Buildings

You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular.

Demolition
If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building.

Destroyed Lots
If an event or a pillaging army destroys one or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.

Rebuilding
If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).

Building Descriptions

Buildings are described in the following format.

Building Name
The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.

Cost
The cost in BP to construct the building.

Lots
How many lots the building fills.

Kingdom
Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed. This category also lists any bonuses to Fame/Infamy from having the building.

Discount
Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

Limit
This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent. For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.

Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can’t be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.

Some buildings cannot be adjacent to certain buildings. For example, you can’t construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first. If you get overzealous in constructing a particular type of building in a settlement, the GM should feel free to add events to discourage this practice. For example, a settlement with too many Dumps is prone to otyugh and wererat attacks, and a settlement with too many Graveyards tends to have frequent undead attacks. However, this should not to Houses, Parks, Tenements, or Waterways.

Upgrade To/From
Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can’t upgrade a building to a larger one if there isn’t space in the District Grid for the building’s new size.

Special
This lists any other effect the building has, such as increasing Defense, the settlement’s base value, or the output of a nearby Mine.

Settlement
This lists settlement modifiers that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not elsewhere in your kingdom).


ACADEMY 52 BP, 2 Lots
Kingdom: Economy +2, Loyalty +2
Discount: Caster’s Tower, Library
Upgrade From: Library; Upgrade To: University
Settlement: Lore +2, Productivity +1, Society +2; Lore +2 for questions about one Knowledge/Profession skill
An institution of higher learning

ALCHEMIST 18 BP, 1 Lot
Kingdom: Economy +1
Limit: Adjacent to 1 House
Special: Base value +1,000 sp
The laboratory and home of a crafter of poisons, potions, or alchemical items

ARENA 48 BP, 4 Lots
Kingdom: Stability +4; Fame +1
Discount: Dance Hall, Garrison, Inn, Stable, Theater
Limit: 1 per settlement
Upgrade From: Theater
Special: Halves Loyalty penalty or Consumption increase from Festivals edicts
Settlement: Crime +1
A large public structure for competitions and team sports

BANK 28 BP, 1 Lot
Kingdom: Economy +4
Special: Base value +2,000 sp
A secure building for storing valuables and granting loans

BARDIC COLLEGE 40 BP, 2 Lots
Kingdom: Economy +1, Loyalty +3, Stability +1; Fame +1
Discount: Library, Museum, Theater
A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics

BARRACKS 6 BP, 1 Lot
Kingdom: Unrest –1
Upgrade To: Garrison
Special: Houses/Trains up to 100 troops
Settlement: Law +1
A building to house conscripts, guards, militia, soldiers, or similar military forces

BLACK MARKET 58 BP, 1 Lot
Kingdom: Economy +2, Stability +1, Unrest +1
Discount: Dance Hall
Limit: Adjacent to 2 Houses
Special: Base value +2,000 sp
Settlement: Corruption +2, Crime +2
Special: Halves Economy/Stability penalties from Regulation edicts
A number of shops with secret and usually illegal wares.

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

BRIDGE 6 BP, 1 Lot
Kingdom: Economy +1
Special: Shares the space with a river or Waterway
Allows travel across a river or Waterway, easing transportation.

BUREAU 10 BP, 2 Lots
Kingdom: Economy +1, Loyalty –1, Stability +1
Settlement: Corruption +1, Law +1
A large warren of offices for clerks and record-keepers working for a guild or government.

CASTLE 54 BP, 4 Lots
Kingdom: Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
Discount: Noble Villa, Town Hall
Upgrade From: Fort
Limit: 1 per settlement
Special: Defense +8, Houses/Trains up to 200 troops
Special: Halves Loyalty/Stability penalties from Policing edicts
The home of the settlement’s leader or the heart of its defenses.

CATHEDRAL 58 BP, 4 Lots
Kingdom: Loyalty +4, Stability +4, Unrest –4; Fame +1
Discount: Academy, Temple
Limit: 1 per settlement
Special: Halves Stability penalty or Consumption increase from Promotion edicts
Settlement: Law +2
The focal point of the settlement’s spiritual leadership.

CISTERN 6 BP, 1 Lot
Kingdom: Stability +1
Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
Special: Can share lot with another building
Contains a safe supply of fresh water for the settlement.

CITY WALL 2 BP
Kingdom: Unrest –2 (once per settlement)
Limit: Land district border
Special: Defense +1
A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.

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

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

EXOTIC ARTISAN 10 BP, 1 Lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to 1 House
The shop and home of a jeweler, tinker, glassblower, or the like.

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

FORT 24 BP, 2 Lots
Kingdom: Stability +2, Unrest –1
Upgrade From: Watchtower; Upgrade To: Castle
Special: Defense +4, Houses/Trains up to 100 troops
A heavily defended structure protected by walls. Counts as a Barracks and Stable for troop requirements.

FOUNDRY 16 BP, 2 Lots
Kingdom: Economy +1, Stability +1, Unrest +1
Discount: Smithy
Limit: Adjacent to water district border
Special: Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
Settlement: Productivity +1
Processes ore and refines it into finished metal.

GARRISON 28 BP, 2 Lots
Kingdom: Loyalty +2, Stability +2, Unrest –2
Discount: City Wall, Granary, Jail
Upgrade From: Barracks
Special: Houses/Trains up to 500 troops
A large building to house armies, train guards, and recruit militia.

GRANARY 12 BP, 1 Lot
Kingdom: Loyalty +1, Stability +1
Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
A place to store grain and food.

GRAVEYARD 4 BP, 1 Lot
Kingdom: Loyalty +1
A plot of land to honor and bury the dead.

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

HERBALIST 10 BP, 1 Lot
Kingdom: Loyalty +1, Stability +1
Limit: Adjacent to 1 House
The workshop and home of a gardener, healer, or poisoner.

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

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

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

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

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

LUXURY STORE 28 BP, 1 Lot
Kingdom: Economy +1
Limit: Adjacent to 1 House
Upgrade From: Shop
Special: Base value +2,000 sp
A shop that specializes in expensive comforts for the wealthy.

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

MARKET 48 BP, 2 Lots
Kingdom: Economy +2, Stability +2
Discount: Black Market, Inn, Shop
Limit: Adjacent to 2 Houses
Upgrade From: Shop
Special: Base value +2,000 sp
An open area for traveling merchants and bargain hunters.

MENAGERIE 16 BP, 4 Lots
Kingdom: Economy +1, Loyalty (special); Fame +1
Special: Increase Loyalty by the highest die rank statistic of all creatures in the Menagerie
A large park stocked with exotic creatures for public viewing.

MILITARY ACADEMY 36 BP, 2 Lots
Kingdom: Loyalty +2, Stability +1; Fame +1
Discount: Barracks
Limit: 1 per settlement
Special: Armies and commanders recruited at the settlement gain one bonus tactic
Settlement: Law +1, Lore +1
An institution dedicated to the study of war and the training of elite soldiers and officers.

MILL 6 BP, 1 Lot
Kingdom: Economy +1, Stability +1
Limit: Adjacent to water district border
Special: With GM approval, you can construct a windmill for 9 BP without the water district border requirement
Settlement: Productivity +1
A building used to cut lumber or grind grain.

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

MOAT 2 BP
Kingdom: Unrest –1 (once per settlement)
Limit: Land district border
Special: Defense +1; cannot be damaged by siege engines
A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.

MONASTERY 16 BP, 2 Lots
Kingdom: Stability +1
Settlement: Law +1, Lore +1
A cloister for meditation, study, and the pursuit of various other scholarly paths.

MONUMENT 6 BP, 1 Lot
Kingdom: Loyalty +1, Unrest –1
A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.

MUSEUM 30 BP, 2 Lots
Kingdom: Economy +1, Loyalty +1; Fame +1
Settlement: Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history)
A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item in the museum, increasing Fame during this display by 1 for every 10,000 sp of the item’s price (maximum +5 Fame), and by an additional +1 if the item is significant to the kingdom’s history.

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

OBSERVATORY 12 BP, 1 Lot
Kingdom: Stability +1
Settlement: Lore +2
A dome or tower with optical devices for viewing the heavens.

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

PALACE 108 BP, 4 Lots
Kingdom: Economy +2, Loyalty +6, Stability +2; Fame +1
Discount: Mansion, Mint, Noble Villa
Special: Base value +1,000 sp; you may make two special edicts per turn, but take a –1 penalty on kingdom checks associated with each special edict
Settlement: Law +2
A grand edifice and walled grounds demonstrating one’s wealth, power, and authority to the world.

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

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

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

SEWER SYSTEM 24 BP
Kingdom: Loyalty +1, Stability +2
Discount: Cistern, Dump
Limit: 1 per district
Settlement: Crime +1, Productivity +1
An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.

SHOP 8 BP, 1 Lot
Kingdom: Economy +1
Limit: Adjacent to 1 House or Mansion
Upgrade To: Luxury Store, Market
Special: Base value +500 sp
Settlement: Productivity +1
A general store.

SHRINE 8 BP, 1 Lot
Kingdom: Loyalty +1, Unrest –1
Upgrade To: Temple
A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.

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

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

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

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

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

TEMPLE 32 BP, 2 Lots
Kingdom: Loyalty +2, Stability +2, Unrest –2
Discount: Graveyard, Monument, Shrine
Upgrade From: Shrine
A large place of worship dedicated to a deity.

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

THEATER 24 BP, 2 Lots
Kingdom: Economy +2, Stability +2
Discount: Dance Hall, Exotic Artisan, Inn, Park, Tavern
Upgrade To: Arena
A venue for entertainments such as plays, operas, and concerts.

TOWN HALL 22 BP, 2 Lots
Kingdom: Economy +1, Loyalty +1, Stability +1
Discount: Barracks, Cistern, Dump, Jail, Watchtower
Settlement: Law +1
A public venue for town meetings, repository for town records, and offices for minor bureaucrats.

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

UNIVERSITY 84 BP, 4 Lots
Kingdom: Economy +3, Loyalty +3; Fame +1
Discount: Academy, Bardic College, Library, Military Academy, Museum
Upgrade From: Academy
Settlement: Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill; halves Economy/Stability penalties from Subsidies edicts
An institution of higher learning, focusing mainly on mundane subjects.

WATCHTOWER 12 BP, 1 Lot
Kingdom: Stability +1, Unrest –1
Upgrade To: Fort
Special: Defense +2, Houses up to 50 troops
A tall structure that serves as a guard post.

WATERGATE 2 BP
Special: Shares City Wall
A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.

WATERFRONT 90 BP, 4 Lots
Kingdom: Economy +4
Discount: Black Market, Guildhall, Market, Pier
Limit: Adjacent to water district border, 1 per settlement
Upgrade From: Pier
Special: Base value +4,000 sp; halves Economy/Loyalty penalties from Taxation edicts
Settlement: Productivity +2
A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

WATERWAY 3 BP, 1 Lot
Special: Counts as water district border for adjacent buildings
A river or canal occuping part of the District Grid. At the GM’s option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.

Buildings

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