Saturday, January 21, 2012

Phase Order in Kingdom's Turn (Help)

Upkeep Phase
Skip this Phase the first turn or whenever your kingdom is 0 hexes.
1. Determine Kingdom Stability.
    A successful Stability check reduces Unrest by 1.
2. Pay Consumption.
    Deduct Consumption from the Kingdom's Treasury BPs.
3. Fill Vacant Magic Item Slots.
    Randomly roll new magic items (use page 461 of the Core Rulebook and the appropriate building type).
4. Unrest.
    Lose a hex if Unrest is 11 or higher.
    If Royal Assassin available, reduce Unrest by 1.
5. Investigation actions by the Leaders of the Kingdom (check new rules).
    Each PC character has one week action for free.
    Extra actions or actions from NPC leaders cost -1 modifier to the area managed by them.

Improvement Phase
Table 2-1 gives you the amount of improvements the Kingdom can take each month
1. Select Leadership.
    Fill or change leaders.
2. Claim Hexes.
    Increase your kingdom size (a hex represents an area approximately 375 square miles).
3. Establish and Improve Cities.
    Start cities or build new buildings within a city (check new rules for buildings).
4. Build Roads.
    Add roads in your nation.
5. Develop Open Space.
    Build farms or other improvements.
6. Edicts.
    Set or change level of taxes, festivals and promotions.

Income Phase
4,000gp=1BP (Build Point). Count1,000gp fractions as 0,25BP.
1. Deposits.
    Add your own wealth to the treasury. Each 4,000gp is changed into 1BP.
2. Withdrawals.
    Remove money from the treasury. Each BP is changed into 2,000gp. Possible Unrest.
3. Sell Valuable Item.
    Economy checks to see if expensive magic items can be sold off (check new rules for selling magic items).
4. Income.
    Economy check to determine taxes collected (check new rules for Economy check deciding taxes).
5. Tax Unrest check.
    If BPs were added to the Kingdom's Treasury with the Tax roll.

Events Phase
1. Kingdom Event.
    Roll to determine which random event happens in your kingdom.

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