List of Domain improvements

For simplicity’s sake, all Domain improvements are considered completed at the beginning of the next season. They can be hurried, however, as described in the Governance phases.

Alchemist (Urban)
Prerequisite: Wizard Tower
Cost: 2,500 resource points
With an alchemist, the Domain leader is able to order the creation of potions and oils within a week’s time. Furthermore, once per season the Domain Lord receives a random potion or oil for free. The Domain’s Commerce score is increased by 2. Consult the GM for the duration and the cost of the crafting process.

Arcane Workshop (Urban)
Prerequisite: Wizard Tower
Cost: 2,500 resource points
With an Arcane Workshop the Domain leader is able to order the creation of minor wondrous items within a week’s time. Furthermore, once per season the Domain Lord receives a random minor wondrous item for free. The Domain’s Commerce score is increased by 2. Consult the GM for the duration and the cost of the crafting process.

Barracks (Urban)
Prerequisite: Keep
Cost: 1,750 resource points
With barracks, units drafted in this settlement automatically receive the “trained” instead of the “green” tier. In addition, add 50% to units mustered in this Domain. The Domain’s Power score is increased by 2.

Castle (Urban)
Prerequisite: Keep
Cost: 3,000 resource points
A castle is an expansion of an existing keep with auxiliary buildings and a walled courtyard. It grants military units an additional +2 bonus to AC and Reflex saves. Furthermore, a castle increases the Domain’s Power and Authority scores by 2.

Chapel (Urban)
Prerequisite: None
Cost: 2,500 resource points + 500 points per spell level na 1st (max. lvl. 3)
The Domain’s Prestige score is increased by 2. Furthermore, a Domain leader is able to cast 1st level divine Domain spells. A Chapel can be upgraded to cast 2nd and 3rd level spells. Furthermore, a Chapel sells all divine scrolls and wands up to its spellcasting level. Lastly, once per season the Domain Lord receives a random divine wand or scroll for free.

Courthouse (Urban)
Prerequisite: None
_Cost: 6,000 resource points
The Domain’s Authority and Statecraft scores are increased by 4.

Eldritch Smithy (Urban)
Prerequisite: Arcane Workshop
Cost: 4,000 resource points
With an eldritch smithy, a Domain leader is able to order the creation of magical weapons and armor within a week’s time. Consult the GM for the duration and the cost of the crafting process. The Domain’s Economy score is increased by 2. Furthermore, once per season the Domain Lord receives a random magical weapon or armor for free.

Fortress (Urban)
Prerequisite: Castle
Cost: 3,000 resource points
A fortress is an expansion of an existing castle with extra walls, buildings and courtyards. It grants military units an additional +2 bonus to AC and Reflex saves. Furthermore, the Domain’s Power and Authority scores are increased by 2.

Granaries (Urban)
Prerequisite: none
Cost: 750 resource points
Granaries reduce the food consumption of a Domain by half.

Hall of Wonders (Urban)
Prerequisite: Arcane Workshop, Wizard Guild
Cost: 7,000 resource points
A Hall of Wonders increases the Domain’s Commerce and Prestige scores by 4. Furthermore, the Domain leader is now able to order the creation of medium wondrous items from the Hall within a week’s time. Consult the GM for the duration and the cost of the crafting process. Lastly, once per season the Domain Lord receives a random medium wondrous item for free.

Irrigation & crop rotation (Hinterland)
Prerequisites: Plains terrain
Cost : 750 resource points
This improvement doubles food production, but there is no longer any resource production in the hex. Apply this before any other modifications.

Keep (Urban)
Prerequisite: None
Cost: 2,000 resource points
A Keep is a small stone fortification, often consisting of a single tower. A Keep grants defending military units within a +2 bonus on AC and Reflex saves. Furthermore, the Domain’s Power score is increased by 2.

Lumber camps & sawmills (Hinterland)
Prerequisites: Forest terrain
Cost: 750 resource points
This improvement doubles resource production, but halves food production in the hex. Apply this before any other modifications.

Marketplace (Urban)
Prerequisites: None
Cost: 2,000 resource points
A Marketplace increases the Domain’s Commerce and Economy score by 1.

Merchants’ Hall (Urban)
Prerequisites: Marketplace
Cost: 4,000 resource points
A Merchants’ Hall increases a Domain’s Commerce, Economy, and Prestige scores by 2.

Mines & smelters (Hinterland)
Prerequisites: Mountain or Hill terrain
Cost: 750 resource points
This improvement doubles bullion and resource production, but halves food production in the hex. Apply this before any other modifications.

Roads & bridges (Hinterland)
Prerequisites: None
Cost: 250 resource points per hex
Benefit: Units’ strategic movement increases by 1 when traveling through a hex with the roads and bridges improvement. Roads are also important to connect Domains and Nations with one another.

Stone fort (hinterland)
Prerequisite: none
Cost: 2,000 resource points
A stone fort is a small stone fortification, often consisting of a single tower. A stone fort grants defending military units within a +2 bonus on AC and Reflex saves. Furthermore, the Domain’s Power score is increased by 2. A stone fort can be expanded with a wooden palisade: add the cost from a wooden fort to that of a stone fort, and add the benefits of both improvements as well.

Theater (Urban)
Prerequisite: none
Cost: 3,000 resource points
Each season, a theater automatically reduces Unrest in the Domain by 1 at the start of the governing phase. Furthermore, the Domain’s Prestige score is increased by 4.

Wooden fort (hinterland)
Prerequisite: none
Cost: 500 resource points
A wooden fort is a palisade with a few wooden guard towers. A wooden fort grants defending military units within a +1 bonus on AC and Reflex saves. A wooden fort can be expanded with a stone tower: add the cost from a wooden fort to that of a stone fort, and add the benefits of both improvements as well.

Temple (Urban)
Prerequisite: Chapel
Cost: 7,000 resource points + 750 per spell level na 4th (max. lvl. 6)
A Temple expands an existing Chapel. The Domain’s Authority and Prestige scores are increased by 4. Furthermore, the Domain leader is able to cast 4th level divine Domain spells. A Temple can be upgraded to cast 5th and 6th level spells. Moreover, a Temple sells all divine scrolls and wands up to its spellcasting level. Finally, once per season the Domain Lord receives a random divine wand or scroll for free.

Wizard Guild (Urban)
Prerequisite: Wizard Tower
Cost: 7,000 resource points + 750 per spell level na 4th (max. lvl. 6)
A Wizard Guild increases a Domain’s Power and Prestige scores by 4. Furthermore, the Domain leader is now able to cast 4th level arcane Domain spells. A Wizard Hall can be upgraded to cast 5th and 6th level spells. Moreover, a Wizard Guild sells all arcane scrolls and wands up to its spellcasting level. Finally, once per season the Domain Lord receives a random arcane wand or scroll for free.

Wizard Tower (Urban)
Prerequisite: None
Cost: 3,500 resource points + 500 per spell level na 1st (max. lvl. 3)
A wizard tower increases a Domain’s Power and Prestige scores by 2. In addition, the Domain leader is able to cast 1st level arcane Domain spells. An Wizard Tower can be upgraded to cast 2nd and 3rd level spells. Moreover, a Wizard Tower sells all arcane scrolls and wands up to its spellcasting level. Finally, once per season the Domain Lord receives a random arcane wand or scroll for free.

List of Domain improvements

The Path of Kings BrightSmith