House Rules: Nation Building – Buildings
Improvement Base Cost Construction Time Requirements Description Effects
Academy 52 BP 9 months Small Town An institution of higher learning that can focus on any area of knowledge or education, including magic. Upgrade From Library; Upgrade to Magical Academy, University. Economy +2, Loyalty +2; Lore +2, Productivity +1, Society +2; 3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items; halves cost of Caster’s Tower, Library, Magic Shop, School; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill; limit 1 per 36 districts.
Aerie 18 BP 3 months Small Town A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts. Can garrison up to 50 flying mounted soldiers. Stability +2; Unrest -1; Defense +1 (+2 in hills with a river of a coastline or mountains); +2 bonus to Stability checks against Monster Attacks involving flying creatures.
Alchemist 18 BP 3 months Small Town The laboratory and home of a creator of potions, poisons, and alchemical items. Base value +1,000 gp; Economy +1; 1 minor potion or wondrous item.
Arena 40 BP 8 months Small City A large public structure for competitions, demonstrations, team sports, or bloodsports. Upgrade From Theater Economy +2, Stability +4; Crime +1; Fame +1; halves cost of Garrison, Theater; halves Consumption increase penalty for holiday edicts; limit 1 per 36 districts.
Assembly 30 BP 6 months Large Town A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance. 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. Economy: +2, Stability +1; Corruption +1, Law +1, Society +2; Fame +1; limit 1 per 36 districts.
Bank 28 BP 7 months Small Town; Brickyard A secure building for storing valuables and granting loans. Base value +2,000 gp; Economy +4.
Bardic College 40 BP 8 months Small Town A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics. Economy +1, Loyalty +3, Stability +1; Lore +2; Fame +1; 2 minor scrolls or wondrous items; halves cost of Library, Museum, Theater.
Barracks 6 BP 1 month Village A building to house city guards, militia, and military forces. It can garrison up to 100 soldiers. Upgrade to Garrison. Unrest -1; Defense +2; Law +1.
Baths 4 BP 1 month Small Town; settlement must be in a hex containing a body of water, canal, or aqueduct A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs. Economy: +1, Stability +1.
Black Market 50 BP 5 months Large Town A number of shops with secret and usually illegal or dangerous wares. Base value +2,000; Economy +2, Stability +1; Unrest +4; Corruption +2, Crime +2; 2 minor items, 1 medium item, 1 major item; halves cost of Brothel.
Brewery 6 BP 1 month Hamlet A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1; halves cost of Inn and Tavern.
Brickyard 16 BP 4 months An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction. The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced by 2 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 nation turn. Economy +1, Stability +1; Productivity +1.
Brothel 4 BP 2 months Small Town A place to pay for companionship of any sort. Economy +1, Loyalty +1; Unrest +1; Corruption +1, Crime +1, Society +1; Infamy +1; -1 penalty to Stability checks to resist Drug Den and Plague events.
Bureau 10 BP 2 months Large Town A large warren of offices for clerks and record-keepers working for a guild or government. Economy +1, Loyalty -1, Stability +1; Corruption +1, Law +1.
Caster’s Tower 30 BP 5 months Small Town The home and laboratory for a spellcaster. Economy +1, Loyalty +1; Lore +1; 3 minor items, 2 medium items.
Castle 54 BP 12 months Brickyard The home of the city’s leader or the heart of its defenses. It can garrison up to 200 units. Economy +2, Loyalty +2, Stability +2; Unrest -4; Defense +8; halves cost of Noble Villa, Town Hall; limit 1 per 36 districts.
Cathedral 58 BP 12 months Small City; Brickyard The focal point of the city’s religion and spiritual leadership. Unrest -4; Lore +1; 3 minor items, 2 medium items; halves cost of Academy, Temple; halves Consumption increase penalty for Promotion Edicts; limit 1 per 36 districts.
Cistern 6 BP 1 month Hamlet Contains a safe supply of fresh water for the settlement. Stability +1.
City Stone Wall 8 BP 3 months Brickyard A sturdy, high wall made of stone that provides defense for a portion of the city. Upgrade from City Wooden Wall. Unrest -2; Defense +4; limit 1 per district.
City Wooden Wall 2 BP 1 month A sturdy, high wall made of wood that provides defense for a portion of the city. Upgrade to City Stone Wall. Unrest -1; Defense +1; limit 1 per district.
Colossus 60 BP 12 months Large Town; Brickyard 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. 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. Economy +2, Loyalty +4, Stability +2; Unrest -2; Law +2; Fame +1; halves cost of Lighthouse, Monument, Observatory, Park; limit 1 per 36 districts.
Courthouse 16 BP 4 months Large Town A hall of justice, for hearing cases and resolving disputes by the rule of law. Loyalty +2; Corruption -1, Crime -1, Law +2; halves cost of Jail.
Crematorium 4 BP 1 months Village; Dump or Graveyard A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse. Stability +1; +2 bonus to Stability checks against Plague events or Monster Attacks involving undead.
Dance Hall 4 BP 1 month Village An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises. Economy +1, Loyalty +1; Society +1.
Dump 4 BP 1 month A centralized place to dispose of refuse. Stability +1.
Everflowing Spring 10 BP 1 month Caster's Tower, Cathedral, Magic Shop, Magical Academy, or Temple A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water. Fame +1, ignores effects of Drought.
Exotic Artisan 10 BP 2 months Small Town The workshop and home of an exotic craftsman. Subtypes: glassworks, racial goods (select a race not native to this settlement), spices Economy +1, Stability +1; 1 minor ring, wand, or wondrous item.
Fire Station 20 BP 4 months Village A building to house firefighting and emergency medical services equipment and personnel. Loyalty +2, Stability +2; Law +1.
Foreign Quarter 30 BP 6 months Large Town An area with many foreigners, as well as shops and services catering to them. Subtype: When creating a Foreign Quarter, designate a race or culture that is not native to your settlement as its subtype. Economy +3, Stability -1; Crime +1, Lore +1, Society +2; Population of its subtype +250; increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%).
Fort 24 BP 6 months A large part of the settlement partitioned off by massive fortification to house armies and their training grounds. It can garrison up to 2,000 soldiers. Upgrade from Garrison. Loyalty +4, Stability +4; Unrest -3; Defense +4; Danger -10; halves cost of Barracks, Garrison, Watchtower; limit 1 per 36 districts.
Foundry 16 BP 4 months Large Town Processes ore and refines it into finished metal. Settlement must be in a hex containing a body of water. Economy +1, Stability +1; Unrest +1; Productivity +1; halves cost of Smithy; increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road.
Gambling Den 10 BP 2 months Small Town A place for games of skill and chance, wagering all manner of stakes. Base value +500 gp; Economy +2, Loyalty +1; Unrest +1; Corruption +1, Crime +1, Society +1; Infamy +1; -1 penalty to Stability checks to resist Drug Den events.
Garrison 12 BP 3 months Small Town A large building to house armies, train guards, and recruit militia. It can garrison up to 500 soldiers. Upgrade from Barracks. Loyalty +2, Stability +2; Unrest -2; halves cost of City Wall, Granary, Jail.
Granary 12 BP 2 months Hamlet A place to store grain and food. If Farms reduce Consumption below 0, store up to 5 BP per Granary of excess production for use on a later turn when Consumption exceeds the Treasury. Loyalty +1, Stability +1; Consumption -1.
Graveyard 4 BP 1 month A plot of land to honor and bury the dead. Loyalty +1.
Guard Station 24 BP 6 months Village District headquarters for officers of the law and their equipment with temporary holding cells for suspected criminals. Loyalty +1, Stability +2; Crime -1, Law +1.
Guildhall 34 BP 6 months Small Town A large building that serves as headquarters for a guild or similar organization. Subtypes: One per different guild or organization. Base value +1,000 gp; Economy +2, Loyalty +2; Law +1, Productivity +2; halves cost of Pier, Stable, Trade Shop, Warehouse.
Hanging Gardens 48 BP 12 months Small City 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. Economy +2, Loyalty +2; Unrest -2; Lore +1, Society +2; Fame +1; halves cost of Menagerie, Monument, Park, Sacred Grove; reduces Consumption in the city by 1; limit 1 per 36 districts.
Herbalist 10 BP 2 months Hamlet The workshop and home of a gardener, healer, poisoner, or creator of potions. Loyalty +1, Stability +1; 1 minor potion or wondrous item.
Hospital 30 BP 6 months Large Town A building devoted to healing the sick. Increase Stability by 2 during plague events. Loyalty +1, Stability +2; Lore +1, Productivity +2.
House 3 BP 2 months A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. Population +50.
Hotel 24 BP 6 months Large Town A luxurious establishment for visitors to spend the night. Upgrade from Inn. Base value +1,500 gp; Economy +2, Loyalty +1; Society +2; halves cost of Inn, Tavern.
Inn 10 BP 2 months A place for visitors to spend the night. Upgrade to Hotel. Base value +500 gp; Economy +1, Loyalty +1; Society +1.
Jail 14 BP 2 months A fortified structure for housing criminals. Upgrade to Police Station. Loyalty +2, Stability +2; Unrest -2; Crime -1, Law +1.
Library 6 BP 2 months Small Town A large building containing books, often presided over by a sage or other scholar. Upgrade to Academy. Economy +1, Loyalty +1; Lore +1.
Lighthouse 24 BP 4 months Small Town; settlement must be in a hex containing a body of water A high tower with a signal light to guide ships at sea and keep watch on waves and weather. Economy +2, Stability +2; cost to create Fisheries in adjacent hexes is reduced by 1 BP; water hexes count as one quarter (rather than half) when calculating Trade Rout Length); limit 1 per settlement.
Lumberyard 12 BP 6 months Village A mill and carpentry works for producing precut logs, boards, and wood products for construction. Economy +1, Stability +1; Productivity +1; Sawmill cost in settlement's hex or adjacent hexes is reduced by 1 BP, and Sawmills in those hexes generate 1 additional BP for every 2 Sawmills (Sawmills adjacent to two settlements with Lumberyards only benefit from one of them).
Luxury Store 28 BP 4 months Small Town A shop that specializes in expensive wares and luxuries. Subtypes: jeweler, tailor, taxidermist, watchmaker. Upgrade from Shop; Upgrade to Magic Shop. Base value +2,000 gp; Economy +1; 2 minor rings, wands, or wondrous items.
Magic Shop 68 BP 11 months Small Town A shop that specializes in magic items and spells. Upgrade from Luxury Store. Base value +2,000 gp; Economy +1; 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item.
Magical Academy 58 BP 10 months Small Town An institution for training students in spellcasting, magic item crafting, and various arcane arts. Upgrade from Academy. Economy +2; Lore +2, Society +1; Fame +1; 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item; halves cost of Caster's Tower, Library, Magic Shop; increase Lore bonus by 2 for questions relating to Knowledge (arcana); limit 1 per 36 districts.
Magical Streetlamps 5 BP 1 month Caster's Tower, Cathedral, Magic Shop, Magical Academy, or Temple Continual flame lamps that illuminate the lot. Crime -1; limit 1 per district.
Mansion 10 BP 2 months Small Town A single huge manor housing a rich family and its servants. Upgrade to Noble Villa. Stability +1; Law +1, Society +1; halves cost of Exotic Craftsman, Hotel, Luxury Store, Restaurant.
Market 48 BP 8 months Village An open area for mercantile pursuits, traveling merchants, and bargain hunters. Base value +2,000 gp; Economy +2, Stability +2; Productivity +1; 2 minor wondrous items; halves cost of Black Market, Inn, Shop.
Menagerie 16 BP 4 months Large Town A large park stocked with exotic creatures for public viewing. Economy +1, increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie; Fame +1.
Military Academy 36 BP 9 months Small Town An institution dedicated to the study of war and the training of elite soldiers and officers. Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics). Loyalty +2, Stability +1; Law +1, Lore +1; Fame +1; 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon; halves cost of Barracks; limit 1 per 36 districts.
Mill 6 BP 2 months A building used to cut lumber or grind grain. Economy +1, Stability +1; Productivity +1.
Mint 30 BP 5 months Small City; Brickyard A secure building where the nation's coinage is minted and standard weights and measures are kept. Economy +3, Loyalty +3, Stability +1; Fame +1.
Moat 2 BP 1 month A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. Unrest -1; Defense +1; cannot be damaged by siege engines; limit 1 per district.
Monastery 16 BP 4 months A cloister for meditation, study, and the pursuit of various other scholarly paths. Stability +1; Law +1, Lore +1.
Monument 6 BP 1 month A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +1; Fame +1; Unrest -1.
Museum 30 BP 5 months Small City A place to display art and artifacts both modern and historical. The GM may allow the nation 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 nation's history. Economy +1, Loyalty +1; Lore +2, Society +1; Fame +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects.
Noble Villa 24 BP 4 months Small Town A sprawling manor with luxurious grounds that houses a noble. Upgrade from Mansion. Economy +1, Loyalty +1, Stability +1; Fame +1; halves cost of Exotic Craftsman, Hotel, Luxury Store, Mansion, Restaurant.
Observatory 6 BP 2 months Small City A dome or tower with optical devices for viewing the heavens. Stability +1; Lore +2; 1 minor scroll or wondrous item.
Orphanage 6 BP 1 month A place for housing and taking care of large numbers of orphans. Stability +1; Unrest -1.
Palace 108 BP 18 months Small City; Brickyard A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world. You may make two special edicts per turn, but take a -2 penalty on all leadership checks associated with each special edict. Base value +1,000 gp; Economy +2, Loyalty +6, Stability +2; Law +2; Fame +1; halves cost of Mansion, Mint, Noble Villa; limit 1 per settlement.
Park 4 BP 1 month A plot of land set aside for its natural beauty. Upgade to Sacred Grove. Loyalty +1; Unrest -1.
Paved Streets 24 BP 6 months Large Town; Brickyard Brick or stone pavement that speeds transportation. Economy +2, Stability +1; Productivity +2; limit 1 per district.
Pier 16 BP 4 months Village; settlement must be in a hex containing a body of water Warehouses and workshops for docking ships and handling cargo and passengers. Upgrade to Waterfront. Base value +1,000 gp; Economy +1, Stability +1; Crime +1.
Restaurant 20 BP 4 months Large Town A high-end eatery or drinking establishment aimed towards the middle- and upper-class. Upgrade from Tavern. Base value +1,000 gp; Economy +2, Loyalty +2; Society +1; halves cost of Tavern.
Sacred Grove 12 BP 4 months Village; 1 Park A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles. Upgrade from Park. Loyalty +1, Stability +1, Unrest -1; Society -1; 1 minor item; +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey; each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events; halves cost of Park.
School 12 BP 2 months Village A place of learning for children and young adults. Economy +1, Loyalty +1; Lore +1, Society +1.
Sewer System 24 BP 3 months Small Town An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters. Loyalty +1, Stability +2; Crime +1, Productivity +1; halves cost of Cistern, Dump; limit 1 per district.
Shop 8 BP 2 months Hamlet A general store. Upgrade to Luxury Store, Market. Base value +500 gp; Economy +1; Productivity +1.
Shrine 8 BP 1 month A small shrine or similar holy site. Upgrade to Temple. Unrest -1; 1 minor potion, scroll, or wondrous item.
Skyport 90 BP 15 months Small City A landing and take-off area for arrival and departure by air, lighthouses to guide air vehicles, facilities for building air vehicles, and a center of commerce. Base value +8,000 gp; Economy +6; Productivity +3; 5 minor items, 3 medium items, 2 major items; halves cost of Black Market, Guildhall, Market, Warehouse; halves Loyalty penalty for tax edicts; limit 1 per 36 districts.
Smithy 6 BP 1 month Village An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
Stable 10 BP 1 month Village A structure for housing or selling horses and other mounts. It can garrison up to 50 mounted units. Base value +500 gp; Economy +1, Loyalty +1.
Stockyard 20 BP 4 months Village Barns and pens that store herd animals and prepare them for nearby slaughterhouses. Farms in this hex or adjacent hexes reduce Consumption by by an additional 1 BP. Economy +1, Stability +1; Productivity +1; halves cost to Stable, Tannery.
Tannery 6 BP 1 month Hamlet A structure that prepares hides and leather. Economy +1, Stability +1; Society -1.
Tavern 12 BP 2 months Hamlet An eatery or drinking establishment. Upgrade to Restaurant. Base value +500 gp; Economy +1, Loyalty +1; Corruption +1.
Temple 32 BP 8 months Village A large place of worship dedicated to a deity. Subtypes: Each deity is considered to be a subtype. Upgrade from Shrine. Unrest –2; halves cost of Graveyard, Monument, Shrine; 2 minor items.
Tenement 1 BP 1 month A staggering number of low-rent, cheap housing units. Building too many tenements can increase a nation’s Unrest quickly. You can build a house over an existing tenement for 2 BP, eliminating the Unrest modifier, however your population does not increase. Upgrade to House. Counts as House for buildings that must be adjacent to a House. Population +50, Unrest +1.
Theater 24 BP 6 months Large Town A venue for providing entertainment such as plays, operas, concerts, and the like. Upgrade to Arena. Economy +2, Stability +2; halves cost of Brothel, Park, Tavern.
Town Hall 22 BP 3 months Hamlet A public venue for town meetings and repository for town records. Economy +1, Loyalty +1, Stability +1; Law +1; halves cost of Barracks, Cistern, Dump, Jail, Watchtower; limit 1 per settlement.
Trade Shop 10 BP 2 months Village A shop front for a tradesperson. Subtypes: baker, bookbinder, butcher, candle maker, carpenter, cobbler, furrier, glazier, hatmaker, mason, painter, plumber, rope maker, tailor, undertaker, wainwright. Upgrade to Guildhall. Base value +500 gp; Economy +1, Stability +1; Productivity +1.
Tunnels 8 BP 2 months 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. Economy +1, Stability +1; Crime +1, Danger +1; limit 1 per district.
University 78 BP 13 months Small City An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory. Upgrade from Academy. Economy +3, Loyalty +3; Lore +4, Society +3; Fame +1; 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items; halves cost of Academy, Bardic College, Library, Magical Academy, Military Academy, Museum, School; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill; limit 1 per 36 districts.
Watchtower 6 BP 1 month A tall structure that serves as a guard post and lookout. It can garrison up to 50 soldiers. Stability +1; Law +1; Unrest -1; Defense +2.
Warehouse 8 BP 2 months Small Town; settlement must be in a hex containing a body of water or 1 Guildhall, Market, Pier, Trade Shop, or Waterfront A cavernous structure or cluster of buildings for storage and transfer of trade goods. Economy +1; Productivity +1.
Waterfront 90 BP 15 months Large Town; settlement must be in a hex containing a body of water A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. Upgrade from Pier. Base value +4,000 gp; Economy +4; Productivity +2; 3 minor items, 2 medium items, 1 major item; halves cost of Black Market, Guildhall, Market, Pier, Warehouse; halves Loyalty penalty for tax edicts; limit 1 per 36 districts.
Windmill 6 BP 1 month Hamlet A wind-driven mill for grinding grain or pumping water. Economy +1; Productivity +1; increase the Stability bonus of a Cistern or a Granary by 1 up to a limit of 4 Windmills per building.
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