
Hu5tru |

In our campaign, I play a priestess of Sarenrae fully dedicated to healing. Now that we're on our way to becoming autonomous, her aims are a bit lofty. She wants to build a hospital. Therein lies the rub, there are no rules, benefits, etc for such a building.
Would anyone like to tackle the challenge of stating and figuring the costs of such humanitarian buildings as a hospital, orphanage, homeless/refugee shelters?

Bigrin da Troll |

Hospital (24 BP, 2 squares): A place to care for the sick, the cursed, the lame, and the incurably insane. Halves the cost of any Orphanage, Homeless Shelter, or School in the same city. Loyalty +2, Stability +2, Unrest -2
School (16 BP, 1 square, must be adjacent to 1 house): A place to teach the bare minimum of reading, writing & arithmetic needed by shopkeepers, tradesmen, and guild members. Economy +1, Loyalty +1, Stability +1
Orphanage (14 BP, 1 square): A home for those unfortunates who have lost their parents. Loyalty +2, Stability +1, Unrest -1
Homeless Shelter (14 BP, 1 square): A place to shelter those unable or unwilling to shelter themselves. Loyalty +1, Stability +2, Unrest -1
Refugee Encampment (0 BP, 1 square): A staggering number of tents, wicker shelters and patchwork shacks. The 'not-in-my-back-yard' phenomenon causes Unrest when refugees first move in, though residents quickly grow accustomed to their new neighbours. A Refugee Encampment may be built adjacent to a Tannery (and vice-versa) at no additional penalty. Refugee Encampments do not count against the total number of buildings you can build during the Improvement Phase. Though a Refugee Encampment does not count as a House (for those buildings that must be adjacent to a House), you may build a House over an existing Refugee Encampment for 3 BP. Unrest +2

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Hospital (24 BP, 2 squares): A place to care for the sick, the cursed, the lame, and the incurably insane. Halves the cost of any Orphanage, Homeless Shelter, or School in the same city. Loyalty +2, Stability +2, Unrest -2
School (16 BP, 1 square, must be adjacent to 1 house): A place to teach the bare minimum of reading, writing & arithmetic needed by shopkeepers, tradesmen, and guild members. Economy +1, Loyalty +1, Stability +1
Orphanage (14 BP, 1 square): A home for those unfortunates who have lost their parents. Loyalty +2, Stability +1, Unrest -1
Homeless Shelter (14 BP, 1 square): A place to shelter those unable or unwilling to shelter themselves. Loyalty +1, Stability +2, Unrest -1
Refugee Encampment (0 BP, 1 square): A staggering number of tents, wicker shelters and patchwork shacks. The 'not-in-my-back-yard' phenomenon causes Unrest when refugees first move in, though residents quickly grow accustomed to their new neighbours. A Refugee Encampment may be built adjacent to a Tannery (and vice-versa) at no additional penalty. Refugee Encampments do not count against the total number of buildings you can build during the Improvement Phase. Though a Refugee Encampment does not count as a House (for those buildings that must be adjacent to a House), you may build a House over an existing Refugee Encampment for 3 BP. Unrest +2
not bad troll :)

InfoStorm |
Homeless Shelter (14 BP, 1 square): A place to shelter those unable or unwilling to shelter themselves. Loyalty +1, Stability +2, Unrest -1
Refugee Encampment (0 BP, 1 square): A staggering number of tents, wicker shelters and patchwork shacks. The 'not-in-my-back-yard' phenomenon causes Unrest when refugees first move in, though residents quickly grow accustomed to their new neighbours. A Refugee Encampment may be built adjacent to a Tannery (and vice-versa) at no additional penalty. Refugee Encampments do not count against the total number of buildings you can build during the Improvement Phase. Though a Refugee Encampment does not count as a House (for those buildings that must be adjacent to a House), you may build a House over an existing Refugee Encampment for 3 BP. Unrest +2
I disagree slightly on Homeless Shelter. Despite the fact this it is profiding shelter to those who do not have it, they are still the bottom of the poor. The presense of the homeless shelter should increase crime in the area. Crime, I think, is generally described as Unrest. +1 Loyalty, +1 Unrest.
Also, I would have the Refuge Encampment require upgrading first to a Tenement, not directly to House.

Bigrin da Troll |

I think a Homeless Shelter would actually reduce crime, since those who would otherwise be driven to steal/trespass/vandalize to survive now have a place to go.
Requiring upgrade to a Tenement first is a double whammy of unrest and wasted time. No one would actually do it without a compelling roleplaying reason, since you're much better off to just build a brand new house elsewhere. In retrospect, I'd remove the upgrade line and instead say you can build any building over top a Refugee Encampment. History is full of shantytowns being bulldozed in the name of 'progress' - and not just in the developing world.
See Hooverville for details.

Troubled_child |
The temple's should be providing the services of a hospital. Every time you've paid full price for healing potion's this is where your hard looted gold has been going and unless your evil you should be happy that it is. They would probably run the orphanage as well though as most people travelled far less in a pre industrial world it would seem likely that most orphans would have extended family nearby so the facilities wouldn't need to be vast. The orphan's may even become cleric's someday. Similarly religious organisation's such as the Salvation Army have historically been the most likely to offer aid the underclass of urban areas (and with the ability to magically create food and water in pathfinder you have to hope they're not just keeping it all for themselves).
School (16 BP, 1 square, must be adjacent to 1 house): A place to teach the bare minimum of reading, writing & arithmetic needed by shopkeepers, tradesmen, and guild members. Economy +1, Loyalty +1, Stability +1
This level of education would typically be passed down through a family. A pre industrial school could be a community/missionary/charity project but it would most likely be privately owned and for use by the very wealthy. All of which give a good source of plot such as your kingdom's emerging nobility isn't happy a brothel has opened up near where they've sent their children to school or the missionaries are actually cultist's.
I think refugee's are more of a modern problem but if you've taken to the idea I'd suggest having the camp appear on it's own rather than the player's deciding to build it. If you want to stoke some tension put in the space they were planning on using for that giant gold statue of themselves standing over the corpse of that villain you spent a month carefully stating out and crafting a backstory for that they killed in 6 seconds.
Everyone should now feel free to tell me to shut up and stop moaning about historical accuracy in a game with wizard's.

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I agree with Infostorm. the three homeless shelters in the city I live (Portland) have a lot of crime around them. Its not nessasarily the homeless commiting crimes either; often they are the victims of crime because of their displaced nature.
Homelessness is a sign of instability so I agree that this stat be removed.
In my opinion 'school' is handled under the 'acadamy' starts.
I've had PC's desire to build hospitals in the past so I applaud your work Bigrin da Troll.

Hu5tru |

I thought the hospital would be a welcome addition to any city that does not have a shrine or a temple, such as our border town, referred to as Marcus-ville after its champion, our general Marcus Muri.
Schools could be excellent ways to increase a sense of community among the children of the Stolen Lands (our duchy is called Narland for the marshes) which could in time affect the parents as well. My character has long term goals of incorporating culture, mostly inspired by the dreams of our co-ruler Ms. Valesco, formerly Teskertin. Only so much can be accomplished with action figures alone.

Brian Bachman |

I think a Homeless Shelter would actually reduce crime, since those who would otherwise be driven to steal/trespass/vandalize to survive now have a place to go.
Requiring upgrade to a Tenement first is a double whammy of unrest and wasted time. No one would actually do it without a compelling roleplaying reason, since you're much better off to just build a brand new house elsewhere. In retrospect, I'd remove the upgrade line and instead say you can build any building over top a Refugee Encampment. History is full of shantytowns being bulldozed in the name of 'progress' - and not just in the developing world.
See Hooverville for details.
Having worked a fair amount with the homeless in three different cities, you both have valid points. In my experience, the homeless come from three broad sources with a fair amount of overlap between them: 1) the mentally challenged - those people who for one reason or another are not mentally equipped to handle life's challenges, and in a perfect world would be receiving significant mental health care; 2) substance abusers - those whose addictions to alcohol and/or drugs are severe enough to prevent them from functioning in society; and 3) the category that I usually call "there but for the grace of God go I" - ordinary people who have just had a string of bad luck or who have perhaps made some bad decisions. In harsh economic times or countries/areas where there isn't much of a social safety net, this third category grows larger.
Regarding the homeless and crime, the homeless are indeed involved in a fair amount of petty crime, particularly the substance abusers. Very few of them are violent, except with each other.
Unfortunately, I would have to agree that building a homeless shelter might actually raise unrest, not necessarily because of associated crime (building a bordello or gambling house, or heck even a bar will bring in quite a bit more), but rather due to the associated stigma. The fact is that the homeless are unsightly, and the sight of them makes many of us uncomfortable. As a society we just don't really want them around. If you doubt this, try to build a homeless shelter in a middle class suburb some time. Then you'll see some unrest!
So in game terms I would say a homeless shelter would be at best a wash unrest wise, but would probably actually increase it unless you build it in a tenement district or similar undesirable neighborhood.