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:
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 |
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| 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 |
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| Population | 1,500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,775 | Labor | 210 | Lumber | 15 | Stone | 10 | Gold | 533 | Labor | 2 | |||||
Common Courthouse |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 65 | Labor | 0 | |||||
Fairground |
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| 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 |
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| Population | 500 | Buildings | Caravan Stop | Replaces | Caravan Stop | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 130 | Labor | 1 | |||||
Market |
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| 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 |
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| Population | 1,500 | Buildings | Fairground | Replaces | Fairground | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,375 | Labor | 150 | Lumber | 15 | Stone | 5 | Gold | 275 | Labor | 1 | |||||
Forum |
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| 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 |
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| 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 |
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| 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 |
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| Population | 7,500 | Buildings | Forum | Replaces | Forum | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 5,250 | Labor | 600 | Lumber | 50 | Stone | 25 | Gold | 1,050 | Labor | 2 | |||||
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 |
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| 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 |
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| Population | 500 | Buildings | Fairground | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,100 | Labor | 240 | Lumber | 20 | Stone | 10 | Gold | 630 | Labor | 2 | |||||
Bank |
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| 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 |
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| Population | 1,500 | Buildings | Market | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 3,700 | Labor | 480 | Lumber | 20 | Stone | 30 | Gold | 1,110 | Labor | 2 | |||||
Vault |
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| 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 |
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| Population | 3,000 | Buildings | Bank | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 5,300 | Labor | 720 | Lumber | 20 | Stone | 50 | Gold | 1,590 | Labor | 3 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 14 | Labor | 1 | |||||
Inn |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 485 | Labor | 54 | Lumber | 5 | Stone | 2 | Gold | 20 | Labor | 1 | |||||
Brothel |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 38 | Labor | 1 | |||||
Gambling House |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 49 | Labor | 2 | |||||
Theater |
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| 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 |
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| Population | 2,500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 57 | Labor | 2 | |||||
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) |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 33 | Labor | 0 | |||||
Church (Light) |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 65 | Labor | 0 | |||||
Priory (Light) |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,700 | Labor | 180 | Lumber | 20 | Stone | 5 | Gold | 170 | Labor | 1 | |||||
Abbey (Light) |
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| 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 |
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| Population | 2,500 | Buildings | Priory | Replaces | Priory | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 4,200 | Labor | 480 | Lumber | 40 | Stone | 20 | Gold | 420 | Labor | 1 | |||||
Cathedral (Light) |
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| 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 |
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| Population | 5,000 | Buildings | Church | Replaces | Church | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 7,400 | Labor | 960 | Lumber | 40 | Stone | 60 | Gold | 740 | Labor | 2 | |||||
Chapel (Dark) |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 65 | Labor | 0 | |||||
Lair (Dark) |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 130 | Labor | 1 | |||||
Stronghold (Dark) |
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| 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 |
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| Population | 2,000 | Buildings | Lair | Replaces | Lair | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 4,200 | Labor | 480 | Lumber | 40 | Stone | 20 | Gold | 840 | Labor | 2 | |||||
Cathedral (Dark) |
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| 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 |
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| 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) |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 33 | Labor | 0 | |||||
Church (Neutral) |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 65 | Labor | 0 | |||||
Priory (Neutral) |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,700 | Labor | 180 | Lumber | 20 | Stone | 5 | Gold | 170 | Labor | 1 | |||||
Abbey (Neutral) |
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| 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 |
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| Population | 2,500 | Buildings | Priory | Replaces | Priory | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 4,200 | Labor | 480 | Lumber | 40 | Stone | 20 | Gold | 420 | Labor | 1 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 98 | Labor | 0 | |||||
Palisade |
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| 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 |
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| 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 |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | Palisade | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 4,050 | Labor | 420 | Lumber | 50 | Stone | 10 | Gold | 810 | Labor | 2 | |||||
Stone Wall |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Population | 10,000 | Buildings | Fortress | Replaces | Fortress | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 18,500 | Labor | 1,800 | Lumber | 100 | Stone | 150 | Gold | 5,550 | Labor | 6 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 98 | Labor | 0 | |||||
Barracks |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 293 | Labor | 1 | |||||
Drill Square |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,775 | Labor | 210 | Lumber | 15 | Stone | 10 | Gold | 533 | Labor | 2 | |||||
Combat School |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,500 | Labor | 300 | Lumber | 20 | Stone | 15 | Gold | 750 | Labor | 2 | |||||
Practice Range |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,775 | Labor | 210 | Lumber | 15 | Stone | 10 | Gold | 533 | Labor | 2 | |||||
Marksman School |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,500 | Labor | 300 | Lumber | 20 | Stone | 15 | Gold | 750 | Labor | 2 | |||||
Stables |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 293 | Labor | 1 | |||||
Riding School |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,750 | Labor | 300 | Lumber | 30 | Stone | 10 | Gold | 825 | Labor | 2 | |||||
Equestrian School |
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| 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 |
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| 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 |
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| 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 |
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| 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 | ||||
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 |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,450 | Labor | 180 | Lumber | 10 | Stone | 10 | Gold | 508 | Labor | 2 | |||||
Weaponsmithy |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,575 | Labor | 330 | Lumber | 15 | Stone | 20 | Gold | 901 | Labor | 2 | |||||
Foundry |
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| 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 |
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| 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 | |||||
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 |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,050 | Labor | 120 | Lumber | 10 | Stone | 5 | Gold | 315 | Labor | 1 | |||||
Smokehouse |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 325 | Labor | 30 | Lumber | 5 | Stone | 0 | Gold | 65 | Labor | 0 | |||||
Granary |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 130 | Labor | 1 | |||||
Aqueduct |
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| 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 |
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| Population | 1,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,250 | Labor | 300 | Lumber | 10 | Stone | 20 | Gold | 675 | Labor | 2 | |||||
Reservoir |
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| 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 |
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| Population | 2,500 | Buildings | Aqueduct | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 5,950 | Labor | 780 | Lumber | 30 | Stone | 50 | Gold | 1,785 | Labor | 3 | |||||
Plumbing |
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| 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 |
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| Population | 5,000 | Buildings | Reservoir | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 9,650 | Labor | 1,260 | Lumber | 50 | Stone | 80 | Gold | 2,895 | Labor | 3 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 650 | Labor | 60 | Lumber | 10 | Stone | 0 | Gold | 260 | Labor | 1 | |||||
Library |
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| 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 |
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| Population | 500 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,375 | Labor | 150 | Lumber | 15 | Stone | 5 | Gold | 550 | Labor | 2 | |||||
Scriptorium |
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| 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 |
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| Population | 1,000 | Buildings | Library | Replaces | Library | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 3,150 | Labor | 360 | Lumber | 30 | Stone | 15 | Gold | 1,260 | Labor | 2 | |||||
College |
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| 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 |
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| 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 |
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| 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 |
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| 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 | |||||
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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 405 | Labor | 42 | Lumber | 5 | Stone | 1 | Gold | 51 | Labor | 2 | |||||
Farm |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 964 | Labor | 106 | Lumber | 12 | Stone | 2 | Gold | 181 | Labor | 3 | |||||
Grange |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 | |||||
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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 61 | Labor | 2 | |||||
Herb Plantation |
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| 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 |
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| 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 |
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| Population | 0 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 61 | Labor | 2 | |||||
Creamery |
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| 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 |
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| 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 |
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| Population | 0 | Buildings | Special | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 61 | Labor | 2 | |||||
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 |
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| 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 |
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| Population | 2,000 | Buildings | None | Replaces | None | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,050 | Labor | 120 | Lumber | 10 | Stone | 5 | Gold | 525 | Labor | 2 | |||||
Quay |
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| 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 |
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| Population | 5,000 | Buildings | Harbor | Replaces | Harbor | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,750 | Labor | 300 | Lumber | 30 | Stone | 10 | Gold | 1,375 | Labor | 2 | |||||
Dockyard |
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| 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 |
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| Population | 10,000 | Buildings | Quay | Replaces | Quay | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 5,425 | Labor | 570 | Lumber | 65 | Stone | 15 | Gold | 2,713 | Labor | 3 | |||||
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:
Widened |
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| 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 |
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| Population | 0 | Buildings | Track | Replaces | Track | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 975 | Labor | 90 | Lumber | 15 | Stone | 0 | Gold | 219 | Labor | 1 | |||||
Improved |
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| 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 |
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| Population | 0 | Buildings | Track | Replaces | Track | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 1,700 | Labor | 180 | Lumber | 20 | Stone | 5 | Gold | 385 | Labor | 1 | |||||
Paved |
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| 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 |
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| Population | 0 | Buildings | Improved | Replaces | Improved | |||||||||||
| Costs | Maintenance | |||||||||||||||
| Gold | 2,250 | Labor | 300 | Lumber | 10 | Stone | 20 | Gold | 506 | Labor | 2 | |||||
Highway |
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| 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 | |||||