Ruins of Adventure
Building types
The greatest assets of your polity are its settlements. Settlements (whether villages, towns, or cities) are divided into Districts.
A newly constructed settlement typically has 1 District of a fairly consistent size (3 city blocks by 3 city blocks). Each “block” in a District holds 4 Lots (for a total of 36 lots in a standard district). On each Lot you may construct a building, and each building affects your kingdom’s Economy, Loyalty, and other statistics. Below you will find descriptions of these buildings, as well as the bonuses they provide once they’re added to a settlement.
While Districts in an older, existing city tend to be less planned or gridded, they can usually be assumed to have roughly the same buildable area (with some allowing more dense construction in a smaller space, and others spreading out due to resource limitations). If a specific district has more or fewer Lots to build on, this will be specified when the District is claimed.
The placement of Buldings within a District is largely irrelevant, though PCs are free to specify where a specific type of structure is on the map if they so choose. Note that many types of buildings (such as Guildhalls) take up multiple lots.
These Buildings do not represent 100% of the buildable space in your District. Buildings mostly represent civic works and revenue-generating businessses. For every Building you place, your citizens will move in and build tenements for themselves in nearby available space. This addition of housing happens automatically as the population of your District grows, filling in any extraneous space. Tenements do not cost the Polity BP, but raise Unrest by 2
Tenements can be upgraded to proper Houses for the cost of 2 BP (see below) to reduce this Unrest.
Generally speaking, the people living in a tenement or House, or running a business in your Polity are assumed to have been granted ownership rights to the property they inhabit. The Polity has rights of Taxation. If the Polity chooses to retain property rights for itself, rather than its citizens, Unrest increases by 2 for every Lot constructed (not just Tenements); and Houses do not offset Unrest.
Construction: Construction is an ongoing process that happens in the background of other activities. While buildings do not magically go up overnight, no matter what its size is, a building’s benefits apply to your kingdom immediately in the same Turn you spend BP for the building (at the end of the Improvements Phase).
At the GM’s discretion, construction magic (such as lyre of building, fabricate, or wall of stone) can reduce a single building’s BP cost by 2 (minimum 0). This is a one-time reduction per turn, regardless of the amount of magic used. The magic user associated with this cost reduction must be on-sight for the entire Turn (1 week) overseeing the mundane labor and casting spells at the appropriate stage of construction. A caster thus occupied cannot engage in other down-time activities such as crafting or training during that week. After this first week, any construction can continue apace without additional oversight from the caster.
Population: A Discricts’s population is approximately equal to the number of completed Lots within its districts × 100. A District that has all 36 Lots filled with buildings has a population of approximately 3,600.
Defense: A settlement’s Defense Score is used when the settlement is attacked in Mass Combat or a Siege. It otherwise has no effect unless the settlement is attacked. Unlike other Polity Statistics, the Defense Score is unique to each Settlement. You can increase a settlement’s Defense by building certain structures (such as City Walls).
Discounts: In addition to their effect on your Polity Statistics, many buildings tend to attract citizens eager to use similar facilities. If a building lists “Discounts”, the specific buildings listed can be constructed in that District for 1/2 the normal cost in BP. This is why districts in larger cities tend to see a clustering of buildings of similar kinds.
Removing Buildings:
Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).
Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.
Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).
Buildings and Magic Items:
Some buildings attract skilled artisans who are able to construct magic items (usually potions and scrolls, but sometimes more powerful fare). Each such building has a set number of “Slots” for magic items, representing the limit of the Artisan’s time and resources which he will devote to these expensive and hard-to-sell items.
If a Building within the Polity has an unfilled Slot, the Magister or High Priest may attempt an NPC Reaction check to convince the artisan to begin working on a new item during the Polity’s Upkeep Phase. If the check is successful, a random magic item of the appropriate type is added to that Artisan’s wares.
These items are the property of the Artisan. The PCs are free to purchase the item from the Artisan using their available funds. The Artisan will never produce more items than he has Slots. The Slots remain filled until the item is purchased. There is a flat 50% chance per turn that one of the Artisan’s existing stock of magic items is purchased by someone other than the PCs.
Tribute: Once each year, on the anniversary of the construction of the Artisan’s Building, there is a chance that they will bequeath the Polity’s leaders with a gift of one of their creations.
During the Upkeep Phase of the appropriate Turn, when the High Priest or Magister may attempt a Loyalty check. If successful, the Artisan will present the PCs with one item randomly chosen from his current Stock.
Building Types
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Academy: An institution of higher learning.
- Lots: 2
- Cost: 52 BP
- Upgrades From: Library
- Upgrades To: University
- Discounts: Caster’s Tower, Library, Magic Shop
- Polity: Lore +3, Loyalty +2, Society +2, Economy +3
- Magic Item Slots: 3 Scrolls, 2 Miscellaneous Magic Items
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Alchemist: The laboratory and home of a crafter of poisons, potions, or alchemical items.
- Lots: 1
- Cost: 18 BP
- Polity: Economy +1, Lore +1
- Magic Item Slots: 1 Potion
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Arena: Large public structure for competitions and gladiatorial combats.
- Lots: 4
- Cost: 40 BP
- Limit: 1 per Settlement
- Upgrades From: Theater
- Discounts: Dance Hall, Garrison, Inn, Stable, Theater
- Polity: Stability +4, Society +1, Fame +1, Crime +1
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Bank: A secure building for storing valuables and granting loans.
- Lots: 1
- Cost: 28 BP
- Polity: Economy +4, Corruption +1
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Bardic College: A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.
- Lots: 2
- Cost: 40 BP
- Discounts: Library, Museum, Theater
- Polity: Economy +1, Loyalty +1, Stability +1, Society +3; Fame +1
- Magic Item Slots: 2 Scrolls
- Special: Can muster Bards as Army Units.
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Barracks: A building to house conscripts, guards, militia, soldiers, or similar military forces.
- Lots: 1
- Cost: 6 BP
- Upgrades To: Garrison
- Polity: Defense +2, Law +1, Unrest -1
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Black Market: A number of shops with secret and usually illegal wares.
- Lots: 1 lot
- Cost: 50 BP
- Discounts: Dance Hall
- Polity: Corruption +2, Crime +2, Economy +2, Stability +1, Unrest +1
- Magic Item Slots: 4 Items (any type)
- Special: Can muster Thieves as Army Units.
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Brewery: A building for beer brewing, winemaking, or some similar use.
- Lots: 1
- Cost: 6 BP
- Polity: Loyalty +1, Stability +1, Crime +1
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Bridge: Allows travel across a river or Waterway, easing transportation.
- Lots: 1
- Cost: 6 BP
- Polity: Economy +1
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Bureau: A large warren of offices for clerks and record-keepers working for a guild or government.
- Lots: 2
- Cost: 10 BP
- Polity: Corruption +1, Economy +1, Law +1, Loyalty –1, Stability +1
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Caster’s Tower: The home and laboratory of a spellcaster.
- Lots: 1
- Cost: 30 BP
- Polity: Economy +1, Loyalty +1, Lore +1
- Magic Item Slots: 3 Scrolls, 2 Items (any type)
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Castle: The home of the settlement’s Ruler or the heart of its defenses.
- Lots: 4 lots
- Cost: 54 BP
- Limit: 1 per Settlement
- Discounts: Noble Villa, Town Hall
- Polity: Defense +8, Economy +2, Loyalty +2, Stability +2, Law +2, Unrest –4; Fame +1
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Cathedral: The focal point of the settlement’s spiritual leadership.
- Lots: 4
- Cost: 58 BP
- Limit: 1 per Settlement
- Discounts: Academy, Temple
- Polity: Unrest –4; Fame +1
- Deity’s Alignment: These stack
- Good: Loyalty +4, Society +2
- Evil: Economy +4, Corruption +2
- Chaotic: Loyalty +4, Crime +2
- Lawful: Economy +4, Law +2
- Neutral: Stability +4, Lore +2
- Deity’s Alignment: These stack
- Magic Item Slots: 3 Potions, 2 Miscellaneous Items
- Special: Can muster Clerics as Army Units.
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Cistern: Contains a safe supply of fresh water for the settlement.
- Lots: 0 (Can share a lot with another building)
- Cost: 6 BP
- Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
- Polity: Stability +1
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City Wall: A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.
- Lots: 0
- Cost: 2 BP
- Limit: 4 per District (to fully surround)
- Polity: Defense +1
- Special: Unrest -2 for the first stretch of City Wall build in a settlement.
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Dance Hall: An establishment for dancing, drinking, carousing, and holding celebrations.
- Lots: 1
- Cost: 4 BP
- Polity: Corruption +1, Crime +1, Society +1, Economy +1, Loyalty +2, Unrest +1
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Dump: A centralized place to dispose of refuse and debris.
- Lots: 1
- Cost: 4 BP
- Limit: Cannot be adjacent to House, Mansion, Noble Villa, or Cistern
- Polity: Stability +1
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Everflowing Spring: A fountain built around a Decanters of Endless Water or similar magic that provides an inexhaustible supply of fresh water.
- Lots: 0 (can share a lot with another building)
- Cost: 5 BP
- Limit: Settlement must have a Caster’s Tower
- Special: Must share lot with Castle, Cathedral, Market, Monument, Park, or Town Hall.
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Exotic Artisan: The shop and home of a jeweler, tinker, glassblower, or the like.
- Lots: 1
- Cost: 10 BP
- Polity: Economy +1, Stability +1, Society +1
- Magic Item Slots: 1 Ring/Rod/Staff/Wand
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Foreign Quarter: An area with many foreigners, as well as shops and services catering to them.
- Lots: 4
- Cost: 30 BP
- Polity: Economy +3, Crime +1, Lore +1, Society +2, Stability –1
- Special: Increases the value of Trade Routes by 5% (cumulative).
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Fortress of the Faith: Citadels built by belief as much as the mortar that binds them, these edifices educate and train fellow followers.
- Lots: 4
- Cost: 80 BP
- Discounts: Garrison, Temple
- Polity: Consumption +1, Loyalty +3, Stability +3, Law +2; Defense +8; Unrest -1
- Special: Can muster Crusaders as Army Units.
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Foundry: Processes ore and refines it into finished metal.
- Lots: 2
- Cost: 16 BP
- Limit: Must be adjacent to Water
- Discounts: Smithy
- Polity: Economy +2, Stability +1, Unrest +1
- Special: One mine in the Polity gains +1 Economy and provides +1 BP per Turn.
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Garrison: A large building to house armies, train guards, and recruit militia.
- Lots: 2
- Cost: 28 BP
- Upgrades From: Barracks
- Discounts: City Wall, Granary, Jail
- Polity: Loyalty +2, Stability +2, Law +2, Unrest –2
- Special: Can muster Army Units of 1 Size larger than normal.
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Granary: A place to store grain and food.
- Lots: 1
- Cost: 12 BP
- Polity: Loyalty +1, Stability +1
- Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury.
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Graveyard: A plot of land to honor and bury the dead.
- Lots: 1
- Cost: 4 BP
- Polity: Loyalty +1, Lore +1
- Special: Can muster Skeletons or Zombies as Army Units.
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Guildhall: The headquarters for a trade guild or similar organization.
- Lots: 2
- Cost: 34 BP
- Limit: 1 per Settlement
- Upgrades From: Trade Shop
- Discounts: Pier, Stable, Trade Shop
- Polity: Economy +4, Loyalty +2, Lore +1, Law +1
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Herbalist: The workshop and home of a gardener, healer, or poisoner.
- Lots: 1
- Cost: 10 BP
- Polity: Loyalty +1, Stability +1,
- Magic Item Slots: 1 Potion
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Hospital: A building devoted to healing the sick.
- Lots: 2
- Cost: 30 BP
- Polity: Economy +2, Lore +1, Loyalty +1, Stability +2
- Special: Increase Stability by 2 during plague events
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House: A number of mid-sized houses for citizens.
- Lots: 1
- Cost: 3 BP (2BP to upgrade tenements)
- Upgrades From: Tenement
- Polity: Unrest -1
- Special: Upgrading Tenements does not count against the total number of buildings you can construct during the Improvement phase.
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Inn: A place for visitors to rest.
- Lots: 1
- Cost: 10 BP
- Polity: Economy +1, Loyalty +1, Society +1
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Jail: A fortified structure for confining criminals or dangerous monsters.
- Lots: 1
- Cost: 14 BP
- Polity: Loyalty +2, Stability +2, Law +1, Unrest –2, Crime -1
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Library: A large building containing an archive of books.
- Lots: 1
- Cost: 6 BP
- Upgrades To: Academy
- Polity: Economy +1, Loyalty +1, Lore +1
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Luxury Store: A shop that specializes in expensive comforts for the wealthy.
- Lots: 1
- Cost: 28 BP
- Upgrades From: Shop
- Upgrades To: Magic Shop
- Polity: Economy +1, Society +1
- Magic Item Slots: 2 Rings/Rods/Staves/Wands
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Magic Shop: A shop that specializes in magic items and spells.
- Lots: 1
- Cost: 68 BP
- Upgrades From: Luxury Store
- Polity: Economy +1, Lore +1
- Magic Item Slots: 4 Potions/Scrolls, 2 Miscellaneous Magic Items, 1 Weapon/Armor
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Magical Academy: An institution for training students in spellcasting, magic item crafting, and various arcane arts.
- Lots: 2
- Cost: 58 BP
- Discounts: Caster’s Tower, Library, Magic Shop
- Polity: Economy +2, Lore +2, Society +1, Fame +1
- Magic Item Slots: 3 Potions/Scrolls, 1 Miscellaneous Magic Items
- Special: Can muster Mages as Army Units.
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Magical Streetlamps: Lamps enchanted with Continual Light to illuminate the night, or Continual Shadow to soothe night-dwellers during the day.
- Lots: 0
- Cost: 5 BP
- Limit: Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple.
- Polity: Crime -1
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Mansion: A single huge manor housing a rich family and its servants.
- Lots: 1
- Cost: 10 BP
- Upgrade to: Noble Villa
- Polity: Law +1, Society +1, Stability +1, Corruption +1, Consumption +1
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Market: An open area for traveling merchants and bargain hunters.
- Lots: 2
- Cost: 48 BP
- Upgrades From: Shop
- Discounts: Black Market, Inn, Shop
- Polity: Economy +2, Stability +2, Crime +1
- Magic Item Slots: 2 Potions/Scrolls
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Menagerie: A large park stocked with exotic creatures for public viewing.
- Lots: 4 lots
- Cost: 16 BP
- Polity: Economy +1, Fame +1, Society +1
- Special: Increase Loyalty by 1/4 the HD of the largest creature in the Menagerie (round down).
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Military Academy: An institution dedicated to the study of war and the training of elite soldiers and officers.
- Lots: 2
- Cost: 36 BP
- Limit: 1 per Settlement
- Discounts: Barracks
- Polity: Loyalty +2, Stability +1; Fame +1, Law +1, Lore +1
- Magic Item Slots: 2 Weapons/Armor
- Special: Mustered Army Units start at 2nd level (rather than 1st).
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Mill: A building used to cut lumber or grind grain.
- Lots: 1
- Cost: 6 BP
- Limit: Must be adjacent to water
- Polity: Economy +2, Stability +1
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Mint: A secure building where the kingdom’s coinage is minted and standard weights and measures are kept.
- Lots: 1
- Cost: 30 BP
- Polity: Economy +3, Loyalty +3, Corruption +2, Stability +1; Fame +1
-
Moat: A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.
- Lots: 0
- Cost: 2 BP
- Limit: Max 4 per District (to completely surround a District)
- Polity: Defense +1
- Special: Unrest -1 for the first Moat built in a Settlement.
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Monastery: A cloister for meditation, study, and the pursuit of various other scholarly paths.
- Lots: 2
- Cost: 16
- Polity: Stability +1, Law +1, Lore +1
- Special: Can muster Monks as Army Units.
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Monument: A local memorial such as a bell tower, a statue of a polity Leader, a large tomb, or a public display of art.
- Lots: 1
- Cost: 6 BP
- Polity: Loyalty +1, Unrest -1
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Museum: A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item’s price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom’s history.
- Lots: 2
- Cost: 30 BP
- Polity: Lore +2, Economy +1, Loyalty +1, Society +1; Fame +1
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Noble Villa: A sprawling manor with luxurious grounds that houses a noble’s family and staff.
- Lots: 2
- Cost: 24 BP
- Upgrades From: Mansion
- Discounts: Exotic Artisan, Luxury Store, Mansion
- Polity: Corruption +3, Economy +1, Loyalty +1, Society +1, Stability +1; Fame +1; Consumption +1
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Observatory: A dome or tower with optical devices for viewing the heavens.
- Lots: 1
- Cost: 12 BP
- Polity: Stability +1, Lore +2
- Magic Item Slots: 1 Scroll
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Orphanage: A place for housing and taking care of large numbers of orphans.
- Lots: 1
- Cost: 6 BP
- Polity: Stability +1, Society +1, Unrest –1
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Palace: A grand edifice and walled grounds demonstrating one’s wealth, power, and authority to the world.
- Lots: 4
- Cost: 108 BP
- Discounts: Mansion, Mint, Noble Villa
- Polity: Economy +2, Law +2, Loyalty +6, Stability +2; Fame +1
- Special: You can issue 1 additional Edict per Turn.
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Park: A plot of land set aside for its serene beauty.
- Lots: 1
- Cost: 4 BP
- Polity: Loyalty +1, Crime +1, Unrest –1
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Paved Streets: Brick or stone pavement that speeds transportation.
- Lots: 0
- Cost: 24 BP
- Limit: 1 per District
- Polity: Economy +4, Stability +1
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Pier: Warehouses and workshops for docking ships and handling cargo and passengers.
- Lots: 1
- Cost: 16 BP
- Limit: Must be adjacent to water.
- Upgrades To: Waterfront
- Polity: Economy +1, Stability +1, Crime +1
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Sewer System: An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.
- Lots: 0
- Cost: 24 BP
- Limit: 1 per District
- Discounts: Cistern, Dump
- Polity: Crime +1, Economy +1, Loyalty +1, Stability +2
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Shop: A general store.
- Lots: 1
- Cost: 8 BP
- Upgrades To: Luxury Store, Market
- Polity: Economy +2
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Shrine: A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.
- Lots: 1
- Cost: 8 BP
- Upgrades To: Temple
- Polity: Loyalty +1, Society +1, Unrest -1
- Magic Item Slots: 1 Potion/Scroll
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Smithy: The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.
- Lots: 1
- Cost: 6 BP
- Polity: Economy +1, Stability +1
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Stables: A structure for housing or selling horses and other mounts.
- Lots: 1
- Cost: 10 BP
- Polity: Economy +1, Loyalty +1
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Stockyard: Barns and pens that store herd animals and prepare them for nearby slaughterhouses.
- Lots: 4
- Cost: 20 BP
- Discounts: Stable, Tannery
- Polity: Economy +2, Crime +1, Stability -1
- Special: Farms in Hexes adjacent to the Settlement reduce consumption by 3 instead of 2.
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Tannery: A structure that prepares hides and leather.
- Lots: 1
- Cost: 6 BP
- Limit: Cannot be adjacent to a Mansion or Noble Villa.
- Polity: Economy +1, Stability +1, Society -1
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Tavern: An eating or drinking establishment.
- Lots: 1
- Cost: 12 BP
- Polity: Economy +1, Loyalty +1, Corruption +1
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Temple: A large place of worship dedicated to a deity.
- Lots: 2
- Cost: 32 BP
- Upgrades From: Shrine
- Discounts: Graveyard, Monument, Shrine
- Polity: Unrest –2
- Deity’s Alignment: These stack
- Good: Loyalty +2, Society +1
- Evil: Economy +2, Corruption +1
- Chaotic: Loyalty +2, Crime +1
- Lawful: Economy +2, Law +1
- Neutral: Stability +2, Lore +1
- Deity’s Alignment: These stack
- Magic Item Slots: 2 Potions/Scrolls
- Special: Halves Consumption increase for Promotion Edicts
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Theater: A venue for entertainments such as plays, operas, and concerts.
- Lots: 2
- Cost: 24 BP
- Upgrades To: Arena
- Discounts: Dance Hall, Exotic Artisan, Inn, Park, Tavern
- Polity: Economy +2, Stability +2, Society +2
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Town Hall: A public venue for town meetings, repository for town records, and offices for minor bureaucrats.
- Lots: 2
- Cost: 22 BP
- Limit: 1 per District
- Discounts: Barracks, Cistern, Dump, Jail, Watchtower
- Polity: Economy +1, Law +1, Loyalty +1, Stability +1
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Trade Shop: A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.
- Lots: 1
- Cost: 10 BP
- Upgrades To: Guildhall
- Polity: Economy +2, Stability +1
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University: An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.
- Lots: 4
- Cost: 78 BP
- Upgrades From: Academy
- Discounts: Academy, Bardic College, Library, Magical Academy, Military Academy, Museum
- Polity: Lore +4, Society +3, Economy +3, Loyalty +3; Fame +1
- Magic Item Slots: 4 Scrolls, 2 Miscellaneous Items
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Watchtower: A tall structure that serves as a guard post.
- Lots: 1
- Cost: 12 BP
- Polity: Defense +2, Stability +1, Unrest -1
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Watergate: A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. a Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.
- Lots: 0
- Cost: 2 BP
- Limit: Requires City Wall. Requires Waterway.
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Waterfront: A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.
- Lots: 4
- Cost: 90 BP
- Limit: 1 per Settlement. Must be adjacent to water.
- Upgrades From: Pier
- Discounts: Black Market, Guildhall, Market, Pier
- Polity: Economy +6, Crime +2, Corruption +2
- Magic Item Slots: 2 Potions/Scrolls, 1 Miscellaneous Item, 1 Weapon/Armor
- Special: Halves Loyalty penalties for Taxation Edicts (minimum -1).
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Waterway: A river or canal occupying part of the District Grid. This includes the work of dredging existing rivers or installing locks to allow passage. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.
- Lots: 1
- Cost: 3 BP