
Standard Buildings
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 |
| 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 Aligment. +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. | |||||||||
| Everlasting 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 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
| 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. | |||||||||
| Building | Tier | Size | Cost | Comm | Loy | Mil | Econ | Rel | Div | Arc | Stab | Cult | Esp | Notes |
| Mage Tower | T | 2 (S) | 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 Shop | 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. | ||||||||
| 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 |
Upgrading Buildings
Upgrading buildings have increased stat bonus. They also often gain new adjacency or even”if in settlement” abilities.
By way of instance, a Barracks updated to a Garrison provides an extra +1 Army incentive.
Another instance 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 construction and also the Village has been updated to a Town, you can upgrade a building by clicking on it, then clicking update.
– 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.

