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Alternate Kingdom Building Rules


Kingmaker


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My group is coming up soon on Chapter 2, so I took a look at the kingdom building rules. I didn't like the emphasis on a magic item economy, so I changed things around. While I modified it, I also found that I wasn't wild about Unrest as something directly affected by buildings, and more or less lumped it into Stability. Here are the rules that I came up with. At the bottom of the page, I included a modified version of one of the Excel kingdom spreadsheets that you may find useful. I've playtested it to an extent and am pretty satisfied with what I've got, but I'd like some input and feedback. I used the utterly fantastic Jon Brazer Enterprises version of the rules as my starting point.

MAJOR CHANGES:
1. No more magic item sales; Economy check eventually gets a lower coefficient to compensate
2. Different turn order
3. More buildings and development choices for hexes
4. More emphasis on edicts
5. Higher Consumption for cities; buildings can reduce Consumption to compensate

=====================================================================
Definitions, Leadership, Kingdom Turn

Definitions:
Alignment: Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks. A truly neutral kingdom gains this bonus twice.

Size: Your size is equal to the number of claimed hexes, whether developed or not.

Control DC: The Control DC is equal to 20 + size.

Population: The population is equal to 250 per non-city hex plus 250 per city block.

Stability, Economy, and Loyalty: A kingdom’s initial scores in all three is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success. The score is affected by alignment, leadership, buildings, developments, edicts, and temporary bonuses/penalties from events.

Unrest: A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, you begin to lose control of hexes you have claimed. If a kingdom’s Unrest

score ever reaches 20, it falls into anarchy. Unrest can never go below 0.

Treasury: The kingdom produces Build Points (BP) that it can spend to explore and develop.

Consumption: The kingdom must pay its Consumption cost every turn or increase Unrest by 2. The kingdom's Consumption is equal to its size plus its City Consumption, which is equal to the number of city squares. These numbers can be reduced by developments and buildings, though the reduction is halved in the winter months. (The winter months are Neth (November), Kuthona (December), Abadius (January), and Calistril (February).)

Cities: Cities are the primary living areas for the population, and the primary drivers of Economy, Loyalty, and Stability scores.

City Block: Every building takes up at least 1 city block. Some take up to a 2x2 section, which must be contiguous (but can be in different city squares). Blocks within the same city square are separated by alleys.

City Square: There are 4 city blocks in a city square, and 9 city squares in a district. Squares are separated by roads.

City District: There are 36 city blocks in a city district. Several buildings only effect the same district, or have limitations based on number of city districts. Districts are separated by major avenues, and can be bordered by waterways or other natural features.

Leadership:
Leadership: There are 11 roles that can be filled in the kingdom.

1. Ruler: Add Charisma to 1 score of your choice. (Add to 2 scores of your choice at a size of 21-80, and to 3 scores at a size of 81+.) If vacant, decrease Stability by 8. Two characters can share this role if married or related; add both Charisma to same score.

2. Councilor: Add Wisdom or Charisma to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.

3. General: Add Strength or Charisma to Stability. If vacant, decrease Stability by 4.

4. Grand Diplomat: Add Intelligence or Charisma to Stability. If vacant, decrease Stability by 2.

5. High Priest: Add Wisdom or Charisma to Stability. If vacant, decrease Stability by 4 and Loyalty by 2.

6. Magister: Add Intelligence or Charisma to Economy. If vacant, decrease Economy by 4.

7. Marshal: Add Strength or Constitution to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.

8. Royal Assassin: Add Strength or Dexterity to Loyalty, and decrease Unrest by 1 each turn.

9. Spymaster: Add Dexterity or Intelligence to one score of your choice. If vacant, decrease Economy by 4 and Stability by 2.

10. Treasurer: Add Intelligence or Wisdom to Economy. If vacant, decrease Economy by 4.

11. Warden: Add Dexterity or Wisdom to Economy. If vacant, decrease Economy by 4.

Kingdom Turn:
Kingdom Turn:

1. Stability Check: Make a Stability check against the Control DC. If you succeed, reduce Unrest by 1, or gain 1 BP if Unrest is already at 0. If you fail, increase Unrest by 1; if you fail by 5 or more, increase Unrest by 2.

2. Pay Consumption: Pay the Consumption cost in BP from the treasury, after reductions from developments and buildings. You gain no benefit if your Consumption score is negative. If you cannot pay your Consumption cost, increase Unrest by 2.

3. Economy Check: Make an Economy check against the Control DC. If you succeed, divide the total result by 5 and add that amount (rounded down) in BP to your treasury. If your Kingdom is between 21-40 hexes in size, divide by 4 instead. If it is between 41-80 hexes, divide by 3 instead. If it is 81+ hexes, divide by 2 instead.

4. Unrest Effects:If your Unrest is 11 or higher, the kingdom loses a hex of your choice (destroying any

developments in the process). If your kingdom has a Royal Assassin, reduce Unrest by 1. You may reduce Unrest by 1 by paying the current Unrest value, as many times per turn as you wish.

5. Leadership Changes: You may change leaders at this point, including replacements of vacancies. You may also change the scores affected by the Ruler and Spymaster.

6. Claim Hexes: Pay 1 BP to explore and claim any hex adjacent to your kingdom, increasing its size by 1. You may claim 1 hex per turn at size 1-10, 2 per turn at 11-25, 3 per turn at 26-50, 4 per turn at 51-100, 8 per turn at 101-200, and 12 per turn at 201+.

7. Develop Hexes: You may build 1 road per turn at size 1-10, 2 per turn at 11-25, 3 per turn at 26-50, 4 at 51-100, 6 per turn at 101-200, and 8 per turn at 201+. You may build 1 development per turn at size 1-25, 2 per turn at 26-100, 3 per turn at 101-200, and 4 per turn at 201+. See Chart 1 for their effects.

8. Establish/Improve Cities: You may build 1 new city per turn on an explored hex by paying 1 BP. You may improve any city, including one built this turn, by paying the BP cost of the desired building. You are limited to 1 new building per city each turn; each city can build an additional number of buildings per turn equal to the number of Mills in that city. See Chart 2 for their effects.

9. Set Edicts: Adjust the edict levels of Taxation, Festivals, and Promotion to the desired levels.

10. Kingdom Events: There is a 25% chance that a notable random event occurs during this phase, which increases to 75% if there was no random event in the previous turn.


=====================================================================
Buildings and Developments

Commercial Buildings:

1. Shop: 6 BP, 1x1, +1 Economy, Limit 1 per House
2. Tradesman: 6 BP, 1x1, +1 Economy, Limit 1 per 2 Houses
3. Exotic Craftsman: 10 BP, 1x1, +1 Economy, +1 Loyalty, Limit 1 per Mansion
4. Inn Commercial: 10 BP, 1x1, +1 Economy, +1 Stability, Requires Market in same district; Special: Increase a Market's Economy bonus by 1, Limit 1 per Market
5. Piers: 12 BP, 1x1, +2 Economy, Must be adjacent to Water
6. Market: 12 BP, 1x1, +2 Economy, Limit 1 per 3 Houses
7. Luxury Store: 21 BP, 1x1, +3 Economy, Limit 1 per Mansion
8. Guild Hall: 24 BP, 1x2, +2 Economy, Requires Tradesman in same district; Special: Halves cost of Pier, Stable, Tradesman in district
9. Magic Shop: 32 BP, 1x1, +4 Economy, Limit 1 per Noble Villa
10. Waterfront: 90 BP, 2x2, +5 Economy, Must be adjacent to Water; Special: Halves cost of Guild Hall, Market in district, Taxation Edict has double effect; Limit 1 per City

Defense Buildings:

11. City Guard: 6 BP, 1x1, +1 Stability
12. Watchtower: 8 BP, 1x1, +1 Stability; City Defense +2, Limit 1 per District
13. Barracks: 12 BP, 1x1, +1 Stability; Special: Allows Infantry Units; City Defense +2, Limit 1 per District
14. City Wall: 12 BP, 1x1, City Defense +4, Limit 4 per City
15. Jail: 14 BP, 1x1, +2 Stability, +1 Loyalty
16. Garrison: 28 BP, 1x2, +2 Stability, +2 Loyalty; Special: Halves cost of City Wall, Granary, Jail in same district
17. Keep: 30 BP, 1x1, +1 Stability, +1 Loyalty, City Defense +4, Limit 1 per District
18. Castle: 54 BP, 2x2, +2 Economy, +4 Stability, +2 Loyalty; Special: Halves costs of Keep, Noble Villa in district, Halves cost of Promotion Edict; City Defense +8; Limit 1 per City

Food Buildings:

19. Baker: 6 BP, 1x1, Reduces City Consumption by 1, Limit 2 per Farm
20. Tavern: 12 BP, 1x1, +1 Economy, -1 Stability, +2 Loyalty
21. Butcher: 12 BP, 1x1, +1 Economy, Reduces City Consumption by 1, Limit 1 per Farm
22. Granary: 12 BP, 1x1, +1 Stability, +1 Loyalty, Special: Can carry over 1 negative Consumption per turn
23. Brewery: 4 BP, 1x1, +1 Loyalty

Industrial Buildings:

24. Fletcher: 10 BP, 1x1, +1 Economy; Special: Allows Archery Units
25. Mill: 10 BP, 1x1, +1 Economy; Special: Increase Buildings per Turn by 1
26. Smith: 10 BP, 1x1, +1 Economy; Special: Allows Heavy Armor Units
27. Stable: 10 BP, 1x1, +1 Economy; Special: Allows Horseback Units
28. Tannery: 10 BP, 1x1, +1 Economy; Special: Allows Light Armor Units
29. Carpenter: 30 BP, 1x2, +2 Economy, Requires, Mill in same district; Special: Reduces cost of all buildings by 1 in district, Limit 1 per District

Knowledge Buildings:

30. Library: 6 BP, 1x1, +1 Stability
31. Caster Tower: 30 BP, 1x1, +1 Economy, +1 Loyalty, Requires Library in same district; Special: Allows Magical Units
32. Academy: 52 BP, 1x2, +2 Economy, +2 Loyalty, Requires Library in same district; Special: Halves cost of Caster's Tower, Library, Magic Shop in district

Knowledge Buildings:

33. Graveyard: 4 BP, 1x1, +1 Loyalty
34. Town Commons: 4 BP, 1x1, +1 Stability
35. Monument: 10 BP, 1x1, +2 Loyalty
36. Shrine: 10 BP, 1x1, +1 Stability, +1 Loyalty
37. Park: 16 BP, 1x2, +3 Loyalty
38. Meeting Hall: 22 BP, 1x2, +1 Economy, +2 Stability, +1 Loyalty; Special: Halves cost of Town Commons in district
39. Temple: 32 BP, 1x2, +2 Stability, +2 Loyalty; Special: Halves cost of Graveyard, Shrine, Monument in district
40. Arena: 40 BP, 2x2, +2 Economy, +4 Loyalty; Requires Meeting Hall in same district; Special: Halves cost of Garrison, Theater in district, Festival Edict has double effect/cost; Limit 1 per City
41. Theater: 44 BP, 1x2 +2 Economy, +3 Loyalty, Requires Meeting Hall in same district; Special: Halves cost of Festival Edict; Limit 1 per City
42. Cathedral: 58 BP, 2x2, +1 Economy, +4 Stability, +3 Loyalty; Special: Halves cost of Temple, Academy in district, Promotion Edict has double effect/cost; Limit 1 per City

Residential Buildings:

43. Tenement: 1 BP, 1x1, -1 Stability, Counts as 1 House
44. House: 3 BP, 1x1
45. Mansion: 10 BP, 1x1, Counts as 2 Houses
46. Noble Villa: 24 BP, 1x2, Counts as 3 Houses, 2 Mansions

Underground Buildings:

47. Brothel: 6 BP, 1x1, +1 Economy, -2 Stability, +1 Loyalty, Must be adjacent to 1 Tenement
48. Gambling House: 10 BP, 1x1, +2 Economy, -2 Stability, +2 Loyalty, Must be adjacent to 1 Tenement
49. Black Market: 24 BP, 1x1, +4 Economy, -3 Stability, +1 Loyalty, Must be adjacent to 2 Tenements

Hex Developments:

1. Farm: -2 to Consumption (-3 if adjacent to water); Costs 2 in Plains, 4 in Hills
2. Mine: +1 to Economy (+2/+3/+4 for silver/gold/mithril); Costs 4 in Hills, 8 in Mountain
3. Camp: +1 to Economy (+2 if valuable resource); Costs 4 in Forest, 8 in Swamps
4. Fishery: -2 to Consumption, +1 to Economy, must be adjacent to water; Costs 4 in Plains
5. Fort: +1 to Stability, half upkeep cost for nearby armies; Costs 12 in all terrains
6. Signal Tower: +1 to Stability; Costs 6 in Plains, 4 in Hills, 2 in Mountains

=====================================================================
Kingdom Sheet


Hiya,

Looking good. Will take a bit of time to read through it all & understand,
but I think it's worth it.

Only comment thus far is that you have 2 sets of 'Knowledge' buildings.
Is the 2nd set supposed to be 'Civic' or something similar?

Cheers


Whoops. Copy/paste error. The second set is "morale".


DM Barcas wrote:
Whoops. Copy/paste error. The second set is "morale".

Yup - we all have done that...


I added a rule after building House Surtova. I found that they were pretty impossible as written, so I added that armies add to Loyalty and Stability equal to their CR. It really helped smooth things out. I've updated the spreadsheet to reflect this. I also put up House Surtova, to give an example.


That looks quite good!

I like how you simplified some of the steps, while offering more options for others.

I'd like to try it in the SdF Kingmaker PbP I'm co-running at the moment.


Cool, tell me how you like it!

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