KINGDOM TURN SEQUENCE
This may be used or changed per DM's discretion depending on the game. Changes can be made out of sequence and at different times per DM discretion.
Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.
A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments the PCs have made during that month can impact that month’s growth.
Step 1—Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.
Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.
Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.
Note: Magic Item slots will not be used. Instead specific buildings that grant magic items slots will generate BP instead.
During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.
Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. To increase stability in a kingdom once leadership roles are selected then they become permanent. Switching Leadership roles with out due cause will cause unrest in the kingdom as your citizens feel unsure of who is running the kingdom. If Vacant roles exist and new pc's have entered the game then they may assume these vacant roles by decree of the ruler. One pc may have up to a max of 2 roles. Each role however comes with cost as you must spend KP each Kingdom Turn to fulfill the obligations of your role.
Step 2—Claim Hexes: Each hex measures roughly 9 miles across, and the PCs’ kingdom must be built hex by hex. To claim a hex, you must explore it (1 KP) and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).
Terrain and Terrain Improvements
Exploration Time may differ per DM's discretion
Step 3—Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics!
XP through Building
Each 1 BP that is used to improve your kingdom you will receive 100xp.
Found a Kingdom: 2,400 XP
Establish a Capital City: 1,200 XP
Reach a Kingdom Size of 11: 2,400 XP
Reach a Kingdom Size of 26: 4,800 XP
Reach a Kingdom Size of 51: 9,600 XP
Reach a Kingdom Size of 101: 12,800 XP
Reach a Kingdom Size of 151: 25,600 XP
Reach a Kingdom Size of 201: 76,800 XP
Fill a Settlement with 4 Lots of Buildings: 1,600 XP
Fill a Settlement with 16 Lots of Buildings: 4,800 XP
Fill a Settlement with 36 Lots of Buildings: 12,800 XP
Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.
Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP.
Step 6: Edicts: Pick or adjust your edict levels as you wish. (See Kingdom Edicts)
Per DM's discretion Edict limits maybe lifted.
The Improvements Per Month Below are just a rough estimate and maybe altered by the DM at any time.
During a kingdom’s Income phase, take the following actions.
Step 1—Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full X GP in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than X GP must be sold as detailed under Step 3 below.
Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into X GP.
Step 3—Sell Valuable Items: You can attempt to sell items that cost more than X GP through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 15 + 1/2,000gp cost of the item). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 1 BP for every X GP worth of the item. Very powerful magic items may require a Kingdom Work or quest to sell.
Step 4—Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.
During Each Kingdom Turn an "Event" may occur. This can be bad or good. THe DM will inform you of any event which occurs during this phase.
As your kingdom grows new quests will occur which will require the attention of the Leaders of the Kingdom. These Quests maybe resolved through game play or through KP allocation or both.
At times the needs of the kingdom maybe so great that the Leaders are unable to attend to every quest that they are given. At these time adventurers maybe hired. The Leaders can send our a decree for adventurers to come an asset a kingdom. Adventurers will be bale to fulfill a quest for the pc's.
A group of low-level adventurers (level 1–2) costs 4 BP. A group of mid-level adventurers (level 3–5) costs 8 BP. A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) costs 16 BP.