Terrain Improvements

improvements.jpg Terrain improvements are changes to a hex that improve the land for your kingdom’s use, such as cultivating field, digging mines, and clearing forests for lumber. The following list describes common improvements. An improvement marked with an asterisk (*) can share the same hex as other improvements (thus, a hex may contain a farm, roads, and a watchtower, but not a farm, roads, and a sawmill). Regardless, no more than one iteration of the same improvement may be built on the same hex. Some terrain improvements affect a settlement’s Defense, which is used in mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.
Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire kingdom). If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.
Cost: This line gives the cost in BP to build the terrain improvement.

Aqueduct*

An aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace and provides irrigation for crops. A finished series of aqueducts hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.
Terrain: One end must be a hill or mountain hex with a river or coastline, the other end must be a hex with a settlement; can pass through any type of hex.
Effect: An aqueduct irrigates all hexes it passes through and grants a +2 bonus to Stability checks against Plague events for settlements connected to it.
Cost: As a Road, except the cost is not doubled for hexes with rivers.

Bridge*

A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled cost of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.

Canal*

A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.
Terrain: Each end must connect to a river or coastline; can pass through desert, hill, or plain.
Effect: Loyalty +1, Stability +1, allows the creation of waterways in settlements.
Cost: Twice the cost of a Road.

Farm

A Farm helps feed your kingdom and must be within or adjacent to a hex containing a river, lake, swamp, or Aqueduct, or adjacent to at least 2 hexes that already contain Farms for you to get its full benefit. If the Farm is built on a hex that does not fulfill these requirements, then its effects are cut in half.
Terrain: Desert (requires aqueduct, coastline, or river), hill, or plain.
Effect: Consumption decreases by 2 BP.
Cost: See the Farm Cost column under the Terrain and Terrain Improvements table.

Fishery*

A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, river, water, marsh.
Effect: Consumption decreases by 1 BP.
Cost: 4 BP.

Fort*

A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).
Terrain: Any land.
Effect: Stability +2, Defense +4, increases Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.
Cost: 24 BP.

Highway*

A Highway is a paved and well-maintained version of a Road. You may upgrade a Road into a HIghway. You must have a kingdom of Size 26 or greater to build a Highway.
Terrain: Any hex with a Road.
Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed.
Cost: Twice the cost of a Road (see the Road Cost column under the Terrain and Terrain Improvements table).

Mine

A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 6 BP.

Quarry

A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 6 BP.

Road*

A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Cost: See the Road Cost column under the Terrain and Terrain Improvements table.

Royal Preserve

An area of land set aside by the ruler preventing hunting or development by all but those invited by the ruler. This nature preserve can be used any number of reasons including for food during a poor growing season, a royal vacation spot, or a private training ground. No other improvements can share a hex with this one.
Terrain: Any land.
Effect: Stability +1, Consumption decreases by 1 BP.
Cost: 8 BP.

Sawmill

A Sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 3 BP.

Winery

A vineyard, wine processing, and storage area. Wineries help improve the nation’s morale and limits the need to import spirits.
Terrain: Hill or plain.
Effect: Loyalty +1, Unrest -1, Consumption decreases by 1 BP.
Cost: 6 BP.

Watchtower*

A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort.
Terrain: Any land.
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.
Cost: 12 BP.

Special Terrain

Some hexes contain features or resources that impact a kingdom’s Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the DM— not by player characters— for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have to double the cost of the Road.
Building: The hex contains an abandoned building in good repair (type determined by the DM). If you establish a settlement at the building’s location in the hex, you can incorporate the building into the settlement at no cost (this does not count toward your building limit for that turn).
Free City: A Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully, you must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement increase Unrest by 1d4.
Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Watchtower or Fort over a Lair, its Defense increases by 1. At the DM’s option, a Lair may allow access to an underground cavern hex.
Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with unusual color or unique properties. The Landmark bolsters your kingdom’s morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.
Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with an appropriate Resource, all of its benefits increase by 1. If you construct a Farm, Fishery, or Winery in a hex with an appropriate Resource, those improvements decrease Consumption by an additional 1 BP.
River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.
Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and a build a settlement at the Ruin’s location, you can use this Ruin as the basis of an appropriate type of building (as determined by the DM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.

Rule of Diminishing Returns

At the DM’s discretion, if your kingdom is becoming unbalanced because it has too many of a certain type of terrain or town improvements, the next improvement of that type may provide half or no benefits. The DM will usually warn you if this will occur.

Losing Hexes

If you lose control of a hex— whether because of Unrest, monster attacks, assaults from a hostile kingdom, and so on— you lose all benefits of any terrain improvements in that hex (such as Farms and Roads). All settlements in that hex become free cities with no loyalty to you or any other kingdom. At the DM’s discretion, monsters may move into the abandoned hex, requiring you to clear it again if you want to reclaim it later, and terrain improvements may decay over time.
     Losing a hex may break your connection to other kingdom hexes. For example, losing the only hex that bridges two sides of a mountain range creates two separate territories. If this happens, the primary territory is the part of the kingdom with your capital city, and the rest of the kingdom is the secondary territory. If none of the kingdom’s leaders are in the secondary territory when this split happens, you lose control of all hexes ( as described above) in the secondary territory.
     If at least one kingdom leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but kingdom checks regarding its hexes treat Unrest as 1 higher, increasing by 1 each turn after the split. This modifier goes away if you claim a hex that reconnects the secondary territory to the primary territory.
     If you claim a hex that reestablishes a connection to a leaderless secondary territory, you regain the benefits of the territory’s terrain improvements. You must succeed at a Stability check to reclaim each of your former settlements in the secondary territory. You initially have a +5 bonus on these checks because the cities want to return to your kingdom, but this bonus decreases by 1 (to a minimum bonus of +0) for each subsequent turn since you lost control of the secondary territory.
     If your kingdom is reduced to 0 hexes— whether through Unrest, a natural disaster, an attack by another kingdom, or other circumstances— you are at risk of losing the kingdom. On your next turn, you must claim a new hex and found or claim a new settlement, or your kingdom is destroyed and you must start over if you want to found a new kingdom. At the DM’s discretion, you may be able to keep some BP from your destroyed kingdom’s Treasury for a time; otherwise, those assets are lost.

Terrain Improvements

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