Kingdom Building Cheat Sheet
- Determine Kingdom Stability - Make Stability Roll vs Control DC - Oewyn roles typically
- If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1. If you fail by 5 or more, Unrest increases by 1d4.
- Pay Consumption - Consult Kingdom Turn Log sheet for normal and winter consumption.
- Modify Unrest - Royal Enforcer can attempt to reduce Unrest during this step.
- Step 1: Assign Leadership
- Step 2: Claim-Abandon Hexes (Kingdom Size Chart) - Currently 2 Hexes
- Step 3: Build Terrain Improvements - Currently 3 Terrain Improvements
- Step 4: Create-Improve Settlements - Currently 2 Buildings (not including House, Mansion, Noble Villa, or Tenement)
- Step 5: Create Army Unit
- Armies (Units and rules for them)
- Troop Types (Finished Unit Statblocks)
- Step 6: Issue Edicts
- Diplomatic Edicts - Roll to improve Kingdom Relations (Annalise +10 (+5 ranks +3 class skill, +2 Wis Mod))
- Magister Commission Edict - Decide if output going towards structures or magic item
- Building or Hex Improvement - 1 BP for a Village, 2 BP for a Town, 3 BP for a City, 4 BP for a Metropolis.
- Item Commission increases Unrest by 1 beyond the first item.
- Consult Kingdom Turn Log sheet for Economy and bonus BP. (Gillain typically rolls)
- On failed economy roll, bonus BP is still gathered.
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