Player's Handbook · Chapter 4

The Dominion System

This chapter holds the master tables: how rank is earned, what Authority buys, how big a settlement is, and what you can build.

(a) The rank ladder

RankHoldings requiredTypical income per season (a guide, not a rule)Court seatsAuthority per seasonLegitimacy neededUnlocks
Landlessnone—02—serve as an officer
Landed (Knight)1 village + tower~2,000 gp23—Tower, levy
Lord1 town, or 2 villages + hall~4,000 gp4420Hall, men-at-arms
Baron1 town + keep, or 3 villages~8,000 gp6520Keep, archers, light horse
Viscount1 city, or 2 towns + keep~15,000 gp8640Castle, heavy horse, trade charter
Count2 cities, or 1 city + castle~30,000 gp10740knights
Earl3 cities, or 1 great city~45,000 gp12840Citadel, siege
Duke5 cities, or 2 great cities + citadel~75,000 gp14960royal knights, war edicts
Archduke8 cities, or a great-city capital + 3 cities~120,000 gp161060vice-regal decrees
King12 cities, or a supercity capital + 5 cities~200,000 gp181170royal decrees, supercity charter
Emperora supercity capital + 3 vassal kings~350,000 gp221270imperial edicts, tribute pacts

A realm whose holdings or Legitimacy fall below its rank's requirement keeps the title, but loses 1 Authority per season until it is fixed. One deal lifts at most one rank (Thrones and Councils).

(b) Authority

Authority is your realm's actions for the season. It refills at Collect to your rank's value plus bonuses: Hall, High Chancery, the War council seat, a War Hall palace room, Leader perks. It can never exceed 20, and unspent Authority is lost.

CostActions
Freeset tax policy (once per season), Collect, Feed, Upkeep, answer a faction demand
1 Authoritystart or upgrade one holding · recruit at one settlement · march one army · negotiate (one mission) · decree an edict · fund research · start or push an intrigue · file a Trial · survey a deposit · promote pops · hire mercenaries · open a trade route · close a thread (plus its cost) · rededicate a palace room · handle a revolt
2 Authoritydeclare war · change succession law · a grand decree (annex, raze, grant a fief, charter a supercity) · a rank deal

(c) Settlement size

Size comes from population, never from a stored number. Size rank is the "tier" of a settlement wherever a rule scales by tier.

SizePopSize rankHolding slotsTo grow past this size you need
Village1–913a Market (to become a Town)
Town10–4926Walls + a Guildhall or Temple
City50–14939an Aqueduct
Great City150–399412a supercity charter (King or higher, 2 Authority)
Supercity400+515—

Without the requirement, the settlement's pop stops at the top of its band. Its growth spills into the realm's other settlements of your choice.

Tier cap: a holding's tier can't exceed the settlement's size rank. The capital gets +1; rural holdings (farm, ranch, orchard, fishery and every extractor) get +1; the maximum is 5. A holding's prereq rank applies to building it at tier 1 only. After that, size is the only limit.

(d) Holding catalog

Building costs the T1 line; upgrading costs the difference to the next tier and takes one season (Castle, Citadel, Palace and Bloodworks take two seasons per tier above 3). Output scales ×1/3/5/8/16 and upkeep ×1/2/3/5/8. Defense is flat and adds to the settlement's Defense (0–10, cap 10).

Civic

HoldingT1 cost / time / upkeepT1 output → T5Defense T1→T5Prereq
Granary3,000 gp / 3 mo / 200 gpstores 50 Food without spoilage → 800—Lord
Aqueduct6,000 / 6 mo / 300+1 local Stability, drought −25% → +3, drought-immune—Lord
Road4,000 / 4 mo / 200+500 gp trade, march +2 mi/day → +8,000 gp, +8 mi—Lord
Walls10,000 / 8 mo / 500—+1 → +5Baron
Temple6,000 / 6 mo / 300+1 local Stability, tithe 500 gp → +3, 8,000 gp—Lord
Cathedral60,000 / 18 mo / 3,000+1 realm Stability, pilgrims 2,000 gp → +3, 32,000 gp+1 → +3Earl
Academy30,000 / 12 mo / 2,0001 research slot, +10% speed → 3 slots, +50%—Count
Palace200,000 / 24 mo / 8,0003 room slots → 12 (3/5/7/9/12), each holding one tiered room+2 → +4Duke

Agriculture and food

HoldingT1 cost / time / upkeepT1 output → T5Prereq
Farm2,000 / 2 mo / 15010 Food + 200 gp → 160 Food + 3,200 gpKnight
Ranch3,000 / 3 mo / 2506 Food + 1 mount → 96 Food + 16 mountsLord
Orchard4,000 / 6 mo / 2504 Food + 4 luxury → 64 + 64Lord
Mill3,500 / 3 mo / 200this settlement's farms ×1.25 → ×2, flour trade up to 4,000 gpLord
Fishery (coast or river)3,000 / 3 mo / 20012 Food + 300 gp → 192 Food + 4,800 gpKnight

Extraction (graded deposits)

A survey (Marshal or Chancellor, DC 12, 1 Authority) reveals a deposit's grade: Poor (yield ×0.5, cost −25%), Standard, or Rich (yield ×2, cost +50%). Grade is fixed and multiplies every tier.

HoldingT1 cost / time / upkeepT1 output → T5 (Standard)DefensePrereq
Mine10,000 / 6 mo / 60020 ore → 320—Lord
Ironworks14,000 / 8 mo / 90015 iron, arms kits −10% → 240, −40%+1 → +2Baron
Quarry5,000 / 4 mo / 30015 stone, fortification cost −10% → 240, −40%—Lord
Lumber-camp2,500 / 2 mo / 15012 timber → 192—Knight
Sawmill3,000 / 3 mo / 200this settlement's timber +25%, build cost −10% → +100%, −40%—Lord
Clay-pit2,000 / 2 mo / 1508 goods, civic build cost −10% → 128, −40%—Knight
Saltworks (coast)6,000 / 4 mo / 35010 salt, food stores +10% → 160, +50%—Lord

Military

HoldingT1 cost / time / upkeepT1 output → T5DefensePrereq
Tower2,000 / 3 mo / 150garrison room 10 Power → 160+1 → +2Knight
Watch-post1,500 / 2 mo / 100scouts 20 mi, +1 ambush warning → 60 mi, +3, signal relay+0 → +1Knight
Hall8,000 / 6 mo / 500+1 Authority (T1–2), +2 (T3–4), +3 (T5)+0 → +1Lord
Keep25,000 / 12 mo / 1,200garrison room 50 → 800+2 → +4Baron
Castle100,000 / 24 mo / 4,000garrison room 200 → 3,200+3 → +6Viscount
Citadel400,000 / 36 mo / 12,000garrison room 500 → 8,000+4 → +8Earl
Barracks12,000 / 6 mo / 800trains 1 company per season (militia or regular) → 8+0 → +1Baron
Stable8,000 / 4 mo / 6001 mount per season, cavalry upkeep −10% → 16, −40%+0 → +1Baron
Arsenal20,000 / 8 mo / 1,000kits −10%, siege companies +1 Power → −40%, +3+1 → +3Viscount
War-college60,000 / 18 mo / 3,000trains 1 elite company per season, commanders +1 rating → 6, +3 (rating cap 5)+1 → +2Earl
Spy-nest8,000 / 4 mo / 600+1 intrigue op slot, op costs −10% → +5 slots, −50%hiddenViscount

Economic

HoldingT1 cost / time / upkeepT1 output → T5DefensePrereq
Market4,000 / 4 mo / 250+1,000 gp trade, 1 promotion charter → 16,000 gp, 3 charters—Lord
Port15,000 / 9 mo / 800+2,000 gp trade, sea routes → 32,000 gp+1 → +3Baron
Shipyard20,000 / 12 mo / 1,2001 hull per season → 8, warships from T2+1 → +2Viscount
Bank25,000 / 8 mo / 1,000+500 gp fees, your loans cost 5% → +8,000 gp, writs of credit+1 → +2Count
Mint40,000 / 12 mo / 2,000tax +10% → +30%, allows writs+2 → +3Count
Guildhall15,000 / 8 mo / 800+2,000 gp craft, 1 promotion charter → 32,000 gp, 5 charters+1 → +2Viscount

(modules): the Arcanum and Bloodworks (High Magic) and the Roost (Dragons) are listed in their module chapters.

Build clocks go on the realm's Works and Clocks tracker as "name: months left".

Manual updated Nov 8, 2026.