Conquest of the New World
The greatest assets of your kingdom are its settlements. Most settlements start as simple villages, and some grow over time into bustling cities.
The District Grid is divided into 9 large blocks separated by streets. Each block consists of 4 smaller lots separated by alleys. Treat each lot as approximately 750 feet per side, so overall the district takes up about 1 square mile. On each lot you may construct a building, and each building affects your kingdom’s Economy, Loyalty, and so on.
Most settlements only have 1 district. If your District Grid is full and you want to add another district (for example, if you run out of available lots in that settlement and want to construct additional buildings), you can create an additional district for that settlement by paying the preparation cost for the settlement’s terrain. Remember that Consumption is modified by the number of settlement districts.
The placement of buildings in your district is up to you — you can start in the center of the district and build outward, or start at the edge and build toward the center. Some buildings (such as the Guildhall) take up more than 1 lot on the grid. You can’t divide up these larger structures, though you can place them so they cover a street. (Streets do not count as lots.)
Construction is completed in the same turn you spend BP for the building, no matter what the size. A building’s benefits apply to your kingdom immediately.
A settlement’s population is approximately equal to the number of completed lots within its districts × 250. A grid that has all 36 lots filled with buildings has a population of approximately 9000.
The base value of a settlement is used to determine what items be purchased or sold there. There is a 75% chance that any mundane item of that value or lower can be found for sale in the settlement with little effort. Mundane tems worth less than 50% of the base value are always available for purchase unless the GM determines that there are exceptional circumstances. The base value of a new settlement is 0 sp. Certain buildings (such as a Market or Tavern) increase a settlement’s base value. A settlement’s base value can never increase above the values listed in the table below.
|No. of Lots||Category||Base Modifiers||Max Base Value|
+1 per district
+1 per district
A settlement’s Defense is used during mass combat. It otherwise has no effect unless the settlement is attacked. You can increase a settlement’s Defense by building certain structures (such as City Walls).
Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement’s starting Modifier values are determined by its type (table above). This value is further adjusted by the settlement’s buildings as well as leader actions and events.
Corruption measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Persuasion checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).
Crime is a measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Notice checks to avoid being bluffed and to Stealth checks made to pick pockets.
A settlement’s productivity modifier indicates the health of its trade and the wealth of its successful citizens. A low productivity modifier doesn’t automatically mean the town is beset with poverty — it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high productivity modifiers often have large markets and many shops. A settlement’s productivity helps its citizens make money, and thus it applies as a modifier on all checks made to generate income.
Law measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidation checks made to force an opponent to act friendly or Persuasion checks against government officials.
A settlement’s lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Investigation checks made to gather information and Knowledge checks made using the city’s resources to do research.
Society measures how open-minded and civilized a settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Persuasion checks to pull off a convincing disguise, as well as on Persuasion checks made to alter the attitude of any non-government official.
Founding a Settlement
Whether starting from scratch with a new kingdom, or adding a settlement to an existing one, you must perform the following steps.
Step 1 – Acquire funds
You’ll need money and resources in the form of build points.
Step 2 — Explore and clear the hex
You’ll need to explore the hex where you want to put the settlement. See the Exploration Time column on the Terrain and Terrain Improvements table. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.
Step 3 — Claim the hex
Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom).
Step 4 — Prepare the site for construction
To put a settlement on a claimed hex, you’ll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table.
If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement’s borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water. A new settlement consists of 1 district, represented by the District Grid. Mark the four borders on the District Grid as land or water, as appropriate.
Step 5 — Construct buildings
Construct 1 building in your settlement and pay its BP cost. If this is your kingdom’s first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement. If this is your first settlement, it’s considered your kingdom’s capital city.
|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|
|1 Exploration time represents how many days a typical scouting party requires to explore a hex of this type. These times assume a party Pace of 6".
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.