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  #1  
Old May 29th, 2011, 04:59 AM
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Kingdom Building Rules

Here will be the rules, including my additions and changes, for building and running a kingdom of your very own.

An excel sheet here should help make this easier to put together.
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Last edited by idilippy; Jun 6th, 2011 at 08:13 AM.
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Old May 29th, 2011, 05:38 AM
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Kingdom Stat SheetKingdom Name: What you call this new nation of yours. Despite the name this does not need to be a Kingdom. A republic, empire, confederation, or any other system of government is allowed, it will just make me reword the Leadership positions somewhat.
Alignment: Affects stats, the sort of people you attract, how other kingdoms perceive you, etc. You must try and keep the Kingdom's alignment and actions consistent. A Lawful Good kingdom will not tolerate Black Markets in all the cities or a code of laws that is arbitrary or cruel, for example.
Size: Size is a direct determination of the number of hexes your kingdom can control. The size of your kingdom affects the amount of resources it takes to run and how hard it is to control.
Control DC: 20+size, rolled against for many different checks.
Population: Base number is 250xSize plus the population of your cities, but if this seems high or low it can be modified. Size is a stat purely for boasting in game, it does not affect a kingdom's stats in and of itself.
Stability, Economy, and Loyalty: The three most important stats of your kingdom, and analogous to saving throws according to the rules in the book. Stability checks determine whether or not your kingdom is staying secure, Economy determines whether it's treasury is growing and by how much, and Loyalty ensures that the kingdom is peaceful. All stats start at 0 plus alignment modifiers. A nat 20 is always a success on a check, a nat 1 always a failure.
Unrest: An abstraction of uneasiness and rebellion among the population, applied as a negative modifier to Stability, Economy, and Loyalty rolls. Very important to keep an eye out on this, as a score above 10 indicates that hexes start seceding and falling outside your control, while a 20 indicates utter anarchy, perhaps a rebellion from within or simply the loss of all authority over those under you. Should this happen your kingdom has failed and the AP will either be effectively ended for those characters as if by a TPK, or continue with you starting from scratch to claw your way back into control over your kingdom. Perhaps the game could also continue with a successful Civil War ousting your players and you needing to just defeat the usurpers and regain your crown, perhaps rallying support from the peasants and your former retainers to the point where you are able to regain your kingdom almost where you lost it at.
Consumption: The cost in Build Points to keep the kingdom running. An abstraction of the cost of maintaining roads and buildings, paying guardsmen and supplying militia, patrolling your hexes with guards and sheriffs, and paying salaries of retainers and bureaucrats. Anytime you fail to pay this consumption the Unrest of your kingdom increases by 2. You can keep a country going with promises and IOUs, but not forever and not at peak efficiency.
Treasury: A measure of your kingdom's build points, an abstraction of the raw coinage, favors, labor, natural resources, and purchasing power the kingdom commands. It is abstracted by Build Points, or BP, which is used to "buy" kingdom improvements, build cities, and so on.
Special Resources: A list of any special resources you have access to, and what these resources allow you to do.
Leadership: There are 11 leadership roles in total which will be explained in further detail in a later post.
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Last edited by idilippy; May 29th, 2011 at 05:41 AM.
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Old Jun 6th, 2011, 07:08 AM
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Kingdom Rules

EdictsEdicts are special things that you can do to increase your kingdom's Economy, Loyalty, or Stability scores. Edicts come in three kinds, Promotions, Taxes, and Festivals. Promotions include recruiting drives, advertisements, and propaganda, Taxes represent payments gathered from your cities to pay for the kingdom's consumption, and festivals are exactly that, and cover parades, tournaments, mage fairs, and many other special occasions like that.

Promotions
Promotions essentially trade kingdom resources, in the form of BP, for Stability. Making no promotional attempts at all costs no BP each month, but gives a -1 penalty to your kingdom's stability, a token effort of 1 BP gives you a +1 to stability, 2 BP for a +2, and finally 4 BP for a +3, 8 BP for a +4.

Taxes
Money! Taxes let you get additional Economy from your citizens at the cost of a loss of Loyalty. Considering how important Economy can be usually this trade off is worth it, though if your PC's kingdom wants to be a hands free one, or if you desire no taxes for an in character reason you can do so. No taxes gives you a +0 to Economy, but also gives a +1 bonus to Loyalty. +1 Economy taxes gives a -1 to Loyalty, +2 Economy gives -2 Loyalty, +3 Economy gives -4 Loyalty, and the final +4 Economy taxes gives a -8 to Loyalty.

Festivals
Aside from being loads of role play fun waiting to happen, festivals allow your kingdom to trade BP for Loyalty. Festival bonuses are determined by how many festivals a year your kingdom throws. Being stingy and throwing 0 Festivals costs nothing but gives your kingdom a -1 to Loyalty. 1 Festival a year costs 1 BP and gives a +1 Loyalty Bonus, 6 Festivals a year costs 2 BP and gives a +2 bonus to Loyalty, 12 Festivals a year costs 4 BP and gives a +3 bonus to Loyalty, and going hog wild with 24 Festivals a year costs 8 BP an gives a +4 Loyalty bonus.


Special ResourcesThese Kingdom resources give special bonuses if you control them.
Bridges
Bridges negate the extra cost for building a road over a hex with a river in it.

Buildings
If you build a city in an hex with a building already in it, that building can be incorporated into the city for free. See the city building rules later for more details on the benefits of this.

Caves
Caves are perfect natural defensive points, storage locations, guard posts, or prisons. Owning a hex with one, however you decide to use it, will increase your Kingdom's Stability by +1.

Landmarks
Landmarks are sources of great pride to a Kingdom, unique and wondrous locations that increase a Kingdom's Loyalty by +1.

Road
A road in a hex makes your Kingdom easier to travel. Also, for every 4 hexes with a Road you gain +1 to your Kingdom's Economy, while for every 8 you gain +1 to its Stability.

Ruins
Ruins can be incorporated as a building into any city, halving the cost of that building.

Towns
Adding a hex with a town in it is an incredible feat, adding a fully functional city to the kingdom. It takes a Stability check(DC=Command DC, which will be explained later) to add the town peacefully, otherwise your Kingdom's Unrest increases by 2d4.

Resources
Lumber Mills, Mines, particularly valuable crops, and so on fall under the generic heading of Resources. Each hex of a resource adds +1 to the Kingdom's Economy.
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Last edited by idilippy; Jun 6th, 2011 at 07:10 AM.
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Old Jun 6th, 2011, 08:11 AM
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Leadership Rules
Leadership PositionsRuler
The ruler, if you stick with the kingdom being a Kingdom, is named either a Baron or Baroness, Duke or Duchess, or a King or Queen depending on the size of the Kingdom.

Benefit:Depending on the size of the kingdom the Ruler gives a bonus equal to their Charisma multiplier to a number of the Kingdom's stats. A Baron can apply their modifier to one of the three stats, a Duke to two, and a King to all three.
Vacancy Penalty: A Kingdom missing a Ruler is in dire straits indeed. Any time the Ruler spends less than 1 week per month in court it cannot claim new hexes, make farms, roads, or city districts, and it gains 4 Unrest each turn that the ruler's position is unfilled.
Special: The Ruler's position can be held by two people so long as they are a married couple. Because heirs and a clear line of succession help the Kingdom both members of the ruling couple can apply their Charisma modifier to checks and so long as one of them holds court for a week the Vacancy Penalty is averted.

Councilor
The Councilor can be a member of the King's council or represent the head of an entire parliament, senate, or whatever other advising body best fits the theme of the kingdom. The councilor does his or her best to see the will of the citizens has a voice even in the most authoritative of Kingdoms.
Benefit: Increases the Loyalty of the Kingdom by the Councilor's Wisdom or
Charisma modifier.
Vacancy Penalty: Loyalty decreases by 2, and the Kingdom receives no benefit from festivals. Also, Unrest increases by 1 during each Upkeep phase that there is no Councilor.

General
The General, or whatever title is given, is the public leader of the nation's armies and is a public hero for the people to look up to.
Benefit: The Stability of the Kingdom is increased by the General's Strength or Charisma modifier.
Vacancy Penalty: A Kingdom without a General takes a -4 penalty to Stability until the position is filled.

Grand Diplomat
The man or woman in charge of international relations. Very important not to have someone here who will start wars and make enemies at the drop of a hat. *cough* Kayden *cough*
Benefit: The Grand Diplomat's talented tongue keeps the other nations around you from invasion and increases Stability for the Kingdom by the Diplomat's Intelligence or Charisma modifier.
Vacancy Penalty: Stability decreases by 2 and the Kingdom cannot issue Promotion Edicts.

High Priest
The High Priest of the Kingdom sets the tone for the religion of the Kingdom. This doesn't mean that no other Temples exist, just that this person is the one in charge.
Benefit: Increases the Kingdom's Stability by the High Priest's Charisma or Wisdom modifier.
Vacancy Penalty: Decrease Stability and Loyalty by 2, increase Unrest by 1 during each Upkeep phase without a High Priest.

Magister
The Magister is in charge of Magical study and higher learning for the Kingdom.
Benefit: Kingdom's Economy is increased by the Magister's Intelligence or Charisma Modifier.
Vacancy Penalty: Kingdom's Economy is decreased by 2.

Marshal
The Marshal organizes patrols of the wilderness and serves as the promoter of justice in the wilderness areas of the Kingdom.
Benefit: Economy is increased by the Marshal's Dexterity or Wisdom modifier.
Vacancy Penalty: Since the patrols are less effective trade suffers and Economy is decreased by 4.

Royal Assassin
The Royal Assassin represents all of the unpleasant parts of the Kingdom, and could actually be represented by a public executioner, a headsman, or an actual assassin.
Benefit: Loyalty is increased by the Assassin's Strength or Dexterity modifier, while the fear he or she inspires reduces Unrest by 1 each turn.
Vacancy Penalty: There is no penalty for not having such an office.

Spymaster
Representing internal and external espionage, the Spymaster keeps an eye out on the shadowy parts of the Kingdom's underworld and keeps up spies in the kingdoms around you.
Benefit: Loyalty, Economy, or Stability, the Spymaster's choice, are increased by the Spymaster's Dexterity or Intelligence modifier. The choice can be changed each turn, but only once per turn.
Vacancy Penalty: Out of control crime and insecurity about the Kingdoms around you reduce Economy by 4. Also, Unrest increases by 1 each turn without a Spymaster.

Treasurer
Money! The treasurer is in charge of the Kingdom's money and is in charge of organizing tax collectors.
Benefit: Economy is increased by either the Wisdom or Intelligence modifier of the Treasurer.
Vacancy Penalty: Economy is reduced by 4 and the Kingdom cannot collect taxes through edicts.

Warden
Where the Marshal deals with the wilderness areas of the Kingdom, the Warden deals with the cities, leading city guards and the defenders of the Kingdom.
Benefit: Increases Loyalty by either the Warden's Strength or Constitution modifier.
Vacancy Penalty: Without a Warden the Kingdom's Loyalty is reduced by 4 and Stability reduced by 2
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Old Jun 8th, 2011, 04:49 PM
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Cities

City StatsName
Alexandria, Athens, Beijing, Carthage, Constantinople, Damascus, Rome. A city's name may echo through the ages long after those who founded it have fallen into dust, or the city itself has been reduced to rubble. Names have power, perhaps even more so in a fantasy setting. Atlantis, Camelot, Menzoberranzan, Minas Tirith, Sigil, Tanelorn, Waterdeep, each conjures up different images in the mind of those who read them, and perhaps one day your cities will too, so names are important.

Population
Base population is 250 people per city block filled, up to a total of 9,000 people with a completed city district. Obviously larger cities exist, they just require multiple districts to properly portray. Also, the 250 people is flexible. If you want a sprawling trade city where during the trade season it is filled to the brim with transients who leave during the winter months, or just a city with a higher or lower population density we can work the exact number out.

Defensive Modifier
Increased by Walls, Castles, location, etc this number is used with the Mass Combat rules which are a little ways off from being introduced.

Base Value
Important for determining what can be acquired in the city. Any magic item priced under this number is available 75% of the time to be purchased. The upper limit for a city is 16,000gp as a base value. Anything more expensive than that will have to be custom ordered or acquired through a magic item slot.

Magic Item Availability
Used for Magic Items above the base purchase price, and also for rarer items this Kingdom stat is divided into minor, medium, and major item slots. These slots are made available by building specific Buildings, such as black markets, alchemy shops, etc, that provide magic item slots. The items in these slots are randomly determined and once a slot is full that item remains until purchased by the players or sold(more on that later)


City RulesCities are the heart of your Kingdom, and are vital for it's development into something more than a loose collection of barely settled lands. Cities contain Buildings which give bonuses to your Kingdom's stats, increase the net worth of that city, and even produce magic items that are available for your characters to buy. Creating and developing a city is a complicated task that I will outline here. However, if these rules are unclear or you need a clarification feel free to ask me about it in the OOC thread.

City Grid Overview
The cities of your new Kingdom are represented by a City Grid which represent City Districts. Each District contains 36 city blocks which are arranged within 9 squares on a grid. Each Building takes at least one block, and up to 4, to fill, though that will be explained later with the Buildings section. The city sheet can be found here. Pictured is one City District which is divided into 9 squares, each of which contains 4 blocks. Don't get hung up on the "city" label either. A "city" containing walls, a castle, an armory, and a few barracks would be just as easily labeled a garrison or a fortress dedicated to military pursuits rather than a true city.

Building the City
The first thing that needs to be done when you wish to found a city is to prepare the site that the city will sit on. This simulates the fact that you wouldn't be able to put up the foundations for buildings in a swamp, or start building in a mountainous region, without prepping the ground first. Each hex of terrain you want to build a city on must be fully explored and claimed by your Kingdom before you are able to start prepping the ground, and different types of terrain will cost different amounts and take varying amounts of time to build.

Forest It costs 4 BP and two months of effort to clear a forest hex enough to fund a city.
Grasslands It only costs 2 BP and no time at all to clear grassland hexes, you can start building buildings in your city right away. This is balanced by the fact that grasslands are the cheapest locations for Farms, which are highly important to your Kingdom, so each city built in a grassland is one less hex you can develop for farming.
Hills 2 BP and one month of work clear a hills hex enough to put up a city. Hills are the other possible spot for Farms, but are good places for cities as well.
Mountains Mountains, frankly, are a pain to work in. 12 BP and 4 months of effort are needed to carve out a city foundation in the mountains. Still, mountain cities and forts are formidable defensive bastions, and if you want to give your Kingdom it's own version of the Eyrie or Helm's Deep developing a mountain hex would fit perfectly.
Swamps Swamps are also dismal to work in, requiring 8 BP and 3 months of effort to clear the land and drain the area enough to put down a true city.


BuildingsAcademy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beermaking, distilling spirits, or similar use. Loyalty +1, Stability +1.

Festhall(Brothel)(4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort, in Faerun these encompass night and gentleman's clubs, exotic dancing, and traditional brothels, occasionally all in the same building. Economy +1, Loyalty +2; Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.

City Wall (8 BP): City walls do not occupy a city block, rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1, +1 Unrest for the first Dump in a city.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Loyalty +1, Stability +1.

Gallows (8 BP): Gallows can also encompass public stockades, chopping blocks, guillotines, crow cages, or any other means of public execution. Stability +1, Unrest -2.

Gaming Hall (12 BP): A place for people to while away their time and money, hoping to hit it rich. Brings gold and items into the city as debts are paid but also lead to unhappy citizens at times. City Base Value +500 gp; 2 minor items; Economy 2, Stability -1; Unrest -1.

Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Lighthouse(22 BP, must be constructed on a water border): A signal tower to light the way for incoming ships. City Base Value +500 gp; 1 minor item; Economy +1, Loyalty +1, Stability +2; Unrest -1

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.

Shipyard (30 BP;a water border): A location for the building of ships, a time intensive and expensive pursuit. Halves cost of Lighthouse and Winery. City Base Value +1,000 gp; Economy +2, Stability +1.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +750 gp; Economy +1, Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Thieves' Guild (32 BP): A hive of scum and villainy, Thieves' Guilds bring commerce and stability to the underbelly of society and also provide a source of experienced stealthy types who are invested in seeing the city survive foreign attacks. However, they also cause grumbling among the populace with their thievery. Halves cost of Gallows and Gaming Hall. City Base Value +1,000 gp; 2 minor items, 1 medium item; Economy +1, Stability +1; Defense Modifier +1; Unrest +1.

Tournament Grounds (25 BP): An open area with space for jousting, grand melees, archery contests, and other tourney games. May be upgraded to Arena for 20 BP if space permits. Economy +3, Loyalty +1.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Winery (10 BP): From simple bottles to strongwine or fine elvish vintages, wineries encompass all of these. Economy +1, Loyalty +1, Stability +1.


Allied BuildingsEmbassy (40 BP; must be adjacent to a City Wall): A welcoming center for foreign rulers and local friends alike. Halves cost up to two Allied buildings (e.g. Druid Grove and Gear Shop) in same city. Grants +2 on Stability checks to peacefully claim a town hex. Economy +1, Stability +2; limit one per city.

Druid Grove (34 BP; requires an NPC Druid Ally): An isolated bit of nature set aside for a friendly druid. Halves cost of Alchemist, Brewery, and Herbalist in same city. City base value +500 gp; 2 minor items, 1 medium item; Stability +4; Defense Modifier +1; limit one per city.

Gear Shop (26 BP; requires an NPC Gnome or Gondsman Ally): The workshop and home of a friendly, eccentric, gnome; full of clanking metal and very curious contraptions, some of which dangerous enough to assist in defense. Halves cost of Mill, Smith, and Tannery in same city City base value +500 gp; 4 minor items, 1 cursed minor item Economy +2; Defense Modifier +1; +1 Unrest; limit one per city.
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Last edited by idilippy; Oct 10th, 2012 at 09:29 PM.
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Old Jun 9th, 2011, 05:33 PM
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Kingdom Rules in Play
I've done a bit of explaining about the various kingdom rules, but nothing about how they actually show up in play. Ruling a Kingdom is broken down into Kingdom Turns, each of which is one month in length. Your PCs and NPCs in leadership roles spend one week of this at court working solely to fulfill their roles. The other 3 weeks each month can be spent crafting, exploring, traveling, researching spells, or whatever else your characters want to do.

Kingdom Turn
Each Kingdom Turn is broken down into four phases that simulate the growth and events happening in that kingdom during that month. Rolls and checks of Economy, Stability, and Loyalty are made during this time by either the ruler, or whichever player is designated to make the rolls. Maybe this honor rotates with each roll, or the player who is seen as luckiest with the dice roller gets to roll, or whichever player's character has a position that makes sense do the rolling(Treasurer for Economy Rolls, Warden for Stability Rolls) but whatever it is the first thing you will do each turn is let me know who is doing any rolling needed. The four phases of the Kingdom Turn, the Upkeep Phase, Improvement Phase, Income Phase, and Events Phase will be expanded on now.

Upkeep Phase
A number of actions happen during the Upkeep Phase as long as your Kingdom controls at least one hex. If you control 0 hexes, as you will for the first turn after starting your Kingdom, this phase is skipped. Assuming you have one hex during the Upkeep Phase you have four steps.
Determine Kingdom Stability First you roll a Stability Check against your Kingdom's Command DC. This check generalizes the overall security and feeling of safety in your Kingdom. Passing this check reduces Unrest by 1, and if your Unrest is already 0 gives your Kingdom a bonus of 1 BP. Should you fail the check by 5 or more you instead gain 2 points of Unrest, while failing by less than 5 does nothing.

Pay Consumption Next, you subtract the Kingdom's Consumption total from your total BP. If the Consumption totals more than your BP you go into the negatives, which causes your Kingdom to gain 2 Unrest for every Upkeep Phase that you end with a negative BP.

Fill Vacant Magic Item Slots Third, any magic item slots in your Kingdom that are unfilled are filled this turn by a random roll.

Deal with Unrest Finally, if your Unrest score is 11 or higher your Kingdom will lose one hex of controlled land picked out by your leaders. All improvements such as roads and farms in that hex are lost and must be rebuilt when you retake the hex and any settlements must be re-annexed later. Finally, if you have a Royal Assassin reduce Unrest by 1 before ending the Upkeep Phase.

Improvements Phase
There are six steps that occur in the Improvements Phase of your Kingdom's turn, the part of the turn where buildings can be built, roads and farms created, and new hexes annexed into your Kingdom. The number of Improvements that can be created is directly tied to the size of your kingdom, using a table I will fill out for y'all later.
Select Leadership Before anything else you are able to select and change which PC or NPC is in which Leadership position. Perhaps you want to have a council and every six months(turns) a different PC is the "Leader", or your PC is tired of one role and wants to do another, or you met an NPC that would be perfect in a position and want to replace whoever is currently there. Whatever the reasoning, in character or out, this is the time where you can make such changes.

Claim Hexes To grow your Kingdom needs new lands, and in Kingmaker the lands are split up into 12 mile across hexes. To claim a hex you must fully explore it, clear it of any and all hazards, and it must border a hex already controlled by your Kingdom. If all these conditions are met then by paying 1 BP your Kingdom can annex the new hex, increasing the Kingdom's Size and Consumption by 1 for each hex added. You can also abandon a hex voluntarily to lower Size and Consumption but doing so increases Unrest by 1 in the Kingdom, as you are basically abandoning your citizens in that hex to the wilds, and by 4 Unrest if the hex you abandon contains a city.

Establish and Improve Cities During this Phase you are able to start clearing land for a city to be built or purchase buildings for an established city. You can also demolish a building in a city to make room for a new one if needed.

Build Roads Roads connect your Kingdom, increasing travel speeds and eventually adding benefits to Economy and Stability. It costs 1 BP to build a road, 2 BP in a forest hex and 4 BP in a mountain or swamp hex. Building a road in a hex with a river costs double since a bridge needs to be built, unless that hex already has a bridge in it.

Establish Farmland Farms are vital to the growth of your Kingdom as they are able to offset the Consumption caused by the Kingdom's Size. Designating a hex of grassland as farmland costs 2 BP while a hex of hills costs 4 BP. A hex given to farmland cannot support a city. Each hex of Farmland reduced your Kingdom's consumption by 2. Since having a hex adds 1 to your Kingdom's consumption Farms basically give a net of -1 to Consumption(-2 for the farm +1 for the hex the farm is in).

Modify Edicts Finally, as the last part of an improvement phase you can change the edicts your Kingdom has either by increasing or decreasing the investment put into them.

Income Phase Money! This is the phase that determines how many BP your Kingdom produces. BP is a simplification of taxes, influence, labor, and so on, and is determined in the four steps here.
Deposits Your characters can directly affect the Kingdom's BP by depositing coin, jewels, magic items, and other valuable goods found on your travels. Each group of items totaling 4,000gp increases the BP of your Kingdom by 1. However, items that are worth more than 4,000gp, such as powerful magic items, must first be sold before it can be donated, which is step 3.

Withdrawals Withdrawing funds for personal use is a perilous business, but in times of need it can be done. Every time you withdraw funds the Unrest of your Kingdom goes up by 1. Also, you need to make a Loyalty check, with a DC equal to the Command DC+BP withdrawn. If successful no further Unrest is added, if failed 1 Unrest is added per BP attempted to be withdrawn. This means, with a bad roll(1's always fail) you could literally lose the entire Kingdom if trying to draw a huge chunk of money to pay for a shiny new item. Every BP withdrawn directly translates to 2,000gp.

Selling Valuable Items Items worth over 4,000gp, either owned by you or from Magic Item slots in the Kingdom, can be sold during this phase with a successful Economy check. The DC is 20 for minor items, 35 for moderate items, and 50 for major items. If successful you net 1 BP for Minor Items, 2 BP for Moderate Items, and 4 BP for Major Items. You can make one of these checks per city district each Income phase.

Generate Income Finally we get to the part where the Kingdom itself produces some BP. At the end of each Income phase you make an Economy check against your Command DC. If the check is successful divide the total result of the check by 5(rounding fractions down). This number is the total BP the Kingdom itself generates.

Event Phase
The final part of the Kingdom Turn, and an enjoyable one to me, is the Event Phase. During this phase I roll a percentile check with a 25% chance of an event happening. If no event occurred the previous turn the chance goes up to 75%. After that I roll on my super special awesome events table which has harmful, helpful, and neutral Kingdom Events. I tell you what the result is and what checks, if any, you need to make. For a number of events I will ask y'all if you want to role play them, such as if an assassination attempt targets one of your PCs, a visiting dignitary or celebrity is rolled up, or a PC gets caught up in a public scandal(real or made up), while others will either have to be dealt with in character in some way or cannot be dealt with in character.

Once this event is dealt with, or no event occurs, the Kingdom phase is done for the month and your characters can go adventuring, do come crafting or studying, hold court for a dispute, meet with and chat with foreign leaders or NPC allies and enemies in character, or just have me skip ahead a month to the next phase. This is entirely player driven, if y'all want to advance just a month each session, or do all the advancing between session, and spend the bulk of the session in character that is perfectly fine. If you want to skip over the winter with 3 or 4 quick Kingdom Turns in a row one week and then go in character in the spring that's ok too. I will go with whichever approach is the most fun for all involved, and if the vote is split we will do a little of each. Finally, if some or all of you absolutely start to hate the Kingdom Building and just want to be adventurers I can cope with that too. Maybe y'all roll up new characters as adventurers while your old characters run the Kingdom in the background or between sessions on this site with me or something, it's up to y'all.
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Old Oct 10th, 2012, 05:12 PM
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Non-City StructuresNote: You can have a Camp or a Mine or a Farm in a hex, not all of the above.

Camp: (6 BP) A logging camp can be build in a forest area with a road or river. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy, +2 Stability.

Fort: (12 BP). A sturdy structure that serves as a guard post and lookout for danger. +1 Stability; +2 Defense Modifier; Unrest –1. A fort can be build in any hex containing a road or river, even if a camp, farm or mine has already been established. If a city is built in an area with a fort, the fort is treated as a watchtower.

Lock: (8 BP). A lock allows ships to traverse along height differences in a river. A Lock turns three hexes of unnavigable rivers navigable and provides a +2 Economy bonus.

Mine: (6 BP) A mine is used for recovering valuable or less valuables minerals, ores and gems. A mine can be built in hills or mountains if a road or river is present. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like gold or silver ore: +2 Economy, +2 Stability.

Navigable Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contain navigable rivers, you gain +1 Economy. (Yes, hexes with a river and a road count for both.)

Terraforming: Instead of building a farm hex, you can convert a forest hex into hills or a swamp into grassland. This takes 6 months and costs 24 BP. You could also plant a forest in a grassland or hills hex for the same cost. You continue to gain the benefits of a camp during terraforming, but at the end of the terraforming it is destroyed.
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Last edited by idilippy; Oct 10th, 2012 at 09:37 PM.
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