Post by aspenivan on Nov 10, 2015 0:53:49 GMT
Constructs are divided into CORES and EXPANSIONS. CORES are central buildings that define or form the foundation for a district; every district is assigned one when built. EXPANSIONS are elements added to a core to expand its functions. Every core can support FOUR expansions, and every expansion costs 6 Gold and 1 Wood unless otherwise noted.
Each Faction may only support ONE Southern Trade District or Meeting Grounds.
Core: Traditional Barracks (+6 Professional Slots, does not generate tax, cannot be mobilized, -4 Gold/turn upkeep)
Expansions: See Military Units thread
Core: Market (+2 Land Trade Routes, mobilizing district cancels income bonuses but not trade routes themselves)
Expansions:
– Caravan Stop: A place for merchants to lodge and supply themselves. +1 land route
– Tariff Assessor: An office to rake in as much of the flow of gold as possible for the Crown. +1 Gold/turn per route from this district
– Banking House: Moneylenders can manipulate trade of an entire realm for the benefit of the wise ruler who sponsors them. +1 Gold/turn for every 2 routes in realm
– Mercenary Guild: Organized mercenaries are happy mercenaries. Sellsword units have improved morale and cost 1 Gold/turn less, max 1/city
– Tax Collectors' Office: The countryside may hate you, but the peasants keep paying. +1 gold/turn per 3 villages in realm (round down), max 1/district
– Guild House: Organized artisans are wealthy artisans, and wealthy artisans make the tax collectors happy. +1 Gold/turn per Artisan Block expansion in this city, max 1/district
– Agricultural Warehouse: Cotton, indigo, tobacco...they all smell like gold. Can convert one Food-producing village to Luxury.
Core: Docklands (+2 Sea Trade Routes, 6 Naval Levy when mobilized, mobilizing district cancels income bonuses but not trade routes themselves)
Expansions:
– Trade Port: A place for seafarers to drop anchor and unload their cargo. +1 sea route, +2 naval levy
– Customs House: Money flows like water, and this is the dam that keeps it in your territory. +1 Gold/turn per route from this district
– Fishing Docks: It's a living. +3 Food Slots, +3 naval levy
– Arsenal: Produces and stores cannons and hulls for galleys. +6 professional navy slots. Enables galleys (see Military Units thread). -4 Gold/turn upkeep.
– Assembly Line (Requires Arsenal): The best Arsenals can produce dozens of galleys per month. Can recruit 2 Galley or Galiot squadrons for the price of one. +6 Professional Navy Slots that must be filled by Arsenal units. -2 Gold/turn upkeep.
– Drydock: A specialized area for shipwrights to build sailing vessels. +4 professional navy slots. Enables sailing ships (see Military Units thread). -4 Gold/turn upkeep.
– Modern Shipwrights' Workshop (Requires Drydock): Necessary for a truly cutting-edge navy. Enables advanced hulls (see Military Units). -4 Gold/turn upkeep.
– Privateer Office: Streamlining contracts through a single department makes the whole process easier on everyone. Privateer units have improved morale and cost -1 Gold/turn, max 1/city
Core: Artisan Block (+6 Gold/turn tax, Double base output of one resource node of any kind - does not stack with expansions)
Expansions:
– Ironworks: Bang, bang goes the hammer. +3 Iron Slots from a single node. -1 Gold/turn upkeep.
– Carpenters' Guild: Chop, chop goes the axe. +1 Wood/turn from a single node. -1 Gold/turn upkeep. 6 Gold and 1 Stone to construct
– Stonecutter: Chip, chip goes the chisel. +1 Stone/turn from a single node. -1 Gold/turn upkeep.
– Mint: Cling, cling go the coins. +2 Gold/turn from a single silver node OR +4 Gold/turn from a single gold node.
– Construction Guild: Combine all the above noises and put them on a scaffolding. Free permanent Architect Retinue, all constructs in this city cost -1 Gold, max 1/city
– Artillery Foundry: There's guns, and then there's guns. -2 Gold/turn upkeep. Enables artillery (see Military Units thread).6 Gold and 2 Stone
– Manufactoria: A specialized foundry necessary to produce advanced cannons and munitions. Artillery gets improved rate of fire and less prone to accidents, required for howitzers and mortars. -2 Gold/turn upkeep.
Core: Palace (+4 Splendor, cannot be mobilized, maximum 1 per city)
Expansions:
– Royal Gardens: A finely-crafted display of botanical beauty. +3 Splendor, requires access to fresh water, limit 1 per Palace district.
– Grand Monument: A tribute to the realm's heroic past, and to the Crown's current power. +2 Splendor
– Court Artist's Workshop: A palace that sponsors art is a splendid one indeed. +1 Splendor, +1 permanent Artist Retinue, limit 1 per Palace District
– Courtiers' Apartments: A proper entourage needs proper lodging. +1 Splendor per Splendor Retinue
– Embassy Block: Dignitaries from every corner of the known world stay here to bask in our glory! +1 Splendor per Trade Route, +1 Ambassador Retinue, max 1/district
– Court Chapel: A pious monarch will not neglect to have a place of worship near their Court. +1 Splendor, +1 Piety, +1 Priest Retinue, effects do not stack from multiple Chapels in same district 6 Gold and 2 Stone
– Palace Walls: Keeps the rabble out. Increased defensibility, 500-strong generic musket garrison 6 Gold and 2 Stone
– Palace Keep: Keeps the rabble out a second time. Increased defensibility, 500-strong generic melee garrison 6 Gold and 2 Stone
– Palace Guard Barracks: Makes the rabble think twice about even trying. 1 free Traditional Barracks unit that must stay in the city. Unit disbands if Palace District is conquered or destroyed.
Core: Temple (+2 Piety, +1 Priest Retinue, 4 Zealot Levy when mobilized, mobilizing cancels Splendor but not Piety gains)
Expansions:
– Infirmary: Care for the ill and injured. Troops in city take less attrition and heal more casualties when garrisoned in the city.
– Temple School: Where priests learn their A B C's. Every religious retinue from this district gets a random education-related trait
– Seminary: Where priests learn to teach other priests the A B C's. Priests can take teaching actions, +1 Piety towards your religion in the realm of every trade partner and neighbor
– Missionary Order Headquarters: Where priests learn to teach heathens and heretics that their A B C's are wrong. Priests can take Missionary actions.
– Military Order Headquarters: Where priests learn to slaughter people who don't know the A B C's. +1 Warrior Monk Retinue, +2 Zealot Knight levies when mobilized
– Reliquery: Our faith is superior, and we have an old piece of wood in a very nice container to prove it! +2 Piety, +2 Splendor, +1 Piety towards your religion in the realm of every trade partner and neighbor, requires RELIC
– Cathedral: A Temple writ large and extra fancy. +2 Piety, +2 Splendor, +1 High Priest Retinue, max 1/district 20 Gold and 4 Stone
Core: College (+1 Splendor, 1 free permanent retinue of any non-religious/non-magical kind, cannot be mobilized)
Expansions:
– University: A distinguished institution. Any retinue can train here for 2 full turns to gain an education-related trait (1 retinue at a time), same retinue cannot train here twice. Max 1 per College District.
– Academy of Medicine: A doctorly distinguished institution. +1 Splendor, reduces effects and duration of plagues and most other disasters
– Academy of Magic: A divinely distinguished institution. Religion cannot be Orthodox Aedak, +1 Mage Retinue. If religion is Aedakom Heresy, Southern Faction Districts disabled. Max 1 per College District.
– School of Fine Arts: A delicately distinguished institution. Architect and Artist retinues can act twice per turn. Effect does not stack.
– Engineering School: A diagonally distinguished institution. All artillery have +50m range and less likely to misfire.
– Army Academy: A deadly distinguished institution. +1 free permanent General retinue, Generals improve morale and cohesion of units under command by an entire rank (Poor → Average, Average → Good, etc)
– Naval Board: A deeply distinguished institution. +1 free permanent Admiral retinue, Admirals improve morale and cohesion of ships under command by an entire rank (Poor → Average, Average → Good, etc)
– Cadet School: A divisionally distinguished institution. All units (navy and army) are faster and more maneuverable.
Core: Southern Trade District (+1 Splendor, free permanent trade route, benefits depend on faction, cannot be mobilized, expansions cost 12 Gold and 1 Wood each)
Expansions:
– Arms Dealer: Southern weapons! Access faction's unique weapon
– Embassy: Southern faces! +3 Splendor, may enter into special treaties with faction
– Military Outpost: Southern soldiers! Light defenses, may recruit up to 3 of faction's unique unit(s)
– Merchant Quarter: Southern sales! +2 Gold/turn, access faction's unique resource
Core: Meeting Grounds (+2 Splendor, New Invaders Only, cannot be mobilized, expansions cost 10 Gold and 1 Wood each)
– Migrant Camps: Our people are still moving in, and more people means bigger and wealthier hordes. Every district in city gains +1 Levy and +1 Gold/turn tax
– Land Grants: The lands around the city are ripe for cultivation, ever since we drove away the previous owners. Every district in city produces +1 Food Slot and +1 Gold/turn tax
– Merchant Houses: Why trade with the barbarians here when we can trade with the barbarians back home? +1 Luxury, free permanent trade route with Homeland, grants New Invader Homeland Bonus (discuss with moderator)
– Mead Hall: The drinks of champions! +2 Splendor, may opt to use any Splendor retinue slot instead for a Hero's Regiment (free Army or Navy unit that inspires nearby units and has unbreakable morale) or a Horde (6 free Traditional Barracks units or 5-ship squadrons)
Defenses (Every district has ONE Defense Slot in addition to expansion slots)
– Palisade: Light defense +10 cannons, vulnerable to siege engines and cannons; 10 Gold / -1 Gold/turn
– Medieval Walls: Strong defense +40 cannons, resistant to assault, vulnerable to sustained cannonfire, can support artillery and siege weapons on ramparts; 25 Gold / 4 Stone / -3 Gold/turn
– Star Walls: Strong defense +80 cannons, resistant to cannonfire and siege weapons, can support artillery and siege weapons on ramparts; 40 Gold / 6 Stone / -5 Gold/turn
– City Fort: Strong defense +20 cannons, +2 professional military slots; 20 Gold / 2 Stone / -2 Gold/turn
– Shore Batteries: Strong defense towards ocean +20 heavy cannons, resistant to cannonfire, vulnerable to land assault; 20 Gold / 2 Stone / -2 Gold/turn
Each Faction may only support ONE Southern Trade District or Meeting Grounds.
Core: Traditional Barracks (+6 Professional Slots, does not generate tax, cannot be mobilized, -4 Gold/turn upkeep)
Expansions: See Military Units thread
Core: Market (+2 Land Trade Routes, mobilizing district cancels income bonuses but not trade routes themselves)
Expansions:
– Caravan Stop: A place for merchants to lodge and supply themselves. +1 land route
– Tariff Assessor: An office to rake in as much of the flow of gold as possible for the Crown. +1 Gold/turn per route from this district
– Banking House: Moneylenders can manipulate trade of an entire realm for the benefit of the wise ruler who sponsors them. +1 Gold/turn for every 2 routes in realm
– Mercenary Guild: Organized mercenaries are happy mercenaries. Sellsword units have improved morale and cost 1 Gold/turn less, max 1/city
– Tax Collectors' Office: The countryside may hate you, but the peasants keep paying. +1 gold/turn per 3 villages in realm (round down), max 1/district
– Guild House: Organized artisans are wealthy artisans, and wealthy artisans make the tax collectors happy. +1 Gold/turn per Artisan Block expansion in this city, max 1/district
– Agricultural Warehouse: Cotton, indigo, tobacco...they all smell like gold. Can convert one Food-producing village to Luxury.
Core: Docklands (+2 Sea Trade Routes, 6 Naval Levy when mobilized, mobilizing district cancels income bonuses but not trade routes themselves)
Expansions:
– Trade Port: A place for seafarers to drop anchor and unload their cargo. +1 sea route, +2 naval levy
– Customs House: Money flows like water, and this is the dam that keeps it in your territory. +1 Gold/turn per route from this district
– Fishing Docks: It's a living. +3 Food Slots, +3 naval levy
– Arsenal: Produces and stores cannons and hulls for galleys. +6 professional navy slots. Enables galleys (see Military Units thread). -4 Gold/turn upkeep.
– Assembly Line (Requires Arsenal): The best Arsenals can produce dozens of galleys per month. Can recruit 2 Galley or Galiot squadrons for the price of one. +6 Professional Navy Slots that must be filled by Arsenal units. -2 Gold/turn upkeep.
– Drydock: A specialized area for shipwrights to build sailing vessels. +4 professional navy slots. Enables sailing ships (see Military Units thread). -4 Gold/turn upkeep.
– Modern Shipwrights' Workshop (Requires Drydock): Necessary for a truly cutting-edge navy. Enables advanced hulls (see Military Units). -4 Gold/turn upkeep.
– Privateer Office: Streamlining contracts through a single department makes the whole process easier on everyone. Privateer units have improved morale and cost -1 Gold/turn, max 1/city
Core: Artisan Block (+6 Gold/turn tax, Double base output of one resource node of any kind - does not stack with expansions)
Expansions:
– Ironworks: Bang, bang goes the hammer. +3 Iron Slots from a single node. -1 Gold/turn upkeep.
– Carpenters' Guild: Chop, chop goes the axe. +1 Wood/turn from a single node. -1 Gold/turn upkeep. 6 Gold and 1 Stone to construct
– Stonecutter: Chip, chip goes the chisel. +1 Stone/turn from a single node. -1 Gold/turn upkeep.
– Mint: Cling, cling go the coins. +2 Gold/turn from a single silver node OR +4 Gold/turn from a single gold node.
– Construction Guild: Combine all the above noises and put them on a scaffolding. Free permanent Architect Retinue, all constructs in this city cost -1 Gold, max 1/city
– Artillery Foundry: There's guns, and then there's guns. -2 Gold/turn upkeep. Enables artillery (see Military Units thread).6 Gold and 2 Stone
– Manufactoria: A specialized foundry necessary to produce advanced cannons and munitions. Artillery gets improved rate of fire and less prone to accidents, required for howitzers and mortars. -2 Gold/turn upkeep.
Core: Palace (+4 Splendor, cannot be mobilized, maximum 1 per city)
Expansions:
– Royal Gardens: A finely-crafted display of botanical beauty. +3 Splendor, requires access to fresh water, limit 1 per Palace district.
– Grand Monument: A tribute to the realm's heroic past, and to the Crown's current power. +2 Splendor
– Court Artist's Workshop: A palace that sponsors art is a splendid one indeed. +1 Splendor, +1 permanent Artist Retinue, limit 1 per Palace District
– Courtiers' Apartments: A proper entourage needs proper lodging. +1 Splendor per Splendor Retinue
– Embassy Block: Dignitaries from every corner of the known world stay here to bask in our glory! +1 Splendor per Trade Route, +1 Ambassador Retinue, max 1/district
– Court Chapel: A pious monarch will not neglect to have a place of worship near their Court. +1 Splendor, +1 Piety, +1 Priest Retinue, effects do not stack from multiple Chapels in same district 6 Gold and 2 Stone
– Palace Walls: Keeps the rabble out. Increased defensibility, 500-strong generic musket garrison 6 Gold and 2 Stone
– Palace Keep: Keeps the rabble out a second time. Increased defensibility, 500-strong generic melee garrison 6 Gold and 2 Stone
– Palace Guard Barracks: Makes the rabble think twice about even trying. 1 free Traditional Barracks unit that must stay in the city. Unit disbands if Palace District is conquered or destroyed.
Core: Temple (+2 Piety, +1 Priest Retinue, 4 Zealot Levy when mobilized, mobilizing cancels Splendor but not Piety gains)
Expansions:
– Infirmary: Care for the ill and injured. Troops in city take less attrition and heal more casualties when garrisoned in the city.
– Temple School: Where priests learn their A B C's. Every religious retinue from this district gets a random education-related trait
– Seminary: Where priests learn to teach other priests the A B C's. Priests can take teaching actions, +1 Piety towards your religion in the realm of every trade partner and neighbor
– Missionary Order Headquarters: Where priests learn to teach heathens and heretics that their A B C's are wrong. Priests can take Missionary actions.
– Military Order Headquarters: Where priests learn to slaughter people who don't know the A B C's. +1 Warrior Monk Retinue, +2 Zealot Knight levies when mobilized
– Reliquery: Our faith is superior, and we have an old piece of wood in a very nice container to prove it! +2 Piety, +2 Splendor, +1 Piety towards your religion in the realm of every trade partner and neighbor, requires RELIC
– Cathedral: A Temple writ large and extra fancy. +2 Piety, +2 Splendor, +1 High Priest Retinue, max 1/district 20 Gold and 4 Stone
Core: College (+1 Splendor, 1 free permanent retinue of any non-religious/non-magical kind, cannot be mobilized)
Expansions:
– University: A distinguished institution. Any retinue can train here for 2 full turns to gain an education-related trait (1 retinue at a time), same retinue cannot train here twice. Max 1 per College District.
– Academy of Medicine: A doctorly distinguished institution. +1 Splendor, reduces effects and duration of plagues and most other disasters
– Academy of Magic: A divinely distinguished institution. Religion cannot be Orthodox Aedak, +1 Mage Retinue. If religion is Aedakom Heresy, Southern Faction Districts disabled. Max 1 per College District.
– School of Fine Arts: A delicately distinguished institution. Architect and Artist retinues can act twice per turn. Effect does not stack.
– Engineering School: A diagonally distinguished institution. All artillery have +50m range and less likely to misfire.
– Army Academy: A deadly distinguished institution. +1 free permanent General retinue, Generals improve morale and cohesion of units under command by an entire rank (Poor → Average, Average → Good, etc)
– Naval Board: A deeply distinguished institution. +1 free permanent Admiral retinue, Admirals improve morale and cohesion of ships under command by an entire rank (Poor → Average, Average → Good, etc)
– Cadet School: A divisionally distinguished institution. All units (navy and army) are faster and more maneuverable.
Core: Southern Trade District (+1 Splendor, free permanent trade route, benefits depend on faction, cannot be mobilized, expansions cost 12 Gold and 1 Wood each)
Expansions:
– Arms Dealer: Southern weapons! Access faction's unique weapon
– Embassy: Southern faces! +3 Splendor, may enter into special treaties with faction
– Military Outpost: Southern soldiers! Light defenses, may recruit up to 3 of faction's unique unit(s)
– Merchant Quarter: Southern sales! +2 Gold/turn, access faction's unique resource
Core: Meeting Grounds (+2 Splendor, New Invaders Only, cannot be mobilized, expansions cost 10 Gold and 1 Wood each)
– Migrant Camps: Our people are still moving in, and more people means bigger and wealthier hordes. Every district in city gains +1 Levy and +1 Gold/turn tax
– Land Grants: The lands around the city are ripe for cultivation, ever since we drove away the previous owners. Every district in city produces +1 Food Slot and +1 Gold/turn tax
– Merchant Houses: Why trade with the barbarians here when we can trade with the barbarians back home? +1 Luxury, free permanent trade route with Homeland, grants New Invader Homeland Bonus (discuss with moderator)
– Mead Hall: The drinks of champions! +2 Splendor, may opt to use any Splendor retinue slot instead for a Hero's Regiment (free Army or Navy unit that inspires nearby units and has unbreakable morale) or a Horde (6 free Traditional Barracks units or 5-ship squadrons)
Defenses (Every district has ONE Defense Slot in addition to expansion slots)
– Palisade: Light defense +10 cannons, vulnerable to siege engines and cannons; 10 Gold / -1 Gold/turn
– Medieval Walls: Strong defense +40 cannons, resistant to assault, vulnerable to sustained cannonfire, can support artillery and siege weapons on ramparts; 25 Gold / 4 Stone / -3 Gold/turn
– Star Walls: Strong defense +80 cannons, resistant to cannonfire and siege weapons, can support artillery and siege weapons on ramparts; 40 Gold / 6 Stone / -5 Gold/turn
– City Fort: Strong defense +20 cannons, +2 professional military slots; 20 Gold / 2 Stone / -2 Gold/turn
– Shore Batteries: Strong defense towards ocean +20 heavy cannons, resistant to cannonfire, vulnerable to land assault; 20 Gold / 2 Stone / -2 Gold/turn