City Walls and Neighborhood clarification

City Walls and Moats

City Walls and Moats do not occupy any space on a district map; instead, they exist along one or more sides of a city district. As described above, of course, this is an abstraction. Building just one City Wall does not mean that you actually have a square
city with a wall on one side of it and no defenses on the others. Instead, each City Wall is an abstracted measure of its perimeter fortifications. A single City Wall might be a rampart and palisade, a second a stout curtain wall, a third buttresses and plinths to reinforce the wall, and a fourth covered battlements, embrasures, arrow slits, and machicolations. Building City Walls and Moats reflects the total investment in the outer
defenses of a settlement, and larger settlements require a larger expenditure to protect and patrol a larger perimeter. If you are using the optional Cities, Towns, and Villages rules, a single City Wall or Moat is sufficient to surround an entire
village, and further such defenses cannot be built. A town can
support two City Walls or Moats, and a full-sized city can of
course incorporate four City Walls or Moats, one for each border
of the district map. A metropolis can support four City Walls or
Moats on each district map, although internal borders where one
city district abuts another share any City Wall and Moat along
that border; the bonuses for any mutual wall apply only once to
the city’s Defense modifier, not once for each city district. Such
internal fortifications partition a city into sections and provide
greater security should one part of the city be breached.
Optional Rule: While internal City Walls and Moats do
provide greater security, it’s also reasonable to assert that they
constrain the free flow of people and goods through a city as
they must pass through bottlenecks at gates, drawbridges, and
checkpoints, restrictions that do not exist in an open city. As a
result, a kingdom takes a -1 penalty to Economy for every four
City Walls and/or Moats in the kingdom. By the same token,
the greater safety provided by such fortifications grants a +1
bonus to Stability for every four City Walls and/or Moats in the
kingdom. You could apply this bonus generally to all Stability
checks, or you could restrict it solely to Stability checks made
to quell or resist dangerous kingdom events.

Neighborhoods
While the idea that a “building” in the kingdom-building sense is
an abstraction that includes homes, businesses, and all manner of
supportive activity makes sense, it still feels a bit awkward when
your mind may conceive of mixed-use development of houses
and businesses growing up side by side. If so, you can construct
your city squares in the form of neighborhoods. A neighborhood
must contain at least one lot with Houses or Tenements and
cannot contain any buildings that take up more than one lot.
If these conditions are met, any of the following buildings can
be constructed on the same lot that contains a lot of Houses or
Tenements: Alchemist, Baths, Black Market, Bordello, Exotic
Artisan, Dance Hall, Herbalist, Inn, Luxury Store, Magic Shop,
Shop, Stable, Tavern, Trade Shop.
The following buildings cannot be constructed in a
neighborhood with Houses, but can be constructed in a
neighborhood with Tenements: Barracks, Crematorium, Dump,
Graveyard, Jail, Tannery.

City Walls and Neighborhood clarification

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