Kingdom buildings

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You may construct buildings to increase your realm stats. Each building has a cost in BP and a construction time and several buildings may be build simultaneously. 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 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, and a mill must be built with no other buildings around it."

Note that the cost of a building will increase for each additional one in the same settlement.

Demolish a building to get rid of it and recover half of the resources you spent on construction. If you want to move a building, you will have to demolish the old one (gaining half of the resources you spent on it) and construct it in the new desired slot for half the price. You won't have to spend any extra BP, but you will have to wait for construction to finish in the new location.

Adviser choices are triggered when you reach every 20 points in a stat. The adviser will ask to see you in the throne room. They ask you if you’d like to build the building in question. You will be charged the BP for the building but then be able to build the first copy of that building for free.

Artisan are item creators. If you choose to build their building in your barony, they will periodically come to you in the throne room and give you items. If you upgrade their shops, they will produce more valuable items. They also trigger special Artisan quests to find items to crafted legendary items.

Upgrading Buildings[edit | edit source]

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.

Standard Buildings[edit | edit source]

A = Advisor choice triggered.
Q = Triggered by making choice during a quest.
W = Water building slot.
Ex = External wall building slot.
Tier: V = Village, T = Town, C = City

Building Tier Size Cost Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes
Aviary T 1 44 1 1 Allows Kingdom managment from adjacent unclaimed regions. Lowers time to resolve evewnts in this and adjacent regions by 1 day.
Bank T 1 64 2 Adjacent to City Hall: +1 Economy and +1 Stability. Adjacent to Garrison: +1 Stability.
    Andoran Bank ? 1 77 2 Adjacent to Town Hall: +1 Loyalty, +1 Stability, and +1 Economy.
Barracks V 1 30 1 Adjacent to Longhouse: +1 Stability.
    Garrison T 1 +35 2 Adjacent to Longhouse: +1 Stability.
        Citadel C 1 ? 3 Adjacent to Longhouse: +2 Stability.
Brewery V 1 35 1 Settlement has Tavern: +1 Stability. Settlement has Windmill: +1 Loyalty.
Bulletin Board V 1 30 1 Requires Lawful Alignment. +2 Bonus on rolls to resolve Kingdom Problems in local region.
Brothel T 1 1 1 1 1 1 Requires Chaotic Alignment. +1d6-3 Bonus for the Diplomat or Minister on rolls to resolve Kingdom Problems in local region.
Cistern T 1 60 2 Adjacent to Park: +1 Loyalty.
    Everflowing Spring C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Courthouse T 2 150 2 3 Requires Lawful alignment. +4 Bonus for the Warden on rolls to resolve Kingdom Problems in local region.
Dance Hall V 1 30 2 1 Requires Chaotic alignment.
Exotic Garden C 2 2 3 Adjacent to Town Hall: +1 Community. Adjacent to Museum: +1 Culture. Adjacent to University: +2 Arcane. Counts as Park.
Fair T 2 100 3 1 Requires Neutral alignment. +1 Economy for each adjacent building that increases Economy.
Fort T 2 125 2 2 Settlement has Watchtower: +1 Espionage. Settlement has Garrison: +1 Military. Settlement has Jail: +1 Stability.
Granary V 1 15 1
Herbalist's House V 1 20 1 Adjacent to Shrine: +1 Arcane.
    Alchemist Laboratory T 1 +30 1 1 Adjacent to Shrine: +1 Arcane.
        Magic Shop C 1 ? ? ? ? ? ? ? ? ? ? ? Adjacent to Shrine: +1 Arcane. Adjacent to Sacred Grove +1 Divine.
Hospital T 1 50 1 2 Requires Good alignment. +1 Bonus for the Regent or Councilor on rolls to resolve Kingdom Problems in local region.
Jail T 1 70 1 2 Adjacent to Barracks: +1 Stability. Adjacent to Fort: +1 Stability.
Library T 1 70 1 1 Adjacent to Courthouse: +1 Stability. Adjacent to Printing House: +1 Culture.
    Nethys' Library T? (A) 1 100 3 1 Adjacent to Shrine: +1 Divine. Counts as a Library.
Lighthouse T Li 60 1 1 Can only be built in a Lighthouse slot.
Longhouse V 1 50 1 1 1
    Town Hall T 1 +30 1 1 1 1
        City Hall C 1 ? 1 1 1 1 4
Lumberyard V 1 25 1 Settlement has Piers: +1 Relations. Cannot be built in the same Settlement as a Sacred Grove.
Mage's Tower T 2 100 4 +3 Arcane when built in separate slot.
Mansion T 2 100 3 1 1 1
Monument V 1 45 1 1
Museum T 2 100 4 +3 Culture if barony has a Royal Museum.
    Royal Museum C 2 255 +3 Culture for every complete collection of the Storyteller.**
Orphanage V 1 35 1 1 Requires Good alignment.
Park T 2 100 4 Adjacent to Town Hall: +1 Community. Adjacent to Temple: +1 Divine. Adjacent to Museum: +1 Culture.
Piers V W 38 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 ? 1 2 2 1 Can only be built in a water slot.
Printing House T 2 175? 4 (Good) 4 (Chaotic) 4 (Evil) 2 (per Neutral) ? 4 (Lawful) 2 (per Neutral) Adviser Quest - bonus depends on alignment.
Shop V 1 20 1 Adjacent to Tavern: +1 Economy.
    Trade Shop T 1 +30 1 1 Adjacent to Fair: +1 Economy.
        Luxury Store C 1 ? 2 3 Adjacent to Tavern: +1 Economy.
Shrine V 1 25 1 Adjacent to Monument: +1 Divine. Adjacent to Longhouse: +1 Loyalty.
    Temple T 1 +30 2 Adjacent to Monument: +1 Divine. Adjacent to Longhouse: +1 Loyalty.
        Grand Temple C 1 ? 1 3 Same?
Smithy V 1 20 1 Adjacent to Shop: +1 Economy.
    Foundry T 1 +30 1 1 Adjacent to Fair: +1 Economy.
        Forge C 1 ? 2 2 Adjacent to Shop: +1 Economy. Adjacent to Fair: +1 Economy.
Stocks V 1 22 1 Requires Evil alignment. +1 on rolls to resolve Kingdom Problems in local region.
Tannery A 1 (S) 30 -1 -1 ? ? ? ? ? ? ? ? Can only be built in a separate slot. +1 Build Point per cycle.
Tavern V 1 20 1 Adjacent to Longhouse: +1 Relations. Adjacent to Barracks: +1 Espionage.
    Inn T 1 +45 1 1 Adjacent to Longhouse: +1 Relations. Adjacent to Barracks: +1 Espionage. Adjacent to Town Hall: +2 Relations. Adjacent to City Hall: +3 Relations.
Teleportation Circle V / A 1 20 1 +1 Arcane.  Teleport to other circles or mage towers.
Watchtower V 1 (S) 30 1 Can only be built in a separate slot. If Settlement has Barracks: +1 Military. If Settlement has Walls: +1 Stability.
Windmill V 1 (S) 40 1 Can only be built in a separate slot. If Settlement has Granary: +1 Community. If Settlement has Brewery: +1 Community.
Wooden Wall V Ex 30 1 Can only be built in a wall slot.
    Stone Wall T Ex +20 2 If Settlement has Barracks: +1 Stability.
        Reinforced Wall C Ex ? 3? ?
Building Tier Size Cost Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes

Special Buildings[edit | edit source]

Building Tier Size Cost Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes
Assassins' Guild ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Bard College C 4 150 1 1 1 8 Additional Culture Bonus depending on Culture Level.
Bokken's Alchemical Shop V (Q) 1 30 Artisan building. Tradegard only. Adjacent to Tavern or Longhouse: +1 Economy.
    Bokken's Alchemical Workshop T 1 +45 Artisan building. Tradegard only. Adjacent to Tavern or Longhouse: +1 Economy.
        Bokken's Alchemical Studio T 1 ? Artisan building. Tradegard only. Adjacent to Tavern or Longhouse: +1 Economy.
Castle C 4 ? ? ? 2 ? ? ? ? 2 ? ? Settlement has Watchtower: +1 Espionage. Settlement has Garrison: +1 Military. Settlement has Jail: +1 Stability.
Crusaders' Castle C 4 450 3 3 6 8 Quest required. Counts as Castle.
Dragn's Armor Shop V (A) 1 30 Artisan building. Narlkeep only. Adjacent to Tavern or Longhouse: +1 Economy.
    Dragn's Armor Workshop T 1 ?
        Dragn's Armor Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Dwarven Bastion C Ex ? 1 3 2 Counts as Reinforced Wall.
Goblin Quarters T (Q) 2 175 -1 2 3 Quest required.
Hellknight Castle ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Irlene's Magical Rarities Shop V (A) 1 30 Artisan building. Tuskdale only. Adjacent to Tavern or Longhouse: +1 Economy.
    Irlene's Magical Rarities Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Tuskdale only. Adjacent to Tavern or Longhouse: +1 Economy.
        Irlene's Magical Rarities Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Justiciars' Garrison ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Kimiel's Shop V (A) 1 30 Artisan building. Tatzlford only. Adjacent to Tavern or Longhouse: +1 Economy.
    Kimiel's Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Tatzlford only. Adjacent to Tavern or Longhouse: +1 Economy.
        Kimiel's Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Kobold Quarters T (Q) 2 175 -1 3 3 Quest required.
Magical Academy ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Military Academy ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Mim's Jewelry Shop V (Q) 1 30 Artisan building. Silvershire only. Adjacent to Tavern or Longhouse: +1 Economy.
    Mim's Jewelry Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Mim's Jewelry Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Nazrielle's Weapon Shop V (Q) 1 30 Artisan building. Shambling Step only. Adjacent to Tavern or Longhouse: +1 Economy.
    Nazrielle's Weapon Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Nazrielle's Weapon Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Noble Villa C 2 (S) 236 3 3 3 Must be built on seperate slot.
Palace C 4 300 ? ? ? ? ? ? ? ? ? ? Adjacent to City Hall: +3 Community and +1 Relations.

Adjacent to Grand Temple or Cathedral: +3 Community and +1 Divine.
Adjacent to Park or Secret Grove: +3 Community and +1 Loyalty.
Adjacent to Citadel or Palace: +3 Community and +1 Military.

Pathfinder Lodge ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Sharel's Sewing Shop V (Q) 1 30 Artisan building. Tatzlford only. Adjacent to Tavern or Longhouse: +1 Economy.
    Sharel's Sewing Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Sharel's Sewing Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Shaynih'a's Shop of Exotic Curiosities V (Q) 1 30 Artisan building. Narlkeep only. Adjacent to Tavern or Longhouse: +1 Economy.
    Shaynih'a's Workshop of Exotic Curiosities T 1 +75 ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Shaynih'a's Studio of Exotic Curiosities C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Swordlord Academy ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Temple of Abadar ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Temple of Asmodeus ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Temple of Cayden Cailean ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Temple of Gorum T 1 75 1 2 -1 ? Adjacent to Monument: +1 Divine.

Adjacent to Longhouse: +1 Military.
Counts as a Temple.

Thieves Guild ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Tirval's Leatherwork Shop V (Q) 1 30 Artisan building. Varnhold only. Adjacent to Tavern or Longhouse: +1 Economy.
    Tirval's Leatherwork Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Tirval's Leatherwork Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Troll Quarters T (Q) ? ? ? ? ? ? ? ? ? ? ? ? Quest required.
University C 2 200 1 1 1 1 Unlocks at Culture VII, Requires Library
Varrask's Weapon Shop V (Q) 1 30 Artisan building. Shambling Steps only. Adjacent to Tavern or Longhouse: +1 Economy.
    Varrask's Weapon Workshop T 1 ? ? ? ? ? ? ? ? ? ? ? Artisan building. Adjacent to Tavern or Longhouse: +1 Economy.
        Varrask's Weapon Studio C 1 ? ? ? ? ? ? ? ? ? ? ? ?
Building Tier Size Cost Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes

Adjacency diagram for early city planning:

Daigram showing Buildings that get a boost when placed adjacent to one another.
Building Adjacency Diagram

Bugs[edit | edit source]

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