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Talis
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Posts : 52
Join date : 2011-02-03

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PostSubject: Constructs   Constructs Icon_minitimeThu Oct 20, 2011 11:30 am

Constructs

All Constructs have 3 Tiers and you must build the first tier before you can build the second and so on. Some have more than three tiers. Building the second tier does not take up a second construct zone.

Authority
Regent's Villa / Warrior's Hold - The villa of the chieftain or local governor is simply a huge collection of huts, lodgings and cabins where the entourage of the local leadership can co-exist without outside influence.
- Requires 100 Gold.
- Increases Settlement Stability by 1.

Governor's Mansion / Warlord's Hold - The abode of the governor's mansion is anything but humble. Huge furnishings, an even larger acreage that any of the surrounding towns. There is a bath house, stables and a small garrison as well. The Warlord's Hold is a fierce looking lodging with a huge feasting hall attached to it.
- Requires 200 Gold.
- Increases Settlement Stability by 2.

Ceremonial Palace / High King's Hall - The true symbol of power and royalty, this construct is a huge construction that took years and many lives to build. Huge gates, endless hallways and delicate art are the centerpieces of this huge construct, while for barbaric civilization this is a huge bastion of wood and stone that commands respect. (Special Construct).
- Requires 300 Gold.
- Increases Settlement Stability by 4.

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Agriculture
Communal Farming - The land can sustain small pastures and farms, but during the winter will often freeze over and hunting and stored food will have to sustain the population until than.
- Requires 90 Gold.
- Provides 50,000 Food.

Agriculture Clearings - Large swathes of land are made available for agriculture, providing enough food to maintain a significant population.
- Requires 190 Gold.
- Provides 150,000 food.

Irrigated Farmland - Farmland is further improved with the development of canals, terraces and dykes, vastly improving the yield of existing farms.
- Requires 400 Gold.
- Provides 220,000 food.

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Protection
Palisades - Wooden palisades, small wooden fixtures that serve to show where the settlement ends and where the frontier begins means that hostile wildlife and thieves are kept at bay, but any advancing army will quickly run through these thin sheets of wood and rope.
- Requires 80 Gold.

Wooden Walls - Large enough to stand on and fire arrows down below, these wooden walls come with swinging doors and will serve excellent protection against enemy scouting forces, but a determined army will not find wooden walls difficult to penetrate.
- Requires 160 Gold.
- Protects all buildings from invasion except Infrastructure and Farmland.

Stone Walls - The last bastion of defense, these brick and mortar constructs will make a city into somewhat of a fortress, it's huge swinging gates allowing only those who are welcome in. High towers on each corner help keep a watch out on the horizon. (Barbaric Civilizations cannot build).
- Requires 300 Gold.
- Protects all buildings from invasion except Farmland.
Barbaric Kingdoms cannot build

Hill Fort - A hill that has been carefully carved into layers of sheer slopes and crowned with a tall palisade. They provide excellent defense against infantry and cavalry assaults of all types, but fall quickly to any type of artillery.
- Requires 250 Gold
- Protects all buildings from invasion except Infrastructure and Farmland.
- Exceptionally weak against artillery.
Barbarian Kingdoms only.

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Infrastructure
Outposts - A few designated locations along prominent trade routes have guards posted to ensure the stability of the region.
- Requires 50 Gold. (Does not take up a Construction Spot)
- Protects Trade Caravans from Bandits.

Road Patrols - Outposts on horseback, these armed patrols ensure the continued security of your empire's trade and allow for your traders to reach their destination and return to continue their dealings.
- Requires 120 Gold.
- Protects Trade Caravans from Raiders.

Paved Roads - Paved roads means that wheeled goods and equestrians will have an easier time, and so will armies marching across the frontier.
- Requires 150 Gold.
- Increases movement speed of all units.
(Barbaric Civilizations cannot build).


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Renown

Shrine - A local shrine to whatever gods your people worship. It serves as a centerpiece to local festivals and celebrations.
- Requires 50 Gold
- Provides 5 Renown per turn

Temple - A large temple that can accommodate full-time priests and large numbers of sacrifices and supplicants.
- Requires 120 Gold
- Provides 10 Renown per turn

Temple Complex - A great complex of temples, shrines, and accommodations for priests, pilgrims, and thousands of sacrifices.
- Requires 250 Gold
- Provides 20 Renown per turn

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Stability

Local Garrison - The local garrison is nothing more than a few dozen to a hundred or so guardsmen who patrol the city to keep thieves and burglars down.
- Requires 50 Gold.
- Increases Settlement stability by 1.

Jail / Hold - The jail is a place to put criminals who break the law, increasing the security of the settlement even more. The hold is where the pigs are usually kept, but it's where the filth gets put when they don't listen.
- Requires 150 Gold.
- Increases Settlement stability by 2.

Execution Square - When things get out of hand, the execution square can be used to make an example of someone, a few decapitations will always keep people in line.
- Requires 250 Gold.
- Increases Settlement stability by 4.

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Mercantile

Bazaar - The bazaar is a small, yet exotic market place where goods from your empire are traded. They generate revenue for your kingdom by bringing traders in and out of your borders.
- Requires 100 Gold.
- Provides 20 Gold per trade route.

Marketplace - The marketplace is a huge centralized bazaar. Instead of several different bazaar in your settlement, there is one huge market where everybody can come get what they need.
- Requires 200 Gold.
- Provides 40 Gold per trade route.

Merchant Quarter / Grand Bazaar - The Merchant Quarter is an entire district in your settlement where all the imports and exports of your empire are on full display for traders and citizens to buy.
- Requires 350 Gold.
- Provides 80 Gold per trade route.

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Commercial

Port - The port is small enough to house some trading caravels, but not large enough to facilitate huge amounts of trade or warships, but it will begin to generate trade for your empire.
- Requires 140 Gold.
- Allows 8 Trade Ships for Import/Export.

Fishing Port - A fishing port is much more crowded than a large-vessel port, and is populated by salt rooms, smokehouses, and all the acoutriments necessary to preserve and sell catches. With so much room taken up for the fishing industry, there is less available for trade vessels and warships.
- Requires 220 Gold
- Allows 10 Trade Ships for Import/Export.
- Provides 100,000 Food.

Harbor - The harbor increases the volume of trade your settlement may start taking in, and also allows for the basic construction of some warships like biremes and triremes.
- Requires 200 Gold.
- Allows 12 Trade Ships for Import/Export.
- Allows Biremes and Triremes.

Shipwright - The shipwright allows for the creation of more warships as well as larger trade for your empire. The Shipwright is a huge sight to behold.
- Requires 300 Gold.
- Allows 18 Trade Ships for Import/Export.

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Military
Barracks / Meeting Field - A simple area where weapons are stored and during times of war soldiers will meet up to grab their equipment and prepare for war.

City Barracks / Muster Halls - The City Barracks will house the soldiers of your army during downtime, giving them a cot and food every night. The Muster Hall is a huge hall where our warriors can rally together before battle.

Army Compound / War Encampment - The Army Compound is a series of barracks that are slightly apart from the city, or within the city that allows our multiple units to collaborate and train together. The War Encampment is a huge area where all of our troops can come together to feast and chant before battle.

Fortress - The fortress is a huge construct of stone and wood that will protect the important members within the city if the city itself is besieged. Cracking the city is one thing, cracking a fortress is another! (Special Construct)

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Settlements
Village - A few assembled houses, farms and the like. Encampments are the very basic building blocks for any civilization. Founding an encampment requires a few thousand and willing citizens who wish to march off into uncharted territory and start a new life. The pro here is they get first claim on anything they find.
- Requires +10,000 Population. Will expand your borders.
- Possesses 2 Construct Zones.

Town - A town is the first sign resembling order among the chaos. There are a few basic administration buildings for the local rulers, or perhaps the regent themselves. There are paths where general traffic goes. A village is the basic template for any civilization, cultured or barbaric.
- Requires a Village.
- Requires +30,000 Population. Will expand your borders.
- Costs 500 Gold to upgrade.
- Possesses 3 Construct Zones.
- Provides 5 Renown per turn.

City - A huge sprawling city with districts, administrative zones and it's own blossoming culture. People live here, conduct their business here and die here. It is the epitome of civilization in the current age.
- Requires a Town.
- Costs 1,000 Gold to upgrade.
- Requires +50,000 Population. Will expand your borders.
- Possesses 6 Construct Zones.
- Barbaric Civilizations cannot upgrade to a City.
- Provides 10 Renown per turn.


Last edited by Talis on Tue Jul 17, 2012 1:50 pm; edited 2 times in total
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Talis
Admin



Posts : 52
Join date : 2011-02-03

Constructs Empty
PostSubject: Re: Constructs   Constructs Icon_minitimeWed Jul 11, 2012 3:59 pm

Great Constructs
All Great Constructs grant a one-time bonus of 50 Renown

Magnificent Temple - An enormous temple as opulent as it is large. This temple's great splendor and size overawes visitors and draws pilgrims and offerings from across the world. The home of such a temple has great influence.
- Provides 40 Renown per turn

Great Amphitheater - The Great Amphitheater is a huge entertainment construct. It can seat tens of thousands of visitors comfortably with little hassle and, depending on the civilization, may host anything from tournaments to famous plays. Its daily games help divert the attention of the populace away from their dull day-to-day lives.
- boosts region stability by 7

Royal Tomb - A royal tomb is a testament to the power and renown of the royal family. It can be anything from a great pyramid to a magnificent mausoleum. With such a monument, the glory of the royal family is enshrined long after their demise.

Great Library - A center of learning for crafts and sciences throughout the world. Any city with such a library becomes a center of science and learning.

Great Lighthouse - A Great Lighthouse shines in the daytime with the light of the sun, and burns with a bright fire at night. It guides ships safely into the city's harbor and ensures the safety of travelers.
- Requires a Harbor to build
- Ships near city are not harmed by storms
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