You may construct buildings to increase your realm stats or produce BP - Build Points. Each building has a cost in BP and a construction time - though do note that several buildings may be built simultaneously in a given settlement. To start construction, select a building you need from the list on the right side of the screen and place it in an empty slot in the grid pattern of the settlement.
Buildings may provide special bonuses if you meet certain conditions (most commonly, two buildings must stand close together to grant the bonus). Make sure you use this feature to your full benefit when planning a settlement. Some buildings can be placed only in designated spots or areas. As examples, a pier must be built on water slot (represented by a blue tile on the grid), and a windmill must be built only on separate one-tile slots.
- Buildings that receive adjacency bonus from buildings with certain stats do not receive such bonus from buildings that have required stat only as adjacency bonus themselves. Examples:
- Embassy Row won't gain Culture bonus from Exotic Garden that is adjacent to Museum.
- Swordlord Academy won't gain Loyalty bonus from Brewery in a settlement that have Windmill, nor Stability if the settlement have Tavern.
- Swordlord Academy won't gain Loyalty bonus from Cistern that is adjacent to a Park, but would still gain the Stability bonus.
Kingdom Projects that reduce building cost stack additively, the price will always be rounded up.
- The cost of a building will increase by 50% multiplicatively for each additional one in the same settlement.
You can demolish a building to free space and receive half of it's current price as Build Points. You also gain a 50% discount on that building's cost, which means you can demolish a building and build it in another spot, as a result you won't miss any BP, only the time it would take for the building to grant it bonuses.
- The game remembers the discount only for the last demolished building. If you demolish two buildings - the first one will lose it's discount and would require a full price to be built.
In some Advisor events you get an opportunity to unlock new buildings, usually those choices would require you to pay the BP cost of said building upfront, but first one would be built for free.
You need to build special buildings (workshops) for Artisans so that they could produce items for you. Upgrading those buildings increases their rank, which means they can bring more powerful items.
Upgrading Buildings[ | ]
Upgrading buildings have increased stat bonus. They also often gain new adjacency or "if in settlement" abilities. For example, a Barracks upgraded to a Garrison adds an additional +1 Military bonus. Another example is upgrading a Tavern to an Inn adds "Adjacent to Town Hall +2 Relations / Adjacent to City Hall +3 Relations". When you have enough build points to upgrade the building and the Village has been upgraded to a Town, you can upgrade a building by clicking on it, then clicking upgrade.
- Upgrading buildings take no time.
- Upgraded buildings inherit the affected buildings bonus from the previous levels.
- Indentation means a building is upgraded from the building listed above it.
Legend[ | ]
A = Advisor choice triggered.
Q = Triggered by making choice during a quest.
W = Water building slot.
S = Separate slot.
Ex = External wall building slot.
Tier: V = Village, T = Town, C = City
Standard Buildings[ | ]
Buildings that can be built in any settlement meeting the kingdom alignment and settlement size restrictions.
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Aviary | T | 1 | 45 | 14 | 1 | 1 | Unlocked at Relations III. Allows Kingdom management from adjacent unclaimed regions. Lowers time to resolve events in this and adjacent regions by 1 day. | ||||||||
Bank | C | 1 | 75 | 7 | 2 | Adjacent to a #City Hall: +1 Economy and +1 Stability. Adjacent to a #Garrison: +1 Stability. | |||||||||
Barracks | V | 1 | 30 | 10 | 1 | Adjacent to a #Longhouse: +1 Stability. | |||||||||
Garrison | T | 1 | +35 | 2 | Adjacent to a #Longhouse: +1 Stability. | ||||||||||
Citadel | C | 1 | +40 | 3 | Adjacent to a #Longhouse: +2 Stability. | ||||||||||
Brewery | V | 1 | 35 | 14 | 1 | Settlement has #Tavern: +1 Stability. Settlement has #Windmill: +1 Loyalty. | |||||||||
Bulletin Board | V | 1 | 20 | 5 | 1 | Requires Lawful Alignment. +2 Bonus on rolls to resolve Kingdom problems in local region. | |||||||||
Brothel | T | 1 | 100 | 14 | 1 | 1 | 1 | 1 | Requires Chaotic Alignment. +1d6-3 Bonus for the Diplomat or Minister on rolls to resolve Kingdom events in local region. | ||||||
Cistern | T | 1 | 60 | 10 | 2 | Adjacent to a #Park: +1 Loyalty. | |||||||||
Everflowing Spring | C | 1 | +60 | 1 | 2 | Adjacent to a #Park: +1 Loyalty. Adjacent to a #Temple: +1 Divine. | |||||||||
Courthouse | T | 2 | 150 | 21 | 2 | 3 | Requires Lawful alignment. +4 Bonus for the Warden on rolls to resolve Kingdom problems in local region. | ||||||||
Dance Hall | V | 1 | 30 | 10 | 2 | 1 | Requires Chaotic alignment. | ||||||||
Fair | T | 2 | 100 | 21 | 3 | 1 | Requires True Neutral alignment. +1 Economy for each adjacent building that increases Economy. | ||||||||
Fort | T | 2 | 125 | 21 | 2 | 2 | Settlement has #Watchtower: +1 Espionage. Settlement has #Garrison: +1 Military. Settlement has #Jail: +1 Stability. | ||||||||
Granary | V | 1 | 15 | 5 | 1 | ||||||||||
Herbalist's House | V | 1 | 20 | 7 | 1 | Adjacent to a #Shrine: +1 Arcane. | |||||||||
Alchemist Laboratory | T | 1 | +30 | 1 | 1 | Adjacent to a #Shrine: +1 Arcane. | |||||||||
Magic Shop | C | 1 | +40 | 1 | 1 | 1 | Adjacent to a #Shrine: +1 Arcane. Adjacent to a #Sacred Grove +1 Divine. | ||||||||
Hospital | T | 1 | 50 | 7 | 1 | 2 | Requires Good alignment. +1 Bonus for the Regent or Councilor on rolls to resolve Kingdom events in local region. | ||||||||
Jail | T | 1 | 70 | 10 | 1 | 2 | Adjacent to a #Barracks: +1 Stability. Adjacent to a #Fort: +1 Stability. | ||||||||
Library | T | 1 | 70 | 14 | 1 | 1 | Adjacent to a #Courthouse: +1 Stability. Adjacent to a #Printing House: +1 Culture. | ||||||||
Lighthouse | T | Li | 60 | 10 | 1 | 1 | Can only be built in a Lighthouse slot. | ||||||||
Longhouse | V | 1 | 50 | 10 | 1 | 1 | 1 | ||||||||
Town Hall | T | 1 | +30 | 1 | 1 | 1 | 1 | ||||||||
City Hall | C | 1 | +30 | 1 | 1 | 1 | 1 | 1 | |||||||
Lumberyard | V | 1 | 25 | 7 | 1 | Settlement has #Piers: +1 Relations. Cannot be built in the same Settlement as a #Sacred Grove. | |||||||||
Mage's Tower | T | 2 | 100 | 14 | 4 | +3 Arcane when built in a separate slot. Teleport to other teleportation circles or mage towers. | |||||||||
Mansion | T | 2 | 100 | 21 | 3 | 1 | 1 | 1 | |||||||
Monolith | V | 1 | 25 | 10 | 1 | Requires True Neutral alignment. +1 Divine when built in a separate slot. | |||||||||
Monument | V | 1 | 45 | 14 | 1 | 1 | |||||||||
Museum | T | 2 | 100 | 21 | 3 | +3 Culture if barony has a #Royal Museum. | |||||||||
Noble Villa | C | 2 (S) | 175 | 14 | 3 | 3 | 3 | Must be built on separate slot. | |||||||
Orphanage | V | 1 | 35 | 14 | 1 | 1 | Requires Good alignment. | ||||||||
Park | T | 2 | 100 | 21 | 4 | Adjacent to a #Town Hall: +1 Community. Adjacent to a #Temple: +1 Divine. Adjacent to a #Museum: +1 Culture. | |||||||||
Piers | V | W | 25 | 7 | 1 | Can only be built in a water slot. | |||||||||
Marina | T | W | +30 | 1 | 1 | Can only be built in a water slot. | |||||||||
Waterfront | C | W | +50 | 1 | 2 | 2 | 1 | Can only be built in a water slot. | |||||||
Sacred Grove | T | 2 | 100 | 14 | 2 | 3 | Adjacent to a #Monolith: +2 Divine. Cannot be built in the same Settlement as a #Lumberyard. | ||||||||
Shop | V | 1 | 20 | 7 | 1 | Adjacent to a #Tavern: +1 Economy. | |||||||||
Trade Shop | T | 1 | +30 | 1 | 1 | Adjacent to a #Tavern: +1 Economy. Adjacent to a #Fair: +1 Economy. | |||||||||
Luxury Store | C | 1 | +40 | 2 | 2 | Adjacent to a #Tavern: +1 Economy. | |||||||||
Shrine | V | 1 | 25 | 7 | 1 | Adjacent to a #Monument: +1 Divine. Adjacent to a #Longhouse: +1 Loyalty. | |||||||||
Temple | T | 1 | +30 | 2 | Adjacent to a #Monument: +1 Divine. Adjacent to a #Longhouse: +1 Loyalty. | ||||||||||
Grand Temple | C | 1 | +35 | 3 | Adjacent to a #Monument: +1 Divine. Adjacent to a #Longhouse: +1 Loyalty. | ||||||||||
Smithy | V | 1 | 20 | 7 | 1 | Adjacent to a #Shop: +1 Economy. | |||||||||
Foundry | T | 1 | +30 | 1 | 1 | Adjacent to a #Shop: +1 Economy. Adjacent to a #Fair: +1 Economy. | |||||||||
Forge | C | 1 | +30 | 2 | 2 | Adjacent to a #Shop: +1 Economy. Adjacent to a #Fair: +1 Economy. | |||||||||
Stocks | V | 1 | 15 | 5 | 1 | Requires Evil alignment. +1 on rolls to resolve Kingdom problems in local region. | |||||||||
Tavern | V | 1 | 20 | 7 | 1 | Adjacent to a #Longhouse: +1 Relations. Adjacent to a #Barracks: +1 Espionage. | |||||||||
Inn | T | 1 | +45 | 1 | 1 | Adjacent to a #Longhouse: +1 Relations. Adjacent to a #Barracks: +1 Espionage. Adjacent to a #Town Hall: +2 Relations. Adjacent to a #City Hall: +3 Relations. | |||||||||
Teleportation Circle | V | 1 | 20 | 5 | 1 | Unlocked with Magister Asks for an Audience II. Teleport to other circles or mage towers. | |||||||||
Theater | C | 2 | 125 | 10 | 2 | +1 Culture for each adjacent building that increases Culture (except #School). | |||||||||
Watchtower | V | 1 (S) | 30 | 10 | 1 | Can only be built in a separate slot. Settlement has #Barracks: +1 Military. Settlement has #Walls: +1 Stability. | |||||||||
Windmill | V | 1 (S) | 40 | 14 | 1 | Can only be built in a separate slot. Settlement has #Granary: +1 Community. Settlement has #Brewery: +1 Community. | |||||||||
Wooden Wall | V | Ex | 30 | 5 | 1 | Can only be built in a wall slot. | |||||||||
Stone Wall | T | Ex | +20 | 2 | Settlement has #Barracks: +1 Stability. | ||||||||||
Reinforced Wall | C | Ex | +25 | 3 | Settlement has #Barracks: +1 Stability. | ||||||||||
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
Special Buildings[ | ]
Buildings which can be missed depending on decisions made during a play-through.
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Academy | C | 2 | 200 | 14 | 3 (Good) | 3 (Neutral) | 2 | 2 | 2 | 3 (Evil) | Can only be built in the settlement housing the #University. | ||||
Academy of Magic | C | 4 | 300 | 30 | Unlocked at Arcane VIII. Each #Mage's Tower in your barony: +2 Arcane. | ||||||||||
Andoran Bank | T | 1 | 60 | 10 | 2 | Unlocked by solving The Osprey's Claws with Councilor. Then after you meet Osprey in a random encounter finish dialogue with Neutral Good or Neutral alignment choice. A few days later Alex Covenorb will come to your capital and offer you to build the bank. Adjacent to a #Town Hall: +1 Loyalty, +1 Stability, and +1 Economy. | |||||||||
Assassins' Guild | ? | 1 | 85 | ? | 4 | Requires non-Good, non-Lawful alignment. See Assassins' Guild for more information. | |||||||||
Barbarian Arena | C | 4 | 500 | 45 | 6 | 6 | Unlocked by choosing Amiri, Armag or Dugath as Tiger Lords tribe chief at the end of The Twice-Born Warlord. Settlement has #Kobold Quarters, #Troll Quarters or #Goblin Quarters: +3 Military, +3 Culture. | ||||||||
Bard College | C | 4 | 300 | 30 | 1 | 1 | 1 | 8 | Unlocked at Culture VIII.** | ||||||
Black Market | C | 1 | 125 | 10 | 2 | 2 | Requires non-Good, non-Lawful alignment. Requires a #Thieves Guild **. See Black Market for more information. | ||||||||
Castle | C | 4 | 250 | 30 | 10 | Unlocked at Stability VIII. Settlement has a #Foundry: +2 Military. | |||||||||
Cathedral | C | 4 | 325 | 30 | 2 | Unlocked at Divine VIII. +2 Divine for each adjacent building that increases Divine. | |||||||||
Crusaders' Castle | C (Q) | 4 | 450 | 45 | 3 | 3 | 6 | 8 | Alliance with Mendevian Crusaders kingdom buff (+1 sacred bonus to attack and damage against undead and outsiders in claimed regions.) Counts as a #Castle. | ||||||
Dwarven Bastion | C | Ex | +45 | 1 | 3 | 2 | Unlocked by attempting Fortitude check in hidden study book event of Abandoned Keep. Counts as #Reinforced Wall. | ||||||||
Embassy Row | C | 4 | 400 | 30 | 7 | Unlocked at Relations VIII. +3 Economy for each adjacent building that increases Economy. | |||||||||
Exotic Garden | T | 2 | 200 | 30 | 2 | 3 | Unlocked by completing Research into the Nature of Curses: The Everblooming Flower project. Adjacent to a #Town Hall: +1 Community. | ||||||||
Festival | T | 2 | 175 | 30 | 2 | 2 | Unlocked by doing The Rushlight Tournament quest. Winning the tournament is not necessary. +1 Economy for each adjacent building that increases Economy. | ||||||||
Forum | C | 4 | 275 | 30 | 3 | Unlocked at Loyalty VIII. Increases Loyalty and one other stat by +1 for each building in the settlement that increases Loyalty and that other stat, but only once for each stat (bugged, needs testing). | |||||||||
Gambling Den | ? | 1 | 30 | ? | -3 | Requires non-Good, non-Lawful alignment. Requires a #Thieves Guild. See Gambling Den for more information. | |||||||||
Goblin Quarters | T (Q) | 2 | 125 | 30 | -1 | 2 | 3 | Unlocked during the quest Nok-Nok and the Trouble with Goblins. | |||||||
Halflings Brewery | V (A) | 1 | 100 | 21 | 2 | Optionally unlocked at Economy III event. 10% chance to earn 3 BP per week, 10% chance to earn 1 BP per week. | |||||||||
Hellknight Castle | C (Q) | 4 | 350 | 30 | -4 | 8 | 12 | Alliance with the Hellknights kingdom buff (+1 profane bonus to attack and damage against chaotic creatures in claimed regions.) Counts as a #Castle. | |||||||
Justiciars' Garrison | T | 1 | 45 | 7 | 1 | 1 | Unlocked at Stability IX event, but based on choice at Stability VIII event. Adjacent to a #Longhouse: +1 Stability. | ||||||||
Kobold Quarters | T (Q) | 2 | 175 | 30 | -1 | 2 | 3 | Unlocked by being friends with Soothscale tribe in Old Sycamore or making Tartuk your vassal. Adjacent to a #Thieves Guild or #Assassins' Guild: +3 Espionage. | |||||||
Military Academy | C | 4 | 400 | 30 | 5 | 3 | 3 | Unlocked at Military VIII. +1 Military for each adjacent building that increases Military. | |||||||
Mint | C | 4 | 350 | 30 | 3 | 5 | 3 | Optionally unlocked at Economy VIII event or by accepting Nature's Wrath Adjacent to a #Palace: +3 Community. | |||||||
Nethys' Academy | C | 4 | 350 | 30 | 4 | 4 | Unlocked at Military IX event if "Military Skill" < "Military Magic". +2 Military for each adjacent building that increases Military. | ||||||||
Nethys' Library | T (A) | 1 | 100 | 14 | 1 | 3 | Optionally unlocked at Divine III. | ||||||||
Palace | C | 4 | 300 | 30 | Unlocked at Community VIII. Adjacent to a #City Hall: +3 Community and +1 Relations. | ||||||||||
Pathfinder Lodge | C (Q) | 2 | 175 | 14 | 1 | 2 | 1 | 1 | 1 | 2 | Unlocked by completing Finding the Pathfinders quest. Pathfinder's Lore kingdom buff (+3 Insight bonus to all Knowledge and Lore checks in claimed regions.) | ||||
Printing House | T (A) | 2 | 175 | 14 | 4 (Good) | 4 (Chaotic) | 4 (Evil) | 2 (per Neutral) | 4 (Lawful) | 2 (per Neutral) | Optionally unlocked at Loyalty III or from Easier to Ask Forgiveness... quest. Bonus depends on alignment. | ||||
Royal Museum | C | 2 | 300 | 30 | Unlocked with Curator Needs Your Help III. +3 Culture for every complete collection of the Storyteller (Not displayed on the building itself). | ||||||||||
School | V (A) | 1 | 40 | 14 | 1 | Optionally unlocked at Culture I. Adjacent to a #Shrine: +1 Divine. | |||||||||
Swordlord Academy | C | 4 | 450 | 30 | 5 | 5 | 3 | Unlocked at Military IX event if "Military Skill" >= "Military Magic". +1 Loyalty for each adjacent building that increases Loyalty. | |||||||
Tannery | V (A) | 1 (S) | 30 | 10 | -1 | -1 | Optionally unlocked at Community IV. Can only be built in a separate slot. | ||||||||
Temple of Abadar | ? (A) | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | Optionally unlocked at Divine VI. Adjacent to a #Monument: +1 Divine. |
Temple of Asmodeus | T (A) | 1 | 75 | 14 | -1 | 2 | 1 | Optionally unlocked at Divine VI. Adjacent to a #Monument: +1 Divine. | |||||||
Temple of Cayden Cailean | T (A) | 1 | 75 | 14 | 1 | 2 | -1 | Optionally unlocked at Divine VI. Adjacent to a #Monument: +1 Divine. | |||||||
Temple of Gorum | T (A) | 1 | 75 | 14 | 1 | 2 | -1 | Optionally unlocked at Divine VI. Adjacent to a #Monument: +1 Divine. | |||||||
Thieves Guild | ? | 1 | 100 | ? | 3 | Requires non-Good, non-Lawful alignment. See Thieves Guild for more information. | |||||||||
Troll Quarters | T (Q) | 2 | 175 | 30 | -1 | 3 | 2 | Unlocked by making Hargulka your vassal. Adjacent to a #Garrison: +3 Military. | |||||||
University | T (A) | 2 | 125 | 21 | 2 (Neutral) | 1 +2 (Chaotic) |
1 | 1 | 1 | 2 (Lawful) | Optionally unlocked at Culture VII. Bonuses on Kingdom Alignment | ||||
Vault of Forbidden Knowledge | C | 2 | 200 | 14 | -2 | -3 | 5 | 5 | 3 | Unlocked by completing Darker than Black quest. Counts as a #Mage's Tower. | |||||
Vordakai's Tower | T (Q) | 2 | 105 | 30 | -2 | -2 | 8 | 2 | Unlocked by recruiting Vordakai. Penalties to Community and Loyalty are removed when built in a separate slot. Counts as a #Mage's Tower. | ||||||
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
- Bard College does not grant additional Culture based on Culture Rank. (Last Version:2.1.7b)
- Cathedral gains Divine bonus only from adjacent buildings, gains Stability instead of Community from Castle. (Last Version:2.1.7b)
- Embassy Row provides +3 to Grand Diplomat rolls across the whole barony/kingdom, not just local region. And only to Problems. (Last Version:2.1.7b)
- A Black Market can be built in a city without a Thieves Guild and for every alignment. (Last Version:2.1.7b)
- School, Black Market and Aviary do not invoke abjacency bonuses for other buildings that require their stats (Last Version:2.1.7b)
Settlement Specific[ | ]
Buildings which are specific to certain settlements can can't be built in other settlements.
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bokken's Alchemical Shop | V (Q) | 1 | 30 | 10 | Artisan building. Tradegard only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Bokken's Alchemical Workshop | T | 1 | +45 | Artisan building. Tradegard only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Bokken's Alchemical Studio | C | 1 | +60 | Artisan building. Tradegard only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Dragn's Armor Shop | V (Q) | 1 | 30 | 10 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Dragn's Armor Workshop | T | 1 | +45 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Dragn's Armor Studio | C | 1 | +60 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Irlene's Magical Rarities Shop | V (Q) | 1 | 30 | 10 | Artisan building. Tuskdale only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Irlene's Magical Rarities Workshop | T | 1 | +45 | Artisan building. Tuskdale only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Irlene's Magical Rarities Studio | C | 1 | +60 | Artisan building. Tuskdale only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Irovetti's Palace | C | 4 | 350 | 30 | 8 | 4 | 4 | Pitax (City) only. Can not be built. Counts as a #Palace. | |||||||
Kimiel's Shop | V (Q) | 1 | 30 | 10 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Kimiel's Workshop | T | 1 | +75 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Kimiel's Studio | C | 1 | +60 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Mim's Jewelry Shop | V (Q) | 1 | 30 | 10 | Artisan building. Silvershire only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Mim's Jewelry Workshop | T | 1 | +75 | Artisan building. Silvershire only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Mim's Jewelry Studio | C | 1 | +60 | Artisan building. Silvershire only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Nazrielle's Weapon Shop | V (Q) | 1 | 30 | 10 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Nazrielle's Weapon Workshop | T | 1 | +75 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Nazrielle's Weapon Studio | C | 1 | +60 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Pitax Bard College | C | 4 | 350 | 1 | 4 | 1 | 8 | 4 | Pitax (City) only. Can not be built. Counts as a #Bard College. | ||||||
V (Q) | 1 | 30 | 10 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
T | 1 | +75 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||||
C | 1 | +60 | Artisan building. Tatzlford only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||||
Shaynih'a's Shop of Exotic Curiosities | V (Q) | 1 | 30 | 10 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Shaynih'a's Workshop of Exotic Curiosities | T | 1 | +75 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Shaynih'a's Studio of Exotic Curiosities | C | 1 | +60 | Artisan building. Narlkeep only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Tirval's Leatherwork Shop | V (Q) | 1 | 30 | 10 | Unlocked by completing Varnhold Militia. Artisan building. Varnhold only. | ||||||||||
Tirval's Leatherwork Workshop | T | 1 | +75 | Artisan building. Varnhold only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Tirval's Leatherwork Studio | C | 1 | +60 | Artisan building. Varnhold only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Varnhold Inn | T | 1 | 85 | 14 | 2 | 2 | Varnhold only. Can not be built. Counts as an #Inn. | ||||||||
Varrask's Weapon Shop | V (Q) | 1 | 30 | 10 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | ||||||||||
Varrask's Weapon Workshop | T | 1 | +45 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Varrask's Weapon Studio | C | 1 | +60 | Artisan building. Shambling Steps only. Adjacent to a #Tavern or #Longhouse: +1 Economy. | |||||||||||
Building | Tier | Size | Cost | Time | Com | Loy | Mil | Eco | Rel | Div | Arc | Sta | Cul | Esp | Notes |
Adjacency diagram for early city planning: