The output of the kingdom’s farms is halved during the next Upkeep phase. If you fail a Stability check, the riots from the food shortage increases Unrest by 1d6.
The output of the kingdom’s farms doubles during the next Upkeep phase.
In addition to its usual benefits, the Leadership feat also grants a +1 to your leadership role bonus for every 10 points of your Leadership score.
The following buildings can be built in place of farms during Step 5: Establish Farmlands of the Improvement Phase.
- Camp (6 BP): A logging camp can be built in a forest area with a road or river. +1 Economy, +1 Stability; this bonus is doubled if the hex contains a rare lumber resource.
- Mine (6 BP): A mine is a site where minerals and gems are extracted. A mine can be built in hills or mountains if a road or river is present. +1 Economy, +1 Stablity; this bonus is doubled if the next contains a valuable ore resource.
- Fort (12 BP): A sturdy structure that serves as a guard post and lookout for danger. A fort may be built in any hex containing a road or river; even if a camp, farm, or mine has already been established. If a city is built on a hex containing a fort, the fort provides the city with a free watchtower. +1 Stability; +2 Defense Modifier; Unrest −1.
- Lock (8 BP): A lock allows ships to traverse along height differences in a river. A lock turns three hexes of unnavigable rivers into navigable rivers.
The people in your kingdom’s cities need a place to live. If they do not have a place to live, then the kingdom gains 1d4−1 Unrest at the end of the Event phase except in winter, when it instead gains 2d4−1 Unrest. For the purpose of determining occupancy; houses house 270 people, tenements house 3630 people, and people living outside of cities in hexes are assumed to have adequate housing.
According to The Inner Sea World Guide, most people are between levels 1 and 5 and have NPC classes. The following table is used to determine how many people there are of a particular level in your kingdom.
|Level||NPC classes||PC classes|
Repairing Damaged Improvements and Structures
Repairing a destroyed improvement in a hex or a structure in a city costs one half of its normal cost. A number of hexes and/or structures may be repaired equal to the number of farms that may be built per month. Repairing improvements and structures takes place between steps 5 and 6 in the Improvement Phase.
A hex with a navigable river in it may be traveled and produces economic activity. For every four navigable river hexes your kingdom controls, the kingdom’s economy increases by 1. A farm or other non-city improvement may be built in a hex with a river (but not a road) provided that there is a navigable route from that hex to a city.
Selling Valuable Items
Instead of generating an abstract amount of BP, selling valuable items during the Income Phase deposits the cost of the item into a “deposit fund”. For every 4,000 gp in the deposit fund, decrease it by 4,000 gp and add 1 BP to the treasury.
Selling Items in Other Cities
During kingdom building, if players want to sell an item in another city, they may attempt a Stability check versus their Command DC. If they succeed, the item is successfully transported to the city where they may attempt an Economy check to sell it. If they fail their Stability check, they must make a Loyalty check versus their Command DC or suffer 1d4−1 Unrest because of a bandit attack that resulted in the item being stolen.
A player owned city’s purchase limit is determined using the following formula: (Base Value ÷ Base Value per Table 7-36 in the GMG) × Purchase Limit per Table 7-36.
- Player-owned Cities: Player-owned cities connected by a road to the kingdom’s capital generates additional economic activity. +1 Economy
- Foreign Cities: Cities belonging to foreign kingdoms with which the players have negotiated a trade deal and that are connected to their kingdom’s capital city generate additional economic activity. +1 Economy
The following errata will be observed for kingdom building.
- Barracks (6 BP): Defense Modifier +2; Unrest −1.
- Exotic Craftsman (10 BP): 1 minor item; +1 Economy, +1 Stability.
- Graveyard (4 BP): +1 Loyalty.
- Watchtower (12 BP): +1 Stability; +2 Defense Modifier; Unrest −1