Terrain Improvements (back)
Population |
Improvement | Population | Danger |
Aqueduct* | +0 | +0 |
Bridge* | +25 | +0 |
Canal* | +25 | +0 |
Farm | +100 | +0 |
Fisheries* | +50 | +0 |
Foresters | +25 | +0 |
Fort* | +50 | -10 |
Highway* | +25 | -5 |
Mine | +25 | +5 |
Pasture | +50 | +0 |
Quarry | +25 | +0 |
Road* | +0 | +0 |
Watchtower* | +25 | -5 |
Terrain and Cities | See other rule sections |
Terrain improvements are changes to a hex that improve the land for your kingdom's use, such as building roads, cultivating fields of crops, digging mines for gems and metals, acquiring lumber, herbs, mushrooms, berries, furs etcetera from forests, and otherwise tapping the natural resources of a hex for the kingdom's benefit. The following list describes common improvements. Improvements marked with an asterisk (*) can share the same hex as other improvements.
Some terrain improvements affect a settlement's Defense, which is used in the 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.
Terrain | Cost |
Any land | Twice the cost of a Road* |
Aqueduct*
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. A finished series of Aqueduct 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.
Effect: Loyalty+1, Stability +1, allows settlement to build water-dependent buildings.
Note: The cost is not doubled for hexes with rivers.
Bridge*
A Bridge allows your Road hexes to cross rivers.
Terrain | Cost |
Desert, forest, hill, or plain | Twice the cost of a Road. |
Canal*
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.
Effect: Settlements in a hex with a Canal treat the hex as if it had a river.
Note: At least one end of the canal must be within or adjacent to a water hex, or one containing a river, lake, or swamp.
Terrain | Farm Cost |
Coastline | as adjacent land |
Desert | 8 BP |
Hills | 4 BP |
Plain | 2 BP |
Farm
A Farm helps feed your kingdom.
Effect: Consumption decreases by 2 BP.
Note: Farm cost represents the BP cost to cultivate a hex for farming. A Farm must be within or adjacent to a hex containing a river, lake, swamp, or Canal, or adjacent to at least 2 hexes that already contain Farms.
Terrain | Cost |
Coastline, water, river, or marsh | 4 BP |
Fishery*
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Effect: Consumption decreases by 1 BP.
Terrain | Cost |
Forest or jungle | 3 BP |
Foresters
Foresters harvest trees, hunt animals, and gather plants so the kingdom can prosper from the woodland's resources.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Terrain | Cost |
Any land | 24 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).
Effect: Stability +2, Defense +4, increase 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.
Terrain | Cost |
Any land | Twice the cost of a road. |
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.
Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed.
Terrain | Cost |
Cavern, desert, hill, or mountain. | 6 BP |
Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.
Terrain | Cost |
Hill or plains. | 6 BP |
Pasture
A pasture supports the raising of cattle, sheep or other herd animals.
Effect: Economy +1, Consumption decreases by 1 BP.
Terrain | Cost |
Cavern, hill, or mountain. | 6 BP |
Quarry
A Quarry extracts workable stone from the ground.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Terrain | Road Cost* |
Coastline | as adjacent land |
Forest | 2 BP |
Hills | 3 BP |
Plain | 1 BP |
Other land | 4 BP |
Road*
A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Note: The cost represents the BP needed to establish a Road that crosses a hex and connects to all adjacent hexes. The cost to build a Road doubles if the hex contains rivers.
Terrain | Cost |
Any land | 12 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 or another Watchtower. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.