
Harad Navar |

First Kingdom Turn, Desna 4709
It was Oleg Leveton who is responsible for the partial development of the current 3 hexes: A3, A4, & A5. The party obtained the rights to these initial 3 essentially undeveloped hexes in exchange for purchasing the Trading Post from Oleg for 8 BP. I rule that Phase 1 - Upkeep will not be required for the first Kingdom Turn.
Phase 2 -Improvement
Step 1 - Select Leadership
Per your Discussion Thread the leaders stand as:
Baron Osvaldt Langham
Councilor Ettore Majorana
General Taviu Donatu
Grand Diplomat Rebecca Langham
High Priest Jhod Keston
Magister Helena Lang
Marshal Keston Garess
Spymaster Curta Nerva [Knowledge(local) DC35 to be discovered by others]
Treasurer Peter Langham
Warden Athelwolf Sheildson
Not having a Royal Assassin does not penalize Economy, Loyalty, or Stability checks. The identity of the Royal Assassin is best kept as a secret similar to the secret of the identity of the Spymaster.
Step 2 - Claim Hexes
Discussion appears to settle on claiming Hex B4.
Step 3 - Establish or Improve Cities
See Town of Leveton, Gozran 4790
After purchasing the Trading Post as an Office of the City Guard you have 42 BP left in your Restov account with Riginare Valotte. You may want to add a guard barracks at some point as you will need more guards for the outlying patrols. Building a Witch’s Hut this turn will cost 20 BP leaving 22 BP in the treasury. Please indicate (through discussion in the Discussion Thread) which grid location where you wish to build the hut.
Step 4 - Build Roads
Per the Discussion Thread you may build a road in B4. You may presume that A4 already has a road. The road cost is 1 BP leaving 21 BP in the Treasury.
Step 5 - Establish Farmlands
Per the Discussion Thread you may develop B4 as farmland costing 2 BP leaving 19 BP in the Treasury.
Step 6 - Edicts
Once you decide on the number of and type of edicts in the Discussion Thread we will end Phase 2 and be able to move to Phase 3 - Income.

Harad Navar |

First Kingdom Turn, Desnus 4709 (continued)
Based on the discussion thread the following changes affect the first turn.
Phase 2 -Improvement
Step 1 - Select Leadership
Baron Osvaldt Langham moves bonus to Stability.
Step 3 - Establish or Improve Cities
You build a House Block (3 BP) without it counting against your building count for this turn.
See Leveton, Desnus 4907. Building a House Block this turn will bring the Treasury down to 16 BP.
Step 6 - Edicts
Per the discussion thread:
Taxation: None
Promotions: Token (+1 Stability, Cost 1 BP)
Festivals: 1 per year (+1 Loyalty, Cost 1 BP)
Treasury is now at 14 BP.
Phase 3 - Income
Step 1, 2, 3 - Deposits/Withdrawals/Sale
There have been no indications of deposit or withdrawals other than the payment to Oleg. There have been no indications of the desire to sell any items.
Step 4 - Income
Osvaldt is to post his raw roll for Income.
Phase 4 - Events
No events occurred this kingdom turn.

Harad Navar |

Actually, I'm not sure if that Treasury amount is technically correct. the BP costs of the edicts add to consumption, so they should come out until the next month's upkeep phase. I could be wrong.
When you declare promotion and festival edicts the cost is per month to spread out the expense. You start acquiring the benefit in the month you declare, so the cost also applies.

Tavius Donatus |

It increases consumption which we have already paid for the month and past that part of the kingdom turn...you can house rule it this way, but I think the build rules would follow that we pay it the next turn although it seems a bit arbitrary.
The thing is we have not gained any benefit from it this month since it has not helped our economy rolls for income.
The stage that we are in the kingdom phase I think makes sense that we gain no real benefit from annoucing our parades and festivals from an economy basis but gives the people something to look forward to.

Harad Navar |

The edicts did up your Stability and Loyalty scores even if they were not used. As events are the last thing, events that would require a stability roll would be benefited by the edict in this turn. For an example a successful assassination of an NPC would require a Stability roll, which is improved by paying the cost of a promotion in this turn.

Harad Navar |

As paying for consumption occurs before setting edicts, there is an argument for paying for edicts the turn after they are set or changed. Consumption was not paid in this first turn, only direct enhancement expenses such as building, enhancing open spaces/farms, and buying existing buildings. As edicts are non property expenditures, I will reset the Treasury to 16 BP and the consumption costs for the promotions and festivals will begin with the next turn. With the addition of this turn's Income phase the Treasury is now at 21. You may want to keep discussion of game play in the discussion thread, making this thread a little cleaner (and shorter).
Just remember that any benefits/penalties from edict changes will not affect any checks resulting from events that occur the same turn of the changes.

Harad Navar |

Kingdom Turn 2, Sarenith (June) 4709
At the beginning of Turn 2:
- Treasury is at 21.
- Economy bonus = +25
- Loyalty bonus = +14
- Stability bonus = +19
- Unrest = 0
- Kingdom Population = 3250
- Leveton Base Value = 1,700 gp
Phase 1 - Upkeep
Step 1 - Stability
Baron Osvaldt to a Stability Check (+19) against a DC24.
(Treasury may be increased by 1 if roll succeeds. Unrest will increase by 1 if roll fails. Unrest will increase by 2 if roll fails by 5 or more.)
Step 2 - Pay Consumption
Pay consumption of 4 BP.
Step 3 - Fill Vacant Magic Item Slots
The following magic items became available for sale this turn:
Minor: potion of reduce person[50 gp], potion of hide from animals[50 gp]
Medium: arcane scroll of haste & dispel magic[750 gp], potion of remove paralysis[300 gp]
Step 4 - Effects of Unrest
Kingdom cannot lose a hex this turn.
Phase 2 - Improvement
Step 1 - Select Leadership
No changes in leadership
Step 2 - Claim Hexes
No hexes claimed.
Step 3 - Establish or Improve Cities
See Town of Leveton, Desnus (May) 4790
Build Butcher Shop (cost 6 BP, increase Loyalty +1, Economy +1). Oswaldt select area of Leveton to build shop.
Step 4 - Build Roads
Build roads in A5 (cost 1 BP).
Step 5 - Establish Farmlands
Establish A5 as Farmland (cost 2 BP, reduces Consumption by 2 BP)
Step 6 - Edicts
No changes to Edicts.
Phase 3 - Income
Step 1 - Deposits
No deposits to be made.
Step 2 - Withdrawals
No withdrawal's to be made.
Step 3 - Sell Valuable Items
Purchase individual random magic items from list. Make Economy Check (+26) to clear one random magic item slot against DC 20 for minor items, DC 35 for moderate items. Success clears the slot, failure means item remains unsold.
Step 4 - Income
Make an Economy check against a Control DC24. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount. Rolling a Natural 1 automatically fails and rolling a Natural 20 is an automatic success.
Step 5 - Events
Factions in Leveton are bickering. This is occurring between Braccio Durelli (the Stablemaster) and some farmers. Unless you can smooth over ruffled feathers with a successful Loyalty check (+15) against a Control DC24, the feud increases Unrest by 1d6.

Harad Navar |

Revised Kingdom Turn 2, Sarenith (June) 4709
During Turn 1 Ettore crafted a belt of giant strength +2 for Tavius and a headband of inspired wisdom +2 for himself. At the beginning of Turn 2 the following is the state of Greenmarch.
- Treasury is at 21.
- Economy bonus = +25
- Loyalty bonus = +15
- Stability bonus = +20
- Unrest = 0
- Kingdom Population = 3,250
- Leveton Base Value = 1,700 gp
Phase 1 - Upkeep
Step 1 - Stability
Baron Osvaldt to a Stability Check (+20) against a DC24.
(Treasury may be increased by 1 if roll succeeds.)
Step 2 - Pay Consumption
Pay consumption of 4 BP.
Step 3 - Fill Vacant Magic Item Slots
The following magic items became available for sale this turn:
Minor: potion of reduce person[50 gp], potion of hide from animals[50 gp]
Medium: arcane scroll of haste & dispel magic[750 gp], potion of remove paralysis[300 gp]
Step 4 - Effects of Unrest
The Kingdom suffers no ill effects of Unreast this turn.
Phase 2 - Improvement
Step 1 - Select Leadership
No changes in leadership
Step 2 - Claim Hexes
No hexes claimed.
Step 3 - Establish or Improve Cities
Build Butcher Shop (cost 6 BP, increase Loyalty +1, Economy +1). See Town of Leveton, Sarenith (June) 4709
Step 4 - Build Roads
Build roads in A5 (cost 1 BP).
Step 5 - Establish Farmlands
Establish A5 as Farmland (cost 2 BP, reduces Consumption by 2 BP)
Step 6 - Edicts
No changes to Edicts.
Phase 3 - Income
Step 1 - Deposits
No deposits to be made.
Step 2 - Withdrawals
No withdrawal's to be made.
Step 3 - Sell Valuable Items
Purchase individual random magic items from list. Make Economy Check (+26) to clear one random magic item slot against DC 20 for minor items, DC 35 for moderate items. Success clears the slot, failure means item remains unsold.
Step 4 - Income
Make an Economy check (+26) against a Control DC24. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount. Rolling a Natural 1 automatically fails and rolling a Natural 20 is an automatic success.
Step 5 - Events
Factions in Leveton are bickering. This is occurring between Braccio Durelli (the Stablemaster) and some farmers. Unless you can smooth over ruffled feathers with a successful Loyalty check (+16) against a Control DC24, the feud increases Unrest by 1d6.

Harad Navar |

Results of Kingdom Turn 2 Sarenith (June) 4709
- Added a Butcher shop, a road in A5, developed farmland in A5
- Treasury = 15 BP
- Unrest = 0, feud between Stable Master and farmers settled
See Greenmarch Sarenith (June) 4709
The Weather:
Gozran (April) was cool with a slight freeze at the end of the month. Rain was lacking, but started to pick up after the freeze.
Desnus (May) was warmer but the rain was lower than normal.
Sarenith (June) was a little warmer than normal and rain a little more than normal. Oleg says that over all it is dryer this season than normal based on the veteran trappers in the area. Crops should still be normal if we get more rain before harvest.

Osvaldt Langham |

I show our treasury at the end of the turn at 16BP.
Started at 21
Stability 0 +1
Consumption -4
Butcher -6
Road -1
Farm -2
Income +7
Net -5
Ending value 16
And I'm getting months mixed up.
Charter granted 23 Gozran 4709 (end of April)
Month 1 - Desnus 4709 (May)
Month 2 - Sarenth 4709 (June)
Month 3 (next) Erastus 4709, right? (July)

Harad Navar |

Kingdom Turn 3, Erastus (July) 4709
At the beginning of Turn 3 the following is the state of Greenmarch.
- Weather: the month was a little dryer than normal. It was cooler in the middle of the month but has returned to seasonal temperatures by month’s end. The average high was in mid to low 80’s with precipitation about 3.5”
- Treasury is at 16.
- Economy bonus = +27
- Loyalty bonus = +16
- Stability bonus = +20
- Unrest = 0
- Control DC = 25
- Size = 5
- Kingdom Population = 3,750
- Leveton Base Value = 1,700 gp
Phase 1 - Upkeep
Step 1 - Stability: Baron Osvaldt to a Stability Check (+20) against a DC24. (Treasury will be increased by 1 if roll succeeds. Cannot fail by more than five, but can fail with natural 1.) Treasury = 16 or 17.
Step 2 - Pay Consumption: Pay consumption of 1 BP. Treasury = 15 or 16.
Step 3 - Fill Vacant Magic Item Slots: Last turn the potion of hide from animals and arcane scroll of haste & dispel magic were purchased with party funds and the potion of remove paralysis was sold. This leaves one minor and two medium slots open. This means that the following magic items are available for sale this turn:
- Minor: potion of reduce person [50 gp], robe of bones [2,400 gp]
- Medium: arcane scroll of cone of cold [1,125 gp], wand of blur [4,500 gp]
Phase 2 - Improvement
Step 1 - Select Leadership: No changes in leadership
Step 2 - Claim Hexes: Claim Hex C4.
Step 3 - Establish or Improve Cities: Build Brewery (cost 6 BP, increase Loyalty +1, Stability +1). Treasury = 10 or 11.
Step 4 - Build Roads Build roads in A5 (cost 1 BP). Treasury = 9 or 10.
Step 5 - Establish Farmlands: Establish A5 as Farmland (cost 2 BP, reduces Consumption by 2 BP) Treasury = 8 or 9.
Step 6 - Edicts: No changes to Edicts.
Phase 3 - Income
Step 1 - Deposits: No deposits to be made.
Step 2 - Withdrawals: No withdrawal's to be made.
Step 3 - Sell Valuable Items: Purchase individual random magic items from list. Make Economy Check (+27) to clear one random magic item slot against DC 20 for minor items, DC 35 for moderate items. Success clears the slot, failure means item remains unsold.
Step 4 - Income: Make an Economy check (+27) against a Control DC25. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount. Rolling a Natural 1 automatically fails and rolling a Natural 20 is an automatic success.
Phase 4 - Events
Monster Attack: Peter Langham arranged for some of the guards to go down to the mine site prior to having the dwarf master miner Tufir Provins (whom he has sent for) set up the mine. They found a three headed monster with wings had made the mine its lair. It breathed cold on the guards by surprise and only one escaped to return to Leveton.
Possible actions: The party may combat the monster as a party (you may want your new Warden to prove himself) or roll a Stability check (+21) against a Control DC of 26 to see if the city guard can handle it. Every turn the monster remains in claimed hexes increases Unrest by 4. Therefore if the monster makes it to Turn 4 Unrest will be 4 at the start of the turn.

Osvaldt Langham |

Kingdom Turn 3, Erastus (July) 4709
Phase 1 - Upkeep
Step 1 - Stability: Baron Osvaldt to a Stability Check (+20) against a DC24. (Treasury will be increased by 1 if roll succeeds. Cannot fail by more than five, but can fail with natural 1.) Treasury = 16 or 17.
Stability Check
1d20 + 20 ⇒ (9) + 20 = 29Success. Unrest remains 0.
Treasury goes to 17

Osvaldt Langham |

Kingdom Turn 3, Erastus (July) 4709
Phase 3 - Income
Step 3 - Sell Valuable Items: Purchase individual random magic items from list. Make Economy Check (+27) to clear one random magic item slot against DC 20 for minor items, DC 35 for moderate items. Success clears the slot, failure means item remains unsold.
We will attempt to sell the Wand of Blur.
Economy Check DC 35Modifier = +27
(note: We now have 4 roads. According to the original kingdom building rules, that would be a +1 Economy. I don't see anything about that in the River Nations book)
1d20 + 27 ⇒ (18) + 27 = 45
Success. Treasury increases by 6 BP to 15

Osvaldt Langham |

Kingdom Turn 3, Erastus (July) 4709
Phase 3 - Income
Step 4 - IncomeEconomy check DC 25
Modifier +27
1d20 + 27 ⇒ (4) + 27 = 31Result of 31 gives us +6 BP.
Treasury = 21Congratulations everyone. Our first month in the black. We started at 16 and ended at 21.

Harad Navar |

Updated Kingdom Turn 3, Erastus (July) 4709
At the beginning of Turn 3 the following is the state of Greenmarch.
- Weather: the month was a little dryer than normal. It was cooler in the middle of the month but has returned to seasonal temperatures by month’s end. The average high was in mid to low 80’s with precipitation about 3.5”
- Treasury is at 16.
- Consumption = 2
- Economy bonus = +26
- Loyalty bonus = +16
- Stability bonus = +20
- Unrest = 0
- Control DC = 24
- Size = 4
- Kingdom Population = 3,500
- Leveton Base Value = 1,700 gp
Phase 1 - Upkeep
Step 1 - Stability Baron Osvaldt to a Stability Check of 29 against a DC24. (Treasury will be increased by 1 BP.) Treasury = 17.
Step 2 - Pay Consumption No Consumption drain on Treasury. Treasury = 17.
Step 3 - Fill Vacant Magic Item Slots:
- Minor: potion of reduce person [50 gp], robe of bones [2,400 gp]
- Medium: arcane scroll of cone of cold [1,125 gp], wand of blur [4,500 gp]
Phase 2 - Improvement
Step 1 - Select Leadership: No changes in leadership
Step 2 - Claim Hexes: Claim Hex C4, Cost 1 BP, Consumption increases by 1 BP to 3 BP, Control DC = 25, Treasury = 16.
Step 3 - Establish or Improve Cities: Build Brewery (cost 6 BP, increase Loyalty +1, Stability +1), Loyalty = +17, Stability = +21, Treasury = 10.
Step 4 - Build Roads Build roads in A5 (cost 1 BP, 4 hexes with roads increase Economy by 1), Economy = +27, Treasury = 9.
Step 5 - Establish Farmlands: Establish A5 as Farmland (cost 2 BP, reduces Consumption by 2 BP to 1 BP) Treasury = 7.
Step 6 - Edicts: No changes to Edicts.
Phase 3 - Income
Step 1 - Deposits: No deposits to be made.
Step 2 - Withdrawals: No withdrawal's to be made.
Step 3 - Sell Valuable Items: Economy Check of 45 against Control DC = 35, wand of blur sold for 6 BP, Treasury = 13.
Step 4 - Income: Economy Check of 31 against a Control DC = 25, Treasury increases by 6 BP to 19.
Phase 4 - Events
Monster Attack: Peter Langham arranged for some of the guards to go down to the mine site prior to having the dwarf master miner Tufir Provins (whom he has sent for) set up the mine. They found a three headed monster with wings had made the mine its lair. It breathed cold on the guards by surprise and only one escaped to return to Leveton.

Harad Navar |

I have finished the first alpha version of a Kingdom Turn Log for Greenmarch up through Turn 3, but with the Monster in the Mine event unresolved. Please review and we can discuss tonight.
Please note that none of the cells are locked so make sure you save a clean copy before experimenting.

Osvaldt Langham |

I have finished the first alpha version of a Kingdom Turn Log for Greenmarch up through Turn 3, but with the Monster in the Mine event unresolved. Please review and we can discuss tonight.
With all the linked cells, I'm not sure where it originates from, but it appears that our consumption is off.
In Sarenth (first month of concumption) it should be 4:
size (4) + Cities (1) + edicts (2)=7
less 1 Farm (-2) + One resource (-1) = -3
total 7-3=4
In Erastus, it should be 2. All the same as above, but with a second farm.
In Arodus, we add one hex and one farm, for a net change of -1 and a consumption of 1.

Osvaldt Langham |

Other items on the sheet:
Turn 2, Kingdom Stability. You have the roll correct, and we did fail it. However, because even after failing, we still had zero unrest, we received 1 BP.
Turn 2, Selling Magic items - you put down three economy rolls to sell magic items. We only made one, for the potion of Remove Paralysis. We succeeded, meaning that item is gone from the slot. However, since the item was worth less than 4,000, we gain no BP for it.
The other two items, the potion of hide from animals and the scroll of haste and dispel did not involve rolls. the party paid cash for them and are now the proud owners of those two items.
Turn 3 - selling magic items. You have 2 economy rolls lsited. We only made one, for the Wand of Blur. We did not make any rolls for the Robe of Bones. We are only allowed one economy roll per turn to cash in magic items.

Harad Navar |

Harad Navar wrote:I have finished the first alpha version of a Kingdom Turn Log for Greenmarch up through Turn 3, but with the Monster in the Mine event unresolved. Please review and we can discuss tonight.With all the linked cells, I'm not sure where it originates from, but it appears that our consumption is off.
In Sarenth (first month of concumption) it should be 4:
size (4) + Cities (1) + edicts (2)=7
less 1 Farm (-2) + One resource (-1) = -3
total 7-3=4In Erastus, it should be 2. All the same as above, but with a second farm.
In Arodus, we add one hex and one farm, for a net change of -1 and a consumption of 1.
The 20's are my way of indicating that an item was sold to the party. This is so the item disappears from the slots in the next turn. The robe of bones was bought by an unknown someone in Greenmarch (as the note says). The 20 allows the item to not be copied into the next urn. Unfortunately, a error was propagated when I created turn 4-12 that does not properly blank out the sold magic slots. I am correcting that.
Yes, consumption should be 1 BP at the end of turn 3. [size [5] + cities [1] + edicts [2] = 8 - resources[3 farms [6] and one resource [1] = 1.
I will be looking at the logic to make corrections.

Harad Navar |

Other items on the sheet:
Turn 2, Kingdom Stability. You have the roll correct, and we did fail it. However, because even after failing, we still had zero unrest, we received 1 BP.Turn 2, Selling Magic items - you put down three economy rolls to sell magic items. We only made one, for the potion of Remove Paralysis. We succeeded, meaning that item is gone from the slot. However, since the item was worth less than 4,000, we gain no BP for it.
The other two items, the potion of hide from animals and the scroll of haste and dispel did not involve rolls. the party paid cash for them and are now the proud owners of those two items.
Turn 3 - selling magic items. You have 2 economy rolls lsited. We only made one, for the Wand of Blur. We did not make any rolls for the Robe of Bones. We are only allowed one economy roll per turn to cash in magic items.
Yes the party is limited in the number of Economy checks it can make to convert items to treasury BP. However, there are other forces at work not in the party's control which change things periodically.

Harad Navar |

Other items on the sheet:
Turn 2, Kingdom Stability. You have the roll correct, and we did fail it. However, because even after failing, we still had zero unrest, we received 1 BP.Turn 2, Selling Magic items - you put down three economy rolls to sell magic items. We only made one, for the potion of Remove Paralysis. We succeeded, meaning that item is gone from the slot. However, since the item was worth less than 4,000, we gain no BP for it.
The other two items, the potion of hide from animals and the scroll of haste and dispel did not involve rolls. the party paid cash for them and are now the proud owners of those two items.
Turn 3 - selling magic items. You have 2 economy rolls lsited. We only made one, for the Wand of Blur. We did not make any rolls for the Robe of Bones. We are only allowed one economy roll per turn to cash in magic items.
"If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest
by 2."If you fail the check Unrest remains unchanged. If you fail by 5 or more it increases by 2. Only if you make a successful roll with Unrest at 0 does the Kingdom Treasury increase by 1.

Harad Navar |

End of Turn 3 Erastus 4709 (July)
The party has successfully ended the Monster in the Mine event and avoided large unrest within Greenmarch. When you search the lair and surrounding area you find that the kobold had a potion of energy resistance, cold (300 gp). It also had a small metal mesh bag containing 2 feather token, bird (300 gp each). The kobold does look like one of the Sootscale kobolds the party forced out of the area. The body looks a little strange, but you can’t identify the exact reason.
The chimera was wearing a chain around its middle head with an attached small metal mesh bag similar to that found on the kobold. Within the bag you find 3 feather token, tree (400 gp each). Among the piles of miscellaneous debris within the lair you find a pair of boots of the winterland (2,500 gp), 5 +1 shuriken (231 gp), and 2 masterwork sai (301 gp each).
The party finds tracks for the small fast fey but these disappear after 200 ft. You do find an empty potion bottle where the tracks end.
The party makes it back to Greenmarch farmland by nightfall to the cheers and accolades of the peasantry. The next day they proceed to Leveton and show the kobold body to Curta Nerva. She meets with Oswaldt the next day and tells him that the kobold seems to have been the object of some sort of transmutation magic that made it part fey. She is not sure exactly what benefits the kobold gained, how the magic was done, or who may have done it.
Statistics at the end of Turn 3
- Treasury = 16 BP
- Economy bonus = +27
- Loyalty bonus = +17
- Stability bonus = +21
- Unrest = 0
- Consumption = 1 BP
- Size = 5 hexes; 4 road hexes, 3 farm hexes, 1 resource; ControlDC = 25
- Cities = 1; Population = 4,250
- Magic Item Slots Open: 1 minor, 1 medium
For Turn 4 Phase 1 Arodus 4709 (August)
Please make your Kingdom Stability roll. I assume that you pay Consumption. The open magic item slots for Turn 4 are filled by: minor - +1 Quarterstaff (2,600 gp); medium - bracers of armor +3 (9,000 gp). The kingdom does not suffer any ill effects due to unrest.
Please begin discussion on kingdom improvements for this turn.

Osvaldt Langham |

Stability Rool. DC 25. Modifier =21
1d20 + 21 ⇒ (19) + 21 = 40
Sucess.
Since our unrest was at 0 and we succeeded on the stability chec, we get 1 BP.
Raz - I had our treasury at 15 at the start of the turn, but if I was mistaken somewhere along the line, then the _1 brings us to 17.

Harad Navar |

The Treasury is correct at 16, however I discovered that my formula for accounting for edict changes failed to add the edict consumption back in (Current Consumption = Phase 2 Step 5 Consumption - Last Turn's Edict Consumption + This Turn's Edict Consumption). The Consumption at the Beginning of Turn 4 is actually 3 BP, not 1 BP.
With the successful Stability Roll Treasury is 17.
After paying consumption for Turn 4 Treasury is now 14 BP.

Harad Navar |

Turn 4 Arodus 4709 - Phase 3 - Income (August)
The party claims hex A6, develops a farm there and builds a road to the farms.
Current Stats for Turn:
Treasury = 12; Economy = +27; Loyalty = +17; Stability = +21; Unrest = 0; Consumption = 0; Size = 6; ControlDC = 26
Please make an Economy Roll to sell 1 minor item (bracers of armor +3). (assuming that you want to do that)
Please make an Economy Roll to generate Income.

Harad Navar |

One other thing. We have 4 or more roads now. That gives us a +1 economy, making our economy modifier +28 now. That change does not effect the result of either roll.
That bonus was already gained in Turn 3 and has been incorporated into the current Economy bonus.

Harad Navar |

End of Turn 4 - Arodus 4709 (August)
Phase 4 - Events There are no events for the Kingdom this turn.
End of Turn 4 Stats:
Treasury = 27; Economy = +27; Loyalty = +17; Stability = +21; Unrest = 0; Consumption = 0; Size = 6; ControlDC = 26
One medium slot is open for next Turn.

Harad Navar |

Turn 6 Phase 1 Upkeep - Lamashan (October) 4907
Treasury = 27 BP; Economy = +27; Loyalty = +17; Stability = +21; Unrest = 0; Consumption = 0; Size = 6; ControlDC = 26
Please make a stability roll. There is no Consumption to pay. One Medium slot filled with Bag of Tricks (tan) = 16,000 gp. The Kingdom suffers no ill effects from Unrest.