Laborers, 1 Retainer | This outdoor area is used for jousting, athletics, war games, and other sports. A Sports Field contains a playing area, seats for spectators and equipment for one type of game. Upgrade from Battle Ring. |
Stall | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | gp, Goods, or Labor +8 | 1 Laborer | A Stall is a place to keep 1–2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw. Upgrade to Habitat. |
Statue | 1 Goods, 2 Labor (60 gp) | 3 days | gp or Influence +1 | — | This area contains a statue, fountain, or other large decoration. If it has religious significance, it might serve as a shrine. The listed cost and time are only to install a completed wood, bronze, or stone feature — they don’t include the cost and time to create the feature in the first place, but it must be installed to produce Earnings. |
Storage | 3 Goods, 3 Labor (120 gp) | 6 days | gp +2 | — | Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock. Upgrade from False Front, Shack. Upgrade to Office, Vault. |
Storefront | 5 Goods, 1 Influence, 3 Labor (190 gp) | 8 days | capital +5 | 1 Bureaucrat | This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business. Upgrades from False Front. |
Summoning Chamber | 11 Goods, 4 Influence, 10 Labor, 5 Magic (1,040 gp) | 24 days | Bonus on Charisma, Diplomacy, Intimidate, and Knowledge (planes) checks; magic +3 | 1 Mage or Priest | A Summoning Chamber is used to perform magical rituals to conjure outsiders. It contains a well-drawn, nearly complete magic circle on the floor—which you can complete with just a few chalk marks — suitable for use with magic circle spells, planar binding spells, and so on. A person who uses a Summoning Chamber gains a +3 bonus on Knowledge (planes) checks relating to a creature being called or summoned, and a +3 bonus on Charisma checks, Diplomacy checks, and Intimidate checks to influence or bargain with a creature called or summoned here. |
Throne Room | 25 Goods, 5 Influence, 25 Labor, 5 Magic (1,650 gp) | Bonus on Bluff, Diplomacy, and Intimidate, Knowledge (local), and Perform checks; influence +15 | 53 days | 4 Retainers | A Throne Room is used to receive important visitors, such as nobles. The room contains a throne, various decorations, and a few seats for visitors. By spending an hour conversing with visitors, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours. Upgrade from Ceremonial Room, Common Room. |
Tollbooth | 2 Goods, 1 Influence, 2 Labor (110 gp) | 4 days | gp or Goods +4 | 1 Guard | A Tollbooth is a small shelter designed to restrict movement on a road or bridge so the owner can collect fees from travelers. If this room is built near a settlement, it requires 1 point of Influence per day to maintain — or might be illegal, depending on the settlement. Upgrade to Guard Post. |
Trap | — | — | — | 1 Robber or Scoundrel | This can be a specific room in a building or an augmentation to another room. A Trap room might appear empty or it might be decorated to appear to be harmless in order to lure a target into the trap. A Trap costs are explained in Mechanical Trap Costs and the following sections, and building one uses the crafting rules, though you may spend Goods and Labor toward this cost. |
Trophy Room | 6 Goods, 1 Influence, 5 Labor (250 gp) | 11 days | gp or Influence +5 | 1 Retainer | This is a place to hang trophies from your adventures, such as stuffed monster heads, rare paintings, strange statues, and old magic items you don’t need any more. Because of the display cases and clutter, this room isn’t much good for anything else, though it might include chairs or benches to allow people to sit while they admire your treasures. If you want to use your trophies to decorate another room instead of placing them in their own room, construct the Furnishings augmentation instead. A Museum makes money by charging visitors or sponsors to view items like these. |
Vault | 8 Goods, 7 Labor (300 gp) | 15 days | capital +10 | 1 Guard | This is a secure room designed to keep out intruders. The access to this space is controlled by an iron door with a good lock. If you upgrade this room to a Secret Room, the door retains its material and lock and also becomes a secret door. Upgrade from Reliquary, Storage. Upgrade to Secret Room. |
War Room | 8 Goods, 7 Labor (300 gp) | 15 days | Bonus on mass combat and skill checks while scheming | — | This is a room for planning military maneuvers, plotting grand heists, or providing briefings. It contains a large central table with plenty of chairs, maps, and figures to simulate troops and structures. When it’s used for planning a battle, your army gains a +2 bonus on attack rolls and morale checks for their next battle within 24 hours. To grant the army this bonus, the army’s commander must be present at the planning meeting for the battle or you must have some way of communicating these instructions to the commander. When used to scheme for an upcoming adventure, a War Room allows you to use the scheme’s planning bonus on two skill checks instead of one. |
Watering Hole | 10 Goods, 3 Influence, 5 Labor (200 gp) | 16 days | gp, Goods, or Influence +8 | 1 Laborer | A Watering Hole provides bathing and drinking water for animals and traveling caravans. In addition to the pool of water itself, the Watering Hole also provides open space around it where animals can gather and rest. The pool can be a modified natural pond or spring, or it may be an artificially constructed pool that maximizes shore space around which animals can gather. Watering Holes often attract predators, which must be driven off or killed. |
Workstation | 8 Goods, 7 Labor (300 gp) | 15 days | Counts as expert artisan’s tools for one Craft or Profession skill; gp, Goods, or Influence +8 | 1 to 3 Craftspersons | This includes a table, chair, and appropriate expert artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time. |
Hirelings
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All hirelings begin at 1st-level. Hirelings of higher levels can be recruited at higher cost with increased earnings. For every level above the 1st, a hireling's earnings each increase by 1. The number of days it takes to recruit the hireling also increases by 1 day for each additional level. The amount of capital to create higher level hirelings is each multiplied by the taget level. Hirelings above 1st level have equipment equal to their Wealth by Level.
Table: Hirelings
Hireling | Create | Days | Requirements | Earnings | Description |
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Adept | 1 Goods, 1 Influence, 1 Labor, 1 Magic (170 gp) | 3 | Caster's Tower, Magical Academy, Sacred Grove or Shrine | gp, Influence, or Magic +1 | Upgrade to Mage, Priest. An Adept is someone with basic magical talents and understanding, either divine or arcane. An adept is typically a civilian with the magic expertise or any person capable of only casting 0- or 1st-level spells. |
Bureaucrat | 1 Goods, 1 Influence (50 gp) | 1 | Bureau, Courthouse, Town Hall, or School | capital +1 | Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of hireling could include accountants, diplomats, lawyers, and scribes. A typical bureaucrat is a civilian with the skill expertise with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe). As bureaucrats have no function without work being done by another hireling, you can only have one bureaucrat per other type of hireling. |
Craftsperson | 1 Goods, 1 Influence, 2 Labor (90 gp) | 1 | Guildhall, School, or Trade Shop | gp, Goods, or Labor +2 | Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this hireling are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter has ranks in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement. Upgrade from Laborer. |
Guard | 1 Goods, 1 Influence, 1 Labor (70 gp) | 1 | Guard Station or Watchtower | gp, Influence, or Labor +1 | Guards train to watch over a person or location and defend that person or location if necessary. Unlike soldiers, guards are not expected to seek out trouble or take an aggressive role. Their purpose is to intimidate casual threats into leaving and defend against active threats. Each guard is typically a civilian with the combat expertise wearing light armor and using simple weapons, and possibly using a wooden shield. Upgrade from Laborer. Upgrades to Soldier. |
Laborers | 1 Labor (20 gp) | 0 | — | gp or Labor +1 | Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically commoners with no ranks in Craft or Profession. Upgrade to Craftsperson, Guard, Retainer, Robber. |
Mage | 3 Goods, 3 Influence, 4 Labor, 4 Magic (630 gp) | 4 | Caster's Tower or Magical Academy | gp, Goods, Influence, or Magic +4 | A Mage is an arcane spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters, with access to at least six spell levels. Upgrade from Adept, Sage. |
Performer | 1 Good, 2 Influence, 1 Labor (100 gp) | 2 | Bardic College, Dance Hall, Tavern, or Theatre | gp, Influence +2 | Performers are providers of entertainement, as actors, musicians, singers, and writers. A typical performer has ranks in Artistry and any Performance skills, and is equipped with instruments or tools to create their art. |
Priest | 2 Goods, 4 Influence, 4 Labor, 4 Magic (640 gp) | 4 | Sacred Grove or Shrine | gp, Goods, Influence, or Magic +4 | A Priest is a divine spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters, with access to at least six spell levels. Upgrade from Adept, Sage. |
Retainer | 2 Influence, 1 Labor (80 gp) | 1 | Academy or Mansion | Influence or Labor +2 | Retainers wait on you hand and foot and take care of common domestic and traveling issues; their ranks include butlers, valets, maids, heralds, footmen, ladies-in-waiting, and similar service personnel. Skilled Retainers anticipate your needs and coordinate with your other employees as well as those of your guests or host. A typical Retainer is a civilian with ranks in a subset of Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (geography), Knowledge (local), Knowledge (nobility), Linguistics, Perception, Profession (driver), Ride, Sense Motive, and Survival. Upgrade from Laborer. |
Robber | 1 Goods, 1 Influence, 1 Labor (70 gp) | 1 | Black Market, Orphanage, Sewers, or Tunnels | gp, Goods, or Labor +1 | Robbers are experts at committing burglary, robbery, and other means at retrieving items belonging to others. A typical robber has ranks each in Climb, Disable Device, Intimidate, Perception, Sleight of Hand, and Stealth. Upgrade from Laborer. |
Sage | 1 Goods, 2 Influence, 1 Labor (100 gp) | 2 | Bardic College or Library | gp or Influence +2 | A sage is a person with extensive knowledge in one or more related areas who can advise you about his areas of expertise. A typical sage is a civilian with ranks each in skills such as Appraise, Knowledge, Linguistics, Profession, and Spellcraft. Upgrade to Mage, Priest. |
Scoundrel | 2 Influence, 1 Labor (80 gp) | 2 | Black Market, Brothel, or Gambling Den | gp, Goods, or Influence +1 | Scoundrels are experts at interacting with people, and using guile, subterfuge, and manipulation to get what they want out of them. A typical scoundrel has ranks in Bluff, Diplomacy, Intimidate, Perception, and Sense Motive. |
Soldier | 1 Goods, 1 Influence, 2 Labor (90 gp) | 2 | Barracks, Military Academy, or Watchtower | gp, Influence, or Labor +2 | Soldiers are trained in combat and have the means and will to kill your enemies. Unlike Guards, Soldiers actively engage in fighting on behest of a leader (although you can make a Soldier act as a Guard). Depending on the nature of your organization, they might be enforcers rather than military-style soldiers. They are typically PC classes with full base attack bonus progression, wearing light armor and using martial weapons, and possibly using a steel shield. Upgrade from Guard. |
Team Augmentations (WIP)
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Included page "house-rules:downtime-team-augmentations" does not exist (create it now)
Buildings and Organizations (WIP)
Buildings
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The rooms and teams listed for each building are the minimal number of different elements in order to consider the building as operational and able to provide earnings. The costs and benefits of the required teams are not included in the modifiers below. Additional rooms and teams can be added to the building to increase its total earnings. Upgraded versions of the rooms can be used instead of the ones listed for a building.
When your building has been upgraded enough so that its gp value matches or exceeds the total of 4,000 gp x its BP value listed in the House Rules: Nation Building rules, the building is able to provide its nation building modifiers to the nation it belongs to. Until then, the building is not significant enough to have an impact on the nation. Your building must also employ the minimum number of staff for each room.
Rooms: You can use the upgraded version of a room to meet its building's requirements.
Time: The listed number under the "Time" column is the minimal number of days needed to construct the building, assuming you begin constructing all of its rooms at the same time. The number is taken from the highest build time among all of the building's rooms.
Building | Rooms | Hirelings | Create | Time | Max. gp | Max. Goods | Max. Influence | Max. Labor | Max. Magic |
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Academy | 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue | 5 Craftspersons, 1 Performer, 5 Laborers, 3 Retainers, 4 Sages | 120 Goods, 16 Influence, 109 Labor, 3 Magic (5,360 gp) | 24 days | +99 | +61 | +81 | +43 | +50 |
Aerie | 2 Armories, 1 Bunk, 1 Guard Post, 1 Habitat, 1 Hatchery, 1 Storage, 1 Watering Hole | 2 Guards, 3 Laborers, 1 Sage | 67 Goods, 19 Influence, 53 Labor (2,970 gp) | 36 days | +39 | +17 | +20 | +8 | — |
Alchemist | 1 Alchemy Lab, 1 Bedroom, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront | 1 Bureaucrat, 1 Craftsperson, 2 Laborers, 2 Retainers | 48 Goods, 2 Influence, 41 Labor, 1 Magic (1,940 gp) | 24 days | +34 | +29 | +14 | — | +17 |
Arena | 1 Bar, 1 Bath, 4 Battle Rings, 1 Game Room, 1 Infirmary, 1 Lavatory, 1 Office, 1 Storage, 1 Storefront | 1 Adept or Sage, 2 Bureaucrats, 2 Laborers, 5 Retainers, 3 Scoundrels | 109 Goods, 20 Influence, 96 Labor, 1 Magic (4,800 gp) | 36 days | +98 | — | +91 | — | — |
Assembly | 1 Auditorium, 1 Ceremonial Room, 2 Lavatories, 3 Offices, 1 Scriptorium | 3 Bureaucrats, 1 Craftsperson, 2 Laborers, 1 Performer, 5 Retainers | 57 Goods, 5 Influence, 61 Labor, 5 Magic (3,010 gp) | 44 days | +43 | +28 | +43 | +28 | +28 |
Bandit Camp, Large | 1 Animal Pen, 1 Archery Range*, 1 Armory, 6 Blinds*, 1 Cell, 1 Courtyard, 1 Forge, 1 Garden, 1 Grotto*, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Pit, 1 Stall, 1 Storage | 1 Adept or Sage, 1 Craftsperson, 2 Guards, 5 Laborers, 2 Retainers | 106 Goods, 19 Influence, 94 Labor, 1 Magic (4,670 gp) | 25 days | +80 | +45 | +39 | +24 | — |
Bank | 1 Armory, 1 Guard Post, 1 Office, 1 Secret Room, 1 Storefront, 1 Vault | 3 Guards, 2 Bureaucrats | 28 Goods, 3 Influence, 25 Labor (1,150 gp) | 15 days | +32 | +32 | — | — | — |
Bardic College | 1 Auditorium, 2 Baths, 1 Bedroom, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage | 1 Bureaucrats, 1 Craftsperson, 4 Laborers, 1 Performer, 2 Retainers, 3 Sages | 107 Goods, 13 Influence, 109 Labor, 1 Magic (4,810 gp) | 44 days | +88 | +38 | +78 | +42 | +34 |
Barracks | 2 Armories, 1 Bedroom, 2 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage | 1 Adept or Sage, 1 Bueraucrat, 2 Guards, 2 Laboresr, 1 Retainer, 1 Soldier | 80 Goods, 18 Influence, 73 Labor, 1 Magic (3,700 gp) | 16 days | +57 | +13 | +31 | +29 | — |
Black Market | 1 Armory, 1 Cell, 1 Escape Route, 1 False Front, 1 Guard Post, 1 Office, 1 Secret Room, 1 Sewer Access, 1 Storage, 1 Vault | 1 Bureaucrat, 4 Guards, 1 Scoundrel | 55 Goods, 7 Influence, 50 Labor (2,310 gp) | 18 days | +31 | +29 | — | — | — |
Brewery | 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation | 1 Bureaucrat, 2 Craftspersons, 2 Retainers | 36 Goods, 3 Influence, 32 Labor (1,450 gp) | 17 days | +39 | +15 | +31 | — | — |
Brickyard | 1 Courtyard, 1 Lavatory, 1 Office, 1 Storage, 1 Worktation | 1 Bureaucrat, 1 Craftsperson, 3 Laborers | 21 Goods, 21 Labor (840 gp) | 15 days | +20 | +18 | +18 | — | — |
Brothel | 1 Bath, 1 Bedroom, 1 Common Room, 1 Escape Route, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Storefront | 2 Bureaucrats, 2 Laborers, 2 Retainers | 50 Goods, 2 Influence, 47 Labor (2,000 gp) | 24 days | +23 | — | +27 | — | — |
Bureau | 1 Book Repository, 1 Lavatory, 2 Offices, 1 Scriptoriums, 1 Sitting Room, 1 Storages | 2 Bureaucrats, 1 Craftsperson, 1 Laborer, 1 Retainer, 1 Sage | 39 Goods, 4 Influence, 37 Labor, 1 Magic (1,740 gp) | 24 days | +23 | +13 | +25 | +13 | +13 |
Caster’s Tower | 1 Artisan's Workshop, 1 Bath, 1 Bedroom, 1 Cell, 1 Ceremonial Room, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Office, 1 Scriptorium, 1 Scrying Room, 1 Sitting Room, 1 Storage | 1 Adept, 1 Bureaucrat, 2 Craftspersons, 1 Guard, 1 Laborer, 1 Mage, 6 Retainers | 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp) | 33 days | +56 | +34 | +54 | +20 | +32 |
Castle | 2 Armories, 1 Bath, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1 Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route, 1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Stall, 2 Storages | 1 Bureaucrat, 8 Guards, 6 Laborers, 3 Retainers | 168 Goods, 32 Influence, 150 Labor, 2 Magic (7,520 gp) | 28 days | +71 | +34 | +35 | +34 | +15 |
Cathedral | 1 Altar, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 1 Ceremonial Room, 1 Confessional, 1 Courtyard, 1 Crypt, 1 Garden, 1 Office, 1 Reliquary, 1 Sanctum, 1 Sitting Room, 1 Statue, 1 Storage | 1 Bureaucrat, 2 Guards, 5 Laborers, 1 Performer, 2 Priests, 4 Retainers, 1 Sage | 91 Goods, 12 Influence, 84 Labor, 11 Magic (4,960 gp) | 33 days | +51 | +27 | +48 | — | +24 |
Cistern | 1 Reservoir System, 1 Sewer Access | — | 12 Goods, 1 Influence, 12 Labor (510 gp) | 20 days | +10 | — | +10 | +10 | — |
Colossus | — | ||||||||
Courthouse | 1 Book Repository, 2 Cells, 1 Common Room, 2 Offices, 1 Sitting Room | 2 Bureaucrat, 2 Guards, 1 Laborer, 1 Retainer, 1 Sage | 43 Goods, 2 Influence, 41 Labor, 1 Magic (1,840 gp) | 24 days | +21 | — | +25 | — | — |
Crematorium | 1 Crypt, 1 Forge, 1 Storage | 1 Craftsperson, 2 Laborers | 17 Goods, 4 Influence, 16 Labor, 2 Magic (980 gp) | 17 days | +17 | +10 | +5 | — | +5 |
Dance Hall | 1 Ballroom, 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Storage | 1 Bureaucrat, 2 Laborers, 1 Performer, 3 Retainers | 53 Goods, 1 Influence, 53 Labor (2,150 gp) | 38 days | +34 | — | +36 | — | — |
Dump | 10 Pits | — | 10 Goods, 10 Labor (400 gp) | 20 days | +10 | — | — | +10 | — |
Everflowing Spring | 1 Reservoir System, 1 Watering Hole | 1 Laborer | 20 Goods, 3 Influence, 15 Labor (790 gp) | 20 days | +18 | +8 | +18 | +10 | — |
Exotic Artisan | 1 Artisan's Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront | 1 Bureaucrat, 1 Craftsperson, 1 Laborer, 2 Retainers | 44 Goods, 1 Influence, 41 Labor (1,730 gp) | 24 days | +26 | +21 | +24 | — | — |
Farm | 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room | 6 Laborers, 2 Retainers | 53 Goods, 1 Influence, 50 Labor (2,090 gp) | 30 days | +35 | +32 | +9 | +10 | — |
Foreign Quarter | 1 Artisan's Workshop, 1 Bar, 1 Brewery, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Forge, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Leather Workshop, 1 Lodging, 1 Stall, 1 Storage, 1 Storefront, 1 Workstation | 1 Adept or Sage, 1 Bureaucrat, 5 Craftspersons, 6 Laborers, 3 Retainers, 1 Sage | 107 Goods, 11 Influence, 100 Labor, 1 Magic (4,570 gp) | 20 days | +122 | +73 | +73 | +28 | |
Fort | 2 Armories, 1 Bedroom, 2 Bunks, 1 Cell, 1 Common Room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2 Fortifications (Common Room, Gatehouse), 1 Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room | 1 Adept or Sage, 1 Bureaucrat, 5 Guards, 4 Laborers, 1 Retainer, 1 Soldier | 136 Goods, 25 Influence, 124 Labor, 1 Magic (6,050 gp) | 58 days | +62 | +18 | +40 | +34 | — |
Foundry | 1 Courtyard, 5 Forges, 1 Storage, 5 Workstation | 10 Craftspersons, 2 Laborers | 92 Goods, 5 Influence, 83 Labor (3,650 gp) | 17 days | +97 | +95 | +45 | — | — |
Gambling Den | 1 Game Room, 1 Office, 1 Sitting Room, 1 Storefront, 1 Vault | 2 Bureaucrats, 1 Guard, 1 Retainer, 3 Scoundrels | 36 Goods, 1 Influence, 32 Labor (1,390 gp) | 24 days | +23 | — | +22 | — | — |
Garrison | 4 Armories, 2 Bedrooms, 4 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 2 Offices, 2 Storages | 1 Adept or Sage, 2 Bureaucrats, 2 Guards, 2 Laborers, 1 Retainer, 1 Soldier | 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp) | 16 days | +81 | +16 | +37 | +48 | — |
Granary | 10 Storages | — | 30 Goods, 30 Labor (1,200 gp) | 6 days | +20 | — | — | — | — |
Graveyard | 3 Burial Grounds, 1 Crypt, 1 Statue | 5 Laborers | 18 Goods, 12 Influence, 19 Labor, 5 Magic (1,600 gp) | 11 days | +18 | — | +18 | — | +5 |
Guard Station | 1 Armory, 1 Bunks, 1 Cell, 1 Common Room, 1 Guard Post, 1 Office, 1 Storage | 1 Bureaucrat, 3 Guards, 1 Laborer | 41 Goods, 9 Influence, 37 Labor (1,830 gp) | 16 days | +24 | +7 | +10 | +11 | — |
Guildhall | 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret Room, 1 Sitting Room, 2 Storages, 3 Workstations | 2 Bureaucrats, 3 Craftspersons, 1 Laborer, 3 Retainers | 67 Goods, 66 Labor (2,660 gp) | 24 days | +57 | +46 | +53 | — | — |
Hanging Gardens | 1 Attuned (Courtyard), 1 Courtyard, 4 Gardens, 1 Greenhouse, 1 Grotto, 1 Labyrinth, 1 Statue, 1 Storage | 8 Laborers, 1 Retainer, 1 Sage | 71 Goods, 63 Labor, 3 Magic (2,980 gp) | 30 days | +61 | +49 | +27 | — | — |
Herbalist | 1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront | 1 Bureaucrat, 1 Craftsperson, 2 Laborers, 2 Retainers, 1 Sage | 52 Goods, 1 Influence, 48 Labor (2,030 gp) | 24 days | +38 | +33 | +36 | — | — |
Hospital | 1 Bath, 1 Common Room, 2 Infirmaries, 1 Lavatory, 1 Office, 1 Statue, 1 Storage, 1 Storefront, 1 Workstation | 2 Adepts or Sages, 2 Bureaucrats, 1 Crafsperson, 2 Laborers, 1 Retainer | 45 Goods, 4 Influence, 43 Labor, 2 Magic (2,080 gp) | 15 days | +47 | +18 | +45 | — | — |
Hotel | 1 Bar, 4 Baths, 1 Ballroom, 4 Bedrooms, 6 Furnishings (Ballroom, 2 Bedrooms, 2 Lodgings, Sitting Room), 1 Kitchen, 1 Laundry, 4 Lavatories, 4 Lodgings, 1 Office, 1 Sewer Acces, 1 Sitting Room, 4 Stalls, 4 Storages, 1 Storefront, 1 Vault | 2 Bureaucrats, 1 Guard, 5 Laborers, 1 Performer, 12 Retainers, | 219 Goods, 14 Influence, 191 Labor (8,620 gp) | 40 days | +179 | +85 | +94 | +78 | — |
House | 1 Bath, 2 Bedrooms, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage | 2 Laborers, 3 Retainers | 46 Goods, 2 Influence, 43 Labor (1,840 gp) | 24 days | +20 | +9 | +15 | — | — |
Inn | 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront | 1 Bureaucrat, 3 Laborers, 4 Retainers | 52 Goods, 5 Influence, 47 Labor (2,130 gp) | 20 days | +54 | +19 | +30 | +15 | — |
Jail | 4 Cells, 1 Guard Post, 1 Interrogation Room, 1 Office, 1 Storage | 1 Bureaucrat, 7 Guards | 40 Goods, 5 Influence, 33 Labor (1,610 gp) | 14 days | +9 | +7 | — | — | — |
Library | 2 Book Repositories, 1 Common Room, 1 Office, 1 Storage | 1 Bureaucrat, 2 Sages, 1 Laborer | 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp) | 16 days | +28 | — | +26 | — | — |
Lighthouse | 1 Bedroom, 1 Bell Tower, 1 Dock, 1 Lavatory, 1 Office, 1 Storage | 1 Bureaucrat, 1 Performer, 2 Laborers | 35 Goods, 5 Influence, 29 Labor (1,430 gp) | 19 days | +23 | +18 | +21 | +18 | — |
Lumberyard | 1 Courtyard, 1 Mill Room, 1 Office, 1 Stall, 4 Storages | 1 Bureaucrat, 4 Laborers | 33 Goods, 1 Influence, 32 Labor (1,330 gp) | 15 days | +32 | +24 | — | +16 | — |
Luxury Store | Furnishings (Storefront), 1 Office, 1 Storage, 1 Storefront, 1 Vault | 2 Bureaucrat, 1 Guard | 28 Goods, 1 Influence, 22 Labor (1,030 gp) | 28 days | +25 | — | — | — | — |
Magic Shop | Furnishings (Storefront), 1 Magic Repository, 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults | 2 Bureaucrats, 3 Guards, 1 Mage, 1 Priest | 49 Goods, 4 Influence, 41 Labor, 4 Magic (2,320 gp) | 28 days | +52 | — | +50 | — | +45 |
Magical Academy | 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue | 2 Bureaucrats, 2 Craftspersons, 4 Laborers, 1 Mage, 1 Performer, 2 Retainers, 4 Sages | 121 Goods, 17 Influence, 110 Labor, 5 Magic (5,630 gp) | 24 days | +103 | +61 | +85 | +43 | +62 |
Mansion | 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, Furnishings (Bedroom and 2 Sitting Rooms), 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages | 1 Bureaucrat, 4 Laborers, 4 Retainers | 165 Goods, 4 Influence, 141 Labor (6,240 gp) | 44 days | +99 | +60 | +78 | +53 | — |
Market | 1 Courtyard, 4 Storages, 4 Storefronts | 4 Bureaucrats, 2 Laborers | 36 Goods, 4 Influence, 29 Labor (1,420 gp) | 9 days | +33 | — | — | — | — |
Menagerie | 2 Animal Pens, 1 Courtyard, 4 Defensive Walls, 1 Farmland, 1 Guard Post, 6 Habitats, 1 Hatchery, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Stall, 2 Storages, 1 Storefront | 3 Bureaucrats, 2 Guards, 20 Laborers, 1 Retainer, 6 Sages | 197 Goods, 33 Influence, 185 Labor (8,630 gp) | 36 days | +138 | +62 | +87 | +39 | — |
Military Academy | 2 Armories, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage, 1 War Room | 1 Adept or Sage, 2 Bureaucrats, 1 Craftsperson, 3 Guards, 4 Laborers, 1 Performer, 4 Retainers, 3 Sages, 1 Soldier | 149 Goods, 18 Influence, 135 Labor, 2 Magic (6,420 gp) | 24 days | +107 | +55 | +89 | +43 | +35 |
Mill | 1 Mill Room, 1 Office, 2 Storages | 1 Bureaucrat, 1 Laborer | 17 Goods, 16 Labor (660 gp) | 15 days | +15 | +11 | — | — | — |
Mint | 1 Artisan's Workshop, 1 Fortification (Vault), 1 Guard Post, 1 Lavatory, 1 Office, 1 Storage, 2 Vaults | 1 Bureaucrat, 1 Craftsperson, 4 Guards, 1 Laborer | 41 Goods, 2 Influence, 38 Labor (1,640 gp) | 18 days | +41 | +39 | +35 | — | — |
Monastery | 1 Altar, 1 Bath, 1 Book Repository, 1 Bunks, 1 Courtyard, 1 Crypt, 1 Garden, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Office, 2 Sanctums, 1 Scriptorium | 1 Bureaucrat, 1 Craftsperson, 7 Laborers, 1 Priest, 2 Retainers, 1 Sage | 58 Goods, 15 Influence, 53 Labor, 6 Magic (3,270 gp) | 16 days | +54 | +30 | +34 | +23 | +20 |
Monument | 1 Furnishings (Statue), 1 Statue | — | 10 Goods, 8 Labor (360 gp) | 23 days | +6 | — | +6 | — | — |
Museum | 1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault | 2 Bureaucrats, 3 Guards, 1 Priest, 2 Retainers | 47 Goods, 5 Influence, 43 Labor, 1 Magic (2,050 gp) | 15 days | +43 | +22 | +35 | — | — |
Noble Villa | 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls, 1 Escape Route, 2 Furnishings (Bedroom, Sitting Room), 1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry, 1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault | 2 Bureaucrats, 5 Guards, 9 Laborers, 7 Retainers | 215 Goods, 16 Influence, 201 Labor (8,800 gp) | 44 days | +135 | +85 | +106 | +66 | — |
Observatory | 1 Book Repository, 1 Lavatory, 1 Observation Dome, 1 Office, 1 Scriptorium, 1 Storage | 1 Bureaucrat, 1 Craftsperson, 1 Laborer, 2 Sages | 32 Goods, 4 Influence, 31 Labor, 2 Magic (1,580 gp) | 17 days | +25 | +10 | +23 | +10 | +15 |
Orphanage | 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Nursery, 1 Office, 2 Storages | 1 Adept or Sage, 1 Bureaucrat, 5 Laborers, 2 Retainers, 1 Sage | 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp) | 16 days | +61 | +25 | +42 | +26 | — |
Palace | 1 Altar, 1 Ballroom, 1 Bar, 2 Baths, 6 Bedrooms, 1 Bunks, 1 Cell, 1 Common Room, 2 Courtyards, 1 Crypt, 6 Defensive Walls, 1 Escape Route, 6 Furnishings (Ballroom, 2 Bedrooms, Office, Sitting Room, Throne Room), 1 Garden, 1 Gatehouse, 2 Kitchens, 1 Labyrinth, 1 Laundry, 2 Lavatories, 2 Lodgings, 2 Offices, 1 Sanctum, 3 Secret Rooms, 3 Sitting Rooms, 1 Sports Field, 4 Stalls, 2 Statues, 6 Storages, 1 Throne Room, 1 Trophy Room, 2 Vaults, 1 War Room | 2 Bureaucrats, 8 Guards, 18 Laborers, 1 Performer, 1 Priest, 17 Retainers | 495 Goods, 38 Influence, 458 Labor, 9 Magic (21,100 gp) | 73 days | +299 | +167 | +245 | +147 | +120 |
Park | 1 Attuned (Courtyard), 1 Courtyard | 2 Laborers | 9 Goods, 10 Labor, 3 Magic (680 gp) | 29 days | — | — | — | — | — |
Pier | 1 Animal Pen, 1 Dock, 1 Office, 2 Storages | 1 Bureaucrat, 4 Laborers | 22 Goods, 3 Influence, 20 Labor (930 gp) | 14 days | +27 | +23 | +15 | +23 | — |
Redoubt | 1 Armory, 1 Arboreal* (Guard Post), 2 Attuned* (2 Defensive Walls), 1 Bunk, 1 Common Room, 2 Defensive Walls, 1 Fortification (Guard Post), 1 Grotto*, 1 Guard Post, 1 Kitchen, 1 Lavatory, 1 Office, 1 Reservoir System, 1 Sewer Access, 1 Storage, 1 War Room | 1 Bureaucrat, 2 Guards, 2 Laborers, 2 Retainers | 112 Goods, 16 Influence, 102 Labor, 6 Magic (5,360 gp) | 59 days | +44 | +13 | +28 | +23 | — |
Restaurant | 1 Bar, 4 Furnishings (4 Sitting Rooms), 2 Kitchens, 2 Lavatories, 1 Office, 4 Sitting Rooms, 1 Storage | 1 Bureaucrat, 2 Laborers, 7 Retainers | 110 Goods, 1 Influence, 97 Labor (4,170 gp) | 44 days | +47 | +35 | +53 | — | — |
Sacred Grove | 1 Altar, 2 Arboreal* (Altar and Sanctum), 1 Attuned* (Courtyard), 1 Courtyard, 2 Defensive Walls, 1 Garden, 1 Grotto*, 2 Habitats, 1 Kitchen, 1 Lavatory, 1 Mystic Greenhouse*, 1 Sanctum, 1 Sauna | 2 Priests, 6 Laborers, 4 Retainers, 2 Sages | 109 Goods, 19 Influence, 100 Labor, 10 Magic (5,750 gp) | 36 days | +54 | +23 | +49 | — | +11 |
School | 1 Bell Tower, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 1 Office, 2 Storages, 1 Workstation | 1 Bureaucrat, 1 Crafsperson, 4 Laborers, 1 Performer, 1 Retainer, 2 Sages | 58 Goods, 5 Influence, 53 Labor (2,370 gp) | 19 days | +50 | +39 | +42 | — | — |
Sewer System | 1 Pit, 1 Reservoir System, 2 Sewer Accesses | — | 15 Goods, 2 Influence, 15 Labor (660 gp) | 20 days | +11 | — | +10 | +11 | — |
Shop | 1 Lavatory, 1 Office, 1 Storage, 1 Storefront | 2 Bureaucrats, 1 Laborer | 14 Goods, 1 Influence, 12 Labor (550 gp) | 8 days | +12 | — | — | — | — |
Shrine | 1 Altar, 1 Statue | 1 Priest | 3 Goods, 1 Influence, 4 Labor, 1 Magic (270 gp) | 4 days | +1 | — | +4 | — | — |
Smithy | 1 Forge, 1 Office, 2 Storages | 1 Bureaucrat, 1 Craftsperson | 18 Goods, 1 Influence, 17 Labor (730 gp) | 17 days | +17 | +13 | — | — | — |
Stable | 1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage | 1 Bureaucrat, 8 Laborers | 42 Goods, 3 Influence, 39 Labor (1,710 gp) | 30 days | +41 | +39 | — | +29 | — |
Stockyard | 4 Animal Pens, 1 Lavatory, 1 Office, 1 Pit, 1 Storage, 1 Workstation | 1 Bureaucrat, 1 Craftsperson, 5 Laborers | 50 Goods, 6 Influence, 43 Labor (2,040 gp) | 15 days | +61 | +61 | +13 | +53 | — |
Tannery | 1 Laundry, 1 Lavatory, 1 Leather Workshop, 1 Office, 1 Pit, 1 Storage | 1 Bureaucrat, 1 Craftsperson, 2 Laborers | 20 Goods, 1 Influence, 20 Labor (830 gp) | 14 days | +21 | +18 | — | +6 | — |
Tavern | 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Storage | 1 Bureaucrat, 2 Laborer, 1 Retainer | 22 Goods, 1 Influence, 22 Labor (910 gp) | 15 days | +24 | — | +22 | — | — |
Temple | 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage | 1 Bureaucrat, 1 Laborer, 1 Priest | 28 Goods, 2 Influence, 29 Labor, 2 Magic (1,400 gp) | 15 days | +16 | — | +17 | — | — |
Tenement | 4 Bunks, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage | 1 Bureaucrat, 1 Laborer, 1 Retainer | 41 Goods, 16 Influence, 41 Labor (2,120 gp) | 16 days | +43 | +9 | — | +37 | — |
Theater | 1 Auditorium, 1 Lavatory, 1 Office, 1 Secret Room, 2 Storages, 1 Storefront | 2 Bureaucrats, 1 Laborer, 1 Performer, 2 Retainers | 41 Goods, 2 Influence, 46 Labor (1,800 gp) | 44 days | +39 | — | +35 | — | — |
Town Hall | 1 Common Room, 1 Lavatory, 1 Office, 1 Scriptorium, 1 Storage | 1 Bureaucrat, 1 Craftsperson, 2 Laborers | 23 Goods, 2 Influence, 23 Labor (980 gp) | 15 days | +19 | +10 | +17 | +10 | +10 |
Trade Shop | 1 Lavatory, 1 Storage, 1 Storefront, 1 Workstation | 1 Bureaucrat, 1 Craftsperson, 1 Laborer | 19 Goods, 1 Influence, 16 Labor (730 gp) | 15 days | +17 | +15 | +15 | — | — |
Treehouse | 6 Arboreal* (2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage), 2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 2 Storages, 1 Pit | 1 Laborer, 2 Retainers | 74 Goods, 12 Influence, 72 Labor (3,280 gp) | 39 days | +14 | +6 | +24 | — | — |
Tunnels | 4 Escape Routes | — | 36 Goods, 36 Labor (1,440 gp) | 18 days | — | — | — | — | — |
University | 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue | 2 Bureaucrats, 1 Craftsperson, 5 Laborers, 1 Performer, 3 Retainers, 5 Sages | 88 Goods, 9 Influence, 83 Labor, 2 Magic (3,890 gp) | 24 days | +67 | +43 | +67 | +27 | +32 |
Watchtower | 1 Armory, 1 Bell Tower, 1 Gatehouse | 4 Guards, 1 Performer | 35 Goods, 9 Influence, 25 Labor (1,470 gp) | 28 days | +5 | +5 | +5 | — | — |
Warehouse | 1 Office, 10 Storages | 1 Bureaucrat | 33 Goods, 33 Labor (1,320 gp) | 6 days | +23 | — | — | — | — |
Waterfront | 2 Animal Pens, 4 Docks, 1 Office, 4 Storages, 1 Workstation | 1 Bureaucrat, 1 Craftsperson, 14 Laborers | 63 Goods, 10 Influence, 56 Labor (2,680 gp) | 124 days | +80 | +72 | +56 | +64 | — |
Windmill | 1 Mill Room, 1 Storage | 1 Laborer | 11 Goods, 10 Labor (420 gp) | 15 days | +10 | +8 | — | — | — |
Witch Hut | 1 Alchemy Lab, 1 Altar, 1 Animal Pen, 1 Artisan's Workshop, 9 Attuned* (all), 1 Bedroom, 1 Book Repository, 1 Escape Route, 1 Greenhouse, 1 Storage | 2 Craftspersons, 2 Laborers, 1 Priest, 2 Sages | 106 Goods, 5 Influence, 99 Labor, 30 Magic (7,250 gp) | 38 days | +53 | +40 | +36 | +8 | +10 |
Wood Shop | 1 Artisan's Workshop, 1 Mill Room, 1 Office, 2 Storages, 1 Storefront | 2 Bureaucrats, 2 Craftspersons | 31 Goods, 1 Influence, 28 Labor (1,210 gp) | 18 days | +30 | +26 | +18 | — | — |