Ubuild 0.2 Kingdom Rules in Ubuild | World Anvil

Ubuild 0.2 Kingdom Rules

The Kingdom Phase

The kingdom phase is divided into three distinct parts, taking place once every in game month in character.
  1. Proclamations
  2. Economics
  3. Difficulty
Each of these phases are separate, and must be completed before moving onto the next phase.

Proclamations Phase

When the ruler of a kingdom decides to address the entirity of their kingdom, they make a statement during the proclamations phase. This statement is a freeform speach, no longer than a paragraph, in order to easilly detail how the leader wishes to improve the status of a kingdom.
When it comes to the effects of the proclamation, a loyalty check is made. a bonus or penalty may be applied to the loyalty check based on how aggressive of an agenda the kingdom is trying to push during the kingdom phase. in addition, the state of a kingdom may also modify the loyalty check as well. Both cases are shown on the chart.
AggressivenessModifierKingdom StateModifier
Reversal-10At War-5
Heavy-5Crisis-5
Moderate-2
Light0
Crisis: A kingdom stat is in the negatives. This is per negative stat.
Heavy: A kingdom policy that changes both of affected stats.
Light: A kingdom policy that does not change the affected stats, but is able to change the affected stats level.
Moderate: A kingdom policy that changes only one affected stat.
Reversal: If a kingdom not only swaps the policy they were making, but completely flips the policy, so all penalties are positive, and all positives became negative.

Making a Proclamation

To begin, a kingdom does not need to make a proclamation each kingdom phase. Instead, they may allow their kingdom to run based on the previous kingdom checks proclamation. Doing so will always trerat the aggresiveness as light for all intents and purposes. A proclamation must be worded in a way to use one part of a kingdoms stat to improve a stat, and decrease another kingdom stat.
"My subjects, we must use the resources of the country to fight back potential invaders."

The above quote, will sacrifice one or more points of the economy for one point of stability. If the quote instead stated to take funding from the treasury, then it would have reduced the kingdoms funding instead.
When exchanging kingdom stats for one another, you can never take a greater positive in a kingdom stat, than a negative value you have taken from another. You can trade kingdom stat points at a 1:1 ratio, or use funding to increase kingdom stat points at a 2:1 ratio.
When it comes to creating your proclamation, you can type just about anything, but if you want to focus on specific areas, certain keywords can be used to detail the different kingdom skills you wish to alter.
EconomyLoyaltyStabiltyFunding
Agriculture, GDP, Resources, Smithing UnionExotic Goods, Festivals, Housing, TraditionsInfastructure, Medical Care, Military, PoliceGold, Hoard, Silver, Treasury
A proclamation must be made in the form of a quote, and will be dated by the GM in order to show progress over time for the proclamation.
Additional Information
Because you can fit quite a bit inside of a paragraph, most rulers will try and fit as much into a proclamation as they possibly can in order to better prepare the kingdom for certain events, or try and rush the natural production of a kingdom to a certain area.
For example, if a kingdom needs to focus on building up a military presence, the kingdom could call for volunteers, or mobilizing the militia. A kingdom can also formally declare war with another kingdom, or put out bounties on certain enemies. For all intents and purposes, these sort of benefits can provide a +1 bonus to a single roll dealing with the proclamation. They can also grant funding to adventurers, but the funding of a kingdom wil be reduced by 1/3 adventurer levels (minimum 0). This is free form, and can be discussed with a GM about what sort of bonuses can be applied AFTER making the proclamation.
Stagnation
When a kingdoms proclamation has been active for some time, it can lead to a stagnation of the people, who do not believe that the activity of the kingdom is doing what they can to help out the people. When a proclamation improves a stat that is already higher than any other stat or reduces a stat that is lower than all other kingdom stats, or reduces the funding of a kingdom to 0, after the loyalty check a -1 penalty is applied to each affected stat, or all stats in the case of 0 funding, per week that the proclamation remains in effect.

Adding or Removing Laws

As part of your proclamation, you may add Laws to your kingdom. Each Law can be openly interpreted by the GM to have additional benefits to your kingdom. Laws can include implimenting a national language, adding or removing rights for specific species/all species, creating holidays, or even flavorful Laws such as "You may not prance within the streets on tuesday afternoons." Each law must be only 1 sentence, however, a law may be expanded upon with an additional sentence.
There is no definitive answer to how adding or removing a law in this way will affect your kingdom, as it is entirely up to the discretion of the GM. A law will grant a +2 bonus to a kingdom stat, chosen by the GM at character creation. You may consult with a GM about what sort of potential effects a law can impliment. When a law gains an addendum, it will provide either a +1 bonus, or trade a bonus at a 1:2 ratio.

Economics Phase

Kingdoms get actions, reactions, and free actions using the same rules as encounters. A kingdom gains 3 actions, and a reaction each economics phase. A kingdom may perform any of the following actions within those limits. By default, all kingdoms actions are counted first, then each kingdom is told about the different number of 'attacks' against their own kingdom in order to react to an aggressor. Unless specific technologies are unlocked, a kingdom may not know who the aggessor is until after their reaction.
Kingdom Actions
Avoid Stagnation
Remove the penalty for stagnation from your Proclamations phase.
Build or Improve Settlement
Builds a settlement within your kingdom on a hex that your kingdom owns. Follow the rules for building a settlement, and their provided bonuses.
Defend the Kingdom
Defend your kingdom against a hostile action being taken against you. You will know all hostile actions being taken against you before you choose which one to react too. If against a military action, opposed Stability checks are made. If against an intrigue action, opposed Loyalty checks are made. Can also be applied to a diplomacy action, but your roll is at a disadvantage.
Discovery
Your kingdom can discover a new technology, or magic by pooling all of its resources into crerating the technology. Doing so will cost funding based on the technology discovered.
Diplomacy
Initiate a diplomatic action with another kingdom. A diplomatic action will allow two kingdoms to discuss certain possibilities with one another, in an effort to gain one of a set list of bonuses. If both kingdoms perform a diplomacy action with one another, opposing economic rolls will determine who chooses from the list below. Both kindoms can agree to settle without rolling, at which point both kingdoms gain the benefit.
  • Announce Action: Announce the next Diplomatic, Intrigue or Military action that you will perform against the chosen kingdom. On a success, gain advantage on the roll specific to your action the next time you perform the chosen action against the chosen kingdom within the year. If Intrigue is chosen, the kingdom automatically knows when you perform the action.
  • Arranged marriage: A +1 bonus to loyalty and all Diplomacy actions between the two kingdoms, so long as the marriage is held. Bonus remains if the arranged marriage results in a child, and for the entirity that that childs bloodline persists.
  • Pay for Mercenaries: Pay any other kingdom to take control of one of their armies. A successful diplomacy check will only reduce the spent Funding by 1 for each success, but the kingdom will still gain the full, agreed upon amount. Refusal from all kingdoms to provide mercenaries will automatically fail this check. If no kingdom refuses to provide mercenaries, but does not answer the call for aid, the physically closest kingdom that is not at war with the kingdom asking for aid will provide mercenary services, and by default, gain 1 funding per stability bonus that the army provides. A kingdom may choose to provide mercenaries at a lower benefit than normal, but only if they accept the call for aid.
  • Share Law: Kingdoms can decide to share the effects of a law currently in effect within one kingdom. If the shared law is too similar to other laws, then there is no effect.
  • Trade land: Each kingdom can trade one hex of land for another within the opposing kingdom.

Intrigue
Initiate a stealth operation against another country. The operation will be known to the opposing kingdom, but unless they perform a protection reaction, they will not know who is performing the intrigue. A successful stealth operation will grant one of the following abilities.
  • Diplomatic Incident: On a successful check, you can convince the opponent that they succeeded on their check, and found the culprits of the intrigue, but in actuality the blame is diverted to any other country that the kingdom has had dealings with in the past. If the kingdom chooses itself, it may gain advantage on its next intrigue or diplomacy check within the kingdom.
  • Heist : Requires a Spy Network set up within opposing kingdom. If successful, gain the benefits of a discovery that your kingdom does not have. This benefit is permanent, as if you had taken the discovery action. Takes two actions instead of one for intrigue actions.
  • Steal: Take 1d4 Funding from the opposing kingdom.
  • Spy Network: Create a spy network in an opposing kingdom. Makes future intrigue actions easier, by granting a bonus equal to 1/10th kingdom size (minimum 1). Can only create 1 spy network in each opposing kingdom, limited by 1/10th kingdom size (minimum 1).

Military
Take a militaristic action against the chosen kingdom. Choose from any action selected below. All actions require opposing stability checks. With the exception of Gather Troops, all military actions require an active army. By default, all military actions must be able to reach the borders of a kingdom within 3 hexes from the closest hex a kingdom has to the defending hex. For each hex that this army goes over, the attacking kingdom must pay an amount of funding equal to the number of hexes beyond this limit, per hex. If this value cannot be paid, then the military action cannot be chosen for that space.
  • Gather Troops: You may gather your armies so you can gain an active army. The army uses your kingdoms stability modifier to make checks. At the kingdoms discretion, it may gather troops an additional time to create a seccondary army to perform military actions with. Instead, the armies split off to perform separate actions using the military action. The armies will split the stability modifier of a kingdom equally between themselves, to a minimum of +1. If a kingdom cannot evenly split all of its modifierrs without dropping its stability to a negative value, it cannot create an additional army.
  • Salt the Earth: Destroy the improvements or Resources on a hex that you control. Gain 1d4 funding for each improvement or resource destroyed on this hex. Settlements are not destroyed in this way. If a reaction is used to prevent this act from happening, requires 2 successes to destroy 1 improvement or resource on a hex.
  • Siege: Lay siege to a settlement that you do not control. For each kingdom phase that a settlement remains under siege, the defending settlement takes a -1 penalty to the stability bonus it grants to defenders. You may not lay siege to a settlement if you do not control any hexes surrounding its borders.
  • Take Hex: Take control over a hex that a kingdom controls that is not a settlement. This hex must have one side that is not bordered by other owned hexes, nor has an opposing army upon the hex itself. The kingdom takes control of the hex, and if not in war, officially starts a war. Wartime effects and hex ownership are detailed on their own pages.

Quelch Popular Demand
Should the populace of a kingdom demand that an action be taken, through a difficulty effect, the kingdom may pay 1 funding and -1 loyaltyy for 1d4 kingdom phases, to remove the effect. This does not work on demands created by other kingdom actions.
Taxation
Gain 1 funding per level of each settlement within your kingdom. For each time during a kingdom phase that Taxation is used beyond the first, gain a -1 penalty on all kingdom stats for 1d3 turns.

Difficulty Phase

A stability check is rolled at the begining of the difficulty phase. Based on where the stability check lands will determine the outcome of the check.
RollOutcome
<0Rebellion
0Assassination Attempt
1Feud
2Demand
3Monster Attack
4Plague
5Scandal
6Crime Spree
7Sensational Criminal
8Homelessness
9Emergency
10-14No Difficulty
15Good Weather
16New Subjects
17Political Calm
18Wealthy Visitors
19Boomtown
20+Discovery
List of Outcomes
Assassination Attempt
A random leader within your kinggdom is the target of an assassination attempt. An additional stability check is made to determine the results.
Critical Success: The assassination attempt is thwarted, and the culprits have been caught. +1 Stability for 5 kingdom phases.
Success: The assassination attempt is thwarted.
Failure: An assassin of equivalent level to the randomly chosen leader successfully gets through a countries defenses and attacks. -1 stability for 1d4 Kingdom phases. If the leader of the country is killed, - 1d6 to all stats for 1d6 Kingdom phases, and add 1 rebellion.
Critical failure: As failure, but If an NPC was randomly chosen, they are immediately killed. If a non NPC was chosen, the assassins level is +1. If randomly chosen leader is the ruler, and the kingdom is already in Rebellion, the kingdom gains 2 rebellion.
Boomtown
A settlement within your kingdom is experiencing a sudden rush of production. If you have no settlements, ignore this difficulty. Roll an economy check at disadvantage.
Critical Success: The lowest leveled settlement within your kingdom increases by 1. Gain 1d4 Funding.
Success: You overproduced for your GDP, and get to enjoy the fruits of your labor. Gain 1d6 Funding and +1 Economy.
Failure: Your settlement has made massive improvements for your economy. Gain +2 economy.
Critical Failure: Your settlement did not experience a rush of production, it overworked its people. Roll on the Emergency difficulty at disadvantage.
Crime Spree
Smugglers, Slavers, mass murderers, drug dealers or all sorts of other types of criminal enterprises have taken interest in the kingdom. Roll a stability check. If a kingdom has no settlements, it gains advantage on this check.
Critical Success: The stability of your realm was more than enough to take care of criminal skum, and the people appreciate your forward thinking. +1 Stability for 1d4 kingdom phases.
Success: Though the crime spree has been removed from the equasion, it still took 1d3 of your funding. If there is no funding for the kingdom, no effect.
Failure: As success, however 1d4 funding is removed and for each funding that is not paid, -1 to all kingdom stats for 1d3 kingdom phases.
Critical Failure: Criminals have drained the kingdom of everything that it can. As failure, except for 1d6 funding, and -2 to all kingdom stats for each funding that is not paid for 1d3 kingdom phases.
Demand
The people of your kingdom demand that the leadership take action on a specific cause. For each kingdom phase that the leadership fails to meet this demand, Loyalty will recive an additional -1 penalty. The demand has no limitations on structures or laws, and can be anything from inacting laws, to destroying buildings. This is left to the GMs discretion. However, the effect must be one of the following:
  • Enacting or abolishing of a current law.
  • A +1 modifier to a specific kingdom stat using a proclimation, but cannot be one already being positively affected by a kingdom stat.
  • Any kingdom action during the economy phase, including hostile ones against other kingdoms, however, the public will only request action being taken on immediately adjacent nations, or one that shares a water based trade route, for both hostile and diplomatic actions.
  • War to be declared if a hostile action was provoked in the current, or previous kingdom phase.
  • A resource currently found in the world but not in the kingdom, to enter the trade network of the kingdom.

Discovery
A sudden burst of brilliance from the top minds of your kingdom. If you take the discovery action next kingdom phase, it is only a instead of .
Emergency
A sudden catastrophy has affected your kingdom in the form of a fire, flood, earthquake or other potentially natural disaster. Roll a stability check.
Critical Success: Your quick thinking and planning has lead to the disaster being averted, and your people are grateful for your actions. +2 loyalty.
Success: Nothing happens.
Failure: The damage was great, but nothing that couldn't be fixed. - 1d4 funding.
Critical Failure: Choose one. -2 to all kingdom stats; -4 to one kingdom stat; destruction of a resource within your kingdom; one settlement loses a level; lose all funding, so long as funding is greater than 6. All penalties are permanent, however the loss of a settlement level can be restored as normal, and funding can be re earned.
Feud
Influential members of your kingdom are bickering with one another.
Critical Success: Gain the Political Calm difficulty.
Success: A -1 to a kingdom stat of your choice for 1d2 Kingdom phases, or -2 funding.
Failure: -1 to loyalty for 2 kingdom phases, or, -4 funding. Critical Failure: As failure, but event is continuous and cannot use funding to offset, until a political calm event is rolled, at which point they nullify each other.
Good Weather
The weather has become particularly pleasent throughout your kingdom. +1 to all kingdom stats for 1d4 kingdom phases.
Homelessness
The homeless has become a major issue within your settlements. Ignore this difficulty if the kingdom has no settlements. Roll an economy check.
Critical Success: The people have banded together and made full shelters for the homeless, allowing them to live and work in a settlement. Choose to either gain +2 loyalty, or a level 1 settlement becomes level 2.
Success: What people thought were the homeless were actually a band of roaming travelers, and they move on elsewhere to no effect.
Failure: The homelessness problem has multiplied greatly. Spend either 4 funding, or 1 stability.
Critical Failure: The homelessness problem has become overwhelming. As failure, but roll again next kingdom phase.
Monster Attack
Either a single creature, or an army of creatures is attacking the kingdom. This is a sizable number of creatures that will require direct military intervention, or some powerful adventurers. They take up space in a hex within your kingdom, and start raiding the countryside, granting a -1 to stability each turn. A kingdom may offset this penalty at any point by removing the hex from their kingdom. It is up to the kingdom on how to defeat this enemy, or how much to pay adventurers to go after them.
New Subjects
A group of roaming, intelligent creatures has decided that your kingdom would be a good home for them. The kingdom may decide if these creatures were already part of their current diverse makeup, or a new race to add to the ranks. Gain + 1d3 Funding.
Plague
A sickness has started to overcome your kingdom. Take a -1 to stability, then attempt two stability checks. Take the result of each stability check, their benefits and penalties stack. The kingdom takes a penalty equal to the highest level of settlement within their kingdom on both checks.
Criticul Success: The plague has come and gone, the penalty will be removed on the next Difficulty check.
Success: The plague lasts for 1d4 kingdom phases, before dissipating harmlessly.
Failure: All penalties associated with the plague also affect Loyalty. The plague lasts for 1d6+1 rounds.
Critical Failure: The plague no longer has an end in sight. As failure, but an additional -1 stability and loyalty. Roll for the plague each Difficulty check until 2 successes, or a critical success is resolved.
Political Calm
A sudden absence of political machinations coincides with an increase in public approval. Remove an active difficulty negatively affecting your kingdom, or one rebellion. If none exists, political calm becomes a continuous effect until it can do so. Gain +1 to Loyalty and Stability. This bonus can stack multiple times.
Rebellion:
Your kingdom enters a state of rebellion. Decrease all kingdom stats by 1 each kingdom phase. Cannot make proclamations. Cannot perform reactions. Can remove a rebellion, by rolling 10+ on a future stability check. Each time this happens, one rebellion is removed. Each time that this result is rolled, create another rebellion that has its bonus stack with other rebellions. Once a kingdom has 3 simultaneous rebellions, the kingdom is dissolved. Other kingdoms may come forward and claim the hexes that a kingdom owns using their own action.
Scandal
A randomly determined leader has performed an illegal act, or culturally sensitive action, with rumors flying far and wide enough that they taint the moral fiber of the other leaders of the kingdom. Roll a Loyalty check.
Critical Success: The rumors were found overwhelmingly false, and were even proven to be spread by antagonistic forces. +1 Loyalty for 1d4 kingdom phases.
Success: The scandal has gone compoletely under the radar before the public realized what happened.
Failure: The scandal is the talk of the town. For 1d4 kingdom phases, -2 loyalty unless the randomly determined leader is replaced.
Critical Failure: The scandal has become such an overwhelming topic for everyone within the kingdom that the leadership itself has come into question and protests have gone out into the streets. A sentence must be used to force the chosen leader in the next Proclamation phase, or each kingdom phase all kingdom stats will take a -1 penalty until the leader is replaced. If the leader remains after 3 kingdom phases, a rebellion will be added onto the kingdom, but all other effects from the scandal will be removed.
Sensational Criminal
A solitary criminal has gripped the kingdom by the throat. Be it a mass murderer, a masked vigilante, or some other lone individual. they have captured the publics immagination and arer starting to make the leadership of the kingdom look bad. Roll a stability check. Kingdoms without a settlement roll this check at an advantage.
Critical Success: The criminal is caught, as are some of the resources that they used. Gain 1 funding for the highest level of settlement that your kingdom owns, and +1 loyalty for 1d4 kingdom phases.
Success: The criminal is caught, but the sensational news keeps the public wary of the leaderships ability. -1 to all kingdom stats until next Difficulty phase.
Failure: The criminal is not caught, but after bringing the guards on a wild goose chace, they flee, never to be seen again. -1 to all kingdom stats for 1d3 kingdom phases, and - 1d3 funding. If the kingdom cannot pay the funding penalty, the kingdom stat penalty is -2 instead of -1. Critical Failure: The criminal has evaded all capture, and will continue to do so in the future. As failure, but roll again for the criminal next difficulty phase.
Wealthy Visitors
People have visited your kingdom with the sole intention of spending money, and exploring the kingdom itsellf. Gain 1d4! funding. If the kingdom gained 1 funding, the kingdom gains +1 economy for 1d3 kingdom phases.
 

Kingdom Stats

A kingdom has 4 stats. Each of the stats interacts with the kingdom in various ways.
Economy: This is the health of a kingdoms GDP, and how they are able to provide trade goods and resources for themselves and other kingdoms. This is not purchasing power, but the potential power for building, trade, food and a wide swath of kingdom checks.
Loyalty: How much the populace trusts and obeys their ruler. Rolled usually during the Proclamation phase, to confirm that the populace follows the intention of a kingdoms orders instead of the letter of its orders, or if the leadership of a kingdom is in question, loyalty will show how much the populace trusts and obeys the leadership.
Stability: The totality of this stat shows the defensible traits of a city, and how difficult it is for outsiders to make waves in the sociopolitical environment of the kingdom. This stat is used whenever the defence of a kingdom, its people, or its laws comes into question. A high stability stat can even prevent disasters from taking place.
Funding: The monitary purchasing value of a kingdom. This stat can never go below 0, but it can be sacrificed for a wide variety of actions.

Kingdom Checks

Regardless of what kingdom check is called for a 1d20 is rolled and the total modifiers for a kingdom stat will be applied. Unless otherwise specified, the base DC for a kingdom check is either 10, or an opposed roll. The DC will never be altered, but the statistic to be rolled can be altered in a complex variety of ways.
Whenever a kingdom stat askes to be rolled, the leader of a kingdom may use funding to temporarrily boost the statistic to be rolled, by paying 2 funding for a 1 time bonus of +1 to that stat. This one time bonus is only for the roll that the kingdom is taking. If funding cannot be paid, or would reduce the funding value below 0, you cannot apply this one time bonus.

Kingdom Stat Penalties

Depending on how unbalanced your kingdom is, your kingdom will take penalties on certain rolls. These penalties will be applied before all other benefits applied by discoveries.
  • For every 10 that a kingdom stat is higher than another stat, all kingdom stats take a -1 penalty.
  • Every time that a kingdom rolls a critical success on an opposed roll, it gains a +1 modifier for 1d3! kingdom phases on that stat.
  • Every time that a kingdom rolls a critical failure on an opposed roll, it takes a -1 modifier for 1d3 kingdom phases on that stat.
  • If a kingdom check results in 3 failures, the kingdom gains a rebellion.

Size

Each kingdom has a size. Size is equal to the number of hexes owned, plus the levels of settlements owned in a kingdom, and the number of discoveries that a kingdom owns. Each size will provide a -1 penalty to all kingdom stats, but every 8 size of a country will provide a +1 bonus to its armies after they split the stability modifiers.
If the armies are furthur split, calculate all armies based on the total kingdoms stability, then apply the modifier.

Hexes

See World Exploration for more detailed information.
Hexes provide a wide variety of functions in UBuild. First, a kingdoms range is marked almost exclusivly by the hexes that it controls (+3) for hostile actions without taking a penalty. Seccond, hexes can create and store resources based on its hex type, and finally, a hex can be the requirement for certain discoveries.
Orthagonally connected hexes of the same type are called an Area. If a kingdom controls an entire area, the size of the area will be reduced to 1. However, when an area has been claimed in such a manner, it becomes easier for other kingdoms to claim it using an action as well.
Goods created on a hex may be stored on the hex for use immediately, or at any time. Kingdoms may choose what good is produced on a hex, based on its type. This has no correlation to in game effects, just flavor.

Settlements

During the economics phase, a kingdom can build a settlement. A settlement is a structure with a permanent military force protecting it. Throughout the world people can find numerous small houses, or tight knit communities of 3-4 buildings operating together. These are simply fluff, or small towns, not settlements.
All settlements have a level between 1 and 10. Each level of a settlement provides a variety of bonuses to the kingdom, and the players who encounter that settlement within the kingdom.
LevelProficiencies
1 1 Trained
2 2 Trained
3 2 Trained, 1 Expert
4 3 Trained, 1 Expert
5 3 Trained, 2 Expert
6 3 Trained, 2 Expert, 1 Master
7 4 Trained, 2 Expert, 1 Master
8 4 Trained, 3 Expert, 1 Master
9 4 Trained, 3 Expert, 2 Master
10 4 Trained, 3 Expert, 2 Master, 1 Legendary

Settlement Skill Bonuses

A settlement, after leveling up may choose to specialize. It may choose any skill and treat it as if it had that level of proficiency in that skill. This does not make the settlement a collossal sized player. Instead, this bonus can be applied to certain rolls made by players within the settlement. These rolls must make sense in context, and will be left to the GMs discretion.
As a general note, the speclizations will also help to round out the general culture of the settlement. For example, a settlement that is trained in Intimidation may create a culture that thrives in a rough and tumble vibe, but can also provide a +2 bonus on athletics, to show the other men that you are strong, and can be trusted for some of the more private tasks befitting their society.
Overall, it is left up to whoever rules the settlement to how the specialization changes the culture. A specialization may be applied at any time between kingdom phases, but cannot be removed unless the kingdom takes an improve action to instead change one of the active specializations (at no cost).

Making A Settlement

In order for a kingdom to make a settlement, all of the following must be true.
  1. A hex must be owned by the kingdom that has no settlement tile on it.
  2. The owned hex must not be directly adjacent to another settlement, even if the other settlement is in another kingdom.
  3. The owner must be able to pay funding equal to 1 + 1/2 the total levels of all settlements owned by the kingdom (rounded up).
  4. The settlement must be given a name.

If the create settlement action is taken and all of the above is true, then the settlement is created at the end of the kingdoms next economic phase.

Improving A Settlement

If a kingdom wants to increase the level of a settlement, it must be able to pay funding equal to 2 + 1/2 the total levels of all settlements owned by the kingdom. Doing so will allow additional specializations if the kingdom wishes to apply them at that time.
Alternatively, a kingdom may elect a Mayor to lead the settlement, so that they can improve the settlement in their own special way.

Beyond 10th level


If a settlement gets to level 10, and the owner of the settlement wishes to improve the settlement further, the settlement owner may instead expand the settlement to tiles adjacent to the 10th level settlement. This settlement now spans over multiple hexes, and applies all specializations to it, though the new hex starts at level 1. If a settlement has no place to build in any adjacent hex, it cannot be improved any further. Note that a settlement can always be built underground, giving a total of 7 adjacent spaces for a settlement to expand too.
If a settlement gains additional 10th level spaces, it gains 1 additional legendary specialization. This may stack any number of times.

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