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Unlike the other Pendorian lords, you can be a friend to both your fief and yourself by building improvements. All fiefs start at least somewhat developed, and their improvements are random in every game.

The skill levels are taken from your steward's skills, since he is the one overseeing the development of the improvement. You may schedule a meeting with the steward (all your companions will attend as well) to upgrade his skillset. At the conclusion of the meeting, all of his skills will be raised to the highest level among you and your companions.

The legend to the improvement table is as follows:

  • Improvement name: The name of the improvement. Starred improvements have additional benefits; see below.
  • Fief type: Where can the building be built in. It will either be Village, Castle or City, a mixture of these or all.
  • Base cost: Can be decreased by a steward with high Engineer skill (halved if it is level 10).
  • Base time: Can be decreased by a steward with high Engineer skill. Formula: Number of days: (Cost / 150) + 3
  • Skill 1, 2, 3: Required steward skill levels to build the improvement in particular.
  • Income and Prosperity: The exact formula for fief income is unclear; obviously, higher is better.
  • Relations: Upon completion, your relations with the fief will increase (or decrease) by this amount.
Improvement Fief type Base cost Base time Skill 1 Skill 2 Skill 3 Income Prosperity Relations
Blacksmith All 5000 36 Tactics 2 Trade 3 +5 +5%
Building inspectors City 7000 49 Tactics 2 Spotting 2 +2 +3% +1
Cathedral City 20000 136 Engineer 5 Leader 6 Persuasion 6 +20 +20% +10
Chapel Castle

& City

1000 9 Persuasion 3 Leadership 3 +5
Church* All 7000 49 Persuasion 5 Engineer 3 Leadership 5 +5 +10% +5
Civic patrols City 800 8 Spotting 2 Tracking 2 Tactics 1 +1% +2% +5
Court system City 8000 56 Prisoner M 2 Tactics 4 Persuasion 5 +5 +10% +5
Crop rotation Village 5000 36 Inventory M 4 Tactics 3 +20 +5%
Fire brigade All 3000 23 Pathfinding 2 Spotting 2 +5% +3
Fish pond Village 6000 43 Engineer 1 Spotting 2 +10 +10%
Foresters Village 3000 23 Tracking 4 Pathfinding 3 +5 +5%
Herbalist Village 5000 36 First Aid 3 Wound Treatment 3 +10% +5
Hospital City 10000 69 Tactics 3 Surgery 5 Persuasion 3 +5 +10% +5
Hunting lodge Village 3000 23 Tracking 3 Pathfinding 3 +5 +10%
Improved roads All 10000 Engineer 3 Pathfinding 4 +5 +20% +2
Lamplighters City 1000 9 Pathfinding 2 +2% +2
Manor* Village 8000 56 Engineer 2 +10 +10%
Market Village

& Castle

10000 69 Persuasion 2 Trade 5 Looting 2 +50 +50%
Messenger post* All 4000 29 Engineer 2 Pathfinding 2 +5
Mine* All 3000 23 Engineer 4 Tactics 3 Trade 4 +? +5%
Monastery All 5000 36 Persuasion 4 Trainer 4 +5 +5% +5
Organized guilds City 15000 103 Trade 5 Tactics 5 Persuasion 5 +50 +25%
Prison tower* Castle

& City

7000 49 Engineer 2 Prisoner M 2 +5
Prospectors* All 1000 9 Engineer 1 Spotting 1
Renderers Village 7000 49 Inventory M 2 +4 +4%
Sanitation standards All 3000 23 Tactics 3 Engineer 2 Spotting 2 +2 +2% +5
School* Village 9000 64 Trainer 2
Sheriff* Village 5000 36 Trainer 3 Track 2 Tactics 3 +10% +5
Shrine* All 3000 23 Persuasion 3 Wound Treatment 3 +5% +5
Skilled craftsmen* All 6000 43 Persuasion 2 Tactics 3 Trade 4 +100 +20%
Street sweepers City 2000 16 Tracking 2 +3% +3
Tax collector office All 2000 16 Looting 3 +10 -10% -2
Thieves guild City 10000 69 Looting 5 Tactics 5 Persuasion 2 +20 +15% -10
Town crier City 500 6 Spotting 2 +1 +2% +1
Training grounds* Castle

& City

8000 56 Trainer 4 Weapon Master 5 +3
University City 10000 69 Engineer 4 Trainer 5 Persuasion 4 +10 +10% +5
Warehouse City 3000 23 Inventory M 4 Trade 2 +5 +5%
Watch tower* Village 5000 36 Engineer 1 Spotting 2 +5
Well cleaners City 2500 19 Spotting 2 +2 +2% +2
Winery Village

& Castle

8000 56 Persuasion 3 First Aid 2 Tactics 4 +50 +10% +3

Some of these buildings offer extra bonuses:

  • Church: Attracts noble recruits.
  • Manor: Allows resting at the village.
  • Messenger post: Informs you about enemy activity near your village even if you are far away.
  • Mine: Income is based on mineral value found during prospecting (see below). You can close a mine at any time through your steward.
  • Prison tower: Reduces chance of captives escaping.
  • Prospectors: Finds mineral deposits near your fief, allowing mining. Possible values of 50 to 300.
  • School: +1 relation increase every week.
  • Sheriff: Decreases bandit spawns near your village and allows you to send out militia patrols.
  • Shrine: Attracts noble recruits.
  • Skilled craftsmen: Repairs buildings weekly without your intervention. Additional requirement for building: Tax collector office
  • Training grounds: Allows you to train garrisoned troops and hire noble recruits.
  • Watch tower: Enemies take 25% longer to loot the village.

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