[game pieces]

Buidlings in Birthright

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Buildings of BirthRight
Here is a list of some of the buildings you can build and what their effect is

1- Palace
Palace’s cost anywhere from 5-30 GBs (gold bars) and helps effect diplomacy. For every 5 GB a palace is worth, it adds a +1 to the court expenditures. A palace confers this bonus once completed, but also costs 1GB/turn in maintenance.
2- Armory
The armory is where your troop’s weapons and armor are built. Having an armory grants a discount to many types of units when a full company is mustered. Armory’s cost 4 GB and have 0 maintenance.
3- Port
Assuming you border water, ports allow more ships to dock at your city. For every 2 GB spent on a port, it can house 3 large ships. Ports have no maintenance cost but note; port cities with small ports will have complaints from guilders and the people alike.
4- Barracks
Building a barracks in a city allows a player to reduce the cost of up to two companies of troops by 50% by making them inactive. These men will come to call if invaded but will need to be properly mobilized to be ready for an offensive. Barracks cost 3 GB and have no maintenance.
5- Castles
Castles require a domain action to begin work on them. Castles cost 8GB per level and can go up to the strength of the province. Work progresses at 1d6 GB per turn or for 10GB extra, work doubles to 2d6 GB per turn. A castle can hold one company of troops per level of the castle as if it were a barracks. Also note, there is a 5+ chance on a d20 that work actually progresses, if not, the turn is wasted but no GB is lost. Castles cost 1 GB per level of the castle to maintain. A castle also fortifies all holdings held by the owner of the castle in that province.
6- Fortified Holdings
Normal holdings are destroyed when a province is occupied. Fortified holdings must be stormed or sieged like castles. See the GM or the BirthRight rules for sieging a castle or holding. FH’s cost 4GB per level of the holding and work goes at 1d6 per turn, the same as castles.
7- Bridges
A wooden bridge over a moderate river cost 1d4 GB, a stone bridge cost 1d4+1. A large river cost 2-3 times the price. Other materials and anything ornate will increase the price.
8- Roads
Roads are needed to have trade routes and to allow fast movement of troops. Road cost vary depending on the terrain they pass through, so consult the GM for prices. They generally range from 2-8 GB.

There are many more types of buildings like lighthouses, halls, etc. Ask me on an as needed basis for costs and benefits for buildings not listed here.

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Re: Buidlings in Birthright

The new building system in the new rules is also excellent and will be used in this game.

Re: Buidlings in Birthright

Castles count as barracks, yes. Troop maintence is 1/2 their cost to build. Buildings go up at a rate of 1d6 GBs per domain turn. Fort. holding cost 0 to maintain, but cant hold troops. I wont describe each buildings effects, that requires much too much typing for me.

Re: Buidlings in Birthright

dose the castle count as a barracks as well? dose a fortified holding require maintanance? what is the maintanance cost for a company of troops? how long do the different buildings take to build? what is the effect of building temples, courts, light houses, guild halls, libraries?