Private Buildings
You can build up to three buildings per week, and the effects of each upgrade will stack. Of course, you can’t build a Tier II building without having first built its Tier I equivalent, and so on. Buildings take a week (a full turn) to construct.

Tier I:
Cost: $1,500 each.

Industrial Mill: +5% income (mercantile only)
Wharf and Warehouse: +5% income, -5% ship maintenance cost if opened to US Navy (mercantile only)
Retail Shop: +5% income (mercantile only)
Tenant Homesteads: +5% income (planter only)
Slave Cabins: +5% income (planter only)
Plantation House: +5% income (planter only)
Family Farm: +5% income (yeoman only)
Cattle Herd: +5% income (yeoman only)
Private Mill: +5% income (yeoman only)
Printing Press: You must specify the state in which you’re building this. Amplifies the effect of campaigning in the state by x1.5.
Coffeehouse: +1% income and +1 Charisma

Tier II:
Cost: $4,500 each.

Factory: +5% income (mercantile only)
Private Harbor: +5% income, -5% ship maintenance cost if opened to US Navy (mercantile only)
Shopping Arcade: +10% income (mercantile only)
Indebted Cohees: +5% income (planter only)
Overseer Network: +5% income (planter only)
Plantation Manor: +1 Personal Combat (planter only)
Hired Hands: +5% income (yeoman only)
Fenced Ranches: +5% income (yeoman only)
Private Creamery: +5% income (yeoman only)
State Press: You must specify the state in which you’re building this, and have a Printing Press built there previously. Amplifies the effect of campaigning in the state by x2. Does NOT stack with the 1.5x from the original Printing Press, but replaces it.
Salon: 1/15 chance to get +1 skill point of your choice every 5 years
Gold Mine*: + $30,000 annually base, further modified by a 1d10x1000 roll and modifiers posed by gold/silver regulating legislation. Does not require any previous building.
Silver Mine*: +$20,000 annually base, further modified by a 1d20x1000 roll and modifiers posed by gold/silver regulating legislation. Does not require any previous building.

Tier III:
Cost: $9,000 each.

Factory Complex: +5% income (mercantile only)
Private Dry-Dock: +5% income, -5% ship maintenance cost if opened to US Navy (mercantile only)
Wholesale Markets: +1 Wealth (mercantile only)
Pseudo-Manorialism: +5% income (planter only)
Slave Patrols: +5% income (planter only)
Plantation Palace: +1 state militia mobilization rolls if Governor (planter only)
Friendly Homesteads: +5% income (yeoman only)
Intensive Farming: +5% income (yeoman only)
Farmers’ Market Connections: +5% income and +1 state militia mobilization rolls if Governor (yeoman only)
National Press: Amplifies the effect of campaigning across the entire country by 1.5x, and stacks in states where your party has Printing or State Presses. For example, if you have both a National Press and a State Press in New Jersey, then the effect of any funds your party spends campaigning in NJ is amplified by 3.5x. Each party can only have one National Press at a time.
Cabaret: +1 Espionage
Gold Mine Network*: + $50,000 annually base, further modified by a 1d10x1000 roll and modifiers posed by gold/silver regulating legislation. Requires Gold Mine.
Silver Mine Network*: +$40,000 annually base, further modified by a 1d30x1000 roll and modifiers posed by gold/silver regulating legislation. Requires Silver Mine.

*Gold & Silver Mines can only be built in states where moderation has declared that the precious metals have been found, and only a limited amount can be built per state. We encourage players to do their own mine-bonus rolls on Orokos (simply roll a 1d10-30 die depending on the mine size, then multiply the result by 1,000) so you won’t have to wait for moderation to roll it for you.

Great Buildings and Public Works
Great Buildings

The great building chain comprises several tiers, each taking a year to complete. The great building chain encourages player-to-player interaction and collaboration, even if bonuses aren't that high (that would make things unbalanced) is mainly designed to create plots and new roleplaying arcs, as it's a demanding and long term roleplaying, so player might employ their money and time in something meaningful rp-wise, rather than mindlessly upgrading their homethreads by purchasing new buildings. Every time a great building is started a new thread might be opened in the proper subforum:
- Requires two Tier III buildings to be constructed
- Stage One: $15,000, one week to construct
- Stage Two: $20,000, one week to construct
- Stage Three: $20,000, one week to construct
- Stage Four: $35,000, one week to construct

-> Cathedral: One of the greatest places possible to worship God, in all of Christendom. A cathedral is, at least for Catholics and episcopal Protestants, the seat of a Bishop within a diocese. Extensive funds and lands are needed to maintain a new bishopric and the cathedral, thought it clearly improves your standing with the clergy and is sure to attract pilgrims of your faith from all over. +20,000 annual income for the county that the cathedral is built in, +3 AI interactions with any foreign leader who shares your faith should you or a member of your family be sent to treat with them. Presumably, the number of followers of the religious sect the Cathedral is dedicated to will increase as well. Can only be built if the local bishop/minister authorizes it or the Pope allows the creation of a new bishopric, depending on your creed.

-> University: A place of learning, in the image of Bologna or Paris. This building houses a few of the wisest minds of the known world, and that alone is costly enough. Construction of this facility allows characters to enter its gates and learn from the finest teachers, giving +1 trait points to coming of age characters, including the possibility of additional points through learning RP. Access to learned physicians affords great benefits (-1 death rolls) but a congregation of learned minds could lead to new and dangerous ideas…

-> Palace/Manor: Such a magnificent building astonishes the populace. A place of ostentation and luxuries few can afford. Furbished with the costliest tapestries, furniture and artworks; this reaffirms your power and wealth across the entire country, and will attract a significant following of socialites with diverse talents and connections to your side. +2 Charisma and +2 Espionage.

Public Works

Unlike Great Buildings, Public Works are primarily intended to be built by the state/federal governments rather than individual characters. They also tend to have different prices governing their construction, unlike the uniform costs and process of building a Great Building, though unless mentioned otherwise they will take two turns to build.

-> Road Network: A major network of roads, paved with cobblestones, gravel or setts so as to ensure they’ll be usable all year long and in any weather. Besides naturally vastly improving internal communication and trade between the locations serviced by these roads and encouraging settlement, the government can make a pretty penny in tolls off of the increased traffic. Can be built by state governors and the federal government, upgrades the economic tier of the affected county by +1 and if you’ve built a Road Network in each of your state’s counties, all those counties receive a further +5% income bonus from being fully interconnected with one another. Costs $10,000 to build in a Poor county, $15,000 in a Mediocre one and $25,000 in a Prosperous one. Moderation reserves the right to cap the number of Road Networks you can build to upgrade certain counties which are inherently unsuitable for improvement, such as the Sandhills of North Carolina or the Arizona desert.

-> Highway: A singular major paved road, intended to connect multiple states with one another and to support heavy traffic constantly. Much like networks of smaller roads, they will not only facilitate the flow of trade and communications between the states they connect, but also provide the government with an extra means of raising cash by way of imposing road tolls. Can only be built by the federal government, and must encompass at least two states. +$15,000 to any county the Highway runs through. Costs $25,000 to build in a Poor county, $15,000 in a Mediocre one and $10,000 in a Prosperous, Rich, or Opulent one.

-> Great Harbor: A massive port complex combining clearly delineated civilian and military harbors, warehouses, a lighthouse and even a dry-dock, designed to facilitate the entry, repair, loading and off-loading of numerous vessels of all sizes. Obviously, the main advantage in such an enormous port facility lies in its positive effect on maritime trade, but in times of need the countless merchant ships which dock here every day can be commandeered for the war effort as well. Once built, it immediately grants a +$50,000 annual income bonus to whichever county it was built in and increases the value of all trade routes (for federal tariffs) by 5%. However, every additional Great Harbor built in the same geographic region (New England, the Mid-Atlantic, and the South) cuts the annual income bonus by $10,000, down to a minimum of $10,000.

-> Militia Armory: An armory containing sizable caches of muskets, rifles, and/or cannons and gunpowder, as well as adjoining drilling yards for the training of newly-recruited militiamen with the above weapons. One such armory built in a county adds an extra Militia, Militia Cavalry or Militia Artillery Company (Governor’s choice) to the state levy pool of the county it was built in & also grants a +1 bonus to that particular county’s levy rolls. You can build multiple armories in one province. Each armory costs $15,000 & takes one week to construct.

-> Federal Armory: An armory belonging to the federal government rather than the states, housing a not-insignificant quantity of firearms, cannons, gunpowder and other military supplies. Each such armory will make it less expensive to maintain the Federal Army and outfit its new recruits, if one exists at all. Unlike Militia Armories, only one of these can be built per county. -5% to Federal Army recruitment and maintenance costs for each such armory built. Each armory costs $15,000 & takes one week to construct, and can only be built by order of the federal government.

Entourage
All Staff Officers and Companions cost $500 to recruit and maintain. Staff Officers can only be hired by military men, and can also be hired and assigned by Congress using federal military funding.

Players can gain multiple ‘free’ (as in, free of annual maintenance) slots in their entourage depending on rank. Representatives and military Captains have no free slots; Senators, Cabinet members and Colonels have one; Supreme Court Justices, Governors, Generals and Admirals have two; and the President and Vice-President have three.

There is a limit of 5 Entourage members for every player character. A family can also have only up to a +/-5 modifier from its characters’ Entourages, so you can’t (for example) have everyone in your family perpetually cheat death by hiring 5 Skilled Physicians each for said family’s main characters.

Staff Officers:
⦁ European Mercenary Officer: This officer was a veteran in the armies of Europe who has since become a free agent, and can now grant you the benefit of his experience on the battlefields of the old country. +1 to battle rolls.
⦁ Expert Scout: This man is not only a renowned horseman, survivalist and scout (or, in the navy, someone with really good eyes who’s used to serving as a lookout in the crow’s nest). With his skills in your employ, your enemies will have a tougher time hiding from you or catching your forces off-guard. +1 to scout rolls.
⦁ Expert Cartographer: This man is a masterful surveyor and mapmaker, capable of accurately producing a detailed map of any region he’s been given enough information on. As a result, your army will be able to move more quickly with him mapping out their routes. +5% movement speed.
⦁ Harsh Quartermaster: this man can equip and feed a fighting force as cheaply as possible, which is a great advantage for those who are wary of the gross overspend that comes hand-in-hand with building an army. -5% troop maintenance.
⦁ Shipwright: recruited from a major port, perhaps Boston or New York, this man clearly has not only expertise but exceptional skill in building and maintaining seaborne craft. -5% navy maintenance.

Civilian Entourage:
⦁ Skilled Physician: A doctor, perhaps having studied at one of the great universities of Europe or North America, very skilled in the field of medicine and capable of saving your or your family’s life when lesser-skilled men can’t. +1 to birth & -1 to age-related death rolls for the character and his family.
⦁ Expert Agent: Rakes, femme fatales, and rogues of all stripes. These people know how to charm, how to swindle, and how to kill. Their skills & contacts will be highly valuable to any employer who needs someone eliminated with plausible deniability. +1 to subterfuge rolls.
⦁ Bodyguard: A talented fighter with a good eye for threats to their and their employer’s lives and livelihood. Obviously, hiring him will improve your chances of not getting assassinated, spied on or stolen from by your enemies. -1 to subterfuge rolls aimed at your character.
⦁ Shrewd Treasurer: Responsible for balancing the books, in the most cost-effective way possible. +5% estate income.
⦁ Gifted Lawyer: Able to try wrangle his employer out of tricky situations using the very comprehensive and complex Common Law. +1 charisma.