Buildings 📖 Rules
Industry — stops operating if the town population falls below its complexity, or below the number of industries in town.
| Building | Complexity | Fee | Mobility | Rules |
|---|---|---|---|---|
| ExtractorIndustry | 1 | 1 | 3 | Mobility 3. Rank 1 asset (provided materials), Assured for ⚒️ actions. On use, pick a hex of the right terrain in range and roll 1d4 — on 4+, gain that hex's unique resource (Lumberyard: Wood/Forest · Mine: Iron/Mountain · Dredger: Salt/Coast · Quarry: Stone/Mountain or Coast · Weaver: Paper/Forest or Coast). Fee 1. +1 Wealth and an extra trade resource. Complexity 1, Wood. Upgrades (+2 complexity each): Extended ×2 mobility · Specialized +1 asset rank, +1 to resource rolls · Durable ignores the first damaging/disrupting effect each season. |
| FarmIndustry | 1 | — | 3 | Mobility 3, needs Plains in range. Rank 1 "plentiful food" asset, Assured for population-raising actions (Feed). +1 Wealth and Grain for trade. Complexity 1, Wood. Upgrades (+2 complexity each): Extended ×2 mobility · Specialized +1 asset rank, +1 to resource rolls · Durable ignores the first damaging/disrupting effect each season. |
| GuildIndustry | 3 | 2 | 6 | Mobility 6. Rank 2 asset (expertise and support staff), usually tied to one skill. Fee 2. +1 Wealth. Complexity 3, Stone. Upgrades (+2 complexity each): Extended ×2 mobility · Commercial provides a Service for trade routes, +2 Wealth · Specialized +1 asset rank, Assured for a chosen subspecialty · Durable ignores the first damaging/disrupting effect each season. |
| CollegeIndustry | 6 | 3 | 6 | Mobility 6. Rank 3 asset (professors and students), usually tied to one skill; on use also gain an insight of rank 1d4. Fee 3. +1 Wealth. Complexity 6, Wood and Paper. Upgrades (+2 complexity each): Extended ×2 mobility · Commercial +2 Wealth · Specialized Assured for a chosen subspecialty · Durable ignores the first damaging/disrupting effect each season. |
| PortIndustry | 3 | 2 | 6 | Mobility 6. Any 🦶 action started in range may pass through water as normal terrain, with this as a rank 1 asset. Fee 2. +2 Wealth. Complexity 3, Wood. Upgrades (+2 complexity and +1 Wealth each): Extended ×2 mobility · Specialized becomes Critical · Durable ignores the first damaging/disrupting effect each season. |
| CaravansaryIndustry | 2 | 2 | 4 | Mobility 4. Any 🦶 action started in range can use it as a rank 1 asset. Fee 2. +2 Wealth. Complexity 2, Wood. Upgrades (+2 complexity and +1 Wealth each): Extended ×2 mobility · Specialized becomes Critical · Vast becomes a rank 2 asset · Durable ignores the first damaging/disrupting effect each season. |
| BankIndustry | 3 | 1 | 0 | Mobility 0. Rank 2 ⚖️ asset. Fee 1. Stores coin — any claimant of the town can withdraw. Wealth = a third of stored coin, max +3. Complexity 3, Stone. Upgrades (+2 complexity each): Vaults withdrawing needs a full season of claim · Specialized max Wealth bonus +6 · Durable ignores the first damaging/disrupting effect each season. |
| PrisonIndustry | 2 | — | 0 | Mobility 0. Rank 1 asset for intimidating civilians and securing prisoners. Removes 1 Uprising at each month's end. Tax here can generate Fear from the population instead of coin from wealth. Holds captured armies securely; any claimant can release them. Complexity 2, Wood and Stone. Upgrades (+2 complexity each): Vaults extracting prisoners needs a full season of claim · Specialized removes 2 Uprising per month · Durable ignores the first damaging/disrupting effect each season. |
| Training GroundsIndustry | 2 | 2 | 0 | Mobility 0. Rank 2 ⚔️ asset (training staff and space), Assured for Train actions. Fee 2. Complexity 2, Wood. Upgrades (+2 complexity each): Extended +6 mobility · Specialized +1 asset rank, lets armies change class · Durable ignores the first damaging/disrupting effect each season · Oldblood Recruiting (Drake town with population above 5 only) a Drake army training here past rank 1 may take one premium keyword instead of one level-up bonus. |
| HerdIndustry | 3 | 3 | 6 | Mobility 6. Rank 2 asset (extra mounts), generally for 🦶 actions; can also Train an army with no dice — the army forgoes one level-up bonus to gain the mounts (horses, +2 Mobility, unless a breeding pair is added). Fee 3. +1 Wealth. Complexity 3. Upgrades (+2 complexity each): Extended ×2 range · Specialized acts as an asset and is Critical for Train actions · Durable ignores the first damaging/disrupting effect each season. Breeding pairs (one per herd, at their own complexity): Giant Rams +1 · Griffins +2 · Hippopotamuses +3 · Drakes +4. |
| Walls | 2 | — | — | Armies outside cannot declare battle on armies inside until they have spent a full month in the location. Adds a Walls goal in battles — thresholds 2/2 wooden (complexity 2), 2/4 stone (complexity 4), 2/6 layered (complexity 7). |
| Stronghold | 6 | — | — | Wilderness refuge: stone-wall protection, garrison for 1 army, comfortable housing for 1 agent. Built with a secret protection intruders must overcome — contents are safe from subtle targeting and outside influence, and actions taken here are Private. Modules (Barracks, Apartments, Mana Gardens, Tower, Spell/Alchemical Laboratory, Labyrinth) are added one per Build on the stronghold, at complexity 3 plus 3 for each module already built. Upkeep 2 coin +1 per module each Tidings, or it fails and may be captured. Complexity 6, Stone. |
| Outpost | 1 | — | — | A well-hidden structure, much smaller than a town. Garrisoned armies stay invisible on the map while inside. At Tidings, a conspiracy’s influence in each of its outposts resets to a minimum of 3. Outposts belong in the wilderness — building one IN a town wants the Urban Outposts perk, and a new wilderness outpost normally comes from More Outposts rather than a Build. Complexity 1. |