A Role Play of Ice and Fire

Would you like to react to this message? Create an account in a few clicks or log in to continue.

Role Playing, Game of Thrones, Song of Ice and Fire


    Building List- Cities

    Artimus
    Artimus
    Head Admin


    Posts : 11
    Join date : 2014-04-07
    Age : 30
    Location : England

    Building List- Cities Empty Building List- Cities

    Post by Artimus Mon Apr 07, 2014 4:39 pm

    These are the buildings, their effects and the time it will take to build them. These buildings are for cities only. All building times are in out of game days.

    Military

    Defenses:

    These buildings improve the defensiveness of your city and will be taken into account during sieges. No defenses may result in raids by bandits.

    Earthen Ramparts - 2 Days - 10 Gold
    Wooden Palisade  - 4 Days - 30 Gold
    Raised Wooden Palisade - 5 Days - 40 Gold
    Stone Walls- 6 Days - 75 Gold
    Grand Stone Walls- 8 Days - 90 Gold

    Regiment Production:

    These are the buildings required to make the spear and archery regiments from cities.

    Town Watch- 3 Days - 30 Gold
    Town Guard- 4 Days - 40 Gold
    Milita Drill Square- 5 Days - 50 Gold
    Militia Barracks- 6 Days - 60 Gold
    Army Barracks- 7 Days - 100 Gold

    Naval Recruitment:

    These are the buildings required for naval recruitment see()

    Port- 3 Days - 20 Gold
    Shipwright- 4 Days - 40 Gold
    Dockyard- 5 Days - 60 Gold
    Naval Drydock- 6 Days - 80 Gold
    Admiralty- 7 Days - 100 Gold

    Equipment:

    These are the buildings required to achieve the various levels of equipment see()

    Leather Tanner- 1 Day - 10 Gold
    Blacksmith- 2 Days - 25 Gold
    Armourer- 3 Days - 40 Gold
    Heavy Armourer- 4 Days - 55 Gold
    Master Armourer- 4 Days - 80 Gold


    Economic Buildings

    Farms

    The farms are there to add some income and are a requirement to advance to the next level.

    Small Farms- 1 Day - 10 Gold
    Farms- 2 Days - 30 Gold
    Land Clearance- 2 Days - 50 Gold
    Communal Farming- 3 Days - 70 Gold
    Irrigated Farmland- 5  Days - 90 Gold

    Marketplaces

    These buildings add income to your holding.

    Grain Exchange- 2 Days - 15 Gold
    Market- 3 Days - 25 Gold
    Grand Market- 4 Days - 40 Gold
    Merchant's Guild- 5 Days - 60 Gold
    Merchants Quarter(Town Section)- 9 Days - 100 Gold

    Naval Trade

    These port buildings add to your income.

    Trade Port- 3 Days - 20 Gold
    Trade Dock- 4 Days - 40 Gold
    Trade Docklands- 5 Days - 60 Gold
    Merchant's Wharf- 6 Days - 80 Gold
    Merchant's Warehouse- 7 Days - 100 Gold

    Septry

    These buildings reduce the chance of rebellions/ distract the populace from any negative current events.

    Basic Sept - 1 Day - 10 Gold
    Wooden Sept - 2 Days - 30 Gold
    Stone Sept- 4 Days - 50 Gold
    Large Stone Sept - 5 Days - 90 Gold
    Grand Septry- 7 Days - 120 Gold

    The septries work in the way that when a rebellion is about to occur for whatever RP reason the admin the rolls the 1-20 dice to determine how bad it is and what impact the septries will have on the roll. Each septry level subtracts one number from the roll. So if you have a Grand Septry and the roll is 10 it will be 5 and if it's a Basic Sept and the roll is 10 it will be 9. In short the septry reduces the effects of civil unrest.

    Resting Places

    These buildings add income to your holding.

    Tavern - 1 Day - 25 Gold
    Brewery - 2 Days - 45 Gold
    Inn - 4 Days - 65 Gold
    Coaching House- 5 Days - 90 Gold
    Grand Hostel- 6 Days - 125 Gold

    Tournament Grounds

    These buildings are required for tournaments.For the finer points of tournament hosting and participation see ()

    Tournament Ground - 4 Days - 50 Gold
    Melee Arena- 2 Days - 30 Gold
    Archery Range- 2 Days - 30 Gold
    Jousting Lists- 2 Days - 30 Gold
    Grand Tournament Ground- 6 Days - 125 Gold

    Mines

    Mines are a major source of income for your holding. What is mined is generated by a dice roll.

    Shallow Mine- 2 Days - 30 Gold
    Trench Mine- 4 Days - 50 Gold
    Open-Pit Mining- 6 Days - 75 Gold
    Shaft Mine- 8 Days - 100 Gold
    Mining Network- 10 Days -125 Gold

    When you want to build a mine in your province you have 2 options. First you can pay for a prospecter to come and inspect the ground for mineral qualities to determine whether it is worth excavating.  You pay 50% of what the tier 1 mine costs to have it done. The admin then rolls a dice determining what you can get. You can also just build the mine and the admin will roll the dice when it is done.

    These are your options and the dice rolls required to get them:

    Stone (the mine is converted to a quarry) 1-5
    Iron 6-10
    Copper 11-14
    Silver 15-17
    Gold 18-19
    Gems 20

    Each mineral or stone gives a modifier to the province.
    Stone- Anything with "stone" in its name cost 5% less.
    Iron- Blacksmiths cost 5% less.
    Copper- Ships cost 5% less.
    Silver- Add 5 to your treasury each week.
    Gold- Add 10 to your treasury each week.
    Gems- Add 15 to your treasury each week.

    Every mine tier gives an additional 5% price reduction.


    If you have any questions feel free to ask in the thread.

      Current date/time is Sun Nov 24, 2024 8:57 am