Post by The Gambler on May 22, 2016 8:13:23 GMT
Wealth can be invested into a number of building projects that can increase the value of your holdings, your house resources, your defensive capabilities, or a numbers of other benefits. Each building project will require knowledge in Fortification, Civil Engineering, or both. The lord or assigned supervisor for the project may roll the indicated skill to hopefully decrease the estimated cost and build times for these projects. The projects listed below are just examples and any ideas you come up with will be provided with estimated costs, build times, and effects if they are approved as feasible.
Civil Engineering & Fortification
Repair the Tower of Dread: 40 Wealth, 1.5 Years (+10 Influence, +15 to Siege Roll, Besieging Forces take 50% more Casualties)
Repair the Widow' Tower: 40 Wealth, 1.5 Years (+10 Influence, Permanent +20 to Law, Reroll Failed Healing Rolls)
Repair the Wailing Tower: 40 Wealth, 1.5 Years (+10 Influence, Food Lasts 2x as Long During Siege/Winter, 1/2 Food and Wealth Costs for Levies)
Repair the Tower of Ghosts: 40 Wealth, 1.5 Years (+10 Influence, Massive Library, All First Gain 50 in One Skill They Didn't Already Have)
Repair Kingspyre Tower: 50 Wealth, 2 Years (+15 Influence, Harrenhal Gains an Elite Guard, 1/2 Wealth Cost for Replacing or Purchasing Knights)
Fortification
Fortified Camp: 1 Wealth (Can be dismantled and re-erected without further cost, +5 Rolls to Defenders)
Stone Tower: 10 Wealth, 6 Months (Permanent Structure. +10 Rolls to Defenders)
Fortified Town: 15 Wealth, 8 months (Harrentown gets a Wall, Smallfolk Disposition Increase +1)
Civil Engineering
Clay Pit: 10 Wealth, 2 Months (+2 to Wealth/Month)
Stone Quarry: 10 Wealth, 2 Months (+1 to Wealth/Month, -10% to building costs and construction time)
Lumber Mill: 10 Wealth, 2 Months (+1 to Wealth/Month, -10% to building costs and constructions time)
Mill: 10 Wealth, 2 Months (+1 to Food/Month During Summer)
Greenhouse: 20 Wealth, 5 Months (+2 to Food/Month During Winter & Summer)
Port: 20 Wealth, 4 Months (+3 to Wealth/Month, +2 to Food/Month During Winter & Summer)
Municipal Improvements: 30 Wealth, 8 Months (+5 to Wealth/Month, Additional Levies, Harrentown Becomes a City)
Civil Engineering & Fortification
Repair the Tower of Dread: 40 Wealth, 1.5 Years (+10 Influence, +15 to Siege Roll, Besieging Forces take 50% more Casualties)
Repair the Widow' Tower: 40 Wealth, 1.5 Years (+10 Influence, Permanent +20 to Law, Reroll Failed Healing Rolls)
Repair the Wailing Tower: 40 Wealth, 1.5 Years (+10 Influence, Food Lasts 2x as Long During Siege/Winter, 1/2 Food and Wealth Costs for Levies)
Repair the Tower of Ghosts: 40 Wealth, 1.5 Years (+10 Influence, Massive Library, All First Gain 50 in One Skill They Didn't Already Have)
Repair Kingspyre Tower: 50 Wealth, 2 Years (+15 Influence, Harrenhal Gains an Elite Guard, 1/2 Wealth Cost for Replacing or Purchasing Knights)
Fortification
Fortified Camp: 1 Wealth (Can be dismantled and re-erected without further cost, +5 Rolls to Defenders)
Stone Tower: 10 Wealth, 6 Months (Permanent Structure. +10 Rolls to Defenders)
Fortified Town: 15 Wealth, 8 months (Harrentown gets a Wall, Smallfolk Disposition Increase +1)
Civil Engineering
Clay Pit: 10 Wealth, 2 Months (+2 to Wealth/Month)
Stone Quarry: 10 Wealth, 2 Months (+1 to Wealth/Month, -10% to building costs and construction time)
Lumber Mill: 10 Wealth, 2 Months (+1 to Wealth/Month, -10% to building costs and constructions time)
Mill: 10 Wealth, 2 Months (+1 to Food/Month During Summer)
Greenhouse: 20 Wealth, 5 Months (+2 to Food/Month During Winter & Summer)
Port: 20 Wealth, 4 Months (+3 to Wealth/Month, +2 to Food/Month During Winter & Summer)
Municipal Improvements: 30 Wealth, 8 Months (+5 to Wealth/Month, Additional Levies, Harrentown Becomes a City)