Crusade settlements and buildings

Crusade settlements and buildings

The crusade's town-building half is a compact, fully data-driven economy: 10 regions, 29 settlements, 59 building types. Here is what the blueprints say about running it.

The three currencies

Every building prices in the kingdom's three resources:

ResourceCost range
Finances100 – 10,000
Materials25 – 2,500
Favors0 – 200

Construction takes 2 to 7 days, gated by settlement tier: 23 buildings unlock at Villages, 31 at Towns, and just 5 require a City — the top tier holds the crown jewels.

Footprints and producers

49 of the 59 buildings occupy a single slot (1×1); ten take a 2×2 footprint. And despite the economy framing, only 2 buildings produce resources per turn at the blueprint level — the kingdom's income comes overwhelmingly from events and projects, not from buildings you plant.

The upgrade system that isn't

Every building blueprint carries an m_UpgradesTo field. In Kingmaker, buildings upgraded into better versions. In WotR's data, the field is null on all 59 buildings — zero upgrade chains exist. Whatever upgrade UI survived the port points at nothing; "upgrading" a WotR building actually means demolishing and building its successor as a separate entry.

The resolver doesn't cheat

One more clean answer from this layer: every one of the 358 kingdom project blueprints sets AICanCheat: false. The field exists; the AI never uses it. When a rank-up roll goes wrong, that's the dice — the data says so.