Building Your Realm

Purchasing Hexes

The first step in building a faction is to build the lands you control at the start of the game. You must buy at least one hex of land before you may purchase any other upgrades.

Hills: 7 points per hex
A hilly hex costs one movement point to enter and one movement point to leave.

Mountains (low): 9 points per hex
A low mountain hex costs one Movement Point to enter and two movement points to leave.

Mountains (medium): 11 points per hex
A medium mountain hex costs two movement points to enter and two movement points to leave.

Mountains (high): 13 points per hex
A high mountain hex costs three movement points to enter and three movement points to leave.

Plains: 5 points per hex
A plains hex costs one movement point to enter.

Water: 3 points per hex
This hex is not accessible by land. It costs one movement point to enter by boat. This may not be the first hex you purchase, unless you immediately upgrade the hex with an island (see below).

Wetlands: 3 points per hex
Wetland hexes cost one movement point to enter and one movement point to leave.

Upgrades to Land

These upgrades may be added to any hex you control.

Coast: +3 points per hex
Coast allows this hex to be approached by sea. A hex with a coast draws revenue from water resources.

Island: Varies (see below)
You may upgrade any water hex with an island. The cost depends on the type of land the island has. An island draws revenue from water resources.

Plains: +10 points per hex
Wetlands: +8 points per hex
Hills: +15 points per hex
Mountains (low): +17 points per hex
Mountains (medium): +20 points per hex
Mountains (high): +22 points per hex

Ruins: +3 points per hex
This hex has ruins of an ancient civilization on it. This may be the site of lost treasure or knowledge.

River: +3 points per hex
A river allows ships to travel into hexes. It costs them one movement point to enter the hex.

Rapids: +2 points per hex
Rapids allow ships to travel into hexes. It costs them 2 movement points to enter the hex.

Lake: +7 points per hex
A lake allows a hex to draw revenue from water resources.

Forest (light): +3 points per hex
A hex with a light forest costs an additional movement point to leave.

Forest (dense): +5
A hex with dense forest costs an additional two movement points to leave.

Civilization Upgrades

Cleared Farmland: Varies (see below)
Clearing a hex for farming costs a different amount of BP depending on the land in the hex.

Plains: 0 points per hex
Wetlands: 2 points per hex
Hills: 1 point per hex
Mountains (low): 2 points per hex
Mountains (medium): 3 points per hex
Mountains (high): You cannot clear these mountains for farmland.

Fortress (Tower or keep): +13 points per hex
A Tower or Keep adds +1 to a hex’s Defense.

Fortress (Hall): +25 points per hex
A Hall adds +2 to a hex’s Defense.

Fortress (Great Hall or Small Castle): 38 points per hex
A Great Hall or Small Castle adds +3 to a hex’s Defense.

Fortress (Great Castle): 54 points per hex
A Great Castle adds +4 to a hex’s Defense.

Road: +5 points per hex
Putting a road on a hex halves the movement point cost of land units to enter or leave the hex (minimum ½ a point to enter and 0 points to leave). A road may not connect island hexes to other hexes.

Mine: 2 points per hex
A mine can only be bought in hexes that have hills or mountains.
This hex provides an additional 25% resources per year.

Smelter: 4 points per hex
You must have a mine in the hex in order to build a smelter.
This hex produces an additional 50% resources per year.

Logging Camp: 2 points per hex
A logging camp may only be built on a hex that has a dense forest.
This hex produces an additional 25% resources per year.

Irrigation: 3 points per hex
This upgrade can only be bought on a hex that has been cleared for farming.
This hex produces an additional 25% resources per year.

Fishing Fleet: 4 points per hex
This upgrade may only be purchased in hexes that can gain BP from water resources.
This hex produces an additional 25% resources per year.

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