City Buildings

Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific
bonus. Descriptions of 31 one-block buildings, eight two-block buildings, and four four-block buildings, as well as the bonuses they provides once they are added to a city.

The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed.

A fair amount of additional residential structures are common amid most one- and two-block structures. All the listed buildings have been corrected according to official errata.

Academy

Academy (52BP)
An institution of higher learning that can focus on any area of knowledge or education, including magic.

Halves cost of Caster’s Tower, Library, and Magic Shop in same city;
Good for the Economy and Loyalty.

Alchemist

Alchemist (18 BP; must be adjacent to 1 house)
The laboratory and home of a creator of potions, poisons, and alchemical items.

City is richer;
Good for Economy

Arena

Arena (40 BP)
A large public structure for competitions, demonstrations, team sports, or bloodsports.

Halves cost of Garrison or Theater in same city; Reduces Consumption increase penalty for festival edicts;
Good for Stability; limit one per city.

Barracks

Barracks (12 BP)
A building to house city guards, militia, and military forces.

Increases Defense; Good for Unrest.

Blackmarket

Black Market (50 BP; must be adjacent to 2 houses)
A number of shops with secret and usually illegal or dangerous wares.

City is richer;
Good for Economy and Stability ; Bad for Unrest

Brewery

Brewery (6 BP)
A building for beermaking, winemaking, or similar use.

Good for Loyalty, Stability

Brothel

Brothel (4 BP; must be adjacent to 1 house)
A place to pay for companionship of any sort.

Good for Economy and Loyalty ; Bad for Unrest

Casterstower

Caster’s Tower (30 BP)
The home and laboratory for a spellcaster.

Good for Economy and Loyalty

Castle

Castle (54 BP)
The home of the city’s leader or the heart of its defenses.

Halves cost of Noble Villa or Town Hall in same city;
Good for Economy, Loyalty and Stability; Large Defense Increase; Very good for Unrest ; limit one per city.

Catherdral

Cathedral (58 BP)
The focal point of the city’s religion and spiritual leadership.

Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts;
Very Good for Loyalty and Unrest; limit one per city.

City Wall (8 BP)
City walls do not occupy a city block – rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water
border.

Increased Defense; Good for Unrest

Dump

Dump (4 BP)
A centralized place to dispose of refuse.

*Good for Loyalty and Stability *

Exoticcraftman

Exotic Craftsman (10 BP; must be adjacent to 1 house)
The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower.

Good for Economy and Stability.

Garrison

Garrison (28 BP)
A large building to house armies, train guards, and recruit militia.

Halves cost of City Wall, Granary, and Jail in same city;
Good for Loyalty , Stability and Unrest

Granary

Granary (12 BP)
A place to store grain and food.

Good for Loyalty and Stability

Graveyard

Graveyard (4 BP)
A plot of land to honor and bury the dead.

Good for Loyalty

Guildhall

Guildhall (34 BP; must be adjacent to 1 house)
A large building that serves as headquarters for a guild or similar organization.

City gets richer; halves cost of Pier, Stable, and Tradesman in same city;
Good for Economy , Loyalty

Herbalist

Herbalist (10 BP; must be adjacent to 1 house)
The workshop and home of a gardener, healer, poisoner, or creator of potions.

Good for Loyalty , Stability

House

House (3 BP)
A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings.

The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase.
Good for Unrest

Inn

Inn (10 BP; must be adjacent to 1 house) A place for visitors to spend the night.

City gets richer;
Good for Economy, Loyalty

Jail

Jail (14 BP)
A fortified structure for housing criminals.

*Good for Loyalty , Stability , Unrest *

Library

Library (6 BP)
A large building containing books, often presided over by a sage or other scholar.

*Good for Economy, Loyalty *

Luxurystore

Luxury Store (28 BP; must be adjacent to 1 house)
A shop that specializes in expensive wares and luxuries.

_City is a lot richer _
Good for Economy

Magicshop

Magic Shop (68 BP; must be adjacent to 2 houses)
A shop that specializes in magic items and spells.

_City is a lot richer _
Good Economy

Mansion

Mansion (10 BP)
A single huge manor housing a rich family and its servants.

Good for Stability

Market

Market (48 BP; must be adjacent to 2 houses)
An open area for mercantile pursuits, traveling merchants, and bargain hunters.

City is a lot richer; halves cost of Black Market, Inn, and Shop in same city;
Good for Economy , Stability

Mill

Mill (6 BP; must be next to a water border)
A building used to cut lumber or grind grain.

Good for Economy, Stability

Monument

Monument (6 BP)
A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art.

Very good for Loyalty ; Good for Unrest

Noblevilla

Noble Villa (24 BP)
A sprawling manor with luxurious grounds that houses a noble.

Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city;
*Good for Economy , Loyalty , Stability *

Park

Park (4 BP)
A plot of land set aside for its natural beauty.
*Good for Loyalty , Unrest *

Pier

Piers (16 BP; must be adjacent to a water border)
Warehouses and workshops for docking ships and handling cargo and passengers.

City gets richer
Good for Economy, Stability.

Shop

Shop (8 BP; must be adjacent to 1 house)
A general store.

City gets richer
Good for Economy

Shrine

Shrine (8 BP)
A small shrine or similar holy site.

*Good for Loyalty , Unrest *

Smith

Smith (6 BP)
An armor smith, blacksmith, or weapon smith.

Good for Economy , Stability

Stable

Stable (10 BP; must be adjacent to 1 house)
A structure for housing or selling horses and other mounts.

City gets richer;
Good for Economy, Loyalty

Tannery

Tannery (6 BP; cannot be adjacent to a house)
A structure that prepares hides and leather.

Good for Economy, Stability

Tavern

Tavern (12 BP; must be adjacent to 1 house)
An eatery or drinking establishment.

City gets richer;
Good for Economy , Loyalty

Temple

Temple (32 BP)
A large place of worship dedicated to a deity.

Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items;
Good for Loyalty , Stability and Unrest

Tenement

Tenement (1 BP)
A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly.

You can build a house over an existing tenement for 2 BP.
Bad for Unrest

Theater

Theater (24 BP)
A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city;

Good for Economy and Stability

Townhall

Town Hall (22 BP)
A public venue for town meetings and repository for town records.

Halves cost of Barracks, Dump, and Watchtower in same city;
Good for Economy, Loyalty and Stability.

Tradesman

Tradesman (10 BP; must be adjacent to 1 house)
A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker.

City is a little richer;
Good for Economy and Stability.

Watchtower

Watchtower (6 BP)
A tall structure that serves as a guard post and landmark.

Good for Stability and Unrest; Increases Defense Modifier

Waterfront

Waterfront (90 BP; must be adjacent to a water border)
A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce.

City is a lot richer; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts;
Very good for Economy; limit one per city.