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.
| Feature | Cost / upkeep (× size rank scale) | Effect |
|---|---|---|
| Grand Granary | 2,000 / 200 gp | grain transit loss halved realm-wide |
| High Chancery | 3,000 / 300 gp | +1 Authority per season |
| Great Mint | 4,000 / 400 gp | +10% to the tax modifier; −1 realm Stability (Coinage Standards tier 3 removes this) |
| Courier Relays | 1,500 / 150 gp | orders travel twice as fast |
| Muster Fields | 2,500 / 250 gp | recruit 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.
| Room | Category | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Vault | Economy | +10% to the tax modifier. | +15% to the tax modifier. | +20% to the tax modifier; intrigue against the treasury −1 stage. |
| Counting House | Economy | Trade modifier +5%. | Trade modifier +10%. | Trade modifier +15%; your loans cost 2% less. |
| War Hall | War | +1 Authority per season. | +1 Authority per season; the Marshal +1 rating. | +2 Authority per season; the Marshal +1 rating. |
| Map Room | War | Armies 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. |
| Armory | War | Arms kits −10%. | Oathsworn blades and temple guard +1 Power. | The capital's garrison room +50%. |
| Chapel | Faith | −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 Room | Court | +2 Legitimacy per year. | Rank deals +1. | +5 Legitimacy per year. |
| Great Hall | Court | +2 court seats. | +3 court seats; a feast costs one luxury for −5 unrest realm-wide. | +4 court seats; elite unrest weight −1. |
| Council Chamber | Court | Bargaining with council demands is DC 10. | You may hold one more council seat. | Council stipends +50%. |
| Embassy Wing | Court | +1 to negotiation rolls. | Your relationships never decay. | Each year, +1 relationship with two realms of your choice. |
| Royal Apartments | Court | Royal marriages give +1 more relationship. | A prestige hostage housed here counts as a prestige good. | Dowries cost half. |
| Pleasure Gardens | Court | +1 realm Stability. | Elite luxury needs −25%. | — |
| Archives | Knowledge | +1 research slot. | Research costs −10%. | +2 research slots. |
| Scriptorium | Knowledge | +1 Legitimacy per year. | Integration clocks need 1 fewer segment. | Each Ultimate Work stage or won war gives +2 more Legitimacy. |
| Observatory | Knowledge | Each season, learn one rival's next move before it resolves. | Once per year, reroll one event roll. | Research +10% speed. |
| Menagerie | Court | +1 on gifts and deals with foreign courts. | Luxury gifts give +1 more each. | Counts as one prestige good while held. |
| Cells | Intrigue | Hold one prisoner securely. | Hold three prisoners; ransoms +25%. | Each prisoner held gives +1 stage per season to one intrigue against their realm. |
| Whispering Gallery | Intrigue | +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) | Dragons | Houses +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
| Research | Needs | Tier 1 | Tier 2 | Tier 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 Reclamation | Irrigation | +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
| Research | Needs | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Deep Mining | — | Mine output +20%. | A survey reveals two deposits at once. | Poor deposits count as Standard. |
| Smelting | Deep Mining | Ironworks +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%. |
| Glassworks | Guild Standards | Each 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
| Research | Needs | Tier 1 | Tier 2 | Tier 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 Credit | Double-entry Ledgers | Loan 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 Houses | Letters of Credit | Ships lost to storms are refunded at 50%. | The fire event costs nothing. | — |
Civics
| Research | Needs | Tier 1 | Tier 2 | Tier 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 Service | Census | +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 Works | Masonry | Civic build costs −10%. | Aqueduct and Road upkeep −25%. | Ultimate Work stages take one season less (minimum 1). |
| Universities | Codified Law | +1 research slot (needs an Academy T2+). | Tier 1–2 research takes one season less (minimum 1). | Officer search DCs −1. |
| Printing | Universities | +1 Legitimacy per year. | −5 unrest in the capital per season. | Integration clocks need 1 fewer segment. |
| Postal Relays | Highways | Orders travel 1.5× as fast. | Vassal loyalty +1. | — |
Military
| Research | Needs | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Martial Levy at Scale | — | The Martial Levy edict works in towns and larger. | Manpower +5%. | Militia companies muster for free. |
| Siegecraft | Masonry | Batter 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 Armor | Smelting | Elite 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. | — |
| Logistics | Highways | Armies 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 Science | Siegecraft | Garrison 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
| Research | Needs | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Shipwrighting | Carpentry | Hull costs −15%. | Warships +1 Power. | Shipyards build +1 hull per season. |
| Navigation | Cartography | Sea crossings take 1.5 months. | Sea crossings take 1 month. | Overseas counts as distance band 4, not 5. |
| Fire Ships | Shipwrighting | Galleys +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)
| Research | Needs | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Liturgy | — | Rites cost −25%. | Omen readings DC −2. | Great rites give +1 more Legitimacy. |
| Monastic Orders | Liturgy | Clergy pop grows +1% more per season. | Each Temple grows 1 Food per tier. | Research +10% speed. |
| Theology | Liturgy | Heresy Trial DCs −2. | Tolerated faiths' favor cap rises to +75. | The holy cause casus belli costs no Authority. |
Arcane (High Magic)
| Research | Needs | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Alchemy | — | Vials keep 6 seasons. | +1 vial per season per Arcanum. | War-mages +2 Power. |
| Wardcraft | Alchemy | Enemy intrigue against your capital −1 stage. | Your capital +1 Defense. | Each portal costs 1 less vial per season (minimum 1). |
| Gate Theory | Wardcraft | Portal build costs −25%. | Portal gold upkeep −50%. | Your second portal costs no extra vial. |
Dragons (Dragons)
| Research | Needs | Tier 1 | Tier 2 | Tier 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.