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You may construct buildings to increase your realm stats or produce BP - Build Points. Each building has a cost in BP and a construction time - though do note that several buildings may be built simultaneously in a given settlement. To start construction, select a building you need from the list on the right side of the screen and place it in an empty slot in the grid pattern of the settlement.

Buildings may provide special bonuses if you meet certain conditions (most commonly, two buildings must stand close together to grant the bonus). Make sure you use this feature to your full benefit when planning a settlement. Some buildings can be placed only in designated spots or areas. As examples, a pier must be built on water (represented by a blue tile on the grid), and a mill must be built with no other buildings around it.

Kingdom Projects that reduce building cost stack additively. Note that the cost of a building will increase by 50% for each additional one in the same settlement.

Demolish a building to get rid of it and recover half of the resources you spent on construction. If you want to move a building, you will have to demolish the old one (gaining half of the resources you spent on it) and construct it in the new desired slot for half the price. You won't have to spend any extra BP, but you will have to wait for construction to finish in the new location.

Adviser choices are triggered when you reach every 20 points in a stat. The adviser will ask to see you in the throne room. They ask you if you’d like to build the building in question. You will be charged the BP for the building but then be able to build the first copy of that building for free.

Artisan are item creators. If you choose to build their building in your barony, they will periodically come to you in the throne room and give you items. If you upgrade their shops, they will produce more valuable items. They also trigger special Artisan quests to find items to crafted legendary items.

Upgrading Buildings[]

Upgrading buildings have increased stat bonus. They also often gain new adjacency or "if in settlement" abilities. For example, a Barracks upgraded to a Garrison adds an additional +1 Military bonus. Another example is upgrading a Tavern to an Inn adds "Adjacent to Town Hall +2 Relations / Adjacent to City Hall +3 Relations". When you have enough build points to upgrade the building and the Village has been upgraded to a Town, you can upgrade a building by clicking on it, then clicking upgrade.

- Upgrading buildings take no time.

- Upgraded buildings inherit the affected buildings bonus from the previous levels.

- Indentation means a building is upgraded from the building listed above it.

Legend[]

A = Advisor choice triggered.
Q = Triggered by making choice during a quest.
W = Water building slot.
S = Separate slot.
Ex = External wall building slot.
Tier: V = Village, T = Town, C = City

Standard Buildings[]

Buildings that can be built in any settlement meeting the kingdom alignment and settlement size restrictions.

Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes
Aviary T 1 45 14 1 1 Unlocked at Relations III.
Allows Kingdom management from adjacent unclaimed regions. Lowers time to resolve events in this and adjacent regions by 1 day.
Bank C 1 75 7 2 Adjacent to a City Hall: +1 Economy and +1 Stability. Adjacent to a Garrison: +1 Stability.
Barracks V 1 30 10 1 Adjacent to a Longhouse: +1 Stability.
    Garrison T 1 +35 2 Adjacent to a Longhouse: +1 Stability.
        Citadel C 1 +40 3 Adjacent to a Longhouse: +2 Stability.
Brewery V 1 35 14 1 Settlement has Tavern: +1 Stability. Settlement has Windmill: +1 Loyalty.
Bulletin Board V 1 20 ? 1 Requires Lawful Alignment.
+2 Bonus on rolls to resolve Kingdom Problems in local region.
Brothel T 1 100 14 1 1 1 1 Requires Chaotic Alignment.
+1d6-3 Bonus for the Diplomat or Minister on rolls to resolve Kingdom events in local region.
Cistern T 1 60 10 2 Adjacent to a Park: +1 Loyalty.
    Everflowing Spring C 1 +60 1 2 Adjacent to a Park: +1 Loyalty. Adjacent to a Temple: +1 Divine.
Courthouse T 2 150 ? 2 3 Requires Lawful alignment.
+4 Bonus for the Warden on rolls to resolve Kingdom Problems in local region.
Dance Hall V 1 30 10 2 1 Requires Chaotic alignment.
Fair T 2 100 ? 3 1 Requires Neutral alignment.
+1 Economy for each adjacent building that increases Economy.
Fort T 2 125 21 2 2 Settlement has Watchtower: +1 Espionage. Settlement has Garrison: +1 Military. Settlement has Jail: +1 Stability.
Granary V 1 15 5 1
Herbalist's House V 1 20 7 1 Adjacent to a Shrine: +1 Arcane.
    Alchemist Laboratory T 1 +30 1 1 Adjacent to a Shrine: +1 Arcane.
        Magic Shop C 1 +40 1 1 1 Adjacent to a Shrine: +1 Arcane. Adjacent to a Sacred Grove +1 Divine.
Jail T 1 70 10 1 2 Adjacent to a Barracks: +1 Stability. Adjacent to a Fort: +1 Stability.
Library T 1 70 14 1 1 Adjacent to a Courthouse: +1 Stability. Adjacent to a Printing House: +1 Culture.
Lighthouse T Li 60 10 1 1 Can only be built in a Lighthouse slot.
Longhouse V 1 50 10 1 1 1
    Town Hall T 1 +30 1 1 1 1
        City Hall C 1 +30 1 1 1 1 1
Lumberyard V 1 25 7 1 Settlement has Piers: +1 Relations. Cannot be built in the same Settlement as a Sacred Grove.
Mage's Tower T 2 100 14 4 +3 Arcane when built in a separate slot.  Teleport to other teleportation circles or mage towers.
Mansion T 2 100 21 3 1 1 1
Monolith ? 1 25 ? 1
Monument V 1 45 14 1 1
Museum T 2 100 21 3 +3 Culture if barony has a Royal Museum.
Noble Villa C 2 (S) 175 14 3 3 3 Must be built on separate slot.
Orphanage V 1 35 14 1 1 Requires Good alignment.
Park T 2 100 21 4 Adjacent to a Town Hall: +1 Community. Adjacent to a Temple: +1 Divine. Adjacent to a Museum: +1 Culture.
Piers V W 25 7 1 Can only be built in a water slot.
    Marina T W +30 1 1 Can only be built in a water slot.
        Waterfront C W +50 1 2 2 1 Can only be built in a water slot.
Sacred Grove T 2 100 14 2 3 Adjacent to a Monolith: +2 Divine. Cannot be built in the same Settlement as a Lumberyard.
Shop V 1 20 7 1 Adjacent to a Tavern: +1 Economy.
    Trade Shop T 1 +30 1 1 Adjacent to a Tavern: +1 Economy. Adjacent to a Fair: +1 Economy.
        Luxury Store C 1 +40 2 2 Adjacent to a Tavern: +1 Economy.
Shrine V 1 25 7 1 Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Loyalty.
    Temple T 1 +30 2 Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Loyalty.
        Grand Temple C 1 +35 3 Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Loyalty.
Smithy V 1 20 7 1 Adjacent to a Shop: +1 Economy.
    Foundry T 1 +30 1 1 Adjacent to a Shop: +1 Economy. Adjacent to a Fair: +1 Economy.
        Forge C 1 +30 2 2 Adjacent to a Shop: +1 Economy. Adjacent to a Fair: +1 Economy.
Stocks V 1 15 ? 1 Requires Evil alignment.
+1 on rolls to resolve Kingdom Problems in local region.
Tavern V 1 20 7 1 Adjacent to a Longhouse: +1 Relations. Adjacent to a Barracks: +1 Espionage.
    Inn T 1 +45 1 1 Adjacent to a Longhouse: +1 Relations. Adjacent to a Barracks: +1 Espionage. Adjacent to a Town Hall: +2 Relations. Adjacent to a City Hall: +3 Relations.
Teleportation Circle V 1 20 5 1 Unlocked with Magister Asks for an Audience II.
Teleport to other circles or mage towers.
Theater C 2 125 10 2 +1 Culture for each adjacent building that increases Culture.
Watchtower V 1 (S) 30 10 1 Can only be built in a separate slot. Settlement has Barracks: +1 Military. Settlement has Walls: +1 Stability.
Windmill V 1 (S) 40 14 1 Can only be built in a separate slot. Settlement has Granary: +1 Community. Settlement has Brewery: +1 Community.
Wooden Wall V Ex 30 5 1 Can only be built in a wall slot.
    Stone Wall T Ex +20 2 Settlement has Barracks: +1 Stability.
        Reinforced Wall C Ex +25 3 Settlement has Barracks: +1 Stability.
Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes

Special Buildings[]

Buildings which can be missed depending on decisions made during a play-through.

Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes
Academy C 2 200 14 3 (Good) 3 (Neutral) 2 2 2 3 (Evil) Can only be built in the settlement housing the University.
Academy of Magic C 4 300 30 Unlocked at Arcane VIII.

Each Mage's Tower in your barony: +2 Arcane.

Andoran Bank T 1 60 10 2 Unlocked by solving The Osprey's Claws with Councilor. Then after you meet Osprey in a random encounter finish dialogue with Neutral Good or Neutral alignment choice. A few days later Alex Covenorb will come to your capital and offer you to build the bank.

Adjacent to a Town Hall: +1 Loyalty, +1 Stability, and +1 Economy. Counts as a Bank.

Assassins' Guild ? 1 85 ? 4 Requires non-Good, non-Lawful alignment.

See Assassins' Guild for more information.

Barbarian Arena C 4 500 45 6 6 Unlocked by choosing Amiri, Armag or Dugath as Tiger Lords tribe chief at the end of The Twice-Born Warlord.

Settlement has Kobold, Troll or Goblin Quarters: +3 Military, +3 Culture.

Bard College C 4 300 30 1 1 1 8 Unlocked at Culture VIII.

Additional Culture Bonus equal to current Culture rank.

Black Market C 1 125 10 2 2 Requires non-Good, non-Lawful alignment. Requires a Thieves Guild **.

See Black Market for more information.

Castle C 4 250 30 10 Unlocked at Stability VIII.

Settlement has a Foundry: +2 Military. Settlement has a Citadel: +2 Military. Settlement has a Reinforced Wall: +2 Military.

Cathedral C 4 325 30 2 Unlocked at Divine VIII.

+2 Divine for each building in the Settlement that increases Divine. Adjacent to a Palace or Castle: +5 Community.

Crusaders' Castle C (Q) 4 450 45 3 3 6 8 +1 sacred bonus to attack and damage against undead and outsiders in claimed regions. Counts as a Castle.
Dwarven Bastion C Ex +45 1 3 2 Unlocked by passing Fortitude check in hidden study book event of Abandoned Keep.

Counts as Reinforced Wall.

Embassy Row C 4 400 30 7 Unlocked at Relations VIII.

Each adjacent building that increases Economy or Culture has that bonus increased by +1. +3 bonus for the Grand Diplomat on rolls to resolve Kingdom Events in local region.

Exotic Garden T 2 200 30 2 3 Unlocked by completing Research into the Nature of Curses: The Everblooming Flower project.

Adjacent to a Town Hall: +1 Community. Adjacent to a Museum: +1 Culture. Adjacent to a University: +2 Arcane. Counts as Park.

Festival T 2 175 30 2 2 Unlocked by doing The Rushlight Tournament quest. Winning the tournament is not necessary.

For each adjacent building that already provides an Economy and/or Culture bonus, a Festival increases that bonus by +1. Counts as a Fair.

Forum C 4 275 30 3 Unlocked at Loyalty VIII.

Increases Loyalty and one other stat by +1 for each building in the settlement that increases Loyalty and that other stat, but only once for each stat.

Gambling Den ? 1 30 ? -3 Requires non-Good, non-Lawful alignment. Requires a Thieves Guild.

See Gambling Den for more information.

Goblin Quarters T (Q) 2 125 30 -1 2 3 Unlocked during the quest Nok-Nok and the Trouble with Goblins.
Halflings Brewery V (A) 1 100 21 2 Optionally unlocked at Economy III event.

10% chance to earn 3 BP per week, 10% chance to earn 1 BP per week

Hellknight Castle C (Q) 4 350 30 -4 8 12 +1 profane bonus to attack and damage against chaotic creatures in claimed regions. Counts as a Castle.
Hospital T (A) 1 50 ? 1 2 Optionally unlocked during the Honor the Fallen throne room event after the Season of Bloom quest. Requires Good alignment.

+1 Bonus for the Regent or Councilor on rolls to resolve Kingdom Events in local region.

Justiciars' Garrison T 1 45 7 1 1 Unlocked at Stability IX event, but based on choice at Stability VIII event.

Adjacent to a Longhouse: +1 Stability. Adjacent to a Museum or Bank: +1 Stability. Counts as a Garrison.

Kobold Quarters T (Q) 2 175 30 -1 2 3 Unlocked by being friends with Soothscale tribe in Old Sycamore or making Tartuk your vassal.

Adjacent to a Thieves or Assassins' Guild: +3 Espionage.

Military Academy C 4 400 30 5 3 3 Unlocked at Military VIII.

Each adjacent building that increases Military, Stability or Espionage has that bonus increased by +1.

Mint C 4 350 30 3 5 3 Optionally unlocked at Economy VIII event or by accepting Nature's Wrath

Adjacent to a Palace: +3 Community. Adjacent to a Castle: +3 Stability. Adjacent to a Cathedral: +3 Divine. 2 BP per week.

Nethys' Academy C 4 350 30 4 4 Unlocked at Military IX event if "Military Skill" < "Military Magic".

Each adjacent building that increases Military or Arcane has that bonus increased by +2. Counts as an Academy of Magic.

Nethys' Library T (A) 1 100 14 1 3 Optionally unlocked at Divine III.

Adjacent to a Shrine: +1 Divine. Counts as a Library.

Palace C 4 300 30 Unlocked at Community VIII.

Adjacent to a City Hall: +3 Community and +1 Relations.
Adjacent to a Grand Temple or Cathedral: +3 Community and +1 Divine.
Adjacent to a Park or Sacred Grove: +3 Community and +1 Loyalty.
Adjacent to a Citadel or Castle: +3 Community and +1 Military.

Pathfinder Lodge C (Q) 2 175 14 1 2 1 1 1 2 +3 Insight bonus to all Knowledge and Lore checks in claimed regions.
Printing House T (A) 2 175 14 4 (Good) 4 (Chaotic) 4 (Evil) 2 (per Neutral) 4 (Lawful) 2 (per Neutral) Optionally unlocked at Loyalty III or from Easier to Ask Forgiveness... quest.

Bonus depends on alignment.

Royal Museum C 2 300 30 Unlocked with Curator Needs Your Help III.

+3 Culture for every complete collection of the Storyteller.**

School V (A) 1 40 14 1 Optionally unlocked at Culture I.

Adjacent to a Shrine: +1 Divine. Adjacent to a Barracks: +1 Military.

Swordlord Academy C 4 450 30 5 5 3 Unlocked at Military IX event if "Military Skill" >= "Military Magic".

Each adjacent building that increases Military, Stability or Loyalty has that bonus increased by +1. Counts as a Military Academy.

Tannery V (A) 1 (S) 30 10 -1 -1 Optionally unlocked at Community IV.

Can only be built in a separate slot. +1 BP per week. If there's more than one Tannery in a settlement, the additional ones give a -1 penalty to Community and Loyalty.

Temple of Abadar ? (A) ? ? ? ? ? ? ? ? ? ? ? ? ? Optionally unlocked at Divine VI.

Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Community. Counts as a Temple.

Temple of Asmodeus T (A) 1 75 14 -1 2 1 Optionally unlocked at Divine VI.

Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Stability. Counts as a Temple.

Temple of Cayden Cailean T (A) 1 75 14 1 2 -1 Optionally unlocked at Divine VI.

Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Loyalty. Counts as a Temple.

Temple of Gorum T (A) 1 75 14 1 2 -1 Optionally unlocked at Divine VI.

Adjacent to a Monument: +1 Divine. Adjacent to a Longhouse: +1 Military. Counts as a Temple.

Thieves Guild ? 1 100 ? 3 Requires non-Good, non-Lawful alignment.

See Thieves Guild for more information.

Troll Quarters T (Q) 2 175 30 -1 3 2 Unlocked by making Hargulka your vassal.

Adjacent to a Garrison: +3 Military.

University T (A) 2 125 21 2 (Neutral) 1
+2 (Chaotic)
1 1 1 2 (Lawful) Optionally unlocked at Culture VII.

Bonuses on Kingdom Alignment
Requires a Library.

Vault of Forbidden Knowledge C 2 200 14 -2 -3 5 5 3 Unlocked by completing Darker than Black quest.

Counts as a Mage's Tower.

Vordakai's Tower T (Q) 2 105 30 -2 -2 8 2 Unlocked by recruiting Vordakai.
Penalties to Community and Loyalty are removed when built in a separate slot. Counts as a Mage's Tower.
Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes

Settlement Specific[]

Buildings which are specific to certain settlements can can't be built in other settlements.

Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes
Bokken's Alchemical Shop V (Q) 1 30 10 Artisan building. Tradegard only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Bokken's Alchemical Workshop T 1 +45 Artisan building. Tradegard only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Bokken's Alchemical Studio T 1 +60 Artisan building. Tradegard only. Adjacent to a Tavern or Longhouse: +1 Economy.
Dragn's Armor Shop V (Q) 1 30 10 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Dragn's Armor Workshop T 1 +45 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Dragn's Armor Studio C 1 +60 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
Irlene's Magical Rarities Shop V (Q) 1 30 10 Artisan building. Tuskdale only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Irlene's Magical Rarities Workshop T 1 +45 Artisan building. Tuskdale only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Irlene's Magical Rarities Studio C 1 +60 Artisan building. Tuskdale only. Adjacent to a Tavern or Longhouse: +1 Economy.
Irovetti's Palace C 4 350 30 8 4 4 Pitax (City) only. Can not be built. Counts as a Palace.
Kimiel's Shop V (Q) 1 30 10 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Kimiel's Workshop T 1 +75 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Kimiel's Studio C 1 +60 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
Mim's Jewelry Shop V (Q) 1 30 10 Artisan building. Silvershire only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Mim's Jewelry Workshop T 1 +75 Artisan building. Silvershire only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Mim's Jewelry Studio C 1 +60 Artisan building. Silvershire only. Adjacent to a Tavern or Longhouse: +1 Economy.
Nazrielle's Weapon Shop V (Q) 1 30 10 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Nazrielle's Weapon Workshop T 1 +75 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Nazrielle's Weapon Studio C 1 +60 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
Pitax Bard College C 4 350 1 4 1 8 4 Pitax (City) only. Can not be built. Counts as a Bard College.
Sharel's Sewing Shop V (Q) 1 30 10 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Sharel's Sewing Workshop T 1 +75 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Sharel's Sewing Studio C 1 +60 Artisan building. Tatzlford only. Adjacent to a Tavern or Longhouse: +1 Economy.
Shaynih'a's Shop of Exotic Curiosities V (Q) 1 30 10 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Shaynih'a's Workshop of Exotic Curiosities T 1 +75 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Shaynih'a's Studio of Exotic Curiosities C 1 +60 Artisan building. Narlkeep only. Adjacent to a Tavern or Longhouse: +1 Economy.
Tirval's Leatherwork Shop V (Q) 1 30 10 Unlocked by completing Varnhold Militia.

Artisan building. Varnhold only. Adjacent to a Tavern or Longhouse: +1 Economy.

    Tirval's Leatherwork Workshop T 1 +75 Artisan building. Varnhold only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Tirval's Leatherwork Studio C 1 +60 Artisan building. Varnhold only. Adjacent to a Tavern or Longhouse: +1 Economy.
Varnhold Inn T 1 85 14 2 2 Varnhold only. Can not be built. Counts as an Inn.
Varrask's Weapon Shop V (Q) 1 30 10 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
    Varrask's Weapon Workshop T 1 +45 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
        Varrask's Weapon Studio C 1 +60 Artisan building. Shambling Steps only. Adjacent to a Tavern or Longhouse: +1 Economy.
Building Tier Size Cost Time Comm Loy Mil Econ Rel Div Arc Stab Cult Esp Notes

Adjacency diagram for early city planning:

Daigram showing Buildings that get a boost when placed adjacent to one another.

Building Adjacency Diagram

Bugs[]

Bug icon.png The bonus from the Storyteller collection is not working. (Last Version:?)


Bug icon.png A Black Market can be built in a city without a Thieves Guild.
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