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Building Catalog

This catalog contains a list of all of the buildings that can be constructed in a settlement within the Knight Realms Land System. Each building is defined in an information block with the following fields:

  • Type – Civic or Private.

    A Civic building is one that can only be owned and operated by the lord of the estate and which generally provides some kind of public service, such as housing soldiers, hearing lawsuits, or storing food. Civic buildings can be financed with private assistance and the lord of the estate can enter in a wide variety of agreements with financiers to gain this assistance, but the title to the building cannot lawfully be held by anyone other than the lord of the estate.

    A Private building is one that can be owned and operated by anyone that the lord of the estate permits and which generally produces goods, entertainment, or services in the manner of a profitable enterprise.
  • Category – buildings are grouped into categories with other buildings that serve the same function. Buildings within a category often serve as pre-requisites to more advanced buildings in the same category, and those more advanced buildings sometimes completely replace the predecessor.
  • Limit – many buildings, especially civic buildings, can only be constructed a limited number of times. This limit can be per settlement, per estate, or even across the entire Barony.
  • Description – a brief description of the building’s function and most common form of construction. The information in this field is purely illustrative and does not have any bearing on the rules that define it.
  • Benefits – a general summary of the building’s positive effects on its settlement.
  • Detriments – some buildings have secondary effects on their settlements that are negative.
  • Population – the minimum population of a settlement required to construct the building there. If the settlement falls below the minimum threshold after construction this building cannot be maintained; it will continue to function until the next time that maintenance is due.
  • Buildings – the buildings that must already exist in the settlement before this one can be constructed. If a pre-requisite building (that is not replaced by a more advanced building of the same category) is not maintained or is destroyed, this building cannot be maintained; it will continue to function until the next time that maintenance is due.
  • Replaces – the building that is replaced with this one when construction is complete, if any.
  • Costs – the average cost of construction in gold pieces, labor points, and lumber and stone units. The gold piece cost that is shown is the total of the labor and materials costs.
  • Maintenance – the average cost of maintaining the building in gold pieces and labor points. Monetary maintenance must be paid annually for civic buildings and monthly for private buildings; labor maintenance is a monthly reduction in the settlement’s available labor pool.

Government Buildings

Buildings in the Government category provide settlements with fixed centers of political and judicial authority. The symbolic nature of these buildings in terms of the commitment between lord and subject that they represent, combined with the practical benefits of local access to legal judgments, make them powerful tools in the maintenance of public order.

Manor House

Type Civic Category Government Limit 1 per settlement
Description Although it is the lowest building in its category, the Manor House is a significant building that establishes a bond between the people of a settlement and their lord. A Manor House is not merely a residence for the lord, but is typically staffed by one or more civil servants who can assist commoners with many basic legal matters such as the certification of marriages and the registering of wills.
Benefits Provides a significant bonus to Public Order. As a settlement grows in population, the Manor House’s effectiveness will diminish, and adding a Common Courthouse should be considered.
Detriments None.

Requirements

Population 1,500 Buildings None Replaces None
Costs Maintenance
Gold 1,775 Labor 210 Lumber 15 Stone 10 Gold 533 Labor 2

 

Common Courthouse

Type Civic Category Government Limit 1 per settlement
Description Another name for a Court of Common Pleas, the Common Courthouse is a building that provides a forum for the hearing and deciding of lawsuits that do not concern the King. A Common Courthouse is staffed by magistrate and his clerks, who compliment the legal services offered at a Manor House or similar building in addition to assisting the magistrate with record-keeping.
Benefits Provides a significant bonus to Public Order and a small bonus to GDP. In addition, the building grants a +2 modifier to the Legal Administration civil action.
Detriments None.

Requirements

Population 3,000 Buildings Manor House Replaces None
Costs Maintenance
Gold 1,450 Labor 180 Lumber 10 Stone 10 Gold 435 Labor 1

 

Great House

Type Civic Category Government Limit 1 per estate
Description The Great House is the center of a lord’s political presence within his estate. In addition to being an impressive and comfortable residence, the Great House offers a petitioner the best chance of taking his case or cause directly to his lord.
Benefits Provides an improved bonus to Public Order over a Manor House and also provides a small bonus to GDP.
Detriments None.

Requirements

Population 3,000 Buildings Manor House Replaces Manor House
Costs Maintenance
Gold 5,650 Labor 660 Lumber 50 Stone 30 Gold 1695 Labor 3

 

Palace

Type Civic Category Government Limit 1 per estate
Description The Palace is a building that projects wealth, power, and accomplishment in a remarkable, sometimes ostentatious, manner. Although its astounding luxury would seem designed to alienate and anger the common man, in reality the presence of a Palace in a settlement is almost always a source of pride and esteem for the people who dwell and toil in its considerable shadow. It is, after all, the ultimate commitment of a lord to his people.
Benefits Provides massive bonuses to Public Order and GDP. The sharp increase in GDP is attributed to the economic boom that accompanies such profound centralization of political power.
Detriments Due to envy, the Palace causes a minor penalty to Public Order in all other settlements in the estate.

Requirements

Population 12,000 Buildings Great House Replaces Great House
Costs Maintenance
Gold 17,750 Labor 2,100 Lumber 150 Stone 100 Gold 5,325 Labor 6

Commercial Buildings

Buildings in the Commerce category provide settlements with a place to buy and sell goods. The concentration of merchants and their wares improves the power of currency by rendering it more obviously useful to conducting business, while the prospect of a permanent place to set up business is a fine enticement to draw vendors to a settlement. Taken together, these factors promote rapid economic development.

Caravan Stop

Type Civic Category Commerce Limit 1 per settlement
Description A Caravan Stop is little more than an open field, but it is enough to create a space where business can begin to flourish.
Benefits Provides a bonus to GDP and creates a market capacity of 10 for the sale of units of goods.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 65 Labor 0

 

Fairground

Type Civic Category Commerce Limit 1 per settlement
Description A Fairground is a more developed area for commerce that is nevertheless a largely temporary space just outside of town. Some permanent or semi-permanent structures add a sense of stability to the place and the larger crowds that gather draw out merchants with more esoteric wares..
Benefits Provides an improved bonus to GDP over a Caravan Stop and creates a market capacity of 30 for the sale of units of goods.
Detriments None.

Requirements

Population 500 Buildings Caravan Stop Replaces Caravan Stop
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 130 Labor 1

 

Market

Type Civic Category Commerce Limit 1 per settlement
Description A Market is still essentially an open space, but is located within the town center rather than outside its limits. This security and the improved orderliness of the space make it a better place to do business than a simple field. In addition, some permanent structures are established, further enhancing stability.
Benefits Provides an improved bonus to GDP over a Fairground and creates a market capacity of 60 for the sale of units of goods.
Detriments None.

Requirements

Population 1,500 Buildings Fairground Replaces Fairground
Costs Maintenance
Gold 1,375 Labor 150 Lumber 15 Stone 5 Gold 275 Labor 1

 

Forum

Type Civic Category Commerce Limit 1 per settlement
Description A Forum is a highly developed marketplace with many permanent buildings and better security than lesser spaces. The commitment to a strong business community that a Forum represents is rewarded with a fine selection of wares at competitive prices.
Benefits Provides a significantly better bonus to GDP over a Market and creates a market capacity of 120 for the sale of units of goods.
Detriments None.

Requirements

Population 4,000 Buildings Market Replaces Market
Costs Maintenance
Gold 2,425 Labor 270 Lumber 25 Stone 10 Gold 485 Labor 1

 

Merchant’s Quarter

Type Civic Category Commerce Limit 1 per estate
Description A Merchant’s Quarter is a fully developed shopping district. Numerous permanent shops create a vital zone of business development that catches the attention of the greatest merchant companies and is almost certain to be noticed by the Merchants’ Guild of Kormyre.
Benefits Provides a massive bonus to GDP and creates a market capacity of 240 for the sale of units of goods.
Detriments None.

Requirements

Population 7,500 Buildings Forum Replaces Forum
Costs Maintenance
Gold 5,250 Labor 600 Lumber 50 Stone 25 Gold 1,050 Labor 2

 

Financial Buildings

Buildings in the Finance category provide settlements with a means to exchange, secure, and rapidly move money. The ease of doing business with such an institution present in the same town and the wealthy patrons that are drawn to such places make them powerful lures for merchants.

Exchange

Type Civic Category Finance Limit 1 per settlement
Description An Exchange is an establishment that, in simplest terms, trades money. This service accelerates the conduct of business at establishments in the settlement by eliminating the need for merchant and customer to negotiate over the value of the different currencies they might possess and prefer.
Benefits Provides a bonus to GDP.
Detriments None.

Requirements

Population 500 Buildings Fairground Replaces None
Costs Maintenance
Gold 2,100 Labor 240 Lumber 20 Stone 10 Gold 630 Labor 2

 

Bank

Type Civic Category Finance Limit 1 per settlement
Description A Bank provides a wide array of financial services, but the most powerful of these are security and money lending. Money lending can lead a foolish person to great trouble, but in wise hands it can be the raw material of empires.
Benefits Provides a bonus to GDP.
Detriments None.

Requirements

Population 1,500 Buildings Market Replaces None
Costs Maintenance
Gold 3,700 Labor 480 Lumber 20 Stone 30 Gold 1,110 Labor 2

 

Vault

Type Civic Category Finance Limit 1 per estate
Description A Vault is more than a simple secure warehouse for the wealth of individuals; it serves as custodian to the currency reserves of the entire estate and provides a strong backbone to the economic community within which it is located.
Benefits Provides a bonus to GDP and concentrates sixty percent of the treasury of the estate in its host settlement, leaving the remaining forty percent divided equally among the others.
Detriments None.

Requirements

Population 3,000 Buildings Bank Replaces None
Costs Maintenance
Gold 5,300 Labor 720 Lumber 20 Stone 50 Gold 1,590 Labor 3

Recreational Buildings

Buildings in the Recreation category provide the inhabitants of a settlement with places to spend their leisure time (and money). Such establishments primarily serve their owners as profit-making business ventures, but sometimes also contribute to public order or economic growth.

Tavern

Type Private Category Recreation Limit 1 per 500 residents
Description A Tavern is often the social hub of a settlement or neighborhood and typically offers customers beer, ale, wine, and spirits, and sometimes a daily meal.
Benefits Provides a slight bonus to Public Order and usually provides a small profit to its owner.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 14 Labor 1

 

Inn

Type Private Category Recreation Limit 1 per 1,000 residents
Description An Inn typically serves double duty as a tavern and a boarding house. The food served at an inn is usually more varied than that found in a tavern, but it is still not the focus of the business by any means.
Benefits Provides a slight bonus to Public Order and usually provides a modest profit to its owner.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 485 Labor 54 Lumber 5 Stone 2 Gold 20 Labor 1

 

Brothel

Type Private Category Recreation Limit 1 per 2,000 residents
Description A Brothel is essentially a boarding house that sells sex. These establishments are very profitable to their owners but are almost universally maligned as houses of ill repute.
Benefits Usually provides a good profit to its owner.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 38 Labor 1

 

Gambling House

Type Private Category Recreation Limit 1 per 2,000 residents
Description A Gambling House is a controversial business that offers customers games of chance that promise money from heaven, or at least a distraction from their daily miseries. Such an establishment brings money into a settlement and increases tax revenue as a consequence, but frequently attracts crime and is stigmatized for ruining the lives of some of its customers.
Benefits Provides a slight bonus to GDP and usually provides a very good profit to its owner.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 49 Labor 2

 

Theater

Type Private Category Recreation Limit 1 per 10,000 residents
Description A Theater is expensive to establish and operate, but brings good profit to its owner and is almost universally considered an upstanding business. Theaters offer many forms of entertainment to its audiences, but the performance of plays and music are their mainstays.
Benefits Provides a slight bonus to GDP and usually provides a good profit to its owner.
Detriments None.

Requirements

Population 2,500 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 57 Labor 2

Religious Buildings

Buildings in the Religion category provide settlements with places of worship. Religious buildings can be dedicated to the light or dark pantheons or to a specific neutral deity. Light and Dark pantheon buildings are sometimes devoted to a particular deity, but any member of the pantheon will receive prayers from such a building. Since the dark pantheon is outlawed, their buildings are typically secret locations that are unknown to the lord of the estate. An attentive lord will always keep an eye out for signs of dark cult activity in his estate and can use civil actions to try to uncover them definitively.

Chapel (Light)

Type Civic Category Religion Limit 1 per 500 residents
Description A Chapel is a small building that does not have a priest in residence. At their most basic, chapels provide a place of worship for those unable to travel to the nearest parish church. Within the context of a settlement with a developed religious infrastructure, chapels serve as spaces devoted to a particular deity or cause.
Benefits Provides a bonus to Public Order.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 33 Labor 0

 

Church (Light)

Type Civic Category Religion Limit 1 per settlement
Description A Church is a place or worship that is attended by one or more priests in residence. Typically there is one priest, called the parish priest, who holds the title to the church property and who is responsible for all of the operations.
Benefits Provides a bonus to Public Order.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 65 Labor 0

 

Priory (Light)

Type Civic Category Religion Limit 1 per settlement
Description A Priory is a house of religious devotees (often friars, monks, or nuns) that prays and labors in devotion to a deity or pantheon on behalf of the surrounding community. The presence of such dedicated worship is a comfort to all the residents of a settlement that host such an establishment.
Benefits Provides a significant bonus to Public Order.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 1,700 Labor 180 Lumber 20 Stone 5 Gold 170 Labor 1

 

Abbey (Light)

Type Civic Category Religion Limit 1 per estate
Description An Abbey is a larger version of a Priory, and one which enjoy greater status within the church as a consequence.
Benefits Provides an improved bonus to Public Order over a Priory and also provides a modest bonus to Population Growth, as the concentration of so much faithful activity builds confidence in the success of its host community.
Detriments None.

Requirements

Population 2,500 Buildings Priory Replaces Priory
Costs Maintenance
Gold 4,200 Labor 480 Lumber 40 Stone 20 Gold 420 Labor 1

 

Cathedral (Light)

Type Civic Category Religion Limit 1 in the whole Barony
Description A Cathedral is a parish church that has the distinction of serving as the seat of a Bishop or Archbishop. Such a building must be grandiose indeed to play proper host to a person of such distinction. Although nothing is stopping a lord from building a church worthy of being a cathedral, only the Pope can give permission to establish any church as a cathedral.
Benefits Provides a massive bonus to Public Order and a bonus to Population Growth.
Detriments None.

Requirements

Population 5,000 Buildings Church Replaces Church
Costs Maintenance
Gold 7,400 Labor 960 Lumber 40 Stone 60 Gold 740 Labor 2

 

Chapel (Dark)

Type Civic Category Religion Limit 1 per settlement
Description A Chapel is a small building that does not have a priest in residence. At their most basic, chapels provide a place of worship for those unable to travel to the nearest parish church. Within the context of a settlement with a developed religious infrastructure, chapels serve as spaces devoted to a particular deity or cause.
Benefits None.
Detriments Inflicts a penalty to Public Order.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 65 Labor 0

 

Lair (Dark)

Type Civic Category Religion Limit 1 per settlement
Description A Lair is a place or worship that is attended by one or more priests in residence. It is also the first level of religious development that can truly be labeled as cult activity.
Benefits None.
Detriments Inflicts a penalty to Public Order.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 130 Labor 1

 

Stronghold (Dark)

Type Civic Category Religion Limit 1 per settlement
Description A Stronghold is a house of religious devotees that foment unrest and train for the opportunity to combat the forces of light and destroy them. The presence of such a dangerous font of activity is difficult to conceal.
Benefits None.
Detriments Inflicts a significant penalty to Public Order.

Requirements

Population 2,000 Buildings Lair Replaces Lair
Costs Maintenance
Gold 4,200 Labor 480 Lumber 40 Stone 20 Gold 840 Labor 2

 

Cathedral (Dark)

Type Civic Category Religion Limit 1 in the whole Barony
Description A Cathedral is a Stronghold that has the infamy of serving as the seat of a Dark Bishop or Archbishop. Such a building is too imposing to be ignored and reflects a cult that is in the prime of its confidence and power. The selection of a Bishop or Archbishop is not something that is decided from on high as in the Church of Valos; Dark Bishops and Archbishops make themselves and then must defend their titles.
Benefits Provides a slight bonus to Population Growth, but these are probably not the kind of people that a lord wants to have moving in…
Detriments Inflicts a massive penalty to Public Order.

Requirements

Population 5,000 Buildings Stronghold Replaces Stronghold
Costs Maintenance
Gold 5,950 Labor 780 Lumber 30 Stone 50 Gold 1,190 Labor 2

 

Chapel (Neutral)

Type Civic Category Religion Limit 1 per settlement
Description A Chapel is a small building that does not have a priest in residence. At their most basic, chapels provide a place of worship for those unable to travel to the nearest parish church. Within the context of a settlement with a developed religious infrastructure, chapels serve as spaces devoted to a particular deity or cause.
Benefits Provides a bonus to Public Order.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 33 Labor 0

 

Church (Neutral)

Type Civic Category Religion Limit 1 per settlement
Description A Church is a place or worship that is attended by one or more priests in residence. Typically there is one priest, called the parish priest, who holds the title to the church property and who is responsible for all of the operations.
Benefits Provides a bonus to Public Order.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 65 Labor 0

 

Priory (Neutral)

Type Civic Category Religion Limit 1 per settlement
Description A Priory is a house of religious devotees (often friars, monks, or nuns) that prays and labors in devotion to a deity or pantheon on behalf of the surrounding community. The presence of such dedicated worship is a comfort to all the residents of a settlement that host such an establishment.
Benefits Provides a significant bonus to Public Order.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 1,700 Labor 180 Lumber 20 Stone 5 Gold 170 Labor 1

 

Abbey (Neutral)

Type Civic Category Religion Limit 1 per estate
Description An Abbey is a larger version of a Priory, and one which enjoy greater status within the church as a consequence.
Benefits Provides an improved bonus to Public Order over a Priory and also provides a modest bonus Population Growth, as the concentration of so much faithful activity builds confidence in the success of its host community.
Detriments None.

Requirements

Population 2,500 Buildings Priory Replaces Priory
Costs Maintenance
Gold 4,200 Labor 480 Lumber 40 Stone 20 Gold 420 Labor 1

Fortifications

Buildings in the Government category provide settlements with fixed centers of political and judicial authority. The symbolic nature of these buildings in terms of the commitment between lord and subject that they represent, combined with the practical benefits of local access to legal judgments, make them powerful tools in the maintenance of public order.

Watchtower

Type Civic Category Fortification Limit 1 per settlement
Description A Watchtower affords a long range view of the land around a settlement and allows its residents to be forewarned of an impending attack.
Benefits Provides advance warning of approach threats; all militia units will muster in time for battle.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 98 Labor 0

 

Palisade

Type Civic Category Fortification Limit 1 per settlement
Description A Palisade is an encircling fortification of wooden posts that restricts the flow of people in and out of a settlement. In the event of an attack by an organized force, it does little more than buy time for soldiers to muster. The security provided by an encircling fortification can be an enticement for people to reside in a settlement.
Benefits Provides defense against attacks and a small bonus to Population Growth.
Detriments Inflicts a penalty to Public Order for the Faerie Kin segment of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 1,375 Labor 150 Lumber 15 Stone 5 Gold 275 Labor 1

 

Wood and Earth Wall

Type Civic Category Fortification Limit 1 per settlement
Description A Wood and Earth wall is an encircling fortification that combines the elevation change of a ditch with an earthen mound that is fortified with wooden stakes. It takes considerably more effort to breach than a Palisade and therefore improves the likelihood that an attacker will either be discouraged and leave, or attempt to gain entry at the chokepoint of a gatehouse.
Benefits Provides improved defense against attacks over a Palisade and a small bonus to Population Growth.
Detriments Inflicts a penalty to Public Order for the Faerie Kin segment of a settlement’s population.

Requirements

Population 1,000 Buildings None Replaces Palisade
Costs Maintenance
Gold 4,050 Labor 420 Lumber 50 Stone 10 Gold 810 Labor 2

 

Stone Wall

Type Civic Category Fortification Limit 1 per settlement
Description A Stone Wall is an encircling fortification with a solid stone façade and a broad top suitable for manning with defenders.
Benefits Provides significantly improved defense against attacks over a Palisade or Wood and Earth Wall and a small bonus to Population Growth.
Detriments Inflicts a penalty to Public Order for the Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 2,500 Buildings None Replaces Wood and Earth Wall
Costs Maintenance
Gold 7,250 Labor 900 Lumber 50 Stone 50 Gold 1,450 Labor 2

 

Ballista Towers

Type Civic Category Fortification Limit 1 per settlement
Description Ballista Towers are enhancements to any fortification built primarily of stone that provide defenders with heavy defensive machines – typically ballistae and enhanced shooting positions for archers.
Benefits Provides a significant improvement to the defensive capability of the walls.
Detriments None.

Requirements

Population 5,000 Buildings Stone Wall Replaces None
Costs Maintenance
Gold 3,625 Labor 338 Lumber 25 Stone 25 Gold 1,088 Labor 2

 

Fortress

Type Civic Category Fortification Limit 1 per settlement
Description A fortress is an all-encompassing fortification that includes a network of towers that provide overlapping missile defense and two rings of walls.
Benefits Provides improved defense against attacks over a Stone Wall and a small bonus to Population Growth.
Detriments Inflicts a penalty to Public Order for the Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 7,500 Buildings Stone Wall Replaces Stone Wall
Costs Maintenance
Gold 12,875 Labor 1,,238 Lumber 75 Stone 100 Gold 3,863 Labor 4

 

Citadel

Type Civic Category Fortification Limit 1 per settlement
Description A citadel is a three-ringed fortification with overlapping defenses that will turn away all but the largest or most foolhardy of armies. Attacks against such bastions will almost always result in massive losses for the attackers, even if they somehow prevail.
Benefits Provides improved defense against attacks over a Fortress and a significant bonus to Population Growth.
Detriments Inflicts a penalty to Public Order for the Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 10,000 Buildings Fortress Replaces Fortress
Costs Maintenance
Gold 18,500 Labor 1,800 Lumber 100 Stone 150 Gold 5,550 Labor 6

Military Buildings

Buildings in the Military category provide settlements with training centers and quartering accommodations for military units. The development and maintenance of a strong military host is a source of pride and genuine political influence among all nobles, but in Travance – a contested frontier – the presence of strong military units can be the difference between life and death for thousands of people on a daily basis.

Muster Field

Type Civic Category Military Limit 1 per settlement
Description A Muster Field is little more than an open space in which soldiers can practice basic combat technique and formations.
Benefits Allows training of militia.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 98 Labor 0

 

Barracks

Type Civic Category Military Limit 1 per 1,000 residents
Description A Barracks is a building that quarters soldiers. It includes other facilities required to maintain an adequately clean and healthy housing environment so that the soldiers do not create overwhelming strain on the settlement’s existing public health utilities.
Benefits Provides maintenance for 120 soldiers.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 293 Labor 1

 

Drill Square

Type Civic Category Military Limit 1 per settlement
Description A Drill Square is similar to a Muster Field but is larger and can accommodate more advanced forms of combat training, including moving in formation and cross-arms training. Such facilities are reserved for the use of professional soldiers.
Benefits Can purchase Armored Spearmen, Voulgiers, and Halberdiers
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 1,775 Labor 210 Lumber 15 Stone 10 Gold 533 Labor 2

 

Combat School

Type Civic Category Military Limit 1 per settlement
Description A Combat School is a facility that provides intensive training in close quarters combat and associated armaments.
Benefits Can purchase Men-at-Arms, Berserkers, Raiders, and Heavy Infantry
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 2,500 Labor 300 Lumber 20 Stone 15 Gold 750 Labor 2

 

Practice Range

Type Civic Category Military Limit 1 per settlement
Description A Practice Range is a largely open space that allows a variety of missile weapons to be practiced.
Benefits Can purchase Peasant Archers, Peasant Crossbowmen, Longbowmen, Light Skirmishers, Heavy Skirmishers, and Crossbowmen
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 1,775 Labor 210 Lumber 15 Stone 10 Gold 533 Labor 2

 

Marksman School

Type Civic Category Military Limit 1 per settlement
Description A Marksman School is a facility that provides intensive training in archery, including long range target acquisition and proper maintenance of precision missile weapons.
Benefits Can purchase Dwarven Crossbowmen and Marksmen
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 2,500 Labor 300 Lumber 20 Stone 15 Gold 750 Labor 2

 

Stables

Type Civic Category Military Limit 1 per 1,000 residents
Description A Stables is a building that quarters horses and includes housing to quarter the related cavalrymen. The combined facilities serve the same purpose as a Barracks.
Benefits Provides maintenance for 64 cavalry.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 293 Labor 1

 

Riding School

Type Civic Category Military Limit 1 per settlement
Description A Riding School is a basic training facility for mounted combat. It emphasizes lightly armored riders using speed and maneuverability to support an army on the battlefield.
Benefits Can purchase Light Cavalry.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 2,750 Labor 300 Lumber 30 Stone 10 Gold 825 Labor 2

 

Equestrian School

Type Civic Category Military Limit 1 per settlement
Description An Equestrian School is an intensive training facility for mounted combat. It emphasizes heavily armored riders and mounts that use the shock of a massed charge to annihilate entire formations of enemy troops.
Benefits Can purchase Heavy Cavalry.
Detriments None.

Requirements

Population 2,000 Buildings None Replaces None
Costs Maintenance
Gold 3,475 Labor 390 Lumber 35 Stone 15 Gold 1,043 Labor 2

 

Military Academy

Type Civic Category Military Limit 1 per estate
Description A Military Academy is a college of higher learning that places a heavy emphasis in its curriculum on the art of warfare. By drawing on great battles of history and conducting careful reviews of recent military actions, the scholars of such an institution produce a body of wisdom that bears much fruit to commanders within its sphere of influence.
Benefits Provides a bonus of 1 experience point to all professional military units in the estate.
Detriments None.

Requirements

Population 5,000 Buildings Combat School and 3 other Military buildings Replaces None
Costs Maintenance
Gold 8,875 Labor 1,050 Lumber 75 Stone 50 Gold 2,663 Labor 3

Smith Buildings

Buildings in the Smith category provide the militia and professional military units of a settlement with superior armaments – a significant edge against the many savage and determined enemies that threaten Travance..

Armory

Type Civic Category Smith Limit 1 per settlement
Description An Armory is a smithy that is devoted to the production and maintenance of finely fitted and balance armor. The craftsmen that work in such a facility are highly specialized and do not waste their time or efforts on the usual mundane output of a blacksmith.
Benefits Can bestow a +1 bonus to defense to one professional military unit per turn.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 1,450 Labor 180 Lumber 10 Stone 10 Gold 508 Labor 2

 

Weaponsmithy

Type Civic Category Smith Limit 1 per settlement
Description Like an Armory, a Weaponsmithy is a specialized facility that is devoted to the design, production, and maintenance of fine weapons.
Benefits Can bestow a +1 bonus to attack to one professional military unit per turn.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 2,575 Labor 330 Lumber 15 Stone 20 Gold 901 Labor 2

 

Foundry

Type Civic Category Smith Limit 1 per settlement
Description A Foundry is the one of the closest things you will find to an industrial facility in the pre-industrial era. Here the forging of steel is conducted at a level of mass production and in some cases is poured directly into casting molds for large, single pieces of metalwork.
Benefits Can bestow a +1 bonus to attack and a +1 bonus to defense (which can be in addition to a bonus bestowed by an Armorer or Weaponsmith) to one professional military unit per turn. In addition, the Foundry provides all militia units with a +1 bonus to defense.
Detriments None.

Requirements

Population 2,500 Buildings Armorer and Weaponsmith Replaces None
Costs Maintenance
Gold 4,500 Labor 600 Lumber 20 Stone 40 Gold 1,575 Labor 3

Public Health Buildings

Buildings in the Public Health category primarily provide settlements with security and regulation of their food and water supplies, but can also play a role in the convalescence of injured and ill residents.

Hospital

Type Civic Category Public Health Limit 1 per 5,000 residents
Description A Hospital is a building where the sick and injured can receive healing or medical treatment. They generally do not keep patients in residence but treat their afflictions with whatever means available and send them home to rest.
Benefits Provides a bonus to Population Growth and a small bonus to Public Order.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 1,050 Labor 120 Lumber 10 Stone 5 Gold 315 Labor 1

 

Smokehouse

Type Civic Category Public Health Limit 1 per 500 residents
Description A Smokehouse is a building where meat is dried and preserved. Solely treating meat with smoke drying is not a long term method of preservation, but the application of salt is a simple way to delay spoilage for a much longer duration.
Benefits Allows the storage of 30 units of Food without Salt or up to 75 units with Salt; a Smokehouse requires 5 units of Salt to sustain food storage in excess of 30 units, up to 50 units, and 10 units of salt to sustain up to 75 units of food. In addition, provides a small bonus to Population Growth.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 325 Labor 30 Lumber 5 Stone 0 Gold 65 Labor 0

 

Granary

Type Civic Category Public Health Limit 1 per 500 residents
Description A Granary is a storage building for cereal grains. Granaries are essential to societies that depend on cereal crops for the bulk of their food supply since cereal crops generally mature and are harvested at the same time, creating a glut of food at once that must be preserved in order to sustain the people depending on it.
Benefits Allows the storage of 100 units of Food and provides a bonus to Population Growth.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 130 Labor 1

 

Aqueduct

Type Civic Category Public Health Limit 1 per settlement
Description An Aqueduct is network of small manmade canals that conveys water from an abundant source to a location inside or near a settlement.
Benefits Provides a bonus to Population Growth and a small bonus to Public Order.
Detriments None.

Requirements

Population 1,000 Buildings None Replaces None
Costs Maintenance
Gold 2,250 Labor 300 Lumber 10 Stone 20 Gold 675 Labor 2

 

Reservoir

Type Civic Category Public Health Limit 1 per settlement
Description A Reservoir is a large basin used to store a quantity of water sufficient to sustain an entire settlement in a time of drought or siege. The basin may be manmade or a naturally-occurring depression (in which case it is reinforced and improved to be perfectly suitable to the task of storing water).
Benefits Provides a significant bonus to Population Growth and a small bonus to Public Order.
Detriments None.

Requirements

Population 2,500 Buildings Aqueduct Replaces None
Costs Maintenance
Gold 5,950 Labor 780 Lumber 30 Stone 50 Gold 1,785 Labor 3

 

Plumbing

Type Civic Category Public Health Limit 1 per settlement
Description Plumbing is a network of pipes and canals that is used to move clean water into and around a settlement and waste water out. The efficiency of such a system makes it much easier to eliminate contaminating human and animal refuse and ensures that the two streams do not mix. The improvement to public health bestowed by a Plumbing network is astonishing, if poorly understood by people in this particular era.
Benefits Provides a massive bonus to Population Growth and a bonus to Public Order.
Detriments None.

Requirements

Population 5,000 Buildings Reservoir Replaces None
Costs Maintenance
Gold 9,650 Labor 1,260 Lumber 50 Stone 80 Gold 2,895 Labor 3

Academic Buildings

Buildings in the Academic category provide settlements with access to education and works of knowledge and literature. The effects of an educated population are subtle, but sweeping.

Lyceum

Type Civic Category Academic Limit 1 per settlement
Description A Lyceum is a modest institution that provides education on elementary subjects with an emphasis on lectured instruction. The curriculum of a Lyceum is centered on the subjects of the Trivium – grammar, logic, and rhetoric.
Benefits Provides small bonuses to Public Order and GDP.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 260 Labor 1

 

Library

Type Civic Category Academic Limit 1 per settlement
Description A Library is a building that houses a modest collection of written works – books, pamphlets, scrolls, etc. Libraries are frequently built as adjuncts to Lyceums or Colleges but can also be solitary institutions that serve as an archive.
Benefits Provides small bonuses to Public Order and GDP.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 1,375 Labor 150 Lumber 15 Stone 5 Gold 550 Labor 2

 

Scriptorium

Type Civic Category Academic Limit 1 per estate
Description A Scriptorium is a building that houses an extensive collection of written works and, more importantly, serves as an institution of transcription. Scriptoriums across the Kingdom of Kormyre frequently collaborate by sharing written works among each other for sufficient durations that they can be copied. A Scriptorium is frequently an adjunct to a Lyceum, College, or University, but like a Library it can be a solitary institution devoted to the accumulation of written works.
Benefits Provides improved bonuses to Public Order and GDP over a Library and a bonus to Population Growth.
Detriments None.

Requirements

Population 1,000 Buildings Library Replaces Library
Costs Maintenance
Gold 3,150 Labor 360 Lumber 30 Stone 15 Gold 1,260 Labor 2

 

College

Type Civic Category Academic Limit 1 per estate
Description A College is an institution that provides education on advanced subjects that combines lectured and practical instruction and offers an adequate selection of written works for reference. The curriculum of a College is centered on the subjects of the Quadrivium – arithmetic, geometry, music, and astronomy.
Benefits Provides improved bonuses to Public Order and GDP over an Academy and a bonus to Population Growth.
Detriments None.

Requirements

Population 2,500 Buildings Lyceum, Library Replaces Lyceum
Costs Maintenance
Gold 5,250 Labor 600 Lumber 50 Stone 25 Gold 2,100 Labor 3

 

University

Type Civic Category Academic Limit 1 in the whole Barony
Description A University is an institution that provides education on advanced subjects that combines lectured and practical instruction and offers an impressive selection of written works for reference. The curriculum of a University is centered on the liberal arts – literature, language, philosophy, history, mathematics, and science.
Benefits Provides significant bonuses to Public Order, GDP, and Population Growth.
Detriments None.

Requirements

Population 7,500 Buildings College, Scriptorium Replaces College
Costs Maintenance
Gold 12,125 Labor 1,350 Lumber 125 Stone 50 Gold 4,850 Labor 6

Resource Production Buildings

Buildings in the Resource Production category produce the essential resources of stability and growth – food, lumber, quarried stone, and salt. These establishments generally produce a consistent profit for their owners, but price regulations on them – mandated by the King due to their vital nature – limit their potential as wealth generators to some degree.

Croft

Type Private Category Resource Production Limit Special
Description A Croft is an agricultural plot and associated buildings that produce primarily vegetables and legumes. Soil fertility is typically self-sustaining or enhanced with crop rotation.
Benefits Produces 0-5 (d6-1) units of Food (30gp value) / month from April - September and 0-2 (d4-2) units from October – March.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 405 Labor 42 Lumber 5 Stone 1 Gold 51 Labor 2

 

Farm

Type Private Category Resource Production Limit Special
Description A Farm is an agricultural plot and associated buildings that produce a mixture of cereal grains and vegetables and legumes. Soil fertility is typically maintained with crop rotation.
Benefits Produces 2-12 (2d6) units of Food (30gp value) / month from April - August and 14-50 (10+4d10) units in September and 1-4 (d4) units from October – March.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 964 Labor 106 Lumber 12 Stone 2 Gold 181 Labor 3

 

Grange

Type Private Category Resource Production Limit Special
Description A Grange is an agricultural plot and associated buildings that produce primarily cereal grains in large quantities. Soil fertility is typically maintained with alternate field utilization and the addition of manure fertilizer.
Benefits Produces 16-44 (12+4d8) units of Food (30gp value) / month from April - August and 70-180 (60+10d12) units in September and 1-8 (d8) units from October – March.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 2,560 Labor 324 Lumber 25 Stone 10 Gold 725 Labor 7

 

Latifundia

Type Private Category Resource Production Limit Special
Description A Latifundia is a highly centralized, massive agricultural plot and associated buildings that produce primarily cereal grains in exceptionally large quantities. Soil fertility is typically maintained with alternate field utilization and the addition of manure fertilizer.
Benefits Produces 36-90 (30+6d10) units of Food (30gp value) / month from April - August and 415-700 (400+15d20) units in September and 2-16 (2d8) units from October – March.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 4,299 Labor 580 Lumber 45 Stone 12 Gold 2,203 Labor 12

 

Lumber Mill

Type Private Category Resource Production Limit Special
Description A Lumber Mill is a facility that produces dimensional lumber, for construction, from cut logs.
Benefits Produces 0-10 units (weighted for 5) of Lumber (20gp value) / turn.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 1,375 Labor 150 Lumber 15 Stone 5 Gold 80 Labor 2

 

Quarry

Type Private Category Resource Production Limit Special
Description A Quarry is an open pit mine that produces building-quality stone.
Benefits Produces 0-10 units (weighted for 5) of Stone (20gp value) / turn.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 1,275 Labor 150 Lumber 15 Stone 5 Gold 80 Labor 2

 

Salt Mine

Type Private Category Resource Production Limit Special
Description A Salt Mine is an open pit or underground mine that produces rock salt, used to preserve food.
Benefits Produces 5-15 units (weighted for 10) of Salt (10gp value) / turn.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 1,275 Labor 150 Lumber 15 Stone 5 Gold 80 Labor 2

Goods Production Buildings

Buildings in the Goods Production category produce a variety of marketable goods that bring profits to their owners and provide bonuses to Public Order when they are consumed in a settlement.

Warehouse

Type Private Category Goods Production Limit 1 per 500 residents
Description A Warehouse is a simple structure that is designed to keep goods safe from spoilage and theft.
Benefits Allows the storage of 20 units of Goods or Salt.
Detriments None.

Requirements

Population 500 Buildings None Replaces None
Costs Maintenance
Gold 650 Labor 60 Lumber 10 Stone 0 Gold 38 Labor 1

 

Gemstone Mine

Type Private Category Goods Production Limit Special
Description A Gemstone Mine is a mine that follows a vein of gemstones.
Benefits Produces 0-8 units (weighted for 4) of Gemstones (13 luxury commodities / turn).
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Iron Mine

Type Private Category Goods Production Limit Special
Description A Iron Mine is a mine that follows a vein of iron ore.
Benefits Produces 0-8 units (weighted for 4) of iron (20gp value) / turn.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Precious Metals Mine

Type Private Category Goods Production Limit Special
Description A Precious Metals Mine is a mine that follows a vein of precious metal.
Benefits Produces 0-8 units (weighted for 4) of precious metals (20gp value) / turn; random roll upon discovery of vein determines type - Gold, Silver, Copper, Platinum.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Winery

Type Private Category Goods Production Limit Special
Description A Winery combines a vineyard and a facility for producing wine from the harvested grapes.
Benefits Produces 0-8 units (weighted for 4) of Wine (13 luxury commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Orchard

Type Private Category Goods Production Limit Special
Description An Orchard produces one or more varieties of fruit.
Benefits Produces 0-8 units (weighted for 4) of Fruit (13 consumable commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Leather Tanner

Type Private Category Goods Production Limit Special
Description A Leather Tanner uses the bark of the hemlock tree (primarily) to cure animal hides to produce leather.
Benefits Produces 0-8 units (weighted for 4) of Leather (24 wearable materials) / turn.
Detriments Inflicts a penalty to Public Order for the Barbarian, Faerie Kin and Sylvan Elf segments of a settlement’s population.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Wool Factory

Type Private Category Goods Production Limit Special
Description A Wool Factory combines pastures for keeping sheep with facility for shearing them and bundling the harvested wool.
Benefits Produces 0-8 units (weighted for 4) of Wool (24 wearable materials) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Distillery

Type Private Category Goods Production Limit Special
Description A Distillery can produce a variety of spirits using the same process, depending on the grain or starch product that is fermented.
Benefits Produces 0-8 units (weighted for 4) of Spirits (13 consumable commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Herb Plantation

Type Private Category Goods Production Limit Special
Description An Herb Plantation raises large quantities of flavorful or medicinal herbs.
Benefits Produces 0-8 units (weighted for 4) of Herbs (13 luxury commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Brewery

Type Private Category Goods Production Limit Special
Description A Brewery creates beer from malted grains and other flavoring ingredients. The style of beer produced is greatly influenced by the location of the Brewery, which dictates the methods that can be used and the flavoring ingredients that are available.
Benefits Produces 0-8 units (weighted for 4) of Beer (13 consumable commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Creamery

Type Private Category Goods Production Limit Special
Description A Creamery can produce a variety of cheeses depending on the method employed and the type of milk used.
Benefits Produces 0-8 units (weighted for 4) of Cheese (13 consumable commodities) / turn.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

 

Import Company

Type Private Category Goods Production Limit Special
Description An Import Company arranges a shipping deal with an external (to the Barony) producer of a specific good and receives delivery of that good via the Quail Straits and Port Valandra or the Great Rift Road and Valdalis.
Benefits Produces 0-8 units (weighted for 4) of any single type of good, chosen at creation (24 materials or 13 commodities of the appropriate type) / turn. The good can be Wine, Leather, Wool, Spirits, Herbs, Cheese, or – with the approval of the Director and Land System Administrator – something not available for production in Travance (e.g., Silk, Fine Ceramics, Tobacco, etc.).
Detriments None.

Requirements

Population 0 Buildings Special Replaces None
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 61 Labor 2

Sea Trade Buildings

Buildings in the Sea Trade category provide are unique to the settlement of Port Valandra. These buildings are the foundation stones of trade with the rest of the world via the oceans, and are accompanied by much hustle and bustle of economic activity; unfortunately, such accumulations of valuables and coin also attract a lawless element.

Harbor

Type Civic Category Sea Trade Limit 1 per settlement
Description A Harbor is a protected area where ships can be docked with a good degree of safety from maritime weather.
Benefits Provides a bonus to GDP and a small bonus to population growth. Allows the construction of 10 Import Companies and allows 50 units of anything to be exported to overseas buyers.
Detriments Inflicts a penalty to Public Order.

Requirements

Population 2,000 Buildings None Replaces None
Costs Maintenance
Gold 1,050 Labor 120 Lumber 10 Stone 5 Gold 525 Labor 2

 

Quay

Type Civic Category Sea Trade Limit 1 per settlement
Description A Quay is a structure that facilitates the loading and unloading of cargo from a ship.
Benefits Provides a significant bonus to GDP and a small bonus to population growth. Allows the construction of 30 Import Companies and allows 150 units of anything to be exported to overseas buyers.
Detriments Inflicts a penalty to Public Order.

Requirements

Population 5,000 Buildings Harbor Replaces Harbor
Costs Maintenance
Gold 2,750 Labor 300 Lumber 30 Stone 10 Gold 1,375 Labor 2

 

Dockyard

Type Civic Category Sea Trade Limit 1 per settlement
Description A Dockyard is a complex of quays and other structures that allow for the efficient loading and unloading of cargo from ships and also allows for the repair and construction of ships.
Benefits Provides a massive bonus to GDP and a small bonus to population growth. Allows the construction of 70 Import Companies and allows 400 units of anything to be exported to overseas buyers.
Detriments Inflicts a significant penalty to Public Order.

Requirements

Population 10,000 Buildings Quay Replaces Quay
Costs Maintenance
Gold 5,425 Labor 570 Lumber 65 Stone 15 Gold 2,713 Labor 3

Transportation - Roads and Canals

Roads and Canals are exceptional from the standard building rules in a couple of important ways. First, roads and canals connect settlements; they cannot be said to be built within them. Second, and most important, the number of roads cannot be expanded upon (there are no suitable tracks left undeveloped) and the number of canals is limited to a handful of settlements with river access. In addition to the existing canals that connect Gwenllyn on Aris and Valdalis, the following canal routes can be built:

  • Valdalis – Port Valandra
  • Port Valandra – Valdalis
  • Honor’s Peak – Alisandria
  • Fairglen on Hope – Honor’s Peak
  • Caer Bridaeg – Honor’s Peak
  • Abergavenny – Honor’s Peak

 

Widened

Type Civic Category Transportation Limit Special
Description A Widened road is broader than a foot track, allowing for the passage – albeit with some difficulty – of horse or ox drawn carts.
Benefits Provides a transportation capacity of 20 units between the connected settlements.
Detriments None.

Requirements

Population 0 Buildings Track Replaces Track
Costs Maintenance
Gold 975 Labor 90 Lumber 15 Stone 0 Gold 219 Labor 1

 

Improved

Type Civic Category Transportation Limit Special
Description An Improved road is cleared of large stones and raised above the local ground level or serviced by runoff chutes to protect it from flooding.
Benefits Provides a transportation capacity of 50 units between the connected settlements.
Detriments None.

Requirements

Population 0 Buildings Track Replaces Track
Costs Maintenance
Gold 1,700 Labor 180 Lumber 20 Stone 5 Gold 385 Labor 1

 

Paved

Type Civic Category Transportation Limit Special
Description A Paved road is covered with stones to provide a consistent surface that resists water accumulation and bears frequent, heavy use.
Benefits Provides a transportation capacity of 100 units between the connected settlements.
Detriments None.

Requirements

Population 0 Buildings Improved Replaces Improved
Costs Maintenance
Gold 2,250 Labor 300 Lumber 10 Stone 20 Gold 506 Labor 2

 

Highway

Type Civic Category Transportation Limit Special
Description A Highway is a broad, paved road that allows room for wagons heading one direction to continue unimpeded past wagons heading in the other direction. Such a road is also well protected from flooding and wear and tear.
Benefits Provides a transportation capacity of 200 units between the connected settlements.
Detriments None.

Requirements

Population 0 Buildings Paved Replaces Paved
Costs Maintenance
Gold 5,950 Labor 780 Lumber 30 Stone 50 Gold 1,339 Labor 2

 

Canal

Type Civic Category Transportation Limit Special
Description A Canal, in the context of Travance, is actually a lateral canal that tracks alongside the associated river. These waterways are typically plied by pilotless barges that are drawn by oxen teams. In some places, inclined plane locks are used to mitigate naturally steep terrain of the surrounding area.
Benefits Provides a transportation capacity of 50 units between the connected settlements.
Detriments None.

Requirements

Population 0 Buildings None Replaces None
Costs Maintenance
Gold 3,875 Labor 450 Lumber 35 Stone 20 Gold 872 Labor 2
Parchment Corner Parchment Corner
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