New Building Types

Aerie 18 BP , 1 Lot
Kingdom Stability +2, Unrest -1
Special Defense +1 (2 in hills with a river or coastline or 3 in mountains) +2 bonus to Stability checks against Monster Attacks involving flying creatures.
A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts.

Assembly 30 BP , 2 Lots
Kingdom Economy +2, Stability +1, Fame +1
Limit 1 per city
Settlement Corruption +1, Law +1, Society +2
Special When you issue an Improvement Edict, you can build one additional building in a city with an Assembly or one additional terrain improvement in a hex containing that city or adjacent to it.
A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance.

Baths 4 BP , 1 Lot
Kingdom Economy +1, Stability +1
Limit Adjacent to a Waterway or water border. This requirement can be ignored by doubling the construction cost of the Baths.
A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs.

Bordello 4 BP , 1 Lot
Kingdom Economy +1, Loyalty +1
Settlement Corruption +1, Crime +1, Society +1; Infamy +1 per 3 Bordellos or Gambling Dens
Special Each Bordello causes a -1 penalty to Stability checks to resist Drug Den and Plague events.
A place where carnal entertainments can be had, including lurid performances as well as personal services.

Brickyard 16 BP , 2 Lots
Kingdom Economy +1, Stability +1
Settlement Productivity +1
Special The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced to 6 BP. In addition, Quarries in those hexes generate 1 additional BP for every 2 Quarries. If a Quarry is adjacent to two settlements with Brickyards, only one Brickyard may benefit from that Quarry each kingdom turn.
An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction.

Colossus 60 BP , 4 Lots
Kingdom Economy +2, Loyalty +4, Stability +2, Fame +1, Unrest -2
Discount Lighthouse, Monument, Observatory, Park
Limit 1 per settlement
Settlement Law +2
Special When your armies 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
Discount Jail
Settlement Corruption -1, Crime -1, Law +2
A hall of justice, for hearing cases and resolving disputes by the rule of law.

Crematorium 4 BP , 1 Lot
Kingdom Stability +1
Limit Adjacent to Dump or Graveyard
Special +2 bonus to Stability checks against Plague events or Monster Attacks involving undead
A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse.

Gambling Den 10 BP , 1 Lot
Kingdom Economy +2, Unrest +1
Limit Adjacent to 1 House
Settlement Corruption +1, Crime +1
Special Base value +500 gp; Infamy +1 per 3 Bordellos or Gambling Dens
Special Each Gambling Den causes a -1 penalty to Stability checks to resist Drug Den events.
Magic Items 1 magic item (roll d% to determine type: 01-80, minor item; 81-98, medium item; 99-100, major item)
An illicit place for games of skill and chance, wagering all manner of stakes.

Hanging Gardens 48 BP , 4 Lots
Kingdom Economy +2, Loyalty +2, Fame +1, Unrest -2
Discount Menagerie, Monument, Park, Sacred Grove
Limit 1 per settlement
Settlement Lore +1, Society +2
Special Reduces Consumption in the city 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
Discount Pier
Limit 1 per settlement; must be on a water border at the edge of a district grid
Special The cost to create Fisheries in hexes adjacent to the settlement is reduced to 3 BP
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.
A high tower with a signal light to guide ships at sea and keep watch on waves and weather.

Lumberyard 12 BP , 2 Lots
Kingdom Economy +1, Stability +1
Settlement Productivity +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.
A mill and carpentry works for producing precut logs, boards, and wood products for construction.

Sacred Grove 12 BP , 1 Lot
Kingdom Loyalty +1, Stability +1, Unrest -1
Limit Adjacent to Park or to city district border with no City Wall or Moat
Magic Items 1 minor item
Settlement Society -1
Special +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey
Special Each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events.
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.

Tunnels 8 BP
Kingdom Economy +1, Stability +1
Settlement Crime +1, Danger +1
Special Tunnels are underground and do not occupy a lot on the surface, but each runs underneath one city square of 4 lots. You can pass through the square of an impassable building by moving through the tunnels underneath it.
An extensive set of subterranean chambers, vaults, and tunnels, usually used for storage or burial, and sometimes for illicit activities. When used for burials, Tunnels are also called Catacombs.

Warehouse 8 BP , 2 Lots
Kingdom Economy +1
Limit Adjacent to a water border or a Guildhall, Market, Pier, Trade Shop, or Waterfront
Settlement Productivity +1
Special A Guildhall or Waterfront provides a discount on constructing a Warehouse.
A cavernous structure or cluster of buildings for storage and transfer of trade goods.

Windmill 6 BP , 1 Lots
Kingdom Economy +1
Settlement Productivity +1
Special A Windmill adjacent to a Cistern or Granary increases the Stability bonus provided by that building by +1.
A wind-driven mill for grinding grain or pumping water.

New Building Types

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