Showing posts with label Kingdom Rules. Show all posts
Showing posts with label Kingdom Rules. Show all posts

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.

House Rules

1. Selling Magic Items.
Selling a magic item produced in the kingdom brings a quarter of its normal selling price value. 
a.- The money will accumulate so that each 4,000gp are changed into 1 Building Point. 
b.- Fractions of 1,000gp are counted as 0,25BP. 
c.- Fractions below 1,000gp will be saved so that they accumulate with future sales.

The above represents a 50% tax on the person creating the item, but the PCs may set a higher or lower tax percentage, as follows:  
d.- For each extra +5% tax you want to impose on these sales, you'll get a -1 Loyalty penalty to this turn's Tax Unrest check.
e.- For each 10% reduction in the tax you impose on these sales, you'll get a +1 Loyalty bonus
to this turn's Tax Unrest check. 

2. Building Costs.
The Kingdom must pay only half the cost of a Building

Unless the Building is for the sole use of the PCs, in which case they'll have to pay the full cost.

a.- When adding a building to a city, the Kingdom cannot pay the costs using more than triple the Labor BPs than Wealth BPs being used (example: if they must pay 4BPs, they could pay 1 Wealth and 3 Labor, but not 4 Labor). The limit for hex improvements is 1 to 4.

b.- The people who will use the building will contribute with their effort to cover the other half part of the cost.

c.- Quality of buildings

You can overspend or underspend when adding a building:

c1.- If you spend (from the Kingdom's Treasury) an extra 10% of the original cost of the building (1BP being the minimum), you'll get a temporal bonus of +1 to Loyalty.

c2.- If you save a 10% of the original cost of the building (1BP being the minimum), you'll get a temporal penalty of -1 to Economy.

c3.- In any case, the buildings will be marked as having above or below average quality, in case this information becomes important later in the game.
 

3. Taxes.
During the income phase, the PCs will make an
Economy roll. The result is divided by 10, rounding up any fractions.
 
The result determines both:

a.- The amount of Wealth BPs that are added to the Kingdom's Treasury. This represents money, trading goods, etc.; in short, wealth that may be accumulated for the future.
b.- The amount of Labor BPs the Kingdom can use the following month in order to build structures. This represents indentured service, voluntary work, etc. done by the population of the kingdom. This is something that cannot be accumulated for the future, so BPs not used in a month cannot be used the following month.

a1.- Before the Economy roll, the PCs may voluntarily decide not to raise taxes, in which case the roll only determines Labor BPs. On the other hand, there will be no Tax Unrest roll this turn.
a2.- After rolling, the PCs may decide to spend a number of Wealth BPs and an equal number of Labor BPs to organise a special event (tournament, offering food to the poor, special festival, offering to the Gods, etc.)... If the PCs pass an Stability check, they will get a temporal bonus to an appropriate Kingdom statistic (depends on the event) equal to the amount of Wealth BPs that were spent.

c.
Tax Unrest.
If the Kingdom obtained Wealth BPs, the PCs must pass a Loyalty check or the kingdom gains 1 Unrest point... yes, people don't like taxes... The following modifiers apply to this check:

a. A penalty equal to half (rounded down) of the Wealth BPs added this turn to the Kingdom's Treasury.

b. A penalty equal to a fifth (rounded down) of the BPs added to the Kingdom's Treasury through magic item selling.

c. any other temporal modifier that applies to Tax Unrest rolls.
 

4. Temporal and permanent modifiers to the Kingdom.
People have fickle memories... keeping them entertained is difficult, but they also tend to forget past transgressions (albeit a bit more slowly). All modifiers have effect at least one month.
After the first month:
a. Positive modifiers have a 5-15% cumulative chance of disappearing per month (maximum percentage 30%).

b. Negative modifiers have a 1-10% cumulative chance of disappearing per month (maximum percentage 50%).
 
c. Permanent modifiers don't necessarily apply each month. Both positive and negative modifiers could be temporarily cancelled (maybe the problems are increased or reduced that month).

5. Secret Modifiers.

In order to increase the role-playing possibilities of the kingdom building aspect and reduce statistics min-maxing, there will be many secret modifiers to Stability, Economy and Loyalty. including:

a. Decisions the PCs take during your adventuring career (could be permanent and or temporal modifiers).

b. Modifiers from government leaders that are NPCs.
 
c. Luck Modifiers from government leaders that are NPCs. Fickle Fortuna will influence a bit the capacities of each leader. This is a monthly check that could be influenced by events that affect luck... for example, appropriately appeasing the gods, special magic items, etc.


6. Leader Kingdom and Personal actions.
On top of providing bonuses to the appropriate statistics, Leaders may perform actions to investigate, diminish a temporal or permanent penalty, or obtain a temporal boon for the Kingdom.

a.- PC rulers have 1 free week action per month (remember they need to spend at least 1 week per month ruling the Kingdom, and in the first 12 months they will need to spend at least 3 weeks per month to set up the Kingdom).
b.- NPC rulers and PC rulers can take extra action, but then they have a penalty to the appropriate characteristic of the Kingdom of -1 per action taken (maximum will always be 3, as they must spend at least 1 week per month ruling).


c.- Actions can be of:
c1.- An investigative nature: detecting the origin of a penalty to a characteristic, researching monsters met during the adventures, spells, creating new items.
c2.- Training to obtain a temporal personal bonus for the character.
c3.- Reducing a penalty: an action to reduce the effects of a penalty or augment the possibility of it not having effect this month.
c4.- Obtaining a temporary boon for the Kingdom.


In any case, the player describes the intended action and he'll have to pass a personal check (decided between him and the GM) and a Kingdom check (or travel somewhere) for the action to be successful.

Wednesday, November 2, 2011

Extra Buildings

Buildings errata:

Barracks (6 BP):Defense Modifier +2; Unrest –1.
Exotic Craftsman (10 BP):1 minor item, +1 Economy, +1 Stability.


Non-City Buildings
Presented below are additional buildings and improvements that can be build outside of cities. Please note that constructing any of these improvements takes the place of the "build a farm" action in your kingdom turn.
Please also note that Camps, Farms and Mines are mutually exclusive - you can have a farm OR a mine OR a camp in a hex. None of these improvements represent a single building in a 12-mile hex. It's not just one farm, or just one mine, or just one camp. Building means you have devoted the primary physical and human resources of that hex to the activity of farming (farm), mining (mine) or logging (camp).


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.
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.