The Kingdom Sheet
Like characters, kingdoms use sheets to track their statistics – although they don’t seem to be used very widely in the material that I have available.
There is a blank (paper based) version of the Kingdon Sheet in the module – which I will link later. However, it appears to use some stats drawn from the country as a whole, mixed in with stats from each settlement that you build. Before we get into play, we can build a set of spreadsheets that detail cities – and then automatically bring right figures forward to an overall kingdom sheet. That should give us a chance to fiddle and see the effects – but still presents the basic overview we need for the various dice rolling stages..
The Kingdom Sheet is updated once per game month as part of a Kingdom Management Turn – when all the rolls associated with country management are made.
The overall sheet consists of …
Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Except that I will work out the alignment of your state based on the alignments of the people in leadership positions and the philosophies you ask them to follow. There are different benefits associated with different alignments – however, there are benefits for every alignment, there are even benefits awarded for a CE alignment in these rules.
Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC. See the ‘Build a Kingdom’ section to see how you add land to your kingdom.
Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks.
Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. However, guidelines rules need to be developed in line with the various changes that have been made to the system..
Stability, Economy, and Loyalty: These three values are analogous to saving throws, and you make a check against each of them once a month, using the kingdom’s Control DC (above). These are modified by buildings in your cities, how you develop the land outside the cities, the leaders you choose and any edicts you make. High modifiers are good, remember your Control DC goes up each time you add a hex. While failing a check is not catastrophic, it does make life more difficult for you.
Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. High Unrest is bad for your kingdom. If unrest gets to 20 – it’s ‘game over’ for this kingdom.
Consumption: Indicates how many BP it costs, EACH MONTH, to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption gets bigger as you add more hexes and buildings, although there are a few things that you can do to help ‘manage’ consumption.
Treasury: How many BPs there are available to pay Consumption and other costs. As your kingdom earns money, favours, resources, and power, its Build Point total increases.
Special Resources: Some hexes do more than just add size to a kingdom, they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements. If your kingdom includes any special resources they are recorded in this section. Roads and farms are particularly important because you can deliberately develop them.
*Bridge: A bridge hex negates the cost increase of building a road that crosses a river.
*Building: If you establish a settlement in a hex at a building location, you can incorporate the building for free
*Landmarks: Landmarks are sites of great pride, and increases a kingdom’s Loyalty by 1.
*Ruins: A ruin can be incorporated into a city as a building at half the normal cost.
*Resources: A particularly valuable source of lumber, metal, gems, etc increases a kingdom’s Economy by 1.
*Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.
*Farms: Farms produce food and every farmland hex in your kingdom reduces your Consumption.
*Towns: Any already developed settlement. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.
Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers. The roles themselves, and their modifiers, are described in the Build a Kingdom section.