Building Types

City Construction

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. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. 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.

Academy (52 BP): 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; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, bloodsports, and/or awesome metal concerts. Halves cost of Gambling Hall, Garrison or Theater in same city; halves Consumption increase penalty for festival edicts. Stability +4; limit one per city.

Aviary (6 BP): A building to cultivate birds to keep the area free from small pests and to send messages. Stability +2.

Baker (6 BP): A building for baking bread and tasty treats. Economy +1, Stability +1, -1 to CON of any person who eats there more than 3 times per week.

Barracks (8 BP): A building to house city guards, militia, and military forces. Defense Modifier +2, Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1, Unrest +1.

Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.

Brothel (6 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2, Unrest +1.

Butcher (6 BP): A building for slaughtering animals, selling meat, and disposing of murder victims and those who speak out against Sir Anton. Loyalty +1, Economy +1.

Carpenter (30 BP; must be adjacent to a mill; maximum 1 per city; 1×2 city blocks): A building for the production of wooden objects and building materials. Reduces cost of all buildings by 1BP; Economy +2.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP; 2×2 city blocks): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2, Defense Modifier +8, Unrest –4, limit one per city.

Cathedral (58 BP; 2×2 city blocks): 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; 3 minor items, 2 medium items; Loyalty +4, Unrest –4, 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. Defense Modifier +4, Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse. Cannot be adjacent to a House. Loyalty +1, Stability +1.

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. 1 minor item; Economy +1, Stability +1.

Fletcher (6 BP): An arrow maker and archery supply shop. Economy +1, Stability +1, +1 Ted Nugent.

Gambling Hall (10 BP): A place where games of chance are regularly held. Economy +1, Loyalty +1, Unrest +1.

Garrison (28 BP; 1×2 city blocks): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, Brothel, and Jail in same city; Loyalty +2, Stability +2, Unrest –2.

Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house; 1×2 city blocks): A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

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

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. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP; must be adjacent to the Office of the City guard): A fortified structure for housing criminals. Loyalty +2, Stability +2, Unrest –2.

Keep (30 BP): A fallback place for defense. Loyalty +1, Stability +1, Defense Modifier +2, limit one per city district.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Monastery (6 BP): A place for monks to gather, train, and possibly make wine or ale. Loyalty +1, Stability +1.

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. Loyalty +2, Unrest –1.

Noble Villa (24 BP; 1×2 city blocks): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Office of the City Guard (8 BP): The local office of the Marshal and headquarters of the city guard. Loyalty +1, Stability +1, Unrest -1.

Park (6 BP): A plot of land set aside for its natural beauty. Loyalty +1, Unrest –1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1, Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a specific deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2, Unrest –2.

Tenement (1 BP): A staggering number of low-rent, crappy houses on the wrong side of the tracks. 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. Unrest +2.

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; Economy +2, Stability +2.

Town Commons (4 BP): A public venue for edicts, gallows, gossip, town criers, and flee markets. Also a good place for transients to sleep. Loyalty +1.

Town Hall (22 BP; 1×2 city blocks): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

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 base value +500 gp; +1 Economy, +1 Stability.

Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability, +2 Defense Modifier, Unrest –1.

Waterfront (90 BP; must be adjacent to a water border; 2×2 city blocks): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Weaver (6 BP): A building for weaving fabric and making clothes. Economy +1, Stability +1.

Welfare Office (4 BP): A building at which the “less fortunate” of society can get stuff for free from the government, off the backs of those who worked for their money. -2 Economy, +2 Loyalty, +2 Consumption; limit one per city.

Witch’s Hut (20 BP): The cottage workshop for a witch or some other creepy old crone. 2 minor items, 2 medium items. Economy +1, Unrest +1.

Castle Additions

These following purchase options are available only as additions to an existing castle.

Anti-Scrying Room (24 BP; academy must be in same city): A scry-proof room, providing +10 to Will saves to prevent scrying in that location.

Art Collection (6 BP; exotic craftsman must be in same city): The halls and gardens of the castle are decorated with what the rulers think is really posh art. Leaders gain +4 equipment bonus to all Bluff and Diplomacy checks with foreign leaders when in castle.

Catacombs (10 BP): A subterranean set of chambers, beneath the castle. Can be combined with Secret Entry/Exit, Secret Room, and Tunnel(s). (If you can think of a valid bonus to add here, let me know)

Crenellated Wall (6 BP): Battlements along the castle’s outer wall, giving archers cover. Defense +1 during Ranged Phase of mass combat.

Garden (6 BP, 1×1 city block; must be adjacent to castle): A place to cultivate beautiful flora. Leaders gain +4 equipment bonus to all Bluff and Diplomacy checks with citizens of the kingdom when in the castle.

Moat (28 BP; castle & moat take up 3×3 city blocks; no other additions requiring city blocks can be made to the castle; must be in city distict that borders water): A feakin’ moat, people. Stability +1, Defense +6 (unless attacker possesses ships of Mobility Advantage special ability).

Murder Holes (6 BP): A series of holes above the castle’s entrances allowing for boiling oil or other nasty things to be dumped on attackers. Defense +1 during the Melee Phase.

Secret Entry/Exit (2 BP each): A single hidden entry/exit (DC30 Perception to find) leading into/out of the Castle. Can be combined with the Tunnel, below. (If you can think of a valid bonus to add here, let me know)

Secret Room (4 BP): A secret chamber within the Castle, constructed in such a manner as to not only conceal its entry, but also its existence. (If you can think of a valid bonus to add here, let me know)

Torture Chamber (6 BP; smith must be in same city): A room with nasty torture tools in it. Not be be confused with a Pit of Despair. Leaders gain +6 equipment bonus to Bluff and Intimidate any prisoners. All tortured prisoners are considered hostile.

Tunnel (2 BP per square in length): An underground means of movement within a city district, attached at one end to the Castle. Can be combined with the Secret Entry/Exit. (If you can think of a valid bonus to add here, let me know)

Wards (10 BP; must choose a create type from Favored Enemy list; maximum 1 per creature type): Magic protection at a single entrance vs. a certain creature type. Repels all creatures of that type that fail a DC25 Will save; such creatures make the save upon entering. Defense +2 against Melee attacks from armies of the designated type.

Open Space Construction

The following options are only available for hexes in which no city districts exist.

Apiary (6 BP): A beekeeper and hive system to make honey and help nearby farms. Can be built in same hex as farm. Economy +1; Loyalty +1; reduces consumption by an additional 1 BP if in the same hex as a farm.

Aqueduct (3 BP): A structure that provides freshwater to farms and cities. Can be in hex with any other development. Unrest -1; cities connected to a water source by an aqueduct receive +2 Stability vs. Plague events.

Camp (8 BP): A logging camp can be build in a forest area with a road or river. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy, +2 Stability.

Farms (2 bp in grasslands; 4 BP in hill country): Reduces kingdom consumption by 2 BP.

Fort (12 BP): A sturdy structure that serves as a guard post and lookout for danger. A fort can be build in any hex containing a road or river, even if a camp, farm or mine has already been established. If a city is built in an area with a fort, the fort is treated as a watchtower. Stability +1; Unrest -1; +2 Defense Modifier if the hex is attacked.

Herbal Cultivar (15 BP): An herbalist has set up shop near the source of rare herbs. Economy +2; Loyalty +1, Stability +1.

Mine (6 BP): A mine is used for recovering valuable or less valuables minerals, ores and gems. A mine can be built in hills or mountains if a road or river is present. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like gold or silver ore: +2 Economy, +2 Stability.

Reservoir (6 BP): A natural body of water declared as a water source. Loyalty +1, Unrest -1.

Royal Reserve (10 BP): An area of land set aside for the special people to go hunting. Stability +2; reduces Consumption by 1 BP.

Signal Tower (4 BP): A tall structure for sending signals. Stability +1.

Winery (10 BP in grasslands; 8 BP in hill country): A vineyard and accompanying winery. Loyalty +1, Unrest -1, reduce Consumption by 1 BP.

Building Types

Pathfinder Kingmaker Lyle