Rise of Nations
The greatest asset of any kingdom are its cities. It is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged. You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. Some buildings also intersect with the mass combat rules, notably with fortifications and reserve armies. The District Grid gives you a visual representation of your city as you build it using the following rules.
Using the District Grid
The district grid is arranged into 9 blocks, each containing 4 lots, for a total of 36 lots. It is important to note that this grid does not mean that every city is designed as a literal square— it is a tool for organization, not really a map or visual snapshot of your city. Each lot is separated by alleys, while each block is separated by streets. The 9 blocks are enclosed by 4 borders to make a city district. A district border can represent a city wall, a street or alley, or merely the transition from one city district to another. Once you’ve prepared your city district, you can start to build. The placement of a building represents the notable structure within the lot, not just a single building. Placement is left up to you but two-lot and four-lot structures cannot be split up (although they can span streets).
Most settlements only have 1 district. If your District Grid is full and you want to add another district, you can create an additional district for that settlement by paying the preparation cost for the settlement’s terrain as listed on the Terrain and Terrain Improvements table. Remember that your kingdom’s Control DC is based on the number of districts in each of your settlements.
Construction: Construction is completed in a number of turns equal to the lot size of the building, with 1-lot buildings completed the same turn as Improvement edict issued to build it. Thus, 2-lot buildings are completed the next turn, while 4-lot buildings take 4 turns. The building’s bonuses and modifiers go into effect immediately in the month in which construction is complete.
Population: A settlement’s population is approximately equal to the number of completed lots within its districts x 125. A grid that has all 36 lots filled with buildings has a population of approximately 4,500.
Base Value: The base value of a settlement is used to determine what magic items may be easily purchased there. There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort. The base value of a new settlement is 0 gp. It increases as you construct certain buildings, like shops and marketplaces. The base value therefore is not tied to a settlement’s size but rather to the number of Economy-based buildings it has. Cities with multiple districts add the individual base values of each district together to determine the entire city’s case value, with an upper limit of 16,000 gp per city.
Settlement Size and Base Value
|Population||Settlement Type||Base Value||Size|
|Fewer than 21||Thorp||50 gp||—|
|21-60||Hamlet||200 gp||1 lot|
|61-200||Village||500 gp||2-3 lots|
|201-2,000||Small town||1,000 gp||1-4 blocks|
|2,001-5,000||Large town||2,000 gp||5-9 blocks|
|5,001-10,000||Small city||4,000 gp||1-2 districts|
|10,001-25,000||Large city||8,000 gp||3-5 districts|
|More than 25,000||Metropolis||16,000 gp||6+ districts|
Defense: A settlement’s Defense is used with the mass combat rules. It otherwise has no effect unless the settlement is attacked.
New Building Descriptions
Buildings are described in the following format. Not all buildings will have every line; only the relevant ones are listed for each.
Building Name: The type of building contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.
Cost: The cost in BP to construct the building.
Lots: How many lots the building fills.
Kingdom: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifier to Unrest occur once when the building is completed. This category also lists any bonuses to Fame from having the building.
Discount: Some buildings halve the cost of the constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has both, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).
Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent. For most buildings, you can construct as many of them as you want in a settlement, but a few are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.
Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can’t be used to meet the requirements for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern. Some buildings cannot be adjacent to certain buildings. For example, you can’t construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first (see Demolition below).
Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading a building counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can’t upgrade a building to a larger one if there isn’t space in the District Grid for the building’s new size.
Special: This lists any other effect the building has, such as increasing Defense, the settlement’s base value, or the output of a nearby Mine.
Magic Items: This lists any magic item slot the building creates, which may be filled in the Upkeep phase. If a building lists multiple options within a category (such as “1 minor potion or wondrous item”), it has an equal chance for each option.
Settlement; This lists settlement modifiers that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements elsewhere in your kingdom).
For a base list of building types available in the campaign, click here. The buildings listed below are in addition to the ones found in Ultimate Campaign.
Aviary (6 BP, 1 lot)
Kingdom Stability +1
Special Ignores terrain modifiers for overland travel speed of messages sent between settlements with Aviaries.
A building to cultivate birds to keep the area free from small pests and to send messages through the lands.
Baths (6 BP, 1 lot)
Kingdom Loyalty +1, Stability +1
Limit Adjacent to a waterway or water border
Settlement +1 Society
A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs.
Brickwork (16 BP, 2 lots)
Kingdom Economy +1, Stability +1
Special The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced to 5 BP. In addition, Quarries in those hexes generate 1 additional BP for every 2 Quarries. If a Quarry is adjacent to two settlements with Brickworks, only one Brickwork may benefit from that Quarry each kingdom turn.
An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction.
City Guard Station (8 BP, 1 lot)
Kingdom Loyalty +1, Stability +1, Unrest -1
Settlement Crime -1
The local office of the city guard.
Colossus (60 BP, 4 lots)
Kingdom Economy +2, Loyalty +4, Stability +2; Fame +1
Discount Lighthouse, Monument, Observatory, Park
Limit 1 per settlement
Settlement Law +2
Special When you armies are in the same hex as a settlement with a Colossus, they gain a +1 bonus to Morale; if they are inside the city, they gain a +2 bonus. A Colossus can share the same space as a Lighthouse or Observatory (but not both).
A towering edifice of stone and burnished metal displays your power to the world. A Colossus may be a great statue, obelisk, tower, pyramid, mausoleum, triumphal arch, or nearly anything else; all that is required is superior craftsmanship, titanic proportions, and grandiose civic pride.
Courthouse (16 BP, 1 lot)
Kingdom Loyalty +2, Unrest -2
Settlement Corruption -1, Crime -1, Law +2
A hall of justice, for hearing cases and resolving disputes by the rule of law.
City Plaza (16 BP, 2 lots)
Upgrade From Town Common
Special A City Plaza does not grant any Kingdom bonuses by itself but it increases the Loyalty bonus of all adjacent buildings by 1 (if the building does not grant a Loyalty bonus, it is unaffected), up to a maximum of four buildings. If a building is adjacent to more than one City Plaza, pick which City Plaza grants the bonus.
A grand avenue that provides a prominent civic space and a dignified and symbolic setting for governmental structures, museums, and monuments.
Hanging Gardens (48 BP, 4 lots)
Kingdom Economy +2, Loyalty +2, Unrest -2; Fame +1
Discount Menagerie, Monument, Park, Sacred Grove
Limit 1 per settlement
Settlement Lore +1, Society +2
Special Reduces Consumption in the settlement by 1
A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features.
Lighthouse (24 BP, 1 lot)
Kingdom Economy +2, Stability +2
Limit 1 per settlement; must be on a water border at the edge of a district grid
Special If you establish a trade route from a city with a Lighthouse, water hexes count as one-fourth (rather than one-half) when calculating Trade Route Length.
Lumberyard (16 BP, 2 lots)
Kingdom Economy +1, Stability +1
Special The cost to construct Sawmills in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Sawmills in those hexes generate 1 additional BP for every 2 Sawmills. If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn.
An mill and carpentry works for producing precut logs, boards, and wood products for construction.
Sacred Grove (16 BP, 1 lot)
Kingdom Loyalty +1, Stability +1, Unrest -1
Limit Adjacent to 1 Park or to city district border with no City Wall or Moat
Magic Items 1 minor potion, scroll, or wondrous item
Special +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.
Town Commons (8 BP, 1 lot)
Kingdom Loyalty +1
Upgrade To City Plaza, Market
Special Base value +500 gp
A public venue for edits, gallows, gossip, town criers, and vendor stalls.
Warehouse (8 BP, 2 lots)
Kingdom Economy +1
Limit Adjacent to 1 Guildhall, Market, Pier, Shop, or Waterfront
Settlement Corruption +1
Special Base value +500 gp; a Guildhall, Market, or Waterfront provides a discount on constructing a Warehouse.
A cavernous structure or cluster of buildings for storage and transfer of trade goods.
Additional Building Rules
Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding below).
Destroyed Lots: If an event of pillaging army destroys 1 or more lots, the devastating causes Unrest to increase by 1 per lot destroyed.
Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reused some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). if you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).
Abandoned Buildings: If a building requires another to be adjacent (such as how a Tavern must be adjacent to a House or Mansion), and that required building is demolished or destroyed, the GM may decide that the associated building goes out of business or otherwise shuts down 1d3 turns later because of lack of customers or support. If this occurs, you lose the building’s benefit and Unrest increases by 1. If you build a replacement for the abandoned building, on the next Upkeep phase, you may attempt an Economy check to activate the abandoned building; success means the abandoned building is re-occupied and provides its bonuses again. If you fail, you may keep trying on the next kingdom turn.