Building List

This is an alphabetical listing of common buildings available.
Included are build point costs and general description, and maybe some other notes.
The Non-city buildings at the bottom are optional buildings that i am opting to make available.

I’ve edited out the effects of the buildings.
When your characters gain more (or any at this point) city governing, I will add some of the building effects. Also, there are some buildings and improvements that I will not add until your kingdom gains the ability to create them.

Buildings

ACADEMY 52 BP, 2 LOTS
Kingdom Economy +2, Loyalty +2
Discount Caster’s Tower, Library, Magic Shop
Upgrade From Library; Upgrade To University
Magic Items 3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items
Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill
An institution of higher learning.

ALCHEMIST 18 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 1 House
Special Base value +1,000 gp
Magic Items 1 minor potion or wondrous item
The laboratory and home of a crafter of poisons, potions, or alchemical items.

ARENA 40 BP, 4 LOTS
A large public structure for competitions and team sports.

BANK 28 BP, 1 LOT
Kingdom Economy +4
Special Base value +2,000 gp
A secure building for storing valuables and granting loans.

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

BARRACKS 6 BP, 1 LOT
Kingdom Unrest –1
Upgrade To Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar military forces.

BLACK MARKET 50 BP, 1 LOT
Kingdom Economy +2, Stability +1, Unrest +1
Discount Brothel
Limit Adjacent to 2 Houses
Special Base value +2,000 gp
Magic Items 2 minor items, 1 medium item, 1 major item
Settlement Corruption +2, Crime +2
A number of shops with secret and usually illegal wares.

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

BRIDGE 6 BP, 1 LOT
Special Shares the space with a river or Waterway lot. Allows travel across a river or Waterway, easing transportation.

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

CASTER’S TOWER 30 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Magic Items 3 minor items, 2 medium items
The home and laboratory for a spellcaster.

CASTLE 54 BP, 4 LOTS
Kingdom Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +8
The home of the settlement’s leader or the heart of its defenses.

CATHEDRAL 58 BP, 4 LOTS
The focal point of the settlement’s spiritual leadership.

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

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

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

DUMP 4 BP, 1 LOT
Limit Cannot be adjacent to House, Mansion, or Noble Villa
A centralized place to dispose of refuse.

EXOTIC ARTISAN 10 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor ring, wand, or wondrous item
The shop and home of a jeweler, tinker, glassblower, or the like.

FOREIGN QUARTER 30 BP, 4 LOTS
Kingdom Economy +3, Stability –1
Special Increase the value of trade routes (see Trade Edicts on
page 232) by 5% (maximum 100%)
Settlement Crime +1, Lore +1, Society +2
An area with many foreigners, as well as shops and services catering to them.

GARRISON 28 BP, 2 LOTS
A large building to house armies, train guards, and recruit militia.

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

GRAVEYARD 4 BP, 1 LOT
A plot of land to honor and bury the dead.

GUILDHALL 34 BP, 2 LOTS
The headquarters for a guild or similar organization.

HERBALIST 10 BP, 1 LOT
Kingdom Loyalty +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor potion or wondrous item
The workshop and home of a gardener, healer, or poisoner.

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

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

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

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

LUXURY STORE 28 BP, 1 LOT
A shop that specializes in expensive comforts for the wealthy.

MAGIC SHOP 68 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 2 Houses
Upgrade From Luxury Store
Special Base value +2,000 gp
Magic Items 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item
A shop that specializes in magic items and spells.

MAGICAL ACADEMY 58 BP, 2 LOTS
Kingdom Economy +2; Fame +1
Discount Caster’s Tower, Library, Magic Shop
Magic Items 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item
Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana)
An institution for training students in spellcasting, magic item crafting, and various arcane arts.

MAGICAL STREETLAMPS 5 BP
Limit Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple
Special Can share a lot with any building or improvement
Settlement Crime –1
Continual flame lamps that illuminate the lot.

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

MARKET 48 BP, 2 LOTS
Kingdom Economy +2, Stability +2
Discount Black Market, Inn, Shop
Limit Adjacent to 2 Houses
Upgrade From Shop
Special Base value +2,000 gp
Magic Items 2 minor wondrous items
An open area for traveling merchants and bargain hunters.

MENAGERIE 16 BP, 4 LOTS
A large park stocked with exotic creatures for public viewing.

MILITARY ACADEMY 36 BP, 2 LOTS
Kingdom Loyalty +2, Stability +1; Fame +1
Discount Barracks
Limit 1 per settlement
Special Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics on page 237)
Magic Items 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon
Settlement Law +1, Lore +1
An institution dedicated to the study of war and the training of elite soldiers and officers.

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

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

MOAT 2 BP
Limit Land district border
A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.

MONASTERY 16 BP, 2 LOTS
A cloister for meditation, study, and the pursuit of various other scholarly paths.

MONUMENT 6 BP, 1 LOT
A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.

MUSEUM 30 BP, 2 LOTS
A place to display art and artifacts both modern and historical.

NOBLE VILLA 24 BP, 2 LOTS
A sprawling manor with luxurious grounds that houses a noble’s family and staff.

OBSERVATORY 12 BP, 1 LOT
Kingdom Stability +1
Magic Items 1 minor scroll or wondrous item
Settlement Lore +2
A dome or tower with optical devices for viewing the heavens.

ORPHANAGE 6 BP, 1 LOT
A place for housing and taking care of large numbers of orphans.

PALACE 108 BP, 4 LOTS
A grand edifice and walled grounds demonstrating one’s wealth, power, and authority to the world.

PARK 4 BP, 1 LOT
A plot of land set aside for its serene beauty.

PAVED STREETS 24 BP
Limit 1 per district
Brick or stone pavement that speeds transportation.

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

SEWER SYSTEM 24 BP
Limit 1 per district
An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.

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

SHRINE 8 BP, 1 LOT
Kingdom Loyalty +1, Unrest –1
Upgrade To Temple
Magic Items 1 minor potion, scroll, or wondrous item
A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.

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

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

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

TANNERY 6 BP, 1 LOT
Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
A structure that prepares hides and leather.

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

TEMPLE 32 BP, 2 LOTS
A large place of worship dedicated to a deity.

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

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

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

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

UNIVERSITY 78 BP, 4 LOTS
Kingdom Economy +3, Loyalty +3; Fame +1
Discount Academy, Bardic College, Library, Magical Academy,
Military Academy, Museum
Upgrade From Academy
Magic Items 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one
Knowledge or Profession skill
An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.

WATCHTOWER 12 BP, 1 LOT
Kingdom Stability +1, Unrest –1
Special Defense +2
A tall structure that serves as a guard post.

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

WATERFRONT 90 BP, 4 LOTS
Kingdom Economy +4
Discount Black Market, Guildhall, Market, Pier
Limit Adjacent to water district border, 1 per settlement
Upgrade From Pier
Special Base value +4,000 gp; halves Loyalty penalty for Taxation edicts
Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item
Settlement Productivity +2
A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

WATERWAY 3 BP, 1–2 LOTS
Special Counts as water district border for adjacent buildings
A river or canal occupying part of the District Grid. At the GM’s option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.

Other terrain improvements:

Bridge+
A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.

Farm+
A Farm helps feed your kingdom.
Terrain: Desert (requires canal, coastline, or river), hill, or plain.
Effect: Consumption decreases by 2 BP.
Cost: See Table 4–6: Terrain and Terrain Improvements on page 214.

Fishery+
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, water, river, or marsh.
Effect: Consumption decreases by 1 BP.
Cost: 4 BP.

Fort+
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).
Terrain: Any land.
Cost: 24 BP.

Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 6 BP.

Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Cost: 6 BP.

Road+
A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed (Core Rulebook 172).
Cost: See the Road column of Table 4–6: Terrain and Terrain Improvements.

Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 3 BP.

Watchtower+
A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower.
Terrain: Any land.
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.
Cost: 12 BP.

Building List

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