Construction
When creating a city there will be many different factors that affect it. Not only do your daily decisions matter, but so does each building you creat has a certain influence on the town. Each influence will have its own bearing on the town whether good or bad and this will proc events upon the city when the scale is tipped so far in one direction. The effects can be a bane or boon upon the city depending upon what is built, and what the guild adventurers do on their adventures and through RP.
These influences include
- Structure: Defines the strength and rigidity of the project, and its ability to withstand damage.
- Comfort: Defines the overall satisfaction of the citizens, and the likelihood they will continue to live in the project.
- Security: Defines the presence of law and order in the project, as well as the ability to defend itself.
- Intelligence: Defines the overall ability for citizens to innovate in times of need, and their ability to problem-solve their way out of bad situations autonomously.
- Aesthetic: Defines the overall beauty of the project, and the quality of goods it produces.
- Health: Defines the citizenship’s ability to persist through disease, famine, and the effectiveness of their work.
- Appeal: Defines outside element’s perception of the project, informing decisions on whether or not they should consider it a liveable place, or if it has good trade.
- Trade: Defines the quality and quantity of goods both being produced and being bought through traders.
- Entertainment: Defines the citizenship’s ability to relieve stress built up from work or labour.
- Wealth: Defines the overall wealth of the citizens within the project, widening or narrowing the possibilities for trade.
- Education: Defines the overall wisdom of the citizens, all allowing them to make informed decisions involving the projects various issues.
- Law: Defines the strength of the Judiciary system within the project, and how criminals are processed.
Service Tiers | ||||
Business Size | Cost | Fees | Influence | Profit |
Small Business | -75% | -75% | -50% | -50% |
Average Business | -50% | -50% | -25% | -25% |
Flourishing Business | 100% | 100% | 100% | 100% |
Prime Establishment | 250% | 250% | 200% | 200% |
Structures
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Abbey
50,000.00 Add to cart -
Above or Below Ground Level
1,000.00 Add to cart -
Academy
25,000.00 Add to cart -
Alchemist’s Lab
8,000.00 Add to cart -
Animal Pen (Large)
1,000.00 Add to cart -
Animal Pen (Normal)
500.00 Add to cart -
Arcanist’s Study
1,000.00 Add to cart -
Armory
10,000.00 Add to cart -
Armour-smith
4,000.00 Add to cart -
Barracks
10,000.00 Add to cart -
Battle Ring
2,500.00 Add to cart -
Bookbinder
3,000.00 Add to cart -
Brewery
6,000.00 Add to cart -
Brothel
10,000.00 Add to cart -
Butcher
4,000.00 Add to cart -
Candle Shop
2,000.00 Add to cart -
Caravansary
2,500.00 Add to cart -
Carpenter
4,000.00 Add to cart -
Chapel
10,000.00 Add to cart -
Cobbler
3,000.00 Add to cart -
College or Large School
50,000.00 Add to cart -
Colliseum
50,000.00 Add to cart -
Cooper
4,000.00 Add to cart -
Defensive Walls
500.00 Add to cart -
Dining Hall
2,500.00 Add to cart -
Docks (Air)
25,000.00 Add to cart -
Docks (Water)
10,000.00 Add to cart -
Dungeon or Barrow
15,000.00 Add to cart -
Dyer
2,000.00 Add to cart -
Embassy
15,000.00 Add to cart -
Engraver
3,000.00 Add to cart -
Escape Tunnel
2,500.00 Add to cart -
Farm, Crop
12,000.00 Add to cart -
Farm, Dairy
10,000.00 Add to cart -
Farm, Fish
10,000.00 Add to cart -
Farm, Grain
10,000.00 Add to cart -
Farm, Meat
10,000.00 Add to cart -
Farm, Poultry
8,000.00 Add to cart -
Farm, Specialty
15,000.00 Add to cart -
Farm, Vintners
13,000.00 Add to cart -
Fishery
5,000.00 Add to cart -
Fletcher
4,000.00 Add to cart -
Fortress
80,000.00 Add to cart -
Furrier
4,000.00 Add to cart -
Gallery
3,000.00 Add to cart -
Garden (Small)
500.00 Add to cart -
Glassblower
6,000.00 Add to cart -
Graveyard
1,000.00 Add to cart -
Guildhall or Lodge
20,000.00 Add to cart -
Guilds
0.00 Add to cart -
Hatter
2,000.00 Add to cart -
Herbalist
3,000.00 Add to cart -
House (Large)
15,000.00 Add to cart -
House (Medium)
3,000.00 Add to cart -
House (Small)
1,500.00 Add to cart -
Inn/ Tavern
10,000.00 Add to cart -
Jails
2,500.00 Add to cart -
Jeweler
7,000.00 Add to cart -
Joinery
4,000.00 Add to cart -
Keep or Small Castle
75,000.00 Add to cart -
Law Firm
8,000.00 Add to cart -
Leatherworker
6,000.00 Add to cart -
Library
5,000.00 Add to cart -
Library (Grand)
25,000.00 Add to cart -
Locksmith
3,000.00 Add to cart -
Lodge
20,000.00 Add to cart -
Luthier
4,000.00 Add to cart -
Magical Enchanter
15,000.00 Add to cart -
Masonry
6,000.00 Add to cart -
Mill
10,000.00 Add to cart -
Moat
2,500.00 Add to cart -
Necromancers Lab
5,000.00 Add to cart -
Noble Estate or Manor
25,000.00 Add to cart -
Outpost or Fort
25,000.00 Add to cart -
Palace or Large Castle
500,000.00 Add to cart -
Poisoner’s Grotto
5,000.00 Add to cart -
Pottery
3,000.00 Add to cart -
Ritual Circle
10,000.00 Add to cart -
Shipwright
10,000.00 Add to cart -
Shop
5,000.00 Add to cart -
Shrine
0.00 Add to cart -
Siege Workshop
15,000.00 Add to cart -
Smith
5,000.00 Add to cart -
Stables
5,000.00 Add to cart -
Stationer
3,000.00 Add to cart -
Tailor
4,000.00 Add to cart -
Tavern
4,000.00 Add to cart -
Temple
50,000.00 Add to cart -
Theater
15,000.00 Add to cart -
Tinker
3,000.00 Add to cart -
Tower
5,000.00 Add to cart -
Trading Post
15,000.00 Add to cart -
Vault (Large)
15,000.00 Add to cart -
Vault (Medium)
10,000.00 Add to cart -
War Room
2,500.00 Add to cart -
Weapon-smith
6,000.00 Add to cart -
Weaver
3,000.00 Add to cart
Modifications
Individual rooms can be built up, improved, and modified in a small variety of ways.
You may choose to purchase a modification from the list below for either a room being built or for one that has already been built. If the room is being built, the modification adds its build time to the total build time. If a modification is purchased for an existing room, the modification's building begins immediately, and the room will not provide a benefit until this building is complete.
Some modifications have requirements, which the owner or at least one of the owner's allies within the structure must be able to fulfill in order to build.
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Adv. Siege Defense
15,000.00 Add to cart -
Adv. Siege Weapons
15,000.00 Add to cart -
Bailey Ward
5,000.00 Add to cart -
Ballroom
10,000.00 Add to cart -
Bastion
10,000.00 Add to cart -
Battlement
5,000.00 Add to cart -
Chapel
8,000.00 Add to cart -
Cloak Room
2,000.00 Add to cart -
Conservatory
15,000.00 Add to cart -
Cornerstone
5,000.00 Add to cart -
Curtain Wall
5,000.00 Add to cart -
Defensive Ward
5,000.00 Add to cart -
Dining Hall
10,000.00 Add to cart -
Drawbridge
20,000.00 Add to cart -
Drum Tower
10,000.00 Add to cart -
Effigy
0.00 Add to cart -
Enchantry
10,000.00 Add to cart -
Escape Tunnel
10,000.00 Add to cart -
External Barracks
8,000.00 Add to cart -
Extra Dimensional Room
10,000.00 Add to cart -
Extra-Dimensional
10,000.00 Add to cart -
Fortifications
0.00 Add to cart -
Gallery
8,000.00 Add to cart -
Grand Foyer
6,000.00 Add to cart -
Grand Hall
8,000.00 Add to cart -
Grand Staircase
8,000.00 Add to cart -
Greenhouse
6,000.00 Add to cart -
Guard Tower
8,000.00 Add to cart -
Guest Hall
6,000.00 Add to cart -
Guest Wing
6,000.00 Add to cart -
Hidden
5,000.00 Add to cart -
Inner Ward
8,000.00 Add to cart -
Internal Barracks
10,000.00 Add to cart -
Keep
50,000.00 Add to cart -
Library
6,000.00 Add to cart -
Magic Circle
10,000.00 Add to cart -
Palisade
8,000.00 Add to cart -
Parliament
8,000.00 Add to cart -
Portcullis
4,000.00 Add to cart -
Practice Range
6,000.00 Add to cart -
Sanctum
8,000.00 Add to cart -
Siege Defense
5,000.00 Add to cart -
Siege Weapons
5,000.00 Add to cart -
Study Wing
6,000.00 Add to cart -
Throne Room
10,000.00 Add to cart -
Training Ground
5,000.00 Add to cart -
Trapped
1,000.00 Add to cart -
Treasury
6,000.00 Add to cart -
Undercroft
20,000.00 Add to cart -
Vault (Medium)
10,000.00 Add to cart -
War Room
8,000.00 Add to cart -
Warded or Spell-Bound
0.00 Add to cart -
Wine Cellar
4,000.00 Add to cart -
Workshop
5,000.00 Add to cart
Infrastructure
Hirelings
Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes aren't usually predisposed to building maintenance. Hirelings are individuals you may pay to perform ordinary or skilled tasks at your behest, expecting payment in return. Soldiers are hirelings skilled in the art of combat, who will fight and even possibly die in the defense of your structure, or for the glory of its banner.
Hirelings of any sort must be paid to retain their services, and hirelings will typically desert their service after 7 days without pay. If hirelings required by a structure are not paid or desert, the structure and its expansions will cease functioning or providing any benefits.
MERCHANTS AND TRADERS
Select rooms will entice merchants to visit or take up residence at your structure, bringing commerce to your doorstep. Whenever a room tells you to roll ( or or choose an option) on the Merchants table, do so on the table below.
D20 Merchant
1 Alcohol
2 Animals (mounts and pets)
3 Books and maps (mundane)
4 Food, supplies, and animal parts
5 Furnature and interior decoration
6 High fashion and fancy hats
7 Jewelry
8 Knick-knacks
9 Leather and hide armor, leatherworking
10 Magic items and enchantments
11 Mechanical contraptions and toys
12 Medium and heavy armor, shields
13 Musical instruments and written songs
14 Perfumes, spices, and foreign oddities
15 Poisons, disguise kits, and thieves' tools
16 Potions and herbs
17 Religious blessings, idols, and symbols
18 Spell tomes and scrolls
19 Tools
20 Weapons
Whenever you roll or choose a merchant from the above table, also roll on the Quality table, below, to determine the quality of their goods.
Quality
1-2 Atrocious. Goods likely fail to work.
3-5 Very poor.
6-8 Poor.
9-12 Mediocre.
13-15 Good.
16-18 Very good.
19-20 Excellent. Likely masterwork or magical.