Step 3: Build Terrain Improvements
Major Terrain Improvements
Improvement | Cost | Bonus |
---|---|---|
Apiary * Not Available | Forest 4 BP | -1 Consumption; Economy +1 |
Botanical Reserve | Forest 4 BP | -1 Consumption; +1 (stackable) bonus resolving outbreak kingdom roll events |
Farm | Plains 2 BP; Hills 4 BP; Desert 8 BP | -2 Consumption;1/2 benefity during Winter Months (Granaries help offset this) |
Fishery | Coastline; 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 Lodge | Forest 4 BP | -1 Consumption; +1 (stackable) bonus resolving Beast kingdom event rolls |
Mine | Cavern; Desert; Hill; Mountain 6 BP | Economy +1; +1 BP per turn when collecting taxes (equivalent of +3 economy based on tax rate) |
Quarry | Cavern; Hill; Mountain 6 BP | Stability +1; +1 BP per turn when collecting taxes (equivalent of +3 economy based on tax rate) |
Sawmill | Forest 3 BP | Stability +1; +1 BP per turn when collecting taxes (equivalent to +3 Economy based on tax rate) |
Advanced Sawmill | Forest 6 BP | Build Advanced Sawmill (Forest - 6 BP) - Stability +1; +2 BP per turn when collecting taxes (equivalent of +6 Economy) |
Minor Terrain Improvements
Improvement | Cost | Bonus | Note |
---|---|---|---|
Aquaduct | Same as road - not doubled for rivers | Loyalty +1; Stability +1; allows settlements to build water-dependent buildings | One end must be hill or mountain hex; can pass through any type of hex. |
Bridge | River Road includes cost | When 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. | |
Canal | Desert;Hill; Plain - 2 x Road | Settlements in a hex with a Canal treat the hex as if it had a river. | |
Road | Plains 1 BP; Forrest 2 BP; Hills 3 BP; Others 4 BP | Economy +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 |
Highway | 2 x Road | Economy +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+ |
Watchtower | All 12 BP | Stability +1; Defense +2; Unrest -1 when completed | If hex becomes settlement this improvement counts as as Watchtower building |
Fort | All 24 BP | Stability +2; Defense +4; Unrest -1 when completed | |
Keep | All 36 BP | Stability +3; Defense +6; Unrest -1 when completed | |
Fortress | All 48 BP | Stability +4; Defense +8; Fame +1; Unrest -1 when completed |
Special Terrain
Special Terrain | Benefit |
---|---|
Bridge | The 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. |
Building | The 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 City | A 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. |
Landmark | A 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. |
Resource | A 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. |
River | A 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. |
Ruin | A 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 Size | New Settlements(1) | New Buildings(2) | Terrain Improvements | Hex Claims |
---|---|---|---|---|
01—10 | NS 1 | NB 1 | TI 2 | HC 1 |
11—25 | NS 1 | NB 2 | TI 3 | HC 2 |
26—50 | NS 1 | NB 5 | TI 5 | HC 3 |
51—100 | NS 2 | NB 10 | TI 7 | HC 4 |
101—200 | NS 3 | NB 20 | TI 9 | HC 8 |
201+ | NS 4 | NB No limit | TI 12 | HC 12 |
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