Here it is... finally! Houserules(or House Rules)for Kingmaker's Kingdom Building, including custom buildings and a few changes to existing building.
I invite any and all feedback - positive or otherwise - and am willing to provide further information when asked for it. I/we hope you enjoy.
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Credit where credit is due to other messageboard posters I and my players have shamelessly “borrowed” from, and to the creative staff responsible for Pathfinder. 3.5 THRIVES!
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Note 1: Military buildings such as Fort, Watchtower, Barracks, Garrison, Castle, and Citadel are built for housing military units. As a house rule, each military building is able house an army unit of the listed size; units cannot be recruited without such a building. The cost of recruiting the army unit is included in the cost of the building – upkeep costs are paid monthly thereafter. A Garrison, for example will hold a Medium sized army (100 soldiers). The soldiers are recruited, housed, outfitted with basic field kit, and are treated as a Level 1 Medium Army, thereafter. Training and peace-time maintenance increase the cost of the unit. Peace-time unit upkeep equals ½ the unit level per month; War-time pay is as per Kingmaker rules.
NOTE 2: Building which REPLACE others, stack any listed benefits, except as per Note4; these improvement must be used on existing an existing structure.
NOTE 3: When multiple buildings reduce the cost of construction of other structures, the cost modifiers are not cumulative, and do not stack. A city may benefit from cost reductions on a single building only once.
____________________ NEW BUILDINGSv4 ____________________
SAMPLE ENTRY:
Building Name (#Build Point cost; any building requirements; # of blocks occupied by building): Description of building’s function. Game Benefits and/or other restrictions.
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Armory (8 BP; must be adjacent to a Barracks, Garrison, Castle, or within a Citadel; 1 block): Armories are places that store weapons of various sorts. Such places are typically run by either government or nobility. Reduces the BP cost of Resources for outfitting an army by -1BP (includes Improved Weapons, Improved Armor, and Ranged Weapons); Defense Modifier +2; Unrest –2. Limit one per kingdom).
Bathhouse (4 BP; must be built adjacent to a water hex or Watertower; 1 block): Bathhouses are places where people can go to clean themselves and perform other hygiene functions. Economy +1, Loyalty +1; Unrest +1.
Bazaar (24 BP; must be built adjacent to a 1 house; 1 block): A bazaar is an open market for local citizens and travelers alike. City base value +1,000 gp; halves cost of Herbalist, Smithery, and Brewery in same city; 1 minor magic item; Economy +1, Stability +1.
Camp: (6 BP): Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps or next to a river. Economy +1, Stability +1. The benefit is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.
Caster’s Lodge (40 BP; requires Caster’s Tower; 2 blocks): Caster’s Lodge — sometimes also called guilds, covenants, brotherhoods, schools, or orders — perform many of the functions traditional to other guilds but for spell casters; they regulate how their members perform their trade; organize the training of apprentices; share and improve techniques; grant degrees of recognition and assist in the supply of necessary materials. Halves cost of a Scriptorium; 3 minor, 2 medium, and 1 major magic items; Economy +2, Loyalty +2 (supports up to a Medium Army of arcane spellcasters).
Citadel (100 BP per year for 4 years to build; requires Kingdom size of 200+ hexes by end of construction period; 1 district/36 blocks – Citadel fills all outer blocks; inner blocks may be built upon): Great defenses reinforce this structure of layered walls, interlocking keeps and moats, lesser castles, towers, and bridges. Provides City Walls for the entire city the citadel occupies. Other buildings may be constructed within the citadel. Halves the cost of an Arena (or Coliseum), City Wall, Castle, Cathedral, and Waterfront (or Harbor - if next to water hex) in same city; Economy +10, Loyalty +10, Stability +10; Defense Modifier +16; Unrest –10; limit one per kingdom (supports up to a Colossal Army).
Clothier (6 BP; must be adjacent to a House; 1 block): Clothier shops are establishments that sell, make to order, alter, and repair all sorts of clothing and related accessories. Apparel for cold weather or other environmental conditions, custom clothing, costumes, or any sort of clothing related goods beyond what can be purchased in a marketplace or shop. City base value +200 gp; Economy +1.
Coliseum (40 BP; replaces Arena; 4 blocks): Capable of seating 50,000+ spectators, a Coliseum is used for athletic contests and public spectacles such as mock sea battles, animal hunts, executions, re-enactments of famous battles, and dramas. Halves cost of Garrison or Theater in same city; Economy +2, Stability +4; limit one per city.
Courthouse (20 BP; requires Jail and Townhall; 2 blocks): A public venue for settling disputes between community members and determining the guilt of accused criminals. Halves cost of Prison in same city; Loyalty +1, Stability +2, Unrest -1.
Dump (4 BP; cannot be adjacent to a House; 1 block):): A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Embassy (24 BP; must be adjacent to Town Hall, Castle, or Citadel; 2 blocks): A diplomatic mission representing a state or kingdom in another kingdom. The role of such a mission is to protect in the interests of both states and their people. Economy +1, Loyalty +1, Stability +1; limit one per city.
Estate (12 BP; Replaces an existing farm): Change an established farm hex into an Estate. An estate comprises the houses and outbuildings and supporting farmland and woods that surround the gardens and grounds of a very large property. It is an "estate" because the profits from its produce and rents are sufficient to support the household at its center. Economy +1, Stability +1.
Exchange (60 BP; must be adjacent to 2 Warehouses; 2 blocks): A mercantile exchange trades in bulk goods, food, and resources as well as helping to maintain stable prices for commodities. City base value +2,500 gp; Halves cost of Inn, Clothier and Shop in same city; 3 minor items, 2 medium items, 1 major item; Economy +4, Stability +; limit one per city.
Farm Improvement (BP cost = 2x original BP cost to establish the farmland; must be used on existing farm; improvement counts toward total “Farmland Improvements per Month;” 1 farm hex): Irrigation and farming improvements have increased the output of the farm. Reduce kingdom Consumption by -1; Economy +1, Stability +1.
Fort (6 BP; cannot be built within 3 hexes of a city): Cost is halved if built over an area with an existing Lair or Cave. Instead of building a farm hex, a fort can be built in any hex. Does not count as a city; Stability +1, Unrest -1; (supports up to a Medium Army); If the hex is attacked, +2 Defense.
Gambling Parlor (4 BP; 1 block): Gambling parlors are places where people can go to play games of chance for money, using a variety of random methods like cards, dice, tiles, coins, wheels, drawing of numbered balls, and so on. Economy +1, Loyalty +1, Unrest +1.
Garrison (28 BP): 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; (supports up to a Medium Army).
Harbor (90 BP; cost may be reduced by half if Harbor replaces a Waterfront; must be adjacent to a water border; 4 blocks): A harbor is a fortified waterfront which includes shipyards, and facilities for travel and commerce. City base value +3,000 gp; 3 minor items, 2 medium items, 1 major item; Halves cost of Exchange, Guildhall, Market, Black Market, and Lighthouse in same city; Consumption -2, Economy +4; Unrest +1.Defense Modifier +4; limit one per city.
Hospice (8 BP; 1 block): Hospices are establishments where sick, injured, or otherwise unwell patients can rest, heal, and receive medical care and the attention of trained and qualified physicians, which may or may not include clerics. Loyalty +2, Stability +2, Unrest –1.
Kitchen (10 BP; 2 blocks): Precursors of modern cafeterias, buffets, and fast food restaurants, commercial kitchens serve simple but hardy fare at affordable prices to the masses. Economy +1, Loyalty +1; Unrest –1.
Land Preserve (5 BP; cannot be used on a land hex claimed by farms, mines, or logging camp; 1 hex): The land of the kingdom is more than just a source of resources, property, and wealth; it also provides peace of mind and tranquility to those who know how to enjoy it. Loyalty +1, Stability +1 (if a camp, farm, fort, mine, or a city is established in the same hex, the benefits of the Land Preserve are lost and vice versa).
Lighthouse (10 BP; must be adjacent to a water border): A tower that provides illumination to water craft at night and in fog. Loyalty +1; Unrest –1; limit one per city.
Market (48 BP; must be adjacent to 2 houses; Replaces Bazaar; 2 blocks): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, Clothier, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Menagerie (30 BP; must be built adjacent to a Mansion or Palace; 1 block): Predecessors of zoos, menageries are collections of exotic wild animals that might also include all sorts of magical beasts and monsters. Economy +1, Stability +1, Loyalty +1; Unrest -1.
Mine: (6 BP): Instead of building a farm hex, you can build a mine in hills or mountains. Economy +1, Stability +1. The bonuses are doubled if the hex contains a "resource" like gold, marble, gems, or iron ore: Economy +2, Stability +2.
Mint (70 BP; must be adjacent to an Castle or Citadel; 2 blocks): The mint is chartered to produce coinage, banknotes, or whatever financial instruments are accepted as legal tender. City base value +5,000 gp; Economy +10, Stability +10; Unrest +5; limit one per kingdom.
Monestary (40 BP; must be adjacent to Shrine or Temple; 2 blocks): Monasteries are places where monks, clerics, or other people set apart for a religious purpose live and work. Monasteries are among the most restrictive sorts of religious communities and require their members to live on the premises, work and worship together collectively, to worship a common deity. 2 minor and 1 medium magic item, Economy +2, Loyalty +2 (supports up to a Medium Army of divine spellcasters).
Museum (26 BP; must be built adjacent to an Academy or University; 2 blocks): Museums are places devoted to collecting, safeguarding, and displaying various sorts of items and artifacts and might be devoted to any particular people, race, art, science, pursuit, or other subject or combinations thereof. City base value +1,000 gp; Economy +2, Loyalty +2.
National Monument (12 BP; 1 block): A monument on a grand scale can be a colossal statue, a magnificent garden, an enormous tomb to a beloved hero, or a unique building or art display. Loyalty +3; Unrest –1; limit one per city.
Palace (48 BP; 4 blocks): Palaces are the large and usually extravagant homes of heads of state, high-ranking public and religious figures, and sometimes other wealthy or powerful individuals. A Palace typically includes a number of smaller outbuildings, including gardens, servant’s quarters, stables, Halves cost of Menagerie; Economy +1, Loyalty +1, Stability +1.
Pawn Shop (4 BP; must be adjacent to 1 house; 1 block): Pawnshops are businesses that offer monetary loans in exchange for items of value, which the pawn broker holds as collateral and are subsequently called pledges or pawns. City base value +200 gp; Economy +1, Unrest +1.
Prison (22 BP; requires a jail; 2 blocks): A large fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.
Restaurant (6 BP; 1 block): Restaurants are businesses that strive to provide distinctly pleasurable, fine dining experiences to paying customers, serving good-quality meals with individual service in distinctive settings. A restaurant may specialize in providing a particular sort of food or the cuisine of a particular foreign country, though often such restaurants also provide common local selections. City base value +100 gp; Economy +1.
Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contain rivers, you gain +1 Economy. Hexes with a river and a road receive only one bonus.
School (8 BP; 1 block): An institution where basic literacy, mathematics, and history are taught; excludes magic. Loyalty +2, Unrest –2.
Scriptorium (10BP; must be adjacent to a House; 1 block): Scriptoriums or scriptoria, are facilities devoted to the hand-copying and illustration of books. Places of this sort are often affiliated with other institutions, such as temples, monasteries, scroll shops, and Caster’s lodges. Halves cost of a School and Library; Economy +1, Loyalty +1, Stability +1.
Slave Pen (10 BP; 2 blocks): Slave pens are places where Humans — or the members of other intelligent races — are bought, sold, and temporarily imprisoned while their disposition is being determined. Such facilities are run by slavers who have, to varying extents, the attributes of merchants, raiders, and prison guards. Add Slave Revolt [similar to Bandit Activity] to the list of possible Kingdom Events. Economy +3; Unrest +4
Terraforming (24 BP per hex): Convert a hex from plains or hills into forest; convert a swamp or hills into plains. The conversion takes 12 months before you can treat the hex as the new terrain type; removing a forest hex gives the kingdom 1d6 BPs each of 12 months. Make a Kingdom Event roll each month a forest his terraformed; and once all terraforming is completed.
Town Square (8 BP; must be built adjacent to a Townhall; 2 blocks): The town or city square is where people can gather for political and social events in greater number. Town criers can be heard making announcements and proclamations. Loyalty +1, Stability +1, Unrest -1
Trading Post (6 BP; cannot be built within 3 hexes of a city; must be adjacent to road or river): Trading posts are places established for the purchase, sale, and exchange of goods along and at the junctions of roads, rivers, and other travel venues, or in far-flung places where specific sorts of commodities can be obtained. Does not count as a city; Economy +1, Stability +1.
University (90 BP; requires Academy; 4 blocks): An institution of higher learning that focuses on Knowledge based education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; City base value +2,000 gp; 3 minor items, 2 medium items; 1 major item; Economy +2, Loyalty +2; limit one per city.
War College (60 BP; requires kingdom size of 100+ hexes; must be adjacent to a Castle or Citadel; 4 blocks): A War College is a place where warriors, train with weapons, tactics, and formulate strategies. A War College trains military leaders in specific weapons, fighting styles, philosophies, tactics, and military strategy. The War College improves the benefit of any Tactics earned by armies by +1; Economy +2, Loyalty +4; limit one per kingdom.
Warehouse (6 BP; 1 block): Warehouses are structures used for both long and short-term storage of large quantities of goods and materials. City base value +300 gp; Economy +1.
Water Tower (4 BP; must be built adjacent to a house; 1 block): A water towers is a large elevated water storage container constructed to hold a fresh water supply at a height sufficient to pressurize a water distribution system. Loyalty +2; Unrest -1.
Workhouse (5 BP; 1 block): Workhouses are places where people who are unable to support themselves can go to live and work, and many of the indigent inmates of such places include the mentally or physically infirm, widows, orphans, abandoned wives, and the aged. Economy +1, Unrest +2