Palace

#building #civic #edifice #famous #infamous

LEVEL 15

A palace is a grand and splendid seat of government for your leaders and other political functionaries.


Lots. 4; Cost. 108 RP, 20 Lumber, 12 Luxuries, 15 Ore, 20 Stone
Construction. Defense (master), Industry (master), Magic (master), or Statecraft (master) DC 34
Upgrade From. Castle
Item Bonus. +3 item bonus to Manage Trade Agreements, New Leadership, Pledge of Fealty, Relocate Capital, Retrain, and Send Diplomatic Envoy, and +3 item bonus to Garrison Army, Recover Army, or Recruit Army.
Effects. A palace can only be built in your capital. The first time you build a palace, reduce Unrest by 10. Once your kingdom has a palace, a PC in the Ruler leadership role gains a +3 item bonus to checks made to resolve Leadership activities.

Vance and Kerenshara

The Palace gains the #civic trait. This Structure no longer grant PCs additional Leadership actions. Instead, any Settlement containing a Structure with the Civic trait gets its own Turn during the Activity Phase.

A Settlement gains two Actions on its Turn if it has a Palace. These Actions can only be used for Civic Activities (Build Structure and Demolish) within that Settlement, or Region activities taken in a Hex within the Settlement's Influence.

The Party may choose to have the Settlement take its Turn at any point in the Turn order of the Activities step of the Activity Phase. The party may choose which Leader actually makes the roll.

A Settlement may only gain the benefits of a single Structure with the Civic trait.

Structures with the Civic trait add extra Resource Dice and allow extra Civic Actions to be taken in a Settlement per Turn as listed below.

A Settlement with a Palace gains two Settlement Actions per Turn and increases the limit on Civic Activities per Turn in that Settlement from one to three.

If three Build Structure activities are taken within the settlement in a Turn (whether using the Settlement's actions or a Leader's action), at least one of the three must be used to build a Structure with the infrastructure Trait.

If the Settlement has reached Town size, it produces one Resource Die per Turn. If it has reached Metropolis size, this increases to two RD per Turn. These Resource Dice are in addition to the one Resource Die a City or Metropolis generates by itself.

Only the Kingdom's Capital may build or have a Palace. If a non-Capital Settlement somehow has a Palace, replace the Palace with a Castle (not two Noble Villas as specified in the text of the Palace Structure). If the Kingdom later uses Relocate Capital to move the Capital to this Settlement, replace the Castle in this Settlement with a Palace.

Bonus Resource Dice

Settlement Size No Civic Building Town Hall Castle Palace
Village 0 0 0 0
Town 0 1 1 1
City 1 2 2 2
Metropolis 1 2 3 4

Bonus Actions

Civic Structure Full Civic or Regional Demolish, Infrastructure or Regional Only
Town Hall 1 (with leader: 1) 0 (with leader: 1)
Castle 1 (with leader: 2) 1 (with leader: 1)
Palace 1 (with leader: 1 + 1*) 1 (with leader: 1)
1* = Action may be used anywhere in the Kingdom