Kingdom Turn

A kingdom’s growth occurs during four phases, which represent a month in game time.

Upkeep Phase

If this is the kingdom’s first turn or the kingdom has been reduced to 0 hexes, skip this phase and proceed to the Improvement phase. During a kingdom’s Upkeep phase, take the following actions:

Step 1 – Determine Kingdom Stability
The Kingdom’s Ruler makes a Stability check to determine the kingdom’s level of security for the month.

Critical Success Reduce Unrest by 3 (once Unrest reaches 0, add BP to the treasury instead)
Success Reduce Unrest by 1 (or add 1 BP to treasury if Unrest already 0)
Failure Increase Unrest by 1
Critical Failure Increase Unrest by 1d4+1

Step 2 – Pay Consumption*
Deduct the kingdom’s Consumption from the kingdom’s Treasury. If the Treasury is negative after paying Consumption, increase Unrest by 2.

Step 3 – Unrest
Unrest increases by 1 for each Kingdom Attribute that is a negative number. The Royal Enforcer may attempt to reduce Unrest in this step.

If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. If a kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, the kingdom can take no action and treats all Economy, Loyalty, and Stability checks as critical failures. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the would-be leaders to restore the people’s faith.

Improvement Phase

The number of improvements that can be made during a single phase is limited by the kingdom’s size.

Improvement Edicts
Size Hex Claims New Settlements 1 New Buildings 2 Terrain Improvements
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

Step 1 – Select Leadership
Assign Heroes or allies to any vacant leadership roles or change the roles being filled by particular individuals. Transition of leaders may add to Unrest and requires Loyalty checks to avoid vacancy penalties.

Step 2 – Claim/Abandon Hexes
A hex represents an area approximately 125 square miles, and the kingdom must be built hex by hex. To claim a hex, it must be explored and cleared of dangerous hazards. A newly claimed hex must be adjacent to a hex that is already part of the kingdom – with the exception of the first hex, which can be anywhere. After exploration, a hex is claimed as part of the kingdom by spending 1 BP. Kingdom Size (and thus Consumption) increases by 1 for each hex claimed.

During this step, a hex can be abandoned to reduce the kingdom’s Size. Doing so increases Unrest by 1 (or by 4 if the abandoned hex contains a settlement).

Step 3 – Build Terrain Improvements
A Kingdom spends BP to build Terrain Improvements like Farms, Forts, Roads, Mines, and Quarries. In non-tropical climates, improvements built during the winter months (Nonus – Secundus) cost double BP due to the difficulties building in harsh weather. You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table to determine how many BP this requires.

Step 4 – Create/Improve Settlements
Settlements may be created in any claimed hex, which must be prepared (clearing trees, moving boulders, digging sanitation trenches, etc). A kingdom may construct Buildings in any settlement. When a building is completed, its modifiers apply immediately. In non-tropical climates, buildings constructed during the winter months (Nonus – Secundus) cost 50% more BP due to the difficulties building in harsh weather.

Terrain and Terrain Improvements
Terrain Explore Time 1 Prep Time 2 Prep Cost 3 Farm Cost 4 Road Cost 5
Cavern 6 3 days 3 months 8 BP - 4 BP
Desert 2 days 1 month 4 BP 8 BP 4 BP
Forest 2 days 2 months 4 BP - 2 BP
Hills 1 day 1 month 2 BP 4 BP 3 BP
Jungle 2 days 4 months 12 BP - 4 BP
Marsh 3 day 3 months 8 BP - 4 BP
Mountains 3 days 4 months 12 BP - 4 BP
Plains 1 day Immediate 1 BP 2 BP 1 BP
Water 2 days - - - -
1 Exploration time represents how many days a typical scouting party requires to explore a hex of this type. These times assume a party speed of 30 feet.
2 Preparation time represents the months of labor (beginning with the current turn) required to prepare the hex for settlement.
3 Preparation cost represents the BP cost to clear a hex of this type in preparation for founding a settlement.
4 Farm cost represents the BP cost to cultivate a hex for farming. A Farm must be within or adjacent to a hex containing a river, lake, swamp, or Canal, or adjacent to at least 2 hexes that already contain Farms.
5 Road cost represents the BP cost to establish a Road that crosses a hex and connects to all adjacent hexes. The cost to build a Road doubles if the hex contains rivers. A kingdom with a Size of 26 or greater can build a Highway (or upgrade a Road to a Highway).
6 This is a large system of caves and underground passages and can be found in any terrain type except Marsh. It functions as an additional hex that exists underground, below the surface hex.

Step 5 – Army Units
The kingdom may create, expand, equip, or repair army units.

Step 6 – Edicts
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.

Success The Edict takes effect
Failure The Edict takes effect. Increase Unrest by 1
Critical Failure The Edict fails. Increase Unrest by 1d4+1

The Duchy of Carlendrewaad currently has all edicts set to Normal, but Duke Thorpe must juggle multiple demands from his advisors. Agreeing with the Marshal that crime is the most pressing problem, the Duke allows him to increase Policing to Vigorous. The Chancellor has been pressing for increased Subsidies, and makes a Loyalty check with no penalty to succeed (the extra -1 Loyalty due to higher Policing applies also). The Treasurer points out that without increasing Taxation, the Kingdom can’t pay for the Subsidies, so she makes a Loyalty check at -2. However, Taxation will need to climb to Harsh in order to ensure costs are covered, so the Treasurer must make a second Loyalty check at -4 (as well as an additional -1 Loyalty due to Heavy taxation just implemented).

Income Phase

During the Income phase, the kingdom’s leaders may add to or withdraw from the Treasury as well as collect taxes.

Step 1 – Treasury Withdrawals
The kingdom-building rules allow expenditure of BP on items related to running the kingdom. If leaders want to spend some of the kingdom’s resources on items for their own personal benefit, they may withdraw BP from the Treasury and convert it into silver once per turn. Each time they withdraw BP for personal use, Unrest increases by the number of BP withdrawn. Each BP withdrawn in this way converts to 2000 sp of personal funds.

Step 2 – Treasury Deposits
Characters can add funds to a kingdom’s Treasury by donating personal wealth – coins, gems, jewelry, weapons, armor, and other valuables – as long as they are individually worth less than the largest base value of all settlement in the Kingdom.

Characters can attempt to sell expensive personal items (worth more than the max base value in the Kingdom) through the kingdom’s markets to add to the Treasury or for personal profit. A kingdom may sell one item per settlement district per turn. The character must choose the settlement where they want to sell the item. If the value of the item is less than or equal to the base value of the settlement, it automatically sells. Otherwise, the Treasurer must make an Economy check with a penalty of -2 for each 50% of the base value that the item exceeds, rounded down (eg: selling a 3500 sp item in a 2000 sp settlement has a -2 penalty).

Critical Success The item sells at 110% of expected value
Success The items sells for expected value
Failure The item fails to sell, or sells at 75% value (Treasurer may choose)
Critical Failure The item fails to sell and is damaged, losing 10% of its value

After all sales and donations have been completed, total the value of both and add 1 BP to the Kingdom’s treasury for each 4000 sp value that has been donated. Items sold for personal profit do not contribute to BP total.

The Duchy of Carlendrewaad has very generous benefactors who routinely donate wealth to the kingdom. The settlements include a large town (base value 2000, two districts), and a small town (base value 1000, one district). The heroes donate multiple items each worth less than 2000 sp, for a total of 7500 sp. Additionally, several valuable works of art need to be sold, including items worth 2500 sp and 3000 sp (to be donated) and 4000 sp (to be kept by the a greedy hero). The Treasurer decides to sell the donated items in the large town, making Economy checks at +0 and -2, respectively. The larger item has to be sold in the small town with a whopping -12 penalty, and remains unpurchased. The donated items total 13000 sp, giving the Treasury an additional 3 BP.

Step 3 – Collect Taxes
The Treasurer makes an Economy check to determine the amount of income earned by the Kingdom. If successful, increase the Treasury by the Kingdom’s Economy Attribute divided by 3 (round down), and increase this by 1 BP for each Raise. If the check is a failure, increase the Treasury by Economy / 5 (round down). On a critical failure, the Treasury does not increase. Some Terrain improvements directly increase the amount of taxes collected in this phase (but not on a critical failure).

Critical Success Increase Treasury by Economy / 2
Success Increase Treasury by Economy / 3 (round-down)
Failure Increase Treasury by Economy / 5 (round-down)
Critical Failure Do not Increase Treasury

Event Phase

There is a 25% chance that a random event occurs during an Event phase. This chance increases to 75% if there was no Kingdom Event in the previous turn.

Kingdom Turn

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