Conquest of the New World
A kingdom has three attributes: Economy, Loyalty, and Stability. Your kingdom’s initial scores in each of these attributes is 0, plus any other modifiers from buildings, events, etc.
Many kingdom actions and events require you to attempt a kingdom check, either using your Economy, Loyalty, or Stability attribute. Each type of action or event specifies which leader is responsible for the check. That leader rolls a d20, adding the appropriate Kingdom Attribute and any other modifiers. The target number for the check is 20 + Kingdom size + number of Districts in all settlements. If the roll beats the target number by 10 or more, it is a Critical Success, and if it fails by 10 or more, it is a Critical Failure. Players may not spend bennies on these rolls, a roll of 1 always fails and a roll of 20 always succeeds. Water hexes do not add to Size for determining Consumption (but do add to Size for determining target numbers for Kingdom Checks).
Economy, Loyalty, and Stability
These three values describe the overall functioning of the Kingdom, and are used for various Kingdom checks.
Economy represents the amount of productivity in the Kingdom, both the fruits of the population’s labor and the effects of trade. A strong economy allows for higher income for the Kingdom, more goods available for purchase, and a robust market for selling items.
Loyalty is a measurement of the population’s happiness and devotion to the leaders. A strong loyalty makes it easier to weather difficult circumstances, raise and train an army, and convince the population to follow a painful course of action.
Stability refers to the physical and social well-being of the kingdom, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use A high stability level indicates that the population feels safe and secure, with ample ability to meet their basic needs. A high stability prevents Unrest when disaster strikes, or when unpopular decisions are made.
Build points (or BP for short) are the measure of your kingdom’s resources – equipment, labor, money, and so on. They’re used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your kingdom also consumes BP to maintain itself.
A kingdom’s prosperity is measured by the BP in its treasury. Its Consumption indicates how many BP it costs to keep the kingdom functioning. A kingdom’s Consumption is equal to its Size plus the number of Settlement Districts and is adjusted for Edicts, buildings and terrain improvements. Consumption can never go below 0 (exception: Granaries can store excess points of reduced Consumption for future use). Water hexes do not add to Consumption (but do add to Size for determining target numbers for Kingdom Checks).
The Treasury is the amount of BP your kingdom has saved and can spend on activities. Your Treasury can fall below 0 (meaning your kingdom’s costs exceed its savings and it is operating in debt), but this increases Unrest.
A kingdom turn spans 1 month of game time. You make your kingdom checks and other decisions about running your kingdom at the end of each month.
The kingdom’s size is the total number of hexes claimed. This number affects Consumption and Kingdom Checks.
A kingdom’s Unrest indicates how rebellious its citizens are. The kingdom’s initial Unrest is 0. Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). This value applies as a penalty to all Economy, Loyalty, and Stability checks. If a kingdom’s Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If a kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy.