City building types

Расширенный список строений из Book of River Nations

Academy (52 BP; 1 × 2 city blocks): 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 creatorof potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP; 2 × 2 city blocks): A large public structure for competitions, demonstrations,team sports, or bloodsports. Halves cost of 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
messengers throughout the lands. Stability +2.

Baker (6 BP): A building for baking breads and other baked goods. Economy +1, Stability +1.

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 beer-making, winemaking, or spirits production. 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 and selling meat. Loyalty +1, Economy +1.

Carpenter (30 BP; must be adjacent to a mill; maximum 1 per city; 1 × 2 city blocks): Abuilding for the production of wooden objects and building materials. Reduces the cost of all buildings by 1 BP; 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 and the heart of its defenses.
(See Castle Additions below.) Halves cost of Keeps, 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. 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.

Garrison (28 BP; 1 × 2 city blocks): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, 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 service 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, scrolls 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, farm produce, and bargains. 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 gatherand train. Loyalty +1, Stability +1

Monument (8 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 family. 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; 1 × 2 city blocks): A large place of worship dedicated to a deity. Halves cost of
Graveyard, Shrine, and Monument, in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

Tenement (1 BP): 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. Unrest +2.

Theater (24 BP; 1 × 2 city blocks): 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 edits, gallows, gossip, town criers, wanted posters
and flee markets. +1 Loyalty.

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 acandle maker, cooper, or rope maker. City base value +500 gp; Economy +1, Stability +1.

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

Witch’s Hut (20 BP): The cottage workshop for a witch. 2 minor items, 2 medium items;
Economy +1, Unrest +1.

City building types

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