House Rules: Nation Building - Hexes

Losing Hexes

If you lose control of a hex—whether because of Unrest, monster attacks, assaults from a hostile nation, 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 nation (see Free City). 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 nation 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 nation with your capital city (see sidebar), and the rest of the nation is the secondary territory. If none of the nation's leaders are in the secondary territory when this split happens, you lose control of all hexes (as described above) in the secondary territory.

If at least one nation leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but leadership 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. your nation's Ruler 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 nation, 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 nation is reduced to 0 hexes—whether through Unrest, a natural disaster, an attack by another nation, or other circumstances—you are at risk of losing the nation. On your next turn, you must claim a new hex and found or claim a new settlement, or your nation is destroyed and you must start over if you want to found a new nation. At the GM's discretion, you may be able to keep some BP from your destroyed nation's Treasury for a time; otherwise, those assets are lost.

Terrain Improvements

Terrain improvements are changes to a hex that improve the land for your nation's use, such as cultivating fields, digging mines, and clearing forests for lumber. The following list describes common improvements. You cannot have two improvements of the same type in the same hex. Improvements are split into two categories: major and minor. Major improvements cannot be built in the same hex with each other. Minor improvements can be built in the same hex with major improvements and other minor improvements.

Improvements can also be built in a hex with a large city settlement or smaller. Metropolis settlements occupy the entire hex, and no terrain improvements can be built within it. Improvements in hexes adjacent to a metropolis settlement must first be removed before additional houses can be added to the settlement, and for it to expand into the hex when it grows another increment of metropolis.

If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.

Some terrain improvements affect a settlement's Defense, which is used in the mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.

Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire nation).

Cost: Base cost to build this improvement. Multiply this by the Terrain Multiplier depending on the type of terrain of the hex.

Construction Time: Number of months to build this improvement. Multiply this by the Terrain Multiplier depending on the type of terrain of the hex.

Terrain Multiplier: Multiply the cost and the construction time of the improvement built in this type of terrain by this number.

Base Population: Once a hex is claimed by your nation, people are generally free to set up individual homes there, adding to your nation's overall population. This population is on top of that of a settlement in the same hex, as it represents people not living in the settlement.

Table: Terrain and Terrain Improvements

Terrain Exploration Time Preparation Time Preparation Cost Terrain Cost Multiplier Base Population Danger
Arctic 2 days 1 month 4 BP x3 10 +10
Cavern 3 days 3 months 8 BP x3 25 +20
Coastline1 Special Special Special Special x2
Desert 2 days 1 month 4 BP x3 25 +5
Forest 2 days 2 months 4 BP x2 50 +5
Hills 1 day 1 month 2 BP x1.5 75
Jungle 2 days 3 months 8 BP x3 50 +10
Marsh 3 days 3 months 8 BP x3 25 +10
Mountains 3 days 4 months 12 BP x4 25 +10
Plains 1 day Immediate 1 BP x1 100
River1 Special Special Special Special x2
Tundra 1 day 1 month 2 BP x1 25 +5
Water 2 days 4 months 12 BP x4 25 +5
1Treat this as the adjacent land terrain type for all purposes.

Major Improvements

Farm
A Farm helps feed your nation. A Farm must be within or adjacent to a hex containing a river, lake, swamp, Aquaduct, or Canal, or adjacent to at least 2 hexes that already contain Farms.
Terrain: Desert (requires aqueduct, canal, coastline, or river), forest, hill, plain, or underground (requires aqueduct, canal, coastline, or river).
Effect: Consumption decreases by 2 BP. Population +100.
Cost: 2 BP.
Construction Time: 1 month.

Fishery
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, water, river, or marsh.
Effect: Consumption decreased by 2 BP. Population +50.
Cost: 2 BP.
Construction Time: 1 month.

Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth. A mine lasts for 25 years before being exhausted.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25. Danger +5.
Cost: 4 BP.
Construction Time: 1 month.

Quarry
A Quarry extracts workable stone from the ground. A quarry lasts 50 years before being exhausted.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25.
Cost: 4 BP.
Construction Time: 1 month.

Vineyard
Terrain: A vineyard is a specialized farm that is built in hill hexes.
Effect: Consumption decrease by 1. Economy +1. If a vineyard is adjacent to a city, a Brewery can be built in that city for one less BP (minimum 1 BP). Population +50.
Cost: 2 BP.
Construction Time: 1 month.

Well
A well extracts resources deep in the earth.
Terrain: Desert, hill, marsh, plains, tundra, water.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25. Danger +10.
Cost: 4 BP.
Construction Time: 1 month.

Minor Improvements

Aqueduct
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. A finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.
Terrain: One end must be hill or mountain hex; can pass through any type of hex.
Effect: Loyalty +1, Stability +1, allows settlement to build water-dependent buildings.
Cost: As a Road, except the cost is not doubled for hexes with rivers.
Construction Time: 1 month.

Bridge
A Bridge allows your Road hexes to cross rivers.
Effect: Population +25.
Cost: When you build a Road in a hex that contains a river, double the cost. You don't need to build a Bridge as a separate unit; it's listed here for reference only.
Construction Time: Like the cost, a Bridge is not a separate unit; instead the construction time of the Road is doubled.

Canal
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities. A canal must start in a hex with a body of water or another canal.
Terrain: Desert, hill, plain, or underground.
Effect: Settlements in a hex with a Canal treat the hex as if it had a river. Population +25.
Cost: Twice the cost of a Road.
Construction Time: Twice the construction time of a Road.

Fort
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch). You cannot have a Fort and a Watchtower in the same hex. A Fort can garrison up to 2,000 units.
Terrain: Any land.
Effect: Loyalty +4, Stability +4, Defense +4 (multiply the Defense bonus by the Terrain Multiplier), increase Consumption by 1 BP; Unrest -3. Population +50. Danger -10.
Cost: 24 BP.
Construction Time: 6 months.

Highway
A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway.
Terrain: Any hex with a Road.
Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed. Population +25. Danger -5.
Cost: Twice the cost of a Road in BP.
Construction Time: 1 month.

Inn
A traveler's inn provides food, lodging, and stabling for travelers.
Terrain: Any hex with a Road or Highway.
Effect: Economy +1, Loyalty +1. If this hex becomes a settlement, this improvement counts as an Inn building. Population +25.
Cost: 10 BP.
Construction Time: 2 months.

Road
A Road speeds travel through your nation and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Cost: 1 BP. Cost is doubled if there is a river in the hex to reflect the need to build bridges.
Construction Time: 1 month.

Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25.
Cost: 1 BP.
Construction Time: 1 month.

Watchtower
A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower. A Watchtower can garrison up to 50 units.
Terrain: Any land.
Effect: Stability +1, Defense +2 (multiply the Defense bonus by the Terrain Multiplier); Unrest -1. If this hex becomes a settlement, this improvement counts as a Watchtower building. Population +25. Danger -5.
Cost: 6 BP.
Construction Time: 1 month.

Special Terrain

Some hexes contain features or resources that impact a nation's Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have to double the cost of the Road.

Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building's location in the hex, you can incorporate the building into the settlement at no cost.

Coastline: A Coastline allows water travel through your nation, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Free City: A Free City is a settlement that is not part of any established nation. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your nation. In order to claim a Free City hex peacefully, your nation's Ruler must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex (see Table: Terrain and Terrain Improvements).

Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your nation's morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.

Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your nation, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, Sawmill, or Well in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.

River: A River allows water travel through your nation, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin's location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.

Table: Resources

Improvement Resource
Farm Allnight, banana, barbarian chew, belladonna, camouflage lichen, dreamer's star, dye, flayleaf, frankincense, garlic, ginger, goblinvine, golden maple leaves, holly, keif, leechwort, meditation tea, mistletoe, moondew, mugwort, myrrh, night tea, olives, poppy tears, rubber, tobacco, twilight dagger, winterbite, wolfsbane
Fishery Clam, dye, fish
Mine Adamantine, aetherite, aetherium, aluminum, bronze, coal, cold iron, copper, gemstones, gold, iron, lead, magnesium, platinum, phosphorous, quicksilver, realgar, salt, saltpeter, silver, thorium, tungsten, uranium
Quarry Marble, obsidian, salt, stone, sulfur
Sawmill Darkwood, lumber
Well Natural gas, oil, water
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License