Kingdom Edicts

Edicts are the official pronouncements by the government about how they are running the kingdom that turn. For example, leaders may decide to raise or lower taxes, to have more or fewer holidays, and how much effort to put into improving the kingdom’s infrastructure. Edicts fall into multiple types.

Improvement Edicts

Improvements are physical improvements made to the kingdom: founding new settlements, adding buildings to a settlement, building roads, creating facilities such as mines to tap natural resources, and claiming more hexes. A kingdom’s Size limits how many improvements can be made each turn:

Improvement Edicts
Size Hex Claims New Settlements 1 New Buildings 2 Terrain Improvements
1-10
11-25
26-50
51-100
101-200
201+
1
2
3
4
8
12
1
1
1
2
3
4
1
2
5
10
20
unlimited
2
3
5
7
9
12
1 Instead of creating a new settlement, a kingdom may create a new army unit, expand or equip an existing army unit, or bring an existing army unit back to full strength
2 Upgrading or destroying a building counts toward this limit. The first House, Mansion, Noble Villa, or Tenement built each turn does not count against this number

Government Edicts

Each Kingdom must determine how it handles laws for six different aspects of their governance. These Edicts directly affect the Kingdom’s Economy, Loyalty, Stability and Consumption levels.

On the first turn that a Kingdom is founded, all Edicts are set to ‘Normal’. Each turn, one Edict can be adjusted up or down by a single step at no cost. Each additional adjustment of any Edict requires a Loyalty check by the responsible Leader, with a cumulative penalty of -2 for each previous check (no penalty on first check, -2 on second additional check, etc). Success allows the change normally, failure results in the change occurring but the kingdom gains 1 Unrest, and critical failure prevents the change and causes 2 Unrest. The modifiers for the new Edict(s) take effect immediately.

Some buildings, such an Arena, reduce the negative effects from edicts. If multiples of such buildings are built in a kingdom, the bonus does not stack.

These edicts also affect the modifiers of settlements, as indicated.

Taxation
Set by the Treasurer, Taxation affects the Economic power of a Kingdom, helping to pay for roads, buildings, and other forms of consumption. High taxes help to raise wealth for the country, but excessive collection hurts the Loyalty of its citizens and the Productivity of its settlements.
None
-4 Econ
+3 Loyal
+3 Prod
Minimal
-2 Econ
+2 Loyal
+2 Prod
Light
-1 Econ
+1 Loyal
+1 Prod
Normal

no effect
Heavy
+1 Econ
-1 Loyal
-1 Prod
Harsh
+2 Econ
-2 Loyal
-2 Prod
Crushing
+3 Econ
-4 Loyal
-3 Prod
Regulation
Set by the Warden, these laws affect the freedom with which the people of the kingdom conduct their trade. Unrestricted trade boosts Economy, but dangerous goods or unethical practices may harm Stability and decrease settlement Law
None
+3 Econ
-4 Stabil
-3 Law
Minimal
+2 Econ
-2 Stabil
-2 Law
Light
+1 Econ
-1 Stabil
-1 Law
Normal

no effect
Monitored
-1 Econ
+1 Stabil
+1 Law
Heavy
-2 Econ
+2 Stabil
+2 Law
Draconian
-4 Econ
+3 Stabil
+3 Law
Policing
Set by the Marshal, these laws determine how rigorously a Kingdom’s police force cracks down on citizen’s activities. Heavy enforcement helps to increase Stability and reduce settlement Crime, but can have a negative impact on citizen Loyalty
None
+3 Loyal
-4 Stabil
+3 Crime
Minimal
+2 Loyal
-2 Stabil
+2 Crime
Light
+1 Loyal
-1 Stabil
+1 Crime
Normal

no effect
Vigorous
-1 Loyal
+1 Stabil
-1 Crime
Heavy
-2 Loyal
+2 Stabil
-2 Crime
Draconian
-4 Loyal
+3 Stabil
-3 Crime
Subsidies
Set by the Chancellor, these laws represent government investment in the Kingdom’s Economy. This might take the form of tax incentives or infrastructure building, intended to stimulate Economic growth at the cost of additional Consumption and increased settlement Corruption
None
-4 Econ
-3 Con
-3 Corrupt
Minimal
-2 Econ
-2 Con
-2 Corrupt
Light
-1 Econ
-1 Con
-1 Corrupt
Normal

no effect
Heavy
+1 Econ
+1 Con
+1 Corrupt
Extensive
+2 Econ
+2 Con
+2 Corrupt
Massive
+3 Econ
+4 Con
+3 Corrupt
Promotions
Set by the Grand Diplomat, these expenditures represent government investment in the Kingdom’s Stability. This might take the form of hired minstrels, propaganda campaigns or religious missionaries. High promotions help educate the people and give better access to learning and resources, which improves settlement Lore
None
-4 Stabil
-3 Con
-3 Lore
Minimal
-2 Stabil
-2 Con
-2 Lore
Light
-1 Stabil
-1 Con
-1 Lore
Normal

no effect
Heavy
+1 Stabil
+1 Con
+1 Lore
Extensive
+2 Stabil
+2 Con
+2 Lore
Massive
+3 Stabil
+4 Con
+3 Lore
Festivals
Set by the High Priest, these expenditures represent government investment in the Kingdom’s Loyalty. This might take the form of carnivals, religious holidays, public executions, or awards ceremonies. High frequency of festivals also brings in visitors, increasing settlement Society
None
-4 Loyal
-3 Con
-3 Society
Yearly
-2 Loyal
-2 Con
-2 Society
Seasonally
-1 Loyal
-1 Con
-1 Society
Bi-Monthly

no effect
Monthly
+1 Loyal
+1 Con
+1 Society
Bi-weekly
+2 Loyal
+2 Con
+2 Society
Weekly
+3 Loyal
+4 Con
+3 Society

Special Edicts

Several special laws/proclamations can be made to change or enhance the functioning of the kingdom. The kingdom’s leaders can only proclaim one Special Edict per month.

Capital

The kingdom’s capital can be changed with a small increase in Unrest. The Ruler must make a Stability check. The check is made with a -4 penalty if the new capital is a smaller settlement than the old capital.

Critical Success No increase in Unrest
Success Increase Unrest by 1
Failure Increase Unrest by 2
Critical Failure Increase Unrest by 1d4+1

Diplomacy

Diplomatic edicts allow a kingdom establish an embassy, treaty, or alliance with another realm. For more details, see Diplomacy.

Espionage

Gathering information or sabotaging rivals can be as important as growth and development within your own kingdom. Espionage edicts allow the Spymaster to keep tabs on neighbors, prevent foreign spying in your kingdom, or deal damage to opponents through covert means.

Exploration

Exploration edicts are special edicts that allow you to commission explorers to map unclaimed hexes and prepare them for your kingdom. You may choose to accompany the explorers or let them explore on their own.

Trade

Trade edicts allow creation of trade routes with other kingdoms, increasing BP income every month, as well as possibly increasing Fame and other kingdom statistics.

Vassalage

Vassalage edicts allow a kingdom to cede a portion of its lands to a subordinate leader, found a colony, or subjugate a conquered kingdom. For more details, see Vassal Kingdoms.

Kingdom Edicts

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