PATHFINDER: KINGMAKER
Region upgrades
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| Region upgrades ↑ | BP | Description |
|---|---|---|
| Belly of the Stolen Lands | 240 | Give the grassy plains of Dunsward a new life. Let the crops and gardens flourish among the frightening ruins of the cyclopean empire. Effect: +1 Community and Loyalty for every Brewery, Granary and Windmill in this and all adjacent regions |
| Bread and Circuses | 400 | Giving Varnhold an opportunity to host fairs would provide the region a sense of hope for future prosperity. Effect: any building in the town that provides a bonus to either Community or Loyalty also provides +1 to Economy. |
| Bronzeshield Fortress | 100 | You've made significant progress in the restoration of Bronzeshield Fortress, and it is quickly becoming the center of the whole region. A prerequisite for the "Restoration of the Road of Shields" project. No special effect. |
| Capital of Crime | 0 | If you can't beat the criminals, lead them. Pitax has everything one could hope for – if one means to build a capital of crime. Provides 500 BP. All crime-related town buildings provide full bonuses, as if you had supported the bandits more |
| Daemonic Cult | 700 | Instruct the guards in the region to pay no attention to the many reports of disappearances or the suspicious strangers. The cultists of Charon will be grateful. Effect: in this and all adjacent regions, all buildings that provide either Co |
| Daggermark's Rival | 400 | The first word that comes to mind when someone mentions Daggermark is 'spies'. Or 'assassins'. But Pitax has the potential to steal its fame. Effect: all events that could be resolved by Minister in the entire kingdom, roll 2 checks for res |
| Diamond in the Rough | 650 | The Shrike Hills are the heart of your land, and they should become a true trading and cultural center. Effect: every 2-slot building in this or adjacent upgraded regions that provides bonuses to Economy, Relations or Culture increases thos |
| Enforced Border | 275 | Secure the borders and enhance military presence in the region. Effect: greatly enhances Military and Espionage, but reduces the number and frequency of opportunities in all regions adjacent to Brevoy. All opportunities that could be solved |
| Enigmatic Tales | 200 | The region of Silverstep is home to many mysteries. Even the fey have their own tales of this place. You could turn it into source of inspiration for your mages and priests. Effect: each Cathedral in the barony provides +3 Divine; each Magi |
| Erastil's Holy Place | 150 | With the Temple of the Elk at its heart, the North Narlmarches could become a true home for Erastil's followers. Effect: +2 sacred bonus to attack and damage against animals and magical beasts while within the kingdom. Also provides +5 bonu |
| Fish Farm Village | 250 | Although Silverstep fishermen prefer to see a fish jumping into the boat by itself, you can still teach them a proper techniques for fish farming. Effect: any village buildings in this or any adjacent region that grants either a Community o |
| Good Neighbors | 200 | Partnership with Brevoy could bear fruit – if you establish a proper center for relations. Effect: +3 bonus to solve any problem in regions adjacent to the Brevan border. |
| Gorum's Holy Place | 500 | The harsh and unforgiving region of Glenebon seems the perfect place to worship Gorum, the raging god of battle. Effect: Military Academies provide +2 Divine; Cathedrals provide +2 to Military; the Arenas and Temples of Gorum each provide + |
| Guard Headquarters | 350 | Varnhold has suffered enough. Make safety this region's top priority. Effect: for any problem that could be resolved by the Warden in this or any adjacent region, roll 2 checks and pick best result. |
| Horse-breeding Center | 265 | Horses from the Kamelands are valued for their strength, speed, and sure-footedness. Support its horse-breeders and you'll have the finest mounts in the region for yourself and your companions. Effect: +20% to overland movement speed within |
| Improve Loyalty | 0 | We can increase our people's loyalty in this region. |
| In the Name of Art | 500 | King Irovetti somehow managed to turn his bandit kingdom into flourishing center for the arts. You can do even better, and turn Pitax into the true cultural heart of your lands and of all the surrounding kingdoms. Effect: each Longhouse in |
| Increase Income | 0 | Upgrade the capital to increase profits. |
| Iron Heart of the Land | 600 | Turn the whole region into your stronghold, safe from all enemies, foreign or domestic. Effect: +3 bonus to resolve any situation with the General, Warden or Minister in this and all adjacent regions. |
| It's a Magical Place | 625 | The Stolen Lands are a place of magic and mystery, and your capital and environs are its true heart. Turn the region into a center for arcane studies and a pilgrimage destination. Effect: +5 bonus to resolve any situation with the Magister |
| Jewelry Center | 225 | All around the River Kingdoms, people are sharing tales of gems and dragon silver in the region of Silverstep. With your help, these tales could be harnessed into a promotion for local jewelry. Effect: Attracts jewelry makers to the region. |
| Magic of the Abandoned Keep | 300 | An otherworldly power once nested under the dome of the Abandoned Keep. Study it to provide your arcane specialists with new knowledge and experience. Effect: +2 Arcane to Academies of Magic and +1 Arcane to Mage's Towers everywhere in the |
| Military Outpost | 350 | Secure the borders and enhance military presence in the region. Effect: your land's military and protection increase greatly, at the cost of the relations with Brevoy. This leads to -2 penalty to solve any event in the region, adjacent to B |
| Mountain Resort | 600 | Beautiful sights, mineral water and fresh air make this mountain region a perfect place for a resort. And don't forget exciting excursions into the sinister cyclopean ruins! No special effect. |
| National Treasure | 300 | The Kamelands might become a vast open-air archaeology museum, and attract travelers from other countries and inspiring locals to study history. Effect: all Museums in the barony provide +2 Culture. |
| Royal Hunting Grounds | 200 | A hunt is a form of entertainment that nobles consider essential. There is no special effect. |
| Silvershield Fortress | 200 | Restoring Silvershield Fortress will make it the center of region's infrastructure. A prerequisite for the "Restoration of the Road of Shields" project. No special effect. |
| The Magic of Candlemere Tower | 200 | Although the ancient cult that built Candlemere Tower disappeared thousands years ago, traces of strange magic still linger there. Study these secrets and your arcane specialists will gain valuable new knowledge and experience. Effect: +3 b |
| Trading Ground | 400 | Oleg Leveton's example could encourage others to pursue a merchant's life in the region. With your help, the Outskirts could become a center of trade between the merchants and the local hunters. There is no special effect. |
| Trading Ground | 300 | Oleg Leveton's example could encourage others to pursue a merchant's life in the region. With your help, the Outskirts could become a center of trade between the merchants and the local hunters. There is no special effect. |
| Training Grounds | 450 | Training in the harsh hills of Glenebon could provide your troops with survival skills and endurance. Effect: this region's Military, Stability and Espionage scores increase by 2 for each other region with Military upgrades. |
