Strongholds
Strongholds are settlement-scale or faction-scale holdings in Civilization Crafting.
A Stronghold is not a single building. It is everything the characters construct, everyone they support, and every resource they control.
For construction-scale materials, see Material Acquisition. For workers and project assignment, see Labor Management. For character-scale bases, see Bastions.
What This Is¶
Your Stronghold is not a single building.
It is:
- everything you construct;
- everyone you support;
- every resource you control;
- every structure you maintain;
- every facility you staff;
- and every supply line you depend on.
You are rebuilding civilization.
Act accordingly.
Strongholds vs Bastions¶
Stronghold¶
A Stronghold is:
- your home;
- your population center;
- a faction base;
- a long-term settlement project;
- capable of unlimited growth, materials permitting;
- governed by Structures, Population Capacity, and Room Points;
- too large to require room-by-room mapping in most cases.
Bastion¶
A Bastion is:
- a smaller outpost;
- character-facing;
- level-based;
- faster to build;
- mapped in room-by-room detail;
- used for expansion, control, and personal facilities.
See Bastions.
Building Settlements¶
A settlement is built by placing Strongholds near one another and connecting them with infrastructure.
A village, town, fortress-town, port, temple district, guild quarter, castle ward, or city does not need a separate construction system at first.
To build a larger settlement:
- Build one Stronghold.
- Build another Stronghold nearby.
- Connect them with roads, docks, walls, supply lines, patrol routes, markets, or civic infrastructure.
- Repeat.
Each Stronghold keeps its own Structures, Population Capacity, Room Points, facilities, workforce needs, stockpiles, risks, and defenses.
The settlement is the relationship between them.
A city is not one project.
A city is what happens when many Strongholds become mutually dependent.
Materials¶
Strongholds use Material Units from Material Acquisition.
The default construction materials are:
- Wood;
- Stone;
- Iron.
Materials must be gathered, transported, stockpiled, and available at the construction site before they can be used.
Building Structures¶
Strongholds are built from Structures.
Each Structure:
- costs materials;
- takes time;
- provides population capacity;
- provides Room Points;
- may require workers;
- may require skilled hirelings;
- may create new risks or obligations.
Default Structure Facilities¶
Each Stronghold Structure includes the Basic Facilities required for that structure to function.
These default facilities are already included in the Structure's material cost, construction time, and population capacity. They do not cost Room Points and do not provide Bastion orders.
Room Points represent expansion capacity: additional Special Facilities, upgraded institutional rooms, or named functional spaces added beyond the structure's default form.
Strongholds do not require the same room-by-room maps as Bastions. They are often too large, too layered, or too settlement-like for that to be useful. Instead, a Stronghold should have a clear plan at the level needed for play: major structures, entrances, defenses, important facilities, stockpiles, roads, docks, yards, and other spaces likely to matter.
When a default facility matters during play, the DM may ask where it is located, how it is protected, what it connects to, or how it fits into the larger Stronghold. The answer does not need to be a full architectural map, but it does need to make sense.
Default Basic Facilities explain how the structure supports its listed population and purpose. Room Points explain how much extra institutional capacity remains for expansion.
Individual Structures¶
Individual Structures are small settlement buildings that support households, trades, local services, or very small institutions.
They are not Bastions and do not grant Bastion orders, level-based facilities, or character-specific Bastion benefits. They are ordinary settlement structures that physically exist on the map and may later be grouped into a larger Stronghold, district, street, hamlet, or settlement.
Individual Structures usually do not provide Room Points by themselves. They may provide a small Population Cap when used for housing.
Single-Family Home¶
- 45 MU Wood
- 23 MU Stone
- 15 MU Iron
- 30 days
Provides:
- Population Cap: 5
- Room Points: 0
A Single-Family Home supports one household, small family unit, or equivalent resident group. It provides ordinary shelter, cooking, storage, and domestic space, but does not support settlement-scale commerce or specialized production by itself.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Bedroom / Sleeping Quarters | Roomy | Household sleeping space, including beds, pallets, loft space, or a small family room. |
| Kitchen / Living Room | Roomy | Cooking, eating, warmth, daily life, and household gathering. |
| Storage | Cramped | Food, tools, clothing, firewood, household goods, and personal supplies. |
| Latrine / Washroom | Cramped | Basic sanitation and daily washing. |
| Yard / Garden Plot | Cramped | Small outdoor work area, kitchen garden, firewood stack, animals, laundry, or repairs. |
Skilled Trades House¶
- 105 MU Wood
- 53 MU Stone
- 35 MU Iron
- 45 days
Provides:
- Population Cap: 8
- Room Points: 0
A Skilled Trades House supports a household-scale trade business where skilled workers live and work in the same building. The front may serve as a shop, the side or rear as a workshop, the upper floor or attached rooms as living space, and the cellar, shed, or back room as storage.
Examples include a tailor’s house, smith-house, carpenter’s house, cobbler’s house, apothecary, baker’s house, scribe’s shop, potter’s house, weaver’s house, or similar mixed-use artisan building.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Bedroom / Sleeping Quarters | Cramped | Household sleeping space, loft beds, upstairs room, or attached private quarters. |
| Kitchen / Living Room | Roomy | Cooking, eating, warmth, household life, and apprentice or family gathering space. |
| Workshop | Roomy | Primary skilled trade workspace, tools, benches, forge, loom, cutting table, oven, wheel, or other trade equipment. |
| Storehouse / Shop | Roomy | Front shop, customer space, finished goods, raw materials, records, locked storage, and trade supplies. |
| Latrine / Washroom | Cramped | Sanitation and daily washing for residents, apprentices, and workers. |
| Yard / Work Area | Cramped | Deliveries, drying, scrap, fuel, refuse, small repairs, animals, carts, or outdoor work. |
Trade Variant Rule:¶
A Skilled Trades House may be reskinned as any household-scale trade, production, repair, or service structure. Keep the same cost and construction time unless the variant is unusually large, unusually fortified, magically specialized, or infrastructure-heavy. Swap the default facilities to match the trade.
Skilled Trades House Variant: Sawmill¶
- 105 MU Wood
- 53 MU Stone
- 35 MU Iron
- 45 days
Provides:
- Population Cap: 0–3
- Room Points: 0
A sawmill is a Skilled Trades House variant focused on timber processing rather than mixed household life. It replaces most or all residential space with work yard, tool storage, covered lumber storage, and machinery.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Workshop | Roomy | Saw frame, cutting floor, blade maintenance, timber processing, and skilled mill work. |
| Storehouse / Lumber Storage | Roomy | Cut boards, beams, raw timber, tools, wedges, pegs, spare blades, and drying racks. |
| Yard / Work Area | Roomy | Log staging, carts, draft animals, waterwheel access, sawpit, outdoor cutting, and loading. |
| Office / Records Nook | Cramped | Tallies, orders, labor assignments, claims, and lumber accounts. |
| Latrine / Washroom | Cramped | Sanitation for workers. |
Farmstead¶
- 125 MU Wood
- 60 MU Stone
- 40 MU Iron
- 60 days
Provides:
- Population Cap: 10
- Room Points: 0
- Food Production: See below
A Farmstead is an Individual Structure that supports agricultural production, animal keeping, food storage, and rural household life. It is larger than a single-family home or skilled trades house, but smaller and less institutionally complex than a Trading Post or Guildhall.
A Farmstead usually includes a farmhouse, one or more barns, storage sheds, animal shelter, fenced yard, tool storage, root cellar, kitchen garden, and nearby cultivated land.
The listed material cost represents the built structures of the farmstead, not every acre of surrounding farmland. Fields, orchards, pasture, irrigation ditches, fences, paths, wells, and cleared land must still exist in the fiction and may require additional labor, time, protection, or site preparation at the DM’s discretion.
A Farmstead is not a Bastion and does not grant Bastion orders.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Farmhouse / Sleeping Quarters | Roomy | Household sleeping space, farm family quarters, worker bunks, or seasonal labor lodging. |
| Kitchen / Living Room | Roomy | Daily cooking, meals, warmth, household work, food preparation, and farm management. |
| Main Barn | Roomy | Livestock shelter, hay storage, feed storage, tack, carts, and weather-protected work. |
| Secondary Barn / Granary | Roomy | Grain, seed stock, tools, preserved food, dry goods, harvest storage, or additional animals. |
| Root Cellar / Cold Storage | Cramped | Roots, vegetables, salted goods, preserved meat, cheese, medicine, seed stock, and temperature-sensitive stores. |
| Tool Shed / Workshop | Cramped | Plows, scythes, hoes, axes, harness repair, fence tools, barrels, baskets, and minor equipment maintenance. |
| Yard / Kitchen Garden | Roomy | Kitchen herbs, vegetables, chickens, wash area, compost, drying racks, small repairs, and daily farm work. |
| Latrine / Washroom | Cramped | Sanitation and daily washing for residents and workers. |
Farmstead Production¶
A staffed Farmstead can produce Food MU if it has access to suitable land, water, seed stock, tools, and protection.
As a default, a functioning Farmstead can support 1 Work Crew assigned to farming. During the growing season, that crew may produce:
| Condition | Food Production |
|---|---|
| Poor land, bad weather, damaged fields, or unsafe conditions | 0.5 Food MU per Bastion turn |
| Ordinary productive land | 1 Food MU per Bastion turn |
| Rich land, good weather, established fields, or strong skilled support | 1.5 Food MU per Bastion turn |
During harvest season, the DM may allow a Farmstead to produce an additional burst of Food MU, especially if the fields were tended for the full season.
A Farmstead does not produce Food MU automatically if abandoned, understaffed, besieged, flooded, burned, blighted, overrun, or cut off from its fields.
Farmstead Workforce¶
A Farmstead normally requires:
| Requirement | Amount |
|---|---|
| Unskilled Laborers | 10, or 1 Work Crew |
| Skilled Hirelings | 1 farmer, gardener, herbalist, steward, cook, animal handler, or equivalent |
Additional workers may help clear land, expand fields, build fences, dig irrigation, protect livestock, harvest crops, or preserve food, but a single Farmstead does not usually support more than 2 Work Crews efficiently unless expanded into a larger agricultural holding.
Farmstead Variants¶
A Farmstead may be reskinned as any household-scale or hamlet-scale food production holding. Keep the same cost and construction time unless the variant is unusually large, fortified, magical, or infrastructure-heavy.
Examples include:
- grain farm;
- vegetable farm;
- orchard house;
- vineyard;
- sheep farm;
- goat farm;
- dairy farm;
- pig farm;
- poultry yard;
- fishing stead;
- mushroom farm;
- root-cellar farm;
- apiary and herb farm;
- managed wetland farm.
A variant changes the default facilities and production flavor, but not the basic structure unless the DM rules otherwise.
Small Structures¶
Trading Post / Guildhall¶
- 150 MU Wood
- 75 MU Stone
- 50 MU Iron
- 60 days
Provides:
- Population Cap: 35
- Room Points: 6
A Trading Post or Guildhall supports commerce, organization, storage, negotiation, and specialized activity.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Sleeping Quarters | Roomy | Main bunkroom or staff quarters. The full Population Cap also assumes lofts, side rooms, attached quarters, temporary beds, and other abstracted sleeping space. |
| Kitchen | Cramped | Basic food preparation for the post. |
| Dining Room / Common Room | Roomy | Shared meals, meetings, negotiations, and guild gatherings. |
| Storage | Roomy | Trade goods, tools, records, supplies, and secured goods. |
| Office / Records Room | Cramped | Ledgers, claims, contracts, guild records, and correspondence. |
| Latrine / Washroom | Cramped | Sanitation and daily population support. |
| Courtyard / Yard | Roomy | Loading, unloading, carts, pack animals, outdoor work, and market activity. |
| ### Communal Housing | ||
| - 250 MU Wood | ||
| - 125 MU Stone | ||
| - 85 MU Iron | ||
| - 150 days |
Provides:
- Population Cap: 55
- Room Points: 8
Communal Housing supports a larger resident population and provides space for families, workers, refugees, followers, or settlers.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Sleeping Quarters | Vast | Dormitory, family sleeping hall, worker housing, refugee hall, or shared rooms. |
| Kitchen | Roomy | Daily cooking for residents. |
| Dining Room / Common Room | Vast | Communal eating, meetings, warmth, and indoor gathering. |
| Storage | Roomy | Food, blankets, tools, household goods, and basic supplies. |
| Latrine / Washroom | Roomy | Sanitation for a large resident population. |
| Infirmary / Care Room | Cramped | Basic care for sick, injured, elderly, or exhausted residents. |
| Courtyard / Work Yard | Roomy | Laundry, repairs, children, animals, outdoor cooking, and daily work. |
| Office / Steward Room | Cramped | Assignments, ration records, resident disputes, and supply tracking. |
| ## Defensive Structures | ||
| ### Fort / Outpost | ||
| - 450 MU Wood | ||
| - 225 MU Stone | ||
| - 150 MU Iron | ||
| - 100 days |
Provides:
- Population Cap: 80
- Room Points: 10
A Fort or Outpost provides defensible space, garrison support, watch positions, controlled access, and a hard point for regional control.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Sleeping Quarters / Barracks | Vast | Garrison bunks, guard quarters, militia sleeping space, or worker quarters. |
| Kitchen | Roomy | Food preparation for the garrison and workers. |
| Dining Room / Mess | Roomy | Military mess, command meals, and shared gathering. |
| Storage | Vast | Rations, tools, weapons, repair supplies, ammunition, and emergency stores. |
| Guard Post | Roomy | Watch rotation, alarm point, patrol staging, and local security. |
| Gatehouse / Entry Control | Roomy | Controlled access, inspection, and chokepoint defense. |
| Courtyard / Muster Yard | Vast | Drills, wagons, mustering, emergency assembly, and field organization. |
| Latrine / Washroom | Roomy | Sanitation for the garrison population. |
| Office / Command Room | Cramped | Duty rosters, maps, orders, and local records. |
| Workshop Yard | Roomy | Repairs, barricades, carts, scaffolding, and field maintenance. |
| ### Keep / Castle | ||
| - 1,500 MU Wood | ||
| - 750 MU Stone | ||
| - 500 MU Iron | ||
| - 400 days |
Provides:
- Population Cap: 200
- Room Points: 18
A Keep or Castle is a major defensive and political structure. It can anchor a settlement, defend a region, and support a large permanent population.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Sleeping Quarters / Barracks | Vast | Soldiers, servants, workers, retainers, or household guard. |
| Private Bedrooms / Officers' Rooms | Roomy | Commanders, nobles, senior staff, and important guests. |
| Kitchen | Vast | Large food operation, ovens, cauldrons, smoke prep, and staff cooking. |
| Dining Hall / Great Hall | Vast | Meals, assemblies, judgments, celebrations, and public authority. |
| Storage / Stronghold Depot | Vast | Food, tools, arms, building materials, siege supplies, and emergency stores. |
| Cellar / Cold Storage | Roomy | Preserved food, drink, medicine, seed stock, and sensitive supplies. |
| Gatehouse | Vast | Major access control, portcullis operation, guard rooms, and defensive entry. |
| Guard Posts | Roomy | Internal security, towers, patrol staging, and wall access. |
| Courtyard / Bailey | Vast | Muster space, wagons, training, public work, and emergency refuge. |
| Latrines / Washrooms | Vast | Population-scale sanitation. |
| Office / Records Room | Roomy | Administration, claims, taxes, maps, correspondence, and orders. |
| Infirmary | Roomy | Recovery, battle injuries, plague isolation, and worker accidents. |
| Workshop Yard | Roomy | Repairs, carts, scaffolding, siege maintenance, and rough assembly. |
| Parlor / Council Room | Roomy | Strategy, negotiation, private meetings, and noble reception. |
| ## Specialized Structures | ||
| ### Temple / Tower | ||
| - 1,500 MU Wood | ||
| - 750 MU Stone | ||
| - 500 MU Iron | ||
| - 400 days |
Provides:
- Population Cap: 100
- Room Points: 16
A Temple or Tower supports specialized magical, religious, scholarly, administrative, or institutional work.
The exact function depends on the structure's purpose and facilities.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Sleeping Quarters | Roomy | Acolytes, apprentices, scholars, attendants, guards, or resident staff. |
| Private Cells / Chambers | Roomy | Priests, mages, senior scholars, meditation cells, or guest rooms. |
| Kitchen | Roomy | Food preparation for residents. |
| Dining Room / Refectory | Roomy | Shared meals, study meals, and religious or scholarly community. |
| Storage | Roomy | Supplies, ritual goods, tools, records, and mundane reagents. |
| Cellar / Secure Storage | Cramped | Valuable texts, relic-adjacent goods, wine, medicine, or sealed materials. |
| Main Hall / Ritual Hall / Lecture Hall | Vast | Worship, teaching, ceremony, magical work, or civic assembly. |
| Office / Records Room | Roomy | Rites, research notes, civic documents, and correspondence. |
| Latrine / Washroom | Roomy | Sanitation for residents and visitors. |
| Courtyard / Cloister / Yard | Roomy | Reflection, gathering, outdoor rites, work, or waiting. |
| Infirmary / Care Room | Cramped | Healing, triage, spiritual care, and exhausted residents. |
| Workshop / Preparation Room | Roomy | Mundane preparation, copying, ritual setup, and tool maintenance. |
| ### Palace | ||
| Endgame structure. |
- 15,000 MU Wood
- 7,500 MU Stone
- 5,000 MU Iron
- 1,200 days
Provides:
- Population Cap: 500
- Room Points: 40
A Palace is a civilization-scale statement of power, administration, ceremony, and permanence.
It is not just a residence. It is an institution.
Default facilities include:
| Default Facility | Size | Function |
|---|---|---|
| Noble / Command Bedrooms | Vast | Ruler, family, high officers, honored guests, and senior officials. |
| Servant / Staff Quarters | Vast | Domestic staff, attendants, clerks, guards, and workers. |
| Guard Barracks | Vast | Palace guard, elite troops, and gate rotation. |
| Kitchens | Vast | Large-scale food operation, feast preparation, and daily staff meals. |
| Dining Halls | Vast | Formal dining, staff meals, banquets, and diplomatic meals. |
| Great Hall / Throne Room / Audience Hall | Vast | Ceremony, rulership, judgments, and public authority. |
| Council Chambers | Roomy | Government meetings, strategy, and faction negotiation. |
| Offices / Records Rooms | Vast | Administration, claims, taxes, laws, correspondence, and active archives. |
| Storage / Depot | Vast | Food, supplies, furnishings, uniforms, and emergency goods. |
| Cellars / Cold Storage | Vast | Preserved food, drink, medicine, seed stock, and luxury goods. |
| Courtyards / Gardens | Vast | Processions, markets, public gatherings, private gardens, and muster space. |
| Gatehouses / Entry Control | Vast | Major access control, inspection, and layered security. |
| Guard Posts | Vast | Patrol staging, internal checkpoints, towers, and alarm network. |
| Latrines / Washrooms | Vast | Population-scale sanitation. |
| Infirmary | Roomy | Palace staff, guests, guards, political casualties, and plague response. |
| Workshop Yards | Vast | Repairs, decorations, carts, scaffolding, and event construction. |
| Guest Quarters | Vast | Diplomats, nobles, petitioners, and visiting officials. |
| Parlor / Reception Rooms | Vast | Waiting rooms, salons, private diplomacy, and faction meetings. |
| ## Population and Capacity | ||
| Structures determine how many people your Stronghold can support. | ||
| ### Capacity Rule | ||
| > You cannot support more people than your Stronghold allows. |
If population exceeds capacity:
- work slows;
- morale worsens;
- disease risk increases;
- food pressure rises;
- crime and disputes become more likely;
- the DM will make it your problem.
Population Capacity is not only beds. It represents shelter, sanitation, storage, heat, food handling, defensible space, work areas, and basic organization.
Room Points¶
Structures provide Room Points.
Room Points represent expansion capacity: usable institutional space, support infrastructure, staffing capacity, circulation, storage, and the ability to make a facility function as part of a larger settlement.
Room Points are not literal square footage. A Stronghold's default Basic Facilities are already included in its structure cost and population capacity. Room Points are spent only on expansion beyond that default.
Use the Room Point costs in Bastion Facilities:
| Facility Size | Room Point Cost |
|---|---|
| Cramped | 1 RP |
| Roomy | 2 RP |
| Vast | 4 RP |
You spend Room Points to add Bastion-style Special Facilities to your Stronghold.
Special Facilities in Strongholds¶
A Stronghold may build Special Facilities even if no character gained those facilities through level advancement.
Stronghold-built facilities represent institutional infrastructure rather than personal Bastion advancement.
Examples include:
- Armory;
- Library;
- Barracks;
- Arcane Study;
- Teleportation Circle;
- Workshop;
- Sanctuary;
- Garden;
- Training Area.
Stronghold Facility Cost Increase¶
Stronghold-built facilities cost more than level-granted Bastion facilities.
Stronghold-built facilities cost +50% materials.
This represents institutional scale, staffing needs, integration with the larger structure, public or faction use, greater durability, more support rooms, and less reliance on personal character advancement.
Stronghold Facility Costs¶
Cramped Facility¶
- 22 MU Wood
- 12 MU Stone
- 8 MU Iron
- 20 days
Roomy Facility¶
- 45 MU Wood
- 23 MU Stone
- 15 MU Iron
- 45 days
Vast Facility¶
- 135 MU Wood
- 68 MU Stone
- 45 MU Iron
- 125 days
Facility Requirements¶
A Stronghold Special Facility must:
- have available Room Points;
- be assigned to a specific Structure;
- be located clearly enough that the DM and players know where it is;
- be staffed if applicable;
- have enough materials;
- have enough workers;
- fit the structure that contains it;
- make sense in the Stronghold's layout or site plan.
Unlike Bastions, Strongholds do not require complete room-by-room maps. A site plan, district map, labeled structure list, or functional layout is enough unless a specific scene, attack, infiltration, fire, siege, or construction problem requires more detail.
Construction¶
To build anything in a Stronghold, you must have:
- required materials;
- required workers;
- required skilled hirelings;
- required time;
- access to the construction site;
- enough safety for work to proceed.
Workforce rules are found in Labor Management.
Workforce Minimums¶
As a quick reference:
| Build Size | Unskilled Laborers | Skilled Hirelings |
|---|---|---|
| Small Structure | 20 | 2 |
| Fort / Large Structure | 50 | 5 |
| Keep+ | 100+ | 10+ |
If the minimum workforce is not available, construction stalls.
Parallel Builds¶
You may run multiple Stronghold projects if:
- you have enough workers;
- you have enough skilled hirelings;
- you have enough materials;
- you have enough transport;
- and the projects do not block each other.
Each project must meet its own requirements.
Teleportation¶
Teleportation Circles can be built in Strongholds or Bastions if the appropriate facility is available.
Teleportation Circles can:
- connect your network;
- enable rapid travel;
- support logistics;
- move people;
- bypass dangerous routes;
- create strategic vulnerabilities;
- become valuable targets.
Teleportation does not remove the need for materials, workers, maps, or defense. It changes the logistics problem.
Risks and Consequences¶
Strongholds create obligations.
- Populations need space.
- Workers need direction.
- Stockpiles need guards.
- Roads need protection.
- Fortifications need maintenance.
- Special Facilities need staff.
- Supply lines can be attacked.
- Poor layouts affect defense.
- Idle workers attract problems.
A Stronghold is a promise the party makes to the people who live there.
Final Rule¶
If it exists, it must be built.
If it is built, it must be supplied.
If it is supplied, it must be defended.
A Stronghold is not a purchase.
It is civilization made visible.