In the name of the King
Kingdom building rules
The following is a condensed version of the Kingdom Building rules found in Ultimate Combat and presented on the d20 pfsrd.
An extensive version of the Kingdom Building rules can be found here
|Alignment: Like a PC, your kingdom has an alignment, which you decide when you form the kingdom. The kingdom’s alignment represents the majority outlook and behavior of the people within that kingdom when they’re considered as a group. (Individual citizens and even some leaders may be of different alignments.)|
|Build Points: 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.|
|Size: This is how many hexes the kingdom claims. a new kingdom’s Size is 1.|
|Turn: 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.|
|Kingdom Check: A kingdom has three attributes: Economy, Loyalty, and Stability. Your kingdom’s initial scores in each of these attributes is 0, plus modifiers for kingdom alignment, bonuses provided by the leaders, and any other modifiers. Many kingdom actions and events require you to attempt a kingdom check, either using your Economy, Loyalty, or Stability attribute (1d20 + the appropriate attribute + other modifiers). You cannot take 10 or take 20 on a kingdom check. Kingdom checks automatically fail on a natural 1 and automatically succeed on a natural 20.|
|Economy: This attribute measures the productivity of your kingdom’s workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your kingdom’s initial Economy is 0 plus your kingdom’s alignment and leadership modifiers.|
|Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your kingdom’s initial Loyalty is 0 plus your kingdom’s alignment and any modifiers from your kingdom’s leadership role.|
|Stability: 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. Your kingdom’s initial Stability is 0 plus your kingdom’s alignment and leadership modifiers.|
|Unrest: Your kingdom’s Unrest indicates how rebellious your citizens are. Your kingdom’s initial Unrest is 0. Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). Subtract your kingdom’s Unrest from all Economy, Loyalty, and Stability checks. If your kingdom’s Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If your kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy.|
|Treasury: 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 stable kingdom has leaders that fill different roles—tending to the economy, defence, and health of its citizens.
The kingdom must have someone in the Ruler role to function; without a Ruler, the kingdom cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your kingdom penalties.
These leadership roles can be a part of any form of government; in some kingdoms they take the form of a formal ruling council, while in others they may be advisers, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the kingdom—the Ruler of your kingdom may be called king, queen, chosen one, padishah, overlord, sultan, and so on.
In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive.
|The Ruler: The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom’s most important ceremonies (such as knighting royals and signing treaties), is the kingdom’s chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).|
|Ruler benefits: Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom’s Size is 26–100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom’s Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.|
|All additional leadership roles can be found here.|
|Kingdom Turn Sequence:|
|A kingdom’s growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time). The four phases are as follows:|
|Phase 1—Upkeep: Check your kingdom’s stability, pay costs, and deal with Unrest.|
|Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions.|
|Phase 3—Income: Add to your Treasury by collecting taxes and converting gp into BP, or withdraw BP from your kingdom for your personal use.|
|Phase 4—Event: Check whether any unusual events occur that require attention. Some are beneficial, such as an economic boom, good weather, or the discovery of remarkable treasure. Others are detrimental, such as foul weather, a plague, or a rampaging monster.|
|Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.|
|Step 2—Pay Consumption: Subtract your kingdom’s Consumption from the kingdom’s Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.|
|Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster’s Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items.|
|Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.|
|If the kingdom’s Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes.
If your kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people’s faith in you.
|Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs|
|Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards. Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1.
You may abandon any number of hexes to reduce your kingdom’s Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest
|Step 3—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries
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.
|Step 4—Create and Improve Settlements: You may create a settlement in a claimed hex.
You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
|Step 5—Create Army Units: You may create, expand, equip, or repair army units|
|Step 6—Issue Edicts: Select or adjust your edict levels|
|Expanded information regarding specific edicts can be found here|
|Expanded information regarding specific terrain improvements, including founding settlements, can be found here|
|Expanded information regarding specific buildings can be found here|
|In the Event phase, a random event may affect your kingdom as a whole or a single settlement or hex.
There is a 25% chance of an event occurring (see Events). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of kingdom check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the kingdom-building rules.
In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification.
|If you lose control of a hex—whether because of Unrest, monster attacks, assaults from a hostile kingdom, and so on—you lose all the benefits of any terrain improvements in that hex (such as Farms and Roads). All settlements in that hex become free cities with no loyalty to you or any other kingdom. At the GM’s discretion, monsters may move into the abandoned hex, requiring you to clear it again if you want to claim it later, and terrain improvements may decay over time.
Losing a hex may break your connection to other kingdom hexes. For example, losing the only hex that bridges two sides of a mountain range creates two separate territories. If this happens, the primary territory is the part of the kingdom with your capital city, and the rest of the kingdom is the secondary territory. If none of the kingdom’s leaders are in the secondary territory when this split happens, you lose control of all hexes in the secondary territory.
If at least one kingdom leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but kingdom checks regarding its hexes treat Unrest as 1 higher, increasing by 1 each turn after the split. This modifier goes away if you claim a hex that reconnects the secondary territory to the primary territory.
If you claim a hex that reestablishes a connection to a leaderless secondary territory, you regain the benefits of the territory’s terrain improvements. You must succeed at a Stability check to reclaim each of your former settlements in the secondary territory. You initially have a +5 bonus on these checks because the cities want to return to your kingdom, but this bonus decreases by 1 (to a minimum bonus of +0) for each subsequent turn since you lost control of the secondary territory.
If your kingdom is reduced to 0 hexes—whether through Unrest, a natural disaster, an attack by another kingdom, or other circumstances—you are at risk of losing the kingdom. On your next turn, you must claim a new hex and found or claim a new settlement, or your kingdom is destroyed and you must start over if you want to found a new kingdom. At the GM’s discretion, you may be able to keep some BP from your destroyed kingdom’s Treasury for a time; otherwise, those assets are lost.