Improvement

Improvement Phase

During a kingdom’s improvement phase, take the following actions noted below. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.

Step 1 – Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ). A PC or NPC can fill no more than one leadership role. Not all leadership roles must to be filled. You can fill the ruler role, the three essential leader roles (treasurer, lord of the commons, marshal), and as many non-essential leader roles as is equal to the ruler’s charisma modifier.

Step 2 – Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and your kingdom must be built hex by hex. To claima hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere).

At this point, you can settle the hex as part of the kingdom by spending 1 BP.

Increase your kingdom’s size (and thus its consumption and control DC) by 1 for each hex you settle. You can abandon a hex to reduce your kingdom’s size. Doing so increases unrest by 1 (or by 4, if the abandoned hex contained a town). Settling hexes claimed by other countries may initiate hostilities. You can settle hexes with existing towns or other special features to get an immediate benefit. The size of your kingdom limits how many hexes can be settled each turn; see the Improvements Limits table.

Step 3 – Build hex improvements: Hex improvements such as roads, farmlands, logging camps, mines and vineyards have an immediate initial cost but over the long term can pay for the investment handsomely (see below).

Towns are a special type of hex improvement that allow you to build town improvements. Town improvements increase your kingdom’s economy, loyalty or stability modifiers, or have other special effects. The size of your kingdom limits how many roads, towns and other improvements can be built each turn; see the Improvements Limits table.

Step 4 – Edicts/Laws: Pick or adjust your kingdom’s laws as you wish.

Improvement Limits Per Month

The number of hex improvements you can make during a single phase is limited by your kingdom’s size; see the table below for these limits.

Hexes Settled Settled Roads Towns Town Improvements Other Hex Improvements
1-10 1 1 1 1 2
11-25 2 2 1 2 4
26-50 3 3 1 3 6
51-100 5 4 1 5 8
101-200 8 6 2 10 12
201+ 15 10 4 no limit 20

1) Upkeep
2) Improvement
3) Income
4) Research
5) Events


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Kingdom Building Rules

Improvement

To Forge A Kingdom jabberwonky