Step 3: Build Terrain Improvements

Major Terrain Improvements


ImprovementCostBonus
Apiary * Not AvailableForest 4 BP-1 Consumption; Economy +1
Botanical ReserveForest 4 BP-1 Consumption; +1 (stackable) bonus resolving outbreak kingdom roll events
FarmPlains 2 BP; Hills 4 BP; Desert 8 BP-2 Consumption;1/2 benefity during Winter Months (Granaries help offset this)
FisheryCoastline; Water; River; Marsh 4 BP-1 Consumption; +1/2 BP per turn when collecting taxes (equivalent of +1.5 economy based on tax rate)
Hunting LodgeForest 4 BP-1 Consumption; +1 (stackable) bonus resolving Beast kingdom event rolls
MineCavern; Desert; Hill; Mountain 6 BPEconomy +1; +1 BP per turn when collecting taxes (equivalent of +3 economy based on tax rate)
QuarryCavern; Hill; Mountain 6 BPStability +1; +1 BP per turn when collecting taxes (equivalent of +3 economy based on tax rate)
SawmillForest 3 BPStability +1; +1 BP per turn when collecting taxes (equivalent to +3 Economy based on tax rate)
Advanced SawmillForest 6 BPBuild Advanced Sawmill (Forest - 6 BP) - Stability +1; +2 BP per turn when collecting taxes (equivalent of +6 Economy)
 

Minor Terrain Improvements


ImprovementCostBonusNote
AquaductSame as road - not doubled for riversLoyalty +1; Stability +1; allows settlements to build water-dependent buildingsOne end must be hill or mountain hex; can pass through any type of hex.
BridgeRiver Road includes costWhen you build a Road in a hex that contains a river the doubled cost of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.
CanalDesert;Hill; Plain - 2 x RoadSettlements in a hex with a Canal treat the hex as if it had a river.
RoadPlains 1 BP; Forrest 2 BP; Hills 3 BP; Others 4 BPEconomy +1 per 4 hexes of road; Stability +1 per 8 hexes of road; improves overland travel speed.Road cost is doubled when in River Hex
Highway2 x RoadEconomy +1 per 4 hexes of road; Stability +1 per 8 hexes of road; improves overland travel speed.Bonuses stack with road; requires Kingdom Size 26+
WatchtowerAll 12 BPStability +1; Defense +2; Unrest -1 when completedIf hex becomes settlement this improvement counts as as Watchtower building
FortAll 24 BPStability +2; Defense +4; Unrest -1 when completed
KeepAll 36 BPStability +3; Defense +6; Unrest -1 when completed
FortressAll 48 BPStability +4; Defense +8; Fame +1; Unrest -1 when completed
 

Special Terrain


Special TerrainBenefit
BridgeThe hex contains an existing Bridge over a waterway. If you build a Road in this hex/ you do not have to double the cost of the Road.
BuildingThe hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building’s location in the hex/ you can incorporate the building into the settlement at no cost (this does not count toward your building limit for that turn).
Free CityA Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully/ you must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.
LandmarkA Landmark is a site of great pride/ mystery/ and wonder/ such as an outcropping in the shape of a human face/ a smoking volcano or a lake with an unusual color or unique properties. The Landmark bolsters your kingdom’s morale. If you claim a hex with a Landmark/ Loyalty increases by 1.
ResourceA Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom such as exotic lumber/ precious metal/ gems/ rare herbs/ incense/ silk/ ivory/ furs/ salt/ dyes/ and the like. If you claim a hex with a Resource/ it generates 1 BP extra.
RiverA River allows water travel through your kingdom (Core Rulebook 172)/ facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed/ and Stability increases by 1 for every 8 such hexes claimed.
RuinA Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin’s location/ you can use the Ruin as the basis of an appropriate type of building (as determined by the GM)/ reducing the cost of that building by half. Alternatively/ you can salvage building materials from the Ruin/ reducing the cost of 1 building in that hex by 1d4 BP.
 

Kingdom Size


Kingdom SizeNew Settlements(1)New Buildings(2)Terrain ImprovementsHex Claims
01—10NS 1NB 1TI 2HC 1
11—25NS 1NB 2TI 3HC 2
26—50NS 1NB 5TI 5HC 3
51—100NS 2NB 10TI 7HC 4
101—200NS 3NB 20TI 9HC 8
201+NS 4NB No limitTI 12HC 12
  (1) Instead of creating a new settlement, your kingdom may create a new army unit (see Mass Combat), expand or equip an existing army unit, or bring an existing army unit back to full strength.   (2) Upgrading a building (for example, from a Shrine to a Temple) or destroying a building counts toward this limit. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number.

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