Assets

Asset type Build cost Maintenance/season
 


Bridge (wood)

 

3 GB

 

1/4 GB

 


(stone)

 

6 GB

 

1/2 GB

 


Ferry

 

1 GB

 

1/12 GB

 


Fortification (province)

 

8 GB x level

 

2/3 GB x level

 


(holding)

 

4 GB x level

 

1/3 GB x level

 


Highway (cost by terrain)

   
 


(plains, steppe, scrub)

 

2 GB

 

1/6 GB

 


(desert, forest, hills)

 

4 GB

 

1/3 GB

 


(swamp, tundra)

 

6 GB

 

1/2 GB

 


(glacier, mountains)

 

8 GB

 

2/3 GB

 


Palace

 

6 GB x level

 

1/2 GB x level

 


Seaport

 

6 GB

 

1/2 GB

 


Ship

 

Varies

 

Varies

 


Shipyard

 

4 GB x level

 

1/3 GB x level

 


Wondrous structure

 

25 GB x level

 

2 GB x level

Bridge: Bridges are required to allow commercial and military travel over major waterways. Bridges can be made of wood (usually) or of stone. Wooden bridges have the advantage (and disadvantage) of being easy to destroy in times of war. Large rivers may require stone bridges. Bridges cannot be built over any river that is wide enough to provide sea access to naval vessels. Refer to Chapter Six: Armies and warfare, for more details on the uses (and cost) of bridges.
Ferry : Ferries allow travelers and troops to cross major rivers. Ferries can make several trips a day, but it still might require an entire week to ferry the supplies of an army across a major river.
Fortifications (Province): Province fortifications include a province-wide system of fortifications dominated by a massive seat of military power (usually a castle or walled city).
Fortification (Holding): Holding fortifications are small systems of fortifications that are constructed to protect the holdings of one regent. This might include fortified cathedrals, armed warehouses, walled forts or small castles, or any other reasonably limited defensive structure.
Highway: This construction includes both a network of paved or packed dirt highways and a system of inns, caravansaries, and other structures that support overland trade and travel. Most provinces of level 3+ have simple roads, but a system of well-maintained highways is an optional expense. Highways are necessary for overland trade routes and increase the speed of travel within the province (as described in the Player's handbook). Refer to Chapter Six: Armies and warfare, for more details on the uses (and cost) of highways.


Palace: A palace is a lavish residence for a regent and his court. For each level a palace has, add 1 to the regent's effective court level, as long as he spends at least as many GB maintaining his court; i.e. in order to gain the full benefit of a level 4 palace, the regent has to spend at least 4 GB on his court.
 

Seaport: Docks, wharfs, warehouses, and other structures necessary to support sea trade. A province must have a seaport in order to conduct trade by sea.
Ship: Naval ships can be constructed, but only at a shipyard of appropriate scale. See Chapter Six: Armies and warfare, for ship prices.


Shipyard: Facilities and specialized personnel necessary to construct naval vessels. All shipyards have a level that represent their relative capabilities. A shipyard's level cannot exceed the province level. A shipyard can only build vessels with a total build cost of less than twice the shipyard level. Ships are built, like other constructions, using the Build domain action.
 

Wondrous Structure: This is applied to a single building of any type. Possession of a structure of this type is very prestigious, and grants a bonus of 1 RP/level to the possessing domain's seasonal collection. Examples of this type of structure include the greatest cathedrals, magnificent statues, colossal lighthouses, pyramids, or other works of wonder.

Assets

Kingdoms of Arnor AshleyM