Player's Handbook · Chapter 23

Capitals, Research and the Palace

One settlement is your capital. Its features work across the whole realm while you hold it; lose the capital and they go silent until you retake it or name a new capital (a grand decree, which costs −5 Legitimacy).

The capital gets +1 to its holdings' tier cap (The Dominion System).

Capital features

Build like holdings (1 Authority each). Cost and upkeep scale by the capital's size rank.

FeatureCost / upkeep (× size rank scale)Effect
Grand Granary2,000 / 200 gpgrain transit loss halved realm-wide
High Chancery3,000 / 300 gp+1 Authority per season
Great Mint4,000 / 400 gp+10% to the tax modifier; −1 realm Stability (Coinage Standards tier 3 removes this)
Courier Relays1,500 / 150 gporders travel twice as fast
Muster Fields2,500 / 250 gprecruit at the capital without spending Authority, once per season

The Palace

A Palace (Duke or higher) has room slots by its tier: 3 at T1, 7 at T2, 13 at T3, 17 at T4, 20 at T5. Each slot holds one dedicated room, and every dedicated room is active.

  • Dedicating a room (tier 1) costs 1 Authority and 500 gp.
  • Raising a room to tier 2 costs 1 Authority and 2,000 gp, and needs a Palace T2. Tier 3 costs 1 Authority and 8,000 gp, and needs a Palace T4.
  • A higher tier replaces the lower tier's effect.
  • Rededicating a slot to a different room costs 1 Authority and 500 gp, and the new room starts at tier 1.

Each room is a Palace Room file in the compendium. On the capital's sheet, list each room you hold with its tier.

RoomCategoryTier 1Tier 2Tier 3
VaultEconomy+10% to the tax modifier.+15% to the tax modifier.+20% to the tax modifier; intrigue against the treasury −1 stage.
Counting HouseEconomyTrade modifier +5%.Trade modifier +10%.Trade modifier +15%; your loans cost 2% less.
War HallWar+1 Authority per season.+1 Authority per season; the Marshal +1 rating.+2 Authority per season; the Marshal +1 rating.
Map RoomWarArmies march +1 mile a day.Armies led from the capital +1 to battle rolls in their first battle of a campaign.+5 war score for every siege you take.
ArmoryWarArms kits −10%.Oathsworn blades and temple guard +1 Power.The capital's garrison room +50%.
ChapelFaith−5 unrest in the capital per season.−5 unrest and +1 local Stability in the capital.−10 unrest in the capital per season; +5 Favor per season with the established faith (Faith and Oaths).
Throne RoomCourt+2 Legitimacy per year.Rank deals +1.+5 Legitimacy per year.
Great HallCourt+2 court seats.+3 court seats; a feast costs one luxury for −5 unrest realm-wide.+4 court seats; elite unrest weight −1.
Council ChamberCourtBargaining with council demands is DC 10.You may hold one more council seat.Council stipends +50%.
Embassy WingCourt+1 to negotiation rolls.Your relationships never decay.Each year, +1 relationship with two realms of your choice.
Royal ApartmentsCourtRoyal marriages give +1 more relationship.A prestige hostage housed here counts as a prestige good.Dowries cost half.
Pleasure GardensCourt+1 realm Stability.Elite luxury needs −25%.—
ArchivesKnowledge+1 research slot.Research costs −10%.+2 research slots.
ScriptoriumKnowledge+1 Legitimacy per year.Integration clocks need 1 fewer segment.Each Ultimate Work stage or won war gives +2 more Legitimacy.
ObservatoryKnowledgeEach season, learn one rival's next move before it resolves.Once per year, reroll one event roll.Research +10% speed.
MenagerieCourt+1 on gifts and deals with foreign courts.Luxury gifts give +1 more each.Counts as one prestige good while held.
CellsIntrigueHold one prisoner securely.Hold three prisoners; ransoms +25%.Each prisoner held gives +1 stage per season to one intrigue against their realm.
Whispering GalleryIntrigue+1 intrigue op slot.Counter-intel ops strip +1 extra stage.Your ops start with +2 secrecy.
Sanctum (High Magic)Arcane+1 vial per season.The capital +1 Defense (wards).One portal end in the capital costs no gold upkeep.
Wyrm Hall (Dragons)DragonsHouses +1 dragon.Bonding rolls +2.Dragons give +1 more Authority each (cap +5).

Research

You get one research slot to start; Universities, Archives and an Academy add more. Each slot works on one tier of one project at a time.

  • Cost: a tier costs its listed gold × the capital's cost scale (×1/2/4/8/16 by size rank), paid up front. Standard costs are tier 1: 1,000 gp and 2 seasons; tier 2: 2,500 gp and 3 seasons; tier 3: 5,000 gp and 4 seasons.
  • Upkeep: while running, a project costs 10% of its tier cost each season. It advances only in seasons you pay.
  • Order: you must finish tier 1 before tier 2, and so on. "Needs" means tier 1 of that project must be done before you start this one.
  • Speed: an Academy at T3+ halves research time (round up). (High Magic) An Arcanum takes one season off any project in the Arcane field.
  • Effects: a project's effects add up as you climb its tiers, unless a tier says it replaces an earlier one.

Each project is a Research file in the compendium; track the tier your realm has reached on it.

Agriculture

ResearchNeedsTier 1Tier 2Tier 3
Irrigation—Farms +10% output.Farms +25% output; drought penalties halved.Farms +40% output; immune to drought.
Crop Rotation—Yeomen grow 1.75 Food each.Yeomen grow 2 Food each.Yeomen grow 2.25 Food each.
Animal Husbandry—Ranch output +25%.Each Ranch gives +1 mount per tier.Cavalry upkeep −10%.
Granary Science—Granary capacity +50%.Spoilage halved everywhere.Granaries also store luxuries without loss.
Land ReclamationIrrigation+1 rural holding slot in villages.Farms on Poor deposits count as Standard.+1 rural holding slot in towns.
Fisheries Charter—Fishery output +25%.Saltworks +25%; food stores +10%.Fishery output +50%.

Industry

ResearchNeedsTier 1Tier 2Tier 3
Deep Mining—Mine output +20%.A survey reveals two deposits at once.Poor deposits count as Standard.
SmeltingDeep MiningIronworks +20% iron.Arms kits −10%.Iron needs −25%.
Masonry—Build costs −5%.Fortifications cost −10%; Walls T3+ give +1 Defense.Build times −1 month (minimum 1).
Carpentry—Timber needs −20%.Holdings under construction need half the timber.Shipyards build +1 hull per season.
Water Mills—Mill bonuses +10%.Each Mill adds +500 gp of flour trade.Clay-pits and Sawmills +25%.
GlassworksGuild StandardsEach Guildhall tier makes 1 luxury per season.Academies research 5% faster.Cathedral pilgrim income +25%.
Guild Standards—Guildhall output +10%.Promotion costs −20%.+1 promotion charter per Guildhall.

Commerce

ResearchNeedsTier 1Tier 2Tier 3
Coinage Standards—Treasurer gives +1% more per rating.Mint +5% to the tax modifier.Writ penalties halved.
Double-entry Ledgers—All upkeep −3%.Intrigue ops against your treasury −1 stage.Treasurer gives +2% more per rating.
Trade Fairs—Market output +20%.Trade route cap +5% (to +30%).Luxuries sell at ×2.25.
Letters of CreditDouble-entry LedgersLoan interest −2%.You may borrow up to 1.5× your Collect.Bank fees doubled.
Caravan Roads—Transit loss −5% per band.The bandits event no longer cuts trade.Overland routes count as sea routes for Port bonuses.
Maritime Law—Port trade +15%.Piracy ops against you −1 stage.Blockades cut only half a route's trade.
Insurance HousesLetters of CreditShips lost to storms are refunded at 50%.The fire event costs nothing.—

Civics

ResearchNeedsTier 1Tier 2Tier 3
Sanitation—Plague checks +2.Ignore the plague event; cities and larger +1 local Stability.Cities and larger grow +0.5% more per season.
Highways—Grain transit loss halved; engineers can be recruited.March +3 miles a day on roads.Orders travel twice as fast.
Census—Manpower +5% (to 30% of yeomen and laborers).+5% to the tax modifier.Tax policy unrest −2 (minimum 0).
Civil ServiceCensus+1 court seat.Governors give +1 to their settlement's local Stability.+1 Authority per season.
Codified Law—Trial DCs −1.Just rulings give +1 more Legitimacy.The Heavy-tax penalty without a Lord Justiciar no longer applies.
Public WorksMasonryCivic build costs −10%.Aqueduct and Road upkeep −25%.Ultimate Work stages take one season less (minimum 1).
UniversitiesCodified Law+1 research slot (needs an Academy T2+).Tier 1–2 research takes one season less (minimum 1).Officer search DCs −1.
PrintingUniversities+1 Legitimacy per year.−5 unrest in the capital per season.Integration clocks need 1 fewer segment.
Postal RelaysHighwaysOrders travel 1.5× as fast.Vassal loyalty +1.—

Military

ResearchNeedsTier 1Tier 2Tier 3
Martial Levy at Scale—The Martial Levy edict works in towns and larger.Manpower +5%.Militia companies muster for free.
SiegecraftMasonryBatter rolls +1.Siege trains cost −25%.Engineers +2 Power against fortifications.
Drill Manuals—Upgrading militia to regular costs −25%.Armies gain veterancy after any won battle, even in the same season.Upgrading to elite needs no drill season.
Plate ArmorSmeltingElite kits −20%.Men-at-arms, swordsmen and halberdiers +1 Power against missile units.Knights +1 Power.
Crossbow Craft—Crossbowmen upkeep −20%.Pavise crossbows +1 Power.—
Longbow Training—Longbowmen no longer need a War-college.Longbowmen +1 Power when defending.—
LogisticsHighwaysArmies carry +1 month of supply.Fielded armies count one distance band closer.Armies in enemy land forage: they eat half.
Cartography—March +2 miles a day.+1 on ambush and terrain rolls.Expedition transit loss halved.
Fortification ScienceSiegecraftGarrison room +25%.Castles and Citadels +1 Defense.Siege damage repairs 2 per season.
Field Medicine—Winners lose 2% less Power.Losers lose 5% less Power.Commanders survive battle death checks automatically.

Naval

ResearchNeedsTier 1Tier 2Tier 3
ShipwrightingCarpentryHull costs −15%.Warships +1 Power.Shipyards build +1 hull per season.
NavigationCartographySea crossings take 1.5 months.Sea crossings take 1 month.Overseas counts as distance band 4, not 5.
Fire ShipsShipwrightingGalleys +1 Power.+2 to blockade-running rolls.—
Harbor Works—Ports +1 Defense.Storms sink a ship only on a 1 (and only one ship per port).—

Faith (Faith and Oaths)

ResearchNeedsTier 1Tier 2Tier 3
Liturgy—Rites cost −25%.Omen readings DC −2.Great rites give +1 more Legitimacy.
Monastic OrdersLiturgyClergy pop grows +1% more per season.Each Temple grows 1 Food per tier.Research +10% speed.
TheologyLiturgyHeresy Trial DCs −2.Tolerated faiths' favor cap rises to +75.The holy cause casus belli costs no Authority.

Arcane (High Magic)

ResearchNeedsTier 1Tier 2Tier 3
Alchemy—Vials keep 6 seasons.+1 vial per season per Arcanum.War-mages +2 Power.
WardcraftAlchemyEnemy intrigue against your capital −1 stage.Your capital +1 Defense.Each portal costs 1 less vial per season (minimum 1).
Gate TheoryWardcraftPortal build costs −25%.Portal gold upkeep −50%.Your second portal costs no extra vial.

Dragons (Dragons)

ResearchNeedsTier 1Tier 2Tier 3
Draconic Lore—Bonding rolls +1.Eggs hatch in 9 months.Drake wings +2 Power.

Example: a Great City capital (size rank 4, cost ×8) starts Irrigation tier 1: 8,000 gp up front, 800 gp a season, 2 seasons; with an Academy T3, just 1 season. Farms then grow +10%, and tier 2 opens.

Manual updated Nov 8, 2026.