House Rules: Kingdom Building
  • City blocks have a population of 25.
  • Hexes have a population of 100.

Economy, Loyalty, and Stability: If your kingdom suffers from an event that will inflict a penalty or generate Unrest, the kingdom generally needs to make an Economy, Loyalty, or Stability check to avoid it. In this case, a successful check halves the penalty or Unrest generated. A natural 20 avoids the full penalty or amount of Unrest.

Leadership Roles

Full Time Rulers:
If a character spends time doing nothing but rule for the month, you get +4 to each ruler's contribution.

Leadership Feat:
The leadership feat grants a bonus to your ruler bonus for whatever your role as leader is. Equal to +1 for each 10 points of your Leadership score. This represents a PC’s followers acting as their agents and loyal and efficient infrastructure throughout the kingdom, spreading good word of mouth, setting a good example for others, relaying rumors of unrest or honest assessments of the needs of the kingdom from the grassroots level back to the leadership, and generally being model citizens.

Building Types

Errata

Arena (40 BP): Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Economy +2, Stability +4; limit one per city.
Barracks (6 BP): Defense Modifier +2; Unrest –1.
Brewery (6 BP): Economy +1, Loyalty +1, Stability +1.
City Stone Wall (8 BP): Defense modifier +4, Unrest -2.
City Wooden Wall (4 BP): Defense modifier +2, Unrest -1.
Exotic Craftsman (10 BP): 1 minor item, +2 Economy, +1 Stability.
Graveyard (4 BP): +1 loyalty
Luxury Store (28 BP; must be adjacent to 1 house): City base value +2,000 gp; 2 minor items; Economy +2.
Magic Shop (68 BP; must be adjacent to 2 houses): City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +2.
Market (48 BP; must be adjacent to 2 houses): City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +3, Stability +2.
Mill (6 BP; must be next to a water border): Economy +2, Stability +1.
Piers (16 BP; must be adjacent to a water border): City base value +1,000 gp; Economy +2, Stability +1.
Shop (8 BP; must be adjacent to 1 house): City base value +500 gp; Economy +2.
Watchtower (12 BP): +1 Stability; +2 Defense Modifier; Unrest –1.

Magical Upgrades
All magical upgrades require a Caster's Tower inside the city. Magical upgrades do not fill a city block.

Continual Flame (6 BP): A city district illuminated by the use of continual flame foils criminals and monsters that use the darkness of night to commit their deeds. +1 Loyalty, +1 Stability; limit one per city district.

Crystal Ball (6 BP): Allows city officials to quickly gain information on the progress of patrols, or even to spy on known criminals. Stability +2; limit 1 per city.

Crystal Ball, Telepathy (12 BP): As with Crystal Ball, but also allows city officials to communicate with who they are scrying. Stability +4; limit 1 per city.

Decanter of Endless Water (20 BP): Supplies fresh water for gardens, sewers and fountains when placed in a city. Economy +1, Loyalty +1, Stability +1; +4 bonus to any Stability check made to avoid the destruction of a city block after a fire; limit 1 per city.

Teleportation Circle (30 BP): A teleportation circle in one city linked to another one in a second city, resulting in goods and people transported between each city without the lengthy travel by road. Two cities can only benefit from one pair of teleportation circles, but one city can be linked with many different cities. The teleportation circles allows travelers and armies to travel from one city to the other as if traveling through one plains hex. +2 Economy, +1 Stability in each city; limit one pair for the two same cities.

Wall of Fire (4 BP; must be place on 1 city wall): City walls can be reinforced with permanent walls of fire along its length, although this is incredibly expensive. Defense Modifier +2; limit one per City Wall; can be stacked with Wall of Force.

Wall of Force (8 BP; must be place on 1 city wall): City walls can be reinforced with permanent walls of force along its length, although this is incredibly expensive. Defense Modifier +4; limit one per City Wall; can be stacked with Wall of Fire.

Improvement Phase

Source: Jason Nelson

Similar but slightly different from creating new types of buildings, in my Kingmaker campaign I introduced the following ideas for some things you could build in your non-city hexes. In part I was inspired by the Civilization computer games, but also wanting to allow something to boost the effect of special resources.

Any of these actions take the place of the "build a farm" action in your kingdom turn. They also are mutually exclusive - you can have a farm OR a mine OR a fort OR a camp in a hex. None of these improvements represent a single building in a 12-mile hex. It's not just one farm, or just one mine, or just one fort. Building means you have devoted the primary physical and human(oid) resources of that hex to the activity of farming (farm), mining (mine), logging/fishing (camp), or patrols and defense (fort).

You can, however, build roads through a hex with any of the above.

So, you might consider the following as possible house rule ideas:

Fort: (6 BP, cost is halved if built over an area with an existing Lair or Cave) Instead of building a farm hex, a fort can be built in any hex. +1 Stability, -1 Unrest. If the hex is attacked, +2 Defense.

This is essentially a watchtower. The defense bonus would apply if an enemy attacks your forces in that hex using the upcoming mass combat rules. However, you could also apply it as a special Stability bonus to a Stability check you might make in response to an event like "Monster Attack" or "Bandits" if are having that affect a specific hex.

Mine: (6 BP) Instead of building a farm hex, you can build a mine in hills or mountains. +1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like gold or iron ore: +2 Economy, +2 Stability.

This is essentially the same as a mill in a city, with a special bonus for doing it in a hex where you have a resource.

Camp: (6 BP) Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps. +1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.

Yes, this is essentially identical to the mine, just in different terrain.

Terraforming: Instead of building a farm hex, you can convert a forest hex into hills or a swamp into grassland. This takes 6 months and costs 24 BP. You could also plant a forest in a grassland or hills hex (though I'm not too sure why you would want to) for the same cost. You continue to gain the benefits of a camp during terraforming, but at the end of the terraforming it is destroyed.

Terraforming is an interesting idea - should PCs be able to really alter and remodel the map as it exists? I think they probably SHOULD be able to; however, I think it is absolutely fair to increase the incidence of negative events - Monster Attack would be a natural, as habitat is destroyed, but any of the nature-based ones like Bad Weather could be druidical revenge, and even Assassination, Feud, and the like could be sponsored by druids and fey objecting to systematic "rape of nature," so to speak and lashing out against it.

Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contains rivers, you gain +1 Economy. (Yes, hexes with a river and a road count for both.)

This was another Civ-inspired notion, as rivers in Civ traditionally boost trade. Of course, they also speed movement in civ, which I wasn't quite willing to do, although people can of course use river transport if they like per the normal PFRPG rules.

Income Phase

Step 3 — Sell Valuable Items: A successful check indicates that the item sells and you can increase your kingdom’s treasury by 1 BP (for minor items), 3 BP (for moderate items), or 6 BP (for major items). If you do not have any single item worth 4,000 gp or more, you may attempt to sell several items together as a bundle in one Economy check, so long as their total value is 4,000 gp or more. The item in the bundle with the highest value determines the item category (minor, medium, and major) of the bundle, which in turn determines which Economy check DC to use. Each additional item beyond the first increases the DC by 5. An item may fall into multiple categories, such as falling into the medium and major item categories. In this case, the item falls into the lesser category. This choice does not apply to items in a city's magic item slot.
Step 4 — Generate Income: Add to your kingdom's treasury an amount of BP equal to your Economy check minus your kingdom's Command DC.

Event Phase

During the event phase you can hire adventurers:

Hiring Adventurers: By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks made as a result of a kingdom event. A group of low-level adventurers (level 1–2) grants a +2 bonus on the check but costs 4 BP. A group of mid-level adventurers (level 3–5) grants a +5 bonus on the check but costs 8 BP. A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) grants a +10 bonus on the check but costs 16 BP.

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