Overworld buildings

May 22nd, 2018
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. ** You can only build on territories you own
  2. ** Building or upgrading costs an action
  3. ** When you build, the terrain you built on is destroyed. For example, building a "Temple" on a "Plains" tile means that tile is no longer considered "Plains" but "Temple" instead.
  4. ** Druids can build on "Forest" tiles without destroying them completely. The tile is still considered "Forest" for the purpose of druidic faith gain and mobility penalty against attackers.
  5. ** You can also a building, it costs 1 action.
  6. ** You get a price reduction according to your 1d100 roll, 1% for each 5 points (rolling 100 = 20% price reduction)
  8. 1)Build a City. (20% Fortification, 100 Growth, 3 wealth, +2000 progress per turn)
  9. *For every newer city the cost increases: *50,000(1st) **100,000(2nd) ***150,000(3rd) ****250,000(4th) ***** 400,000(5th) ****** 600,000(6th)
  10. *Cities can only be built on "Plains" tile and not closer than 3 spaces from one of your other cities
  11. **Upgrades (Each time your nation levels up you get to upgrade each of your existing cities with one of the upgrades below.)
  12. [Guilds] This city generates additional 1 wealth per mine/lumber-mill adjacent to it
  13. [Metropolis] Population growth is increased by 30. Allows adjacent buildings to be upgraded more than once
  14. [Dock] All of the tiles that are adjacent to the river this city is adjacent to are considered as adjacent tiles to this city.
  15. [Castle Town] This city's fortification is increased by 30%
  16. [Divine Glory] additional 500 progress for every adjacent temple to this city tile
  17. [Nature's Fruit] Additional 10 growth for each "Forest" tile adjacent to this city
  18. [Blood Throne] Gain twice the progress from battles adjacent or on this city tile.
  19. [Garrison] The maximum times your nation can attack other nations in a turn is increased by +1
  21. 2)Build a Farm (4 wealth, 30 Growth)
  22. * Farm costs 5,000 gold
  23. * Farm can only be built on a "Plains" tile adjacent to a city or region.
  24. ** Upgrades (an upgrade costs 10,000 gold. You can only upgrade the same building once)
  25. [Gristmill] +20 Population Growth
  26. [Refinery] +2 wealth
  28. 3)Build a Lumber-Mill (8 wealth, 20 Growth)
  29. * Lumber-Mill costs 5,000 gold
  30. * Lumber-Mill can only be built on a "Forest" tile and up to 2 spaces away from a city or region you own.
  31. * Lumber-Mill destroys a random adjacent "Forest" tile and converts it to "Plains" each end of turn . If there are no "Forest" tiles nearby, it doesn't generate wealth
  32. -- Lumber Mill has no upgrades --
  34. 4)Build a Temple (10% fortification, 1 Faith, 2 wealth)
  35. * Increases your nation's Faith by +1
  36. * Temples cost 10,000 gold to build
  37. * If a temple is destroyed or removed by any means, you lose 2 permanent points of faith
  38. * Temples can only be built adjacent to a city or a region.
  39. ** Upgrades (an upgrade costs 20,000 gold. You can only upgrade the same temple once)
  40. [Sacrifice Altar] +1 Faith, -10 Population growth
  41. [Sanctuary] Attacks against this tile will receive 30% fortification penalty. Can only be built if there are cliffs in an adjacent tile
  43. 5)Build a Region (10% fortification, 1 wealth, 40 Growth, +300 progress per turn)
  44. * Region costs 15,000 gold to build
  45. * Region can only be built on a "Plains" tile adjacent to a city or a region. Druids can also build a region on "Forest" Tiles.
  46. ** Upgrades (an upgrade costs 25,000 gold. You can only upgrade the same region once)
  47. [Outer walls] Fortification increases by additional 30%
  48. [Housing Project] Population Growth is increased by 30
  50. 6)Build a Mine (20% fortification, 5 wealth, 20 Growth)
  51. * Mines costs 20,000 gold to build
  52. * Mines can only be built on a "Cliffs" tile and up to 2 spaces away from a city or region you own.
  53. ** Upgrades (an upgrade costs 30,000 gold. You can only upgrade the same mine once)
  54. [Deep Tunnels] +3 wealth
  55. [Defensive Complex] Fortification increases by additional 30%
  57. 7)Build a Castle (50% fortification, 3 wealth, 20 Growth)
  58. * Castles costs 30,000 gold to build
  59. * Castles can be built on any tile and anywhere within the territory under your control.
  60. * Raiders attacking your nation will not gain loot for tiles with castles on them
  61. ** Upgrades (an upgrade costs 40,000 gold. You can only upgrade the same castle once)
  62. [Provincial taxation] additional +1 wealth for each adjacent region tile
  63. [Rally Point] If you attack a neighboring nation from a tile adjacent to this castle, your attack roll gains a +10 boost (can't pass 100)
RAW Paste Data

Adblocker detected! Please consider disabling it...

We've detected AdBlock Plus or some other adblocking software preventing from fully loading.

We don't have any obnoxious sound, or popup ads, we actively block these annoying types of ads!

Please add to your ad blocker whitelist or disable your adblocking software.