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Building Types

Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Here you can see the icons for 31 one-block buildings, eight two-block buildings, and four four-block buildings. Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential structures are common amid most one- and two-block structures.

Academy 52 BP, 2 Lots. Kingdom Economy +2, Loyalty +2. Discount Caster's Tower, Library, Magic Shop. Upgrade From Library; Upgrade To University. Magic Items 3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items. Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill. An institution of higher learning.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Bank 28 BP, 1 Lot Kingdom Economy +4 Special Base value +2,000 gpA secure building for storing valuables and granting loans.

Bardic College 40 BP, 2 Lots Kingdom Economy +1, Loyalty +3, Stability +1; Fame +1. Discount Library, Museum, Theater. Magic Items 2 minor scrolls or wondrous items. A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.

Barracks See Barracks & Garrisons Section

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery/ Winery (6 BP)(1 Lot): A building for beermaking, winemaking, or similar use. Loyalty +1, Economy +1.

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Bureau 10 BP, 2 Lots. Kingdom Economy +1, Loyalty –1, Stability +1. Settlement Corruption +1, Law +1. A large warren of offices for clerks and record-keepers working for a guild or government.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP)(4 Lots): The home of the city’s leader or the heart of its defenses. Economy +2, Loyalty +2, Stability +2, Unrest -4, fame+1. Discount Noble Villa, Town Hall. Limit 1 per settlement. Special Defense +8.

Cathedral (58 BP)(4 Lots): The focal point of the city’s religion and spiritual leadership. Loyalty +4, Stability +4; Unrest –4; limit one per city. Discount Academy, Temple. Special Halves Consumption increase of Promotion Edicts. Magic Items +1.75 Economy Points. Settlement Law +2. Comes staffed with 5 Acolyte NPC's and 1 Protector. Does not have to built within a city. 

Citadel (80BP) A fortified Cathedral with Garrison. Special Citadels built by belief as much as the mortar that binds them, these edifices educate and train fellow followers. Paying an additional point of Consumption cost grants kingdom armies with the Crusader special ability are doubled. In addition, paying this Consumption cost reduces Unrest by one point. A demolished Fortress of the Faith can be used to build a new Garrison or Temple for half of its build cost.Settlement Halves cost of Garrison or Temples within 6 hexes; Consumption +1, Loyalty +3, Stability +3; Defense Modifier +8.

Cistern 6 BP, 1 Lot. Kingdom Stability +1. Limit Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery. Special Can share lot with another building. Contains a safe supply of fresh water for the settlement.

City Wall 2 BP. Kingdom Unrest –2 (once per settlement). Limit Land district border. Special Defense +1. A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.

Court House  10 BP, 2 Lots
A building to hear disputes amongst citizens and try cases against criminals Kingdom Stability +1, Settlement Corruption +1, Law +1

Dance Hall 4 BP, 1 Lot. Kingdom Economy +1, Loyalty +2, Unrest +1. Limit Adjacent to 1 House. Settlement Corruption +1, Crime +1. An establishment for dancing, drinking, carousing, and holding celebrations.

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +1, Stability +1.

Exotic Artisan/ Craftsman (10BP, 1 Lot): Kingdom Economy +1, Stability +1. Limit Adjacent to 1 House.
The workshop and home of an exotic craftsman, such as a tinker, a fireworks maker, gunmaker, artificer, Machinesmith, Machanus, Occultist, Binder.  +0.25 Economy Points.

Foreign Quarter 30 BP, 4 Lots. Kingdom Economy +3, Stability –1. Special Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%). Settlement Crime +1, Lore +1, Society +2. An area with many foreigners, as well as shops and services catering to them.

Foundry 16 BP, 2 Lots. Kingdom Economy +1, Stability +1, Unrest +1
Discount Smithy. Limit Adjacent to water district border. Special Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road. Settlement Productivity +1. Processes ore and refines it into finished metal.

Garrison See Barracks and Garrisons Section

Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1.

Guildhall 34 BP, 2 Lots. Kingdom Economy +2, Loyalty +2. Discount Pier, Stable, Trade Shop. Upgrade From Trade Shop. Special Base value +1,000 gp. Settlement Law +1, Productivity +2. The headquarters for a guild or similar organization.

Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

Hospital 30 BP, 2 Lots. Kingdom Loyalty +1, Stability +2. Special Increase Stability by 2 during plague events. Settlement Lore +1, Productivity +2. A building devoted to healing the sick.

House 3 BP, 1 Lot. Kingdom Unrest –1. Upgrade From Tenement. Special The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase. A number of mid-sized houses for citizens.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; 1 Lot): A shop that specializes in magic items, psionic items and spells.  City base value +2,000 gp; Magic Items +4 Economy Points; Economy +1. Limit Adjacent to 2 Houses. Upgrade From Luxury Store. 

Magical Academy 58 BP, 2 Lots. Kingdom Economy +2; Fame +1. Discount Caster's Tower, Library, Magic Shop. Magic Items 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item. Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana). An institution for training students in spellcasting, magic item crafting, and various arcane arts.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Menagerie 16 BP, 4 Lots. Kingdom Economy +1, Loyalty (special); Fame +1. Special Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie. A large park stocked with exotic creatures for public viewing.

Military Academy 36 BP, 2 Lots. Kingdom Loyalty +2, Stability +1; Fame +1. Discount Barracks. Limit 1 per settlement. Special Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics). Magic Items 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon. Settlement Law +1, Lore +1. An institution dedicated to the study of war and the training of elite soldiers and officers.

Mill 6 BP, 1 Lot. Kingdom Economy +1, Stability +1. Limit Adjacent to water district border.Special With GM approval, you can construct a windmill at the same cost without the water district border requirement. Settlement Productivity +1. A building used to cut lumber,grind grain or produce another type of product.

Mint 30 BP, 1 Lot. Kingdom Economy +3, Loyalty +3, Stability +1; Fame +1. A secure building where the kingdom's coinage is minted and standard weights and measures are kept.

Monastery 16 BP, 2 Lots. Kingdom Stability +1. Settlement Law +1, Lore +1. A cloister for meditation, study, and the pursuit of various other scholarly paths.

Monument 6 BP, 1 Lot. Kingdom Loyalty +1, Unrest –1. A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.

Museum 30 BP, 2 Lots. Kingdom Economy +1, Loyalty +1; Fame +1. Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects. A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item's price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom's history.

Noble Villa 24 BP, 2 Lots. Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1. Discount Exotic Artisan, Luxury Store, Mansion. Upgrade From Mansion. Settlement Society +1. A sprawling manor with luxurious grounds that houses a noble's family and staff.

Observatory 12 BP, 1 Lot. Kingdom Stability +1. Magic Items 1 minor scroll or wondrous item. Settlement Lore +2. A dome or tower with optical devices for viewing the heavens.

Orphanage 6 BP, 1 Lot. Kingdom Stability +1, Unrest –1. A place for housing and taking care of large numbers of orphans. 

Palace 108 BP, 4 Lots. Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1. Discount Mansion, Mint, Noble Villa. Special Base value +1,000 gp; you may make two special edicts per turn, but take a –2 penalty on kingdom checks associated with each special edict. Settlement Law +2. A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

Paved Streets 24 BP. Kingdom Economy +2, Stability +1. Limit 1 per district. Settlement Productivity +2. Brick or stone pavement that speeds transportation.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.

Sewer System 24 BP. Kingdom Loyalty +1, Stability +2. Discount Cistern, Dump. Limit 1 per district. Settlement Crime +1, Productivity +1. An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Stockyard 20 BP, 4 Lots. Kingdom Economy +1, Stability –1. Discount Stable, Tannery. Special Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2. Settlement Productivity +1. Barns and pens that store herd animals and prepare them for nearby slaughterhouses.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; +.5 Economy Points; Loyalty +2, Stability +2; Unrest –2. Comes staffed with 3 Acolytes. 

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Trade Shop 10 BP, 1 Lot. Kingdom Economy +1, Stability +1. Limit Adjacent to 1 House. Upgrade to Guildhall. Special Base value +500 gp. Settlement Productivity +1. A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.

University 78 BP, 4 Lots. Kingdom Economy +3, Loyalty +3; Fame +1. Discount Academy, Bardic College, Library, Magical Academy, Military Academy, Museum. Upgrade From Academy. Magic Items 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill. An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.

Watchtower 12 BP, 1 Lot. Kingdom Stability +1, Unrest –1. Special Defense +2. A tall structure that serves as a guard post.

Watergate 2 BP. Special Shares City Wall. A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. a Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.

Waterfront 90 BP, 4 Lots. Kingdom Economy +4. Discount Black Market, Guildhall, Market, Pier. Limit Adjacent to water district border, 1 per settlement. Upgrade From Pier. Special Base value +4,000 gp; halves Loyalty penalty for Taxation edicts. Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item. Settlement Productivity +2. A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

Waterway 3 BP, 1–2 Lots. Special Counts as water district border for adjacent buildings. A river or canal occupying part of the District Grid. At the GM's option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.

Non City Buildings:

Bridge 6 BP, 1 Lot Kingdom Economy +1 Special Shares the space with a river or Waterway lot. Allows travel across a river or Waterway, easing transportation.

Farm: (BP varies) A Farm helps feed your kingdom. Terrain: Desert (requires canal, coastline, or river), Hill, Forest, Jungle, Marsh, Plains. Effect: Consumption decreases by 2 BP. 

Cost

Coastline/ River (see Fishery)

Desert 8BP (Forest Mountain, Light Forest Mountain)

Forest 6BP (Forest Hills) (See Orchards) 

Hills 4BP (Light Forest, Light Forest Hills) (See Orchards) 

Jungle 6BP

Marsh 6BP

Plains 2BP

Upgrade:  Magic/ Alchemical Farm Requirement: Temple/ Druid/ Alchemist

Magic/ Alchemical Farms are farms that use nature based spells/ or special alchemical elixirs to increase production and dampen poor crop yields.  Cost for converting a Farm to magic/alchemical is +2BP.  Once in production a magic/alchemical farm produces 1.5x its normal production. Thus the farm decreases consumption by 3BP.  

Fishery/ Kelp/ Algae:  (2BP) A Farm that helps feed your kingdom. Terrain: coastline, or river 
Effect: Consumption decreases by 2 BP. 

Fort
: (12 BP). A sturdy structure that serves as a guard post and lookout for danger. +1 Stability; +2 Defense Modifier; Unrest –1. A fort can be build in any hex containing a road or river, even if a camp, farm or mine has already been established. If a city is built in an area with a fort, the fort is treated as a watchtower.

Henge: 

Knight's Estate (38 BP)  You can establish estates to support knights or other military retainers pledged to your service. The estate provides a Mansion style home for the Knight and family and a Garrison for troops. • Costs and Benefit: It costs 38 BP to build a knight's estate in a grassland hex and 26 BP in a hill hex. 28 in Forest and 30 in Mountain. For each estate in your kingdom, increase your Loyalty +2, Stability +2, Unrest –2, Law +1, Society +1• Special: Estates can provide elite armies to your kingdom that do not require outside support (i.e. they do not increase consumption). Does not have to be built within a city. 

Lock (8BP) 

Allows ships to traverse along height differences in rivers. Turns 3 hexes of unnavigable rivers, navigable. +2 Economy.

Logging Camp: (6 BP) A logging camp can be build in a forest area with a road or river. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy, +2 Stability. Required for Logging Trade Edict. 

Mine (6BP) 

A Mine extracts metal, coal, salt, minerals, ores, gems or other useful materials from the earth. Unlike other non city buildings mines require a specific terrain to build and are not always available. Most mines contain Tin, Zinc, Iron. 

Requirements: Cleared and Claimed Hex. Survey Hex - There is a 35% chance any Hill or Mountain hex will contain something to extract to be able to build a Mine. Once a Hex is surveyed and a mine can be built, then roll for what the mine contains. Must have a river or road in hex. 

Terrain: Cavern, desert, hill, or mountain.

Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.

There is a 15% Chance that any Mine will contain semiprecious Gemstones or Metals. Semi-Precious Metals: Copper or Silver. Semi-Precious Gemstones: Opals, Jade, Amber or Topaz

There is a 10% chance that any Mine may contain precious Gemstones/ Metal. Precious Metals: Gold or Platinum. Precious Gemstones: Emerald, Ruby or Diamonds


There is a 5% chance the mine will contain Magic Metal or Gemstones. Magical Metals: Mithral or Adamantine. Magical Gemstones: Kalaydrian Crystals. If Mine is Magical Metal/ Gemstone +2 To BP/ Economy. 

Orchards:(2BP) A Farm that helps feed your kingdom. Terrain: Hills, Forest.  
Effect: Consumption decreases by 2 BP. 

Oyster Estuary (5 BP) like a Farm/ Mine, except it provides oysters rather than planted crops. It can also provide pearls. Terrain: Coastline, water, river, or marsh. Effect: Consumption decreases by 1 BP, +1 Economy

Civic Magic:

Everflowing Spring 5 BP. Limit Settlement must have a building that can create medium magic items. Special Can share lot with Castle, Cathedral, Market, Monument, Park, or Town Hall. A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.

Magical Streetlamps 5 BP. Limit Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple. Special Can share a lot with any building or improvement. Settlement Crime –1. Continual flame lamps that illuminate the lot.

Advanced Magic/ Psionic:

Psyderial (Base Cost 100,000GP or equivalent BP) A powerful Huge psionic crystal structure that provides specific spell like abilities across a large portion of the city or area. 

Mythal (Base Cost 100,000GP or equivalent BP) A powerful magical working that provides specific spell like abilities across a large portion of the city or area. Requires an engraved anchor a crafted work usually laid into the ground made up of magical and precious metals and stones. 

Altar (Base Cost 60,000GP or equivalent BP) A powerful divine working that provides specific spell like abilities across a large Temple, Cathedral or Citadel or area. Requires a crafted work made up of magical and precious metals and stones. 

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