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Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players.
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Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players.



This Module is designed as an expansion to 5th edition and does not overwrite or re-word existing rules. It is to be used in conjunction with the Dungeon Masters Guide written and published by Wizards of the Coast, to achieve maximum effectiveness in a campaign setting.

Additionally, the guide is formatted so that a DM can purchase and immediately implement the features it provides, with minimal preparation involved. Plug and play modularity was my major concern since the beginning.

Argol's Comprehensive Guide to Infrastructure is a 40-page guide that contains absolutely everything you'll need to build a city with, or for your players.
Including everything from Guild Wars to Loan Sharks, this guide will help an aspiring DM to cover every single aspect of city-building for their own nefarious purposes, or for when the players finally decide to settle down and begin a new life. Or maybe they just want to build a city for fun? This is the guide for you!

5th Edition doesn’t really give players a way to enjoy endgame to its fullest. We've got mountains of gold and nothing to spend it on, and much of the time, we as players end up owning land in one way or another regardless. So instead of house-ruling everything, and coming up with your own complex system you'll have to teach players every time it comes up - Take a load off, download my guide and sail smoothly knowing all the hard stuff is already done for you, and you'll look like the best DM on the planet.

(NOTE: You may not be considered the best DM, but I'd say you are... because you bought my guide. You're the best.)


So it’s a guide for building a city? I can do that on my own, why should I pay?

This guide aims to provide a solid base for DMs to help their players take things one step further, and begin a whole new town/city all for themselves.
DMs can use many of the features in this guide for fun and witty plot hooks as well as a mechanical foundation for the construction, and expansion of towns/cities.
Additionally, it's comprehensive. It has everything you'll need from start to finish, + more. It is designed in a way that you can bring it to the table, offer the choice to start building on the spot to your players in the middle of nowhere and provide every little bit of info the players could possibly ask for, at your fingertips. 

It's raw modularity immediately opens up the possibility of millions of new elements in a campaign!
Have you started a settlement in a large forest? Maybe a bunch of Nomadic Elves have decided that they want to live alongside you, but what’s that? there is a threat that needs to be dealt with first? Who would have thought! There are countless plot hooks that can be opened up to the players that simply wouldn’t have been possible before, using this guide as a catalyst.

The idea is that the guide will serve as the basis for building a city from the ground up, with your players as its owners. The methods and mechanics are play-tested and proven, however not all parties get to finish, because sometimes the narrative just becomes so intrinsically tied together with the project that players have to make tough decisions, and they can make or break a project. The guide is for building a city, but it does so much more.

And besides, it means you don't need to manually invent and track a custom system that may or may not work... Take a load off. Be lazy, I won't tell anyone.

Okay, you had my interest, now you have my attention. What's in it?

Settlement types.

A new unique build system using points (Build Points and Units) that are globally useful in the Argol System.

Workshops, Merchants, Farms, Mines, Guilds, Castles, Mansions, and Mega dungeons too!

An atlas containing every building you could think of.

Influences and how they affect projects

Citizens and how they interact

Fees, Taxes and Profits!





Not convinced?

Populations, jobs, adults/children numbers, the number of homes, and level requirements.



Banes and Boons.

Defensive measures.

Expansion details.

Upgradable buildings.


Still not quite there? as of update 3.0, another 10 pages have been included!



Law and Order


Banes and Boons

Advanced Trade!

Including 5 new optional rules for you to implement at your leisure,

and a ton of new ways to both tax and profit off your new project.



Hi guys, there has been some incredible feedback from the community here and a few rules that will eventually make it into the guide with a new update relatively soon.

I am going to clarify a few things here so you don't need to read through the comments to find certain things, but rest assured all of these will be available in an upcoming update.

Credit to Anthony G in the discussions for pointing out some of these huge oversights on my part.

Generators: The only plot that provides units - this includes farms. all other units with the "Units p/Week" Column will subtract that number of units to maintain themselves. If a building would put the project's total available units into negative it will subtract the amount of required units x 100 in gold from the projects gold supply. If there is no gold available to maintain a business it ceases to function until the fees are paid. See P.4 On Paying the Bills and Abandonment.

All Plots cost gold to maintain as indicated by its relevant table.

Everything is calculated on a "Per week" basis.
For monthly costs multiply by 4, for annual costs multiply by 52. (Alter these values as your setting permits)

Build Points or BP cost 1000gp gold each and are used to construct buildings. Units can be converted into BP at 10 units per BP. No other resource can be used to construct buildings on plots.

Buildings and plots are different - Think of it like a revolver. The cylinder contains 8 chambers, these are our plots. The rounds themseleves that get loaded into the chambers are our buildings. You can only build an amount of buildings equal to the maximum amount of available plots determined by your DM and the size of your project.

Hopefully that clears up some major rules for everyone!

But remember this is a game and the rule of cool is worth so much more than some silly guidelines from me.
Play how you and your group prefer.


It’s all in here, so what are you thinking? Too much?

Well... It's comprehensive for a reason, take some time, read over and understand it - it’s a rather simple system if you can wrap your head around the math. But then again, that's not your job, is it? I mean... It's not your fault if the players accidentally lose track of funds and learn that there was a nearby Guild Master who was laundering away profits.

Have Fun.
~Andrew Curtis, Part Time DM, Full-Time Nefarious Purveyor of D&D-Based Evils.

Tweet me @MrCyberthief to tell me all about your experiences with my guide, I'd love to hear all of it - including feedback!

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Reviews (3)
Discussions (12)
Customer avatar
Patrick F February 14, 2019 5:10 pm UTC
I got this guild since I gave two of my players title of Baron and will be giving them a small town to run. I just have a few things I was hoping to have clarified.

1. As stated below from Anthony, Generators (mines, lumber, etc) and Farms are the only ones that produce units, while workshops and merchants use units or have negative units, and only provide influence, tax revenue, and fulfill dependances. Is this correct or am I missing something?

2. The following is an example of one ore mine and an Armorsmith over a 1 month period with 25% taxes:
Ore mine: maintenance 200 gp, 24 units (6/week or 2400gp). Total 2200gp or 22 units
Armorsmith: Main. 150 gp, -12 units (-3/week or -1200 gp), taxes 3 units or 300gp. Total -1050gp
Total monthly revenue: 1150gp or 11.5 units
Is this correct for a monthly revenue?

3. Page 31 "Unit and Resource Storage" mentions that a tailor produces and excess of 3 units and stores it within the bank. How can...See more
Customer avatar
Andrew C February 19, 2019 8:55 pm UTC
Yes all of that is correct, you got it perfect.
Those corrections are true, I will correct the guide in the upcoming update, units are worth 100g, so 1000g is a typo... I was probably thinking of BP at the time which *is* 1000gp.
Thanks for your help, I truly appreciate these comments because it allows me to refine the guide to a sharp edge that I can't achieve myself.
Customer avatar
Anthony G February 05, 2019 9:14 pm UTC
Thanks for the last round of answers! Getting closer to understanding. :)

1) Everything costs gold and units each week to maintain, as indicated on the charts, including generators and farms. True?

2) What indicates that a service generates units? Is it presumed that only farms and generators do? (Other buildings generate tax revenue or immaterial value, like guilds?)

3) Of the services that generate, what indicates how much they generate, how often?
Customer avatar
Andrew C February 06, 2019 10:29 pm UTC
1) Yes that's pretty much it!

2) Nailed it in one - Farms and generators will create units which can be universally used to supply everything in a town - In my personal opinion I think that breaks the immersion a little bit because a Mine could be generating units for a bakery to use.... but regardless its far easier to track one universal resource than 7 or 8 proprietary ones.
Most players and DMs will appreciate the added simplicity of units in that regard but its your game!
I might add an appended section that provides optional rules for specific generated units if its garners enough interest.

3) Udder each table there will be a "Maintenance" column (the cost to run the business over a month), and on generating plots a "Units p/Week" column. If a plot has this column then each week it will generate that amount of units for the project. For example, the clay mine costs 100gp to maintain over a month (25gp per week) and will create 5 units of material...See more
Customer avatar
Anthony G February 07, 2019 10:16 pm UTC
Ok, so maybe my last point of confusion:

"and on generating plots a "Units p/Week" column"

All services have this column. So you're saying that for Farms and Generators, this column is how many units it produces. For all other services, the column is how many units it consumes. And no matter what everything consumes a specific gold amount for maintenance. (Non generators/farms just consume gold and units)

Customer avatar
Andrew C February 11, 2019 5:07 am UTC
My word, you've stumbled upon a massive error in plain sight.
The only plots that generate resources are farms and generators - all else costs units to upkeep within the "Unit/s p/w column".
If the unit cost cannot be paid it will be deducted from the ruling bodies coffers equal to to listed "Maintenance cost". This was to encourage people to build farms and mines instead of paying insane amounts of gold out of pocket.
This is a huge oversight on my part as it could easily be misunderstood as every single business generating units to be converted into gold!

I bet there are a lot of very rich adventurers out there right now about to get hit with a royal audit to find out where all their wealth is coming from.
Customer avatar
Anthony G February 11, 2019 3:08 pm UTC
Ok, I'm glad I'm not crazy. :) Thanks for clarifying. I've updated my own personal copy to make non-generators and non-farms generate negative units per week. Does that sound conceptually correct?
Customer avatar
Andrew C February 11, 2019 11:17 pm UTC
Nailed it :D

Apologies for the confusion!
Customer avatar
Anthony G January 24, 2019 4:55 pm UTC
Awesome guide! I'm confused on some basics, though:

1) Do generators produce Units per week and non-generators consume them? Or does everything consume units? (Or does everything produce units?)

2) I dont understand, on page 4, what Generator = 4 BP means. Does that mean all generators produce 4 BP? Per...week?

3) Are taxes paid to the city, or paid by the city to the authority that owns the plots?

4) Technically you can build a city with no farms. Are there rules for food requirements?

Customer avatar
Andrew C February 04, 2019 1:52 am UTC
Sorry for the late reply!

1) Everything consumes units, which are generated using specific plots like farms.

2) BP or "Build Point" is a resource created through trading in gold described at the beginning of the guide - everything has a BP cost to construct, but it is a one time payment to cover the expense of constructing that building.

3) That's up to the players! They can hoard the taxes for themselves and use it for their own good, r they can funnel it into the city to expand. Or they can say its going into the city and fool their citizenship into believing they totally aren't funding the next big magical item they want/need.

4) Currently there isn't but that's an oversight on my part. If I had to make up a rule on the spot i'd say citizens would consume 20 units worth of food for ever 1000 people per week. Simplified that's 1 unit p/ 50 Citizens, but this is entirely up to you as the DM.
Customer avatar
Ben A February 10, 2019 3:13 am UTC
In regards to 2, does the conversion consume the Generator? Or does the Generator produce the BP as well as the Units?
Customer avatar
Andrew C February 11, 2019 4:55 am UTC
Nope! The BP cost is a single payment you make to build anything, BP is only used for building things - its a slightly easier way to track how much gold you have to work with as 1BP = 1000gp. think of it as a special coin worth 1000gp that you only every use to make new buildings with.
Once you've paid the associated build cost (in BP) that building will function as per normal. In a generator's case, it will cost gold to maintain and it will create an amount of units per week specific to the type of generator.

I may have to make a special page that explains these details very cleanly at the beginning so people can flick back if they don't understand - thank you for pointing out these little confusions!
Customer avatar
Louis K August 14, 2018 3:04 am UTC
Andrew, do you have any plans on making this available in book format rather than pdf? I would love to have a legitimate hard-copy.
Customer avatar
Patrick O July 08, 2018 9:45 pm UTC
For those who want a well thought out, organized and easy to follow guide to strongholds, businesses & that often asked question "what do I do with all this gold" this is the book for you.

My only issue is the PDF isn't OCR/searchable. I also agree with Calvin below that a tool to track this would be nice. I'll work on something and post back here if I create anything useful.
Customer avatar
Calvin B May 04, 2018 7:53 pm UTC
One thing that I feel would be a great addition to this is including a page or two showing an easy way to track all of this. (Like a character sheet for the city.) I know I'll be creating one to manage my group, and I feel others could benefit from this as well!
Customer avatar
Calvin B May 07, 2018 6:07 pm UTC
I love this so much!! however after reading through it a couple times i have a few questions. Not sure if i missed these details or if they are missing. would love some clarification.

Bottom paragraph on page 6, left hand side. Example states that 12,000+5,000=16,000 should be 17,000
How big is a plot?
pg 13 Weaver profits and effectiveness rises as population becomes more wealthy.... where is the info on that change and when?
The # of jobs on the guild table has the infinity formatting off i think
What is the point in having multiple Academy Types, if they dont provide any benefit?
Im confused on what the cost for a plot is. It looks like a farm on page 15 ranges from 8-12 BP depending on the type of farm, But then on page 28 it says a farm costs 5bp. is it 5 + the type of farm? is it 5, then i can have multiple farm types there paying for each one? Is it either or?
Customer avatar
Andrew C May 10, 2018 9:31 am UTC
These are some great comments and a few of them are neglegeance on my part! Think of a plot as a dynamic space, it's up to the DM to tell the players how many and how big they are, but assume that a standard modern house is equal to a single plot.
I never planned on going into detail on the changes to jobs as the project gains wealth, you can house rule that for now and I'll add in an expansion later including your suggested formatting sheet - that's a brilliant idea.
Academies are largely fluff, they don't really affect the project but they are there so that the DM can use them as an excuse to bolster or hinder plots and services the project provides. Got a mage academy? Maybe magical enchantements are a large part of trade!

A farm plot is like a cup of water, you can put any liquid (farm type) in there as long as it fits. You can even mix and match, but there isn't any rules for that in the guide... Yet.

Thanks for your feedback, I love comments like this on my work.
Customer avatar
Andrew C October 18, 2017 2:31 am UTC
The document should be relatively easy to print, however I will do some research into making a printable version for the next update. No ETA on when that may be but I’ll look into it!
Customer avatar
Alex J October 12, 2017 11:20 pm UTC
Hey could you make a printer friendly version so I can print it off for my IRL games?
Customer avatar
Gage R July 31, 2017 6:04 am UTC
How did you arrive at a small dairy costing "4000 gp. at least", when it costing 10 BP is 10,000 at minimum.
Customer avatar
Andrew C August 01, 2017 4:15 am UTC
Having a look, it seems to be an oversight on my part, I will work on an update to fix this up as soon as possible. Thanks for your support!
Customer avatar
Gage R August 01, 2017 10:59 pm UTC
You've got a very good base to work with. Its just that its rather confusing and feels limited. For example:

1. You can get WAAAAYYYYY too much security compared to other influences. I would suggest reducing them across the board so that building all the security buildings gives you a reasonable but not ludicrous amount of influence.

2. There is no Multi-Service plot base listed for Generators.

3. If it were not for you statement at the beggining of the book, no one would realize residential units are 0.5 BP each.

4. We need some examples of what to do with those influence values.
Customer avatar
Anthony N July 14, 2017 11:44 am UTC
i have gotten this document and i find my self confused by the influence section it details the effects of influence and its oint but doesnt offer any negatives or how to incur negative. it seems impossible to have -100 influence when every project gives you positive influence an none give you negatives.

in summary there isnt really any description in how the system works when it is started from scratch

but i love it overall
Customer avatar
Andrew C July 17, 2017 7:50 am UTC
Negative influence is gained through events and activities in your project that negatively impact the development of the project - this can range from anything to a goblin attack to a draconic invasion. It's totally up to the DM how they wish to implement this feature.
As it stands, negative influence mechanics are included, however, they are not implemented.
The intention is to allow the DM more freedom over how each element in the project interacts with the overall progress.

I don't think I properly documented this however, I will update the guide with a more concise description.
Thank you for your support!
Customer avatar
Andrew C June 08, 2017 12:29 pm UTC
Release 2.1 is now available with all of the grammatical errors solved.
If you spot any, please PM me a page number and I will make an effort to correct them in the next major update.
Customer avatar
Adam H June 06, 2017 7:33 pm UTC
This book looked very promising and I opened the preview feeling excited. But ultimately, it was a disappointment and I decided not to purchase.

Pros: It's lovingly illustrated and reminds me of official D&D products. It's chock full of content.

Cons: 1) It's riddled with grammatical errors (e.g. its ≠ it's, lets ≠ let's, comma splices abound, "refereed" for "referred" and "much wait" for "must wait).

2) It makes use of terms it does not define until much later if at all. (The term "BP" is used on page 1 and you have to wait till the bottom of page 2 to figure out what that is. Doesn't define "plot," "manse," or "mourne system.")

3) I found its organization, or lack thereof, confusing. You have to read to the end of the first page to find out it's only a reference page and none of it makes much sense until you've read further. It often walks through a process before outlining it....See more
Customer avatar
Andrew C June 08, 2017 4:23 am UTC
I was sure I had proofed all of these things out for the final version.
I will correct these errors as much as possible in the coming update, Sorry for the inconvenience.
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File Last Updated:
October 08, 2017
This title was added to our catalog on May 28, 2017.