
Eric Hinkle |

Hi all -- just wondering, what kind of buildings would be best for the first few turns when putting your first city together in Kingmaker?
I'd be going with castle for VERY first (so everyone's got a defensible place to live in), but after that, what? Houses, yes, but what else?
Thanks for any advice.

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A castle is, honestly, not the best option. While it does provide a lot of bonuses and only costs 27 BP, that is also half of your starting BP, and that BP will vanish very quickly as you claim hexes, build roads, and farms. Consumption and possibly failing economic rolls will eat up the rest.
Play it safe and build smaller buildings to start, around the 10 BP mark. Save the castle for when your kingdom is secure and stable.

Tem |

I almost hate to say it, but one of the best buildings to build first is the Caster's Tower. The main reason for this is that mechanically, it provides way more for your kingdom in terms of BP than anything else that you can afford early on. Dump everything you can to upping your economy rolls and keep selling off the medium items for 8BP each. Once you have at least +19 for your econ roll, it's better to try selling medium magic items rather than minor ones and you'll get to +19 very quickly if you can fill all of the leadership roles.
Of course, in my game, I've overhauled the economy system for kingdom building so although it's still beneficial to sell magic items, they don't play nearly as large a part.

terok |

I almost hate to say it, but one of the best buildings to build first is the Caster's Tower. The main reason for this is that mechanically, it provides way more for your kingdom in terms of BP than anything else that you can afford early on. Dump everything you can to upping your economy rolls and keep selling off the medium items for 8BP each. Once you have at least +19 for your econ roll, it's better to try selling medium magic items rather than minor ones and you'll get to +19 very quickly if you can fill all of the leadership roles.
Of course, in my game, I've overhauled the economy system for kingdom building so although it's still beneficial to sell magic items, they don't play nearly as large a part.
+1, once you have the Casters tower and the resulting BP, you can expand at a steady pace. Build a few smaller buildings while you expand to add stability then start saving for the bigger buildings which allow you to build others at half price.

Archmage_Atrus |

I sadly have to agree with Tem. The caster's tower is the cheapest, most efficient way to start pumping out magic items, which gives you a reliable, steady stream of BPs.
That being said - it's not the only option. You can make perfectly viable, self sustaining kingdoms on other choices. But your kingdom won't really start to expand as well until you start to pump out magic items.

Major__Tom |
My group went with the castle, for obvious reasons. Then an herbalist, to at least get a minor item to sell. The 2 extra BP each round made a big difference starting out. The other important tip is to make sure your consumption cost stays at or near zero, using farmlands. As soon as you can build a building that yields medium items, the struggle is almost over.

Mandor |

If your DM hasn't fixed the magic item problem, then as others have said build a Caster's Tower and start churning magic items.
If your DM is creative and takes into account what you build, then a Tavern and Inn are good early buys. Not only are they helpful mechanically, but story-wise they add tavern rumors and travelers for adventure hooks.
If the PCs are creative, build what you like in the personality of the party. My group built the castle first (because they felt good leaders had to) followed by a brewery and a brothel (because that's what they really wanted).
If none of the above, a mill, smith and tannery are great choices as they add to both economy and stability.

Eric Hinkle |

While all those suggestions are likely mechanically correct, if you're looking for any kind of realism then there should be some kind of church in there somewhere.
If the PCs are creative, build what you like in the personality of the party. My group built the castle first (because they felt good leaders had to) followed by a brewery and a brothel (because that's what they really wanted).
Hmm, if you have clerics of either Cayden Cailean or Calistria, then the brewery and brothel are practically temples/churches already.