Settlement Management Sessions
Each player who controls one or more Settlements will have a Settlement Management Session, referred to as a Settlement Phase at the beginning of each month. Settlement Phases work as follows:
Note that Council Actions such as the Seneschal's Establish Trade Routes may change the way a Settlement gathers Income.
Once the improvement is begun the Development is added to the Settlement's Ongoing Projects for a number of months equal to its new Level. While in Ongoing Projects improving a Development costs 1 Revenue per month.
When it completes its Ongoing Project the Development changes its Level to the new value, and one 'O' on its Attribute becomes an 'X'.
A new Development is aded to the Settlement's Ongoing Projects for 3 months. While in Ongoing Projects a new Development costs 2 Revenue per month.
When it completes its Ongoing Project the Development is added to the Settlement as a Level 1 Development and one 'O' on its Attribute becomes an 'X'.
[/4] Have at least 4 Attributes at 3 or higher.
[/6] Have at least 6 Attributes at 2 or higher.
Have at least a Rank 1 Village Square (Recreation).
Have at least a Rank 1 Tithe Hall (Wealth).
Pass Key Attribute Checks.
[/4] Have at least 4 Attributes at 4 or higher.
[/6] Have at least 6 Attributes at 3 or higher.
Have at least a Rank 1 Mayoral Home or Knight's Quarters (Order).
Have at least a Rank 2 Market (Trade).
Have an appointed Mayor.
Pass Key Attribute Checks.
[/4] Have at least 4 Attributes at 5 or higher.
[/6] Have at least 6 Attributes at 4 or higher.
Have at least one other owned Settlement direct Tithes here.
Pass Key Attribute Checks.
Have at least one other Holding direct Tithes here.
Have at least one other City in the same Duchy.
Have a Duke/Duchess or equivalent reside here.
Pass Key Attribute Checks.
Income
At the beginning of each Settlement Phase each settlement performs a check for each Development under the Wealth Attribute. This check is opposed by Crime Developments in the same settlement. For each s and every aa the settlement produces 1 Revenue. Total the Revenue generated this way, add any in the settlement's Coffers and any tithed to that Settlement by Settlements that owe fealty to it and subtract the cost of any Ongoing Projects. This is the settlement's Net Income for the Settlement Phase.Note that Council Actions such as the Seneschal's Establish Trade Routes may change the way a Settlement gathers Income.
Tithes
Ever Settlement (except for the Capital of a Country) will have another Settlement it owes fealty to. Once a Settlement is large enough to have constructed a Tithe Hall (or equivalent), after generating its Net Income it must pay 1/4 of that total in tithes to that Settlement. This will be added ot the Net Income of that Settlement this month.Audience
The Player can choose to give audience to their citizens. They will often have issues that they require their liege to settle for them or interven on their behalf. Many of these issues will result in settlement checks of some kind, the player may spend Revenue to influence these checks as though they were spending Story Points. Citizens may also have issues which can be resolved simply by spending Revenue, or through direct player action. Finally, citizens may bring opportunities that may lead to increased Settlement Income or other bonuses down the road.Improving Developments
The Player can spend Revenue to improve Developments within their settlements by 1 Level. This costs an initial amount of Revenue equal to the Level the Development is being improved to - so improving a Development from Level 1 to 2 costs 2 Revenue, 2 to 3 costs 3 Revenue and so on. A Development cannot be improved to a Level more than 1 above its Attribute or higher than a 5 unless it is in a Capital City.Once the improvement is begun the Development is added to the Settlement's Ongoing Projects for a number of months equal to its new Level. While in Ongoing Projects improving a Development costs 1 Revenue per month.
When it completes its Ongoing Project the Development changes its Level to the new value, and one 'O' on its Attribute becomes an 'X'.
Creating New Developments
To create a new Development the player must spend 2 Revenue, pass a check determined by the DM, and usually perform some kind of Player or Council Action to secure relevant supplies or staff.A new Development is aded to the Settlement's Ongoing Projects for 3 months. While in Ongoing Projects a new Development costs 2 Revenue per month.
When it completes its Ongoing Project the Development is added to the Settlement as a Level 1 Development and one 'O' on its Attribute becomes an 'X'.
Improving Attributes
Once an Attribute has had all three of its 'O's turned into 'X's, improve that Attribute by 1 and then reset the 'O's.Expanding the Settlement
When a Settlement meets certain criteria it can attempt to expand, as listed below. The special Developments required for this expansion do not count toward the five Developments each Settlement Attribute can support.Key Attribute Checks
In addition to the other criteria, a Settlement must pass a number of Key Attribute checks. A Settlement's Key Attributes are those marked with a '*' on their table. The base difficulty of this check is determined by the size the Settlement is progressing to (so dd to become a Village, ddd to become a Town and so on). A Settlement can attempt these checks once per Key Attribute per Settlement Phase until it has passed the required number to advance.Hamlet Progress to Become a Village
[/2] Have at least 2 Attributes at 4 or higher.[/4] Have at least 4 Attributes at 3 or higher.
[/6] Have at least 6 Attributes at 2 or higher.
Have at least a Rank 1 Village Square (Recreation).
Have at least a Rank 1 Tithe Hall (Wealth).
Pass Key Attribute Checks.
Village Progress to Become a Town
[/2] Have at least 2 Attributes at 5 or higher.[/4] Have at least 4 Attributes at 4 or higher.
[/6] Have at least 6 Attributes at 3 or higher.
Have at least a Rank 1 Mayoral Home or Knight's Quarters (Order).
Have at least a Rank 2 Market (Trade).
Have an appointed Mayor.
Pass Key Attribute Checks.
Town Progress to Become a City
[/2] Have at least 2 Attributes at 6 or higher.[/4] Have at least 4 Attributes at 5 or higher.
[/6] Have at least 6 Attributes at 4 or higher.
Have at least one other owned Settlement direct Tithes here.
Pass Key Attribute Checks.
City Progress to Become a Capital
[/6] Have at least 6 Attributes at 6 or higher.Have at least one other Holding direct Tithes here.
Have at least one other City in the same Duchy.
Have a Duke/Duchess or equivalent reside here.
Pass Key Attribute Checks.
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