
Kriger Eilifsson |

Turn 12
Upkeep phase
Control DC: 24; Total BP: 34
1. Stability check: 1d20 + 20 ⇒ (15) + 20 = 35 Add 1 BP
2. Pay Consumption: (+4 size, +1 city, +2 Edicts, -6 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: NA
3. Establish and Improve Cities: Build Monument +6 BP
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts: No change
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 23 + 4 ⇒ (11) + 23 + 4 = 38 Add 7 BP
Events: NA
BP spent 7; BP gained 8; Total BP: 35
After Turn 12
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 4
Control DC: 24
Population: 750
Unrest: 0
Consumption: +1 (+4 size, +1 city, +2 Edicts, -6 Farms)
Treasury: 35
Base Value: 700 gp
Buildings to date:
Farms: x3, -6 to consumption
Roads: x4, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Monument: Loyalty +3
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Economy: +23 (+13 leadership, +2 edicts, +5 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +16 (+10 leadership, +0 edicts, +4 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +20 (+11 leadership, +1 edicts, +8 buildings, +0 alignment, no unrest, events, vacancies or resources)

Javell DeLeon |

We've got a ton of options people for the next turn. I'm thinking Tavern, Inn, Garrison, Caster's Tower, Library, somewhere along those lines. Those are in no certain order.
If we claim the hex east of Bokken's hut and make it Farmland, that brings our consumption down to 0. That's pretty tempting.
I still think we should head toward the Stag Lord's fort and build a city there in the future.
I think we're to stop at this point anyway, right DW? I think you mentioned 9 to 12 turns somewhere. If not, how many do we need to go?

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Remember, Cathedral's take up 4 squares. We already have an Arena at 4 squares. We may want a castle here as well. That's also 4 squares. I think we should build the Caster's Tower here and work on a Cathedral in the next city.
I *think* that a city can have multiple districts, so running out of room shouldn't be a problem (although making another city, at the Stag Lord's Fort, or something, might be a good idea for other reasons).
You only sell 1 magic item over 4000g once per month. But if you get several minor items under 4000g, you can sell those all at once.
I may be misunderstanding, but I *think* that you can only attempt to sell *one* item per month, not one 'bunch of items worth 4000 gp.'
That might be me misreading it, or just missing you suggesting that we buy these minor items with our own cash and then turn them into BP...
Plus, if you really plan for a Cathedral, why not go for the Castle first? Amazingly enough, it's actually cheaper.
If the Cathedral is being built, at least in part, to provide magic items, a Castle would just be a huge BP expenditure and kind of completely miss the boat, since it doesn't provide any.
How do we determine if a magic weapon is minor/medium/or major? I think we should sell some of our items and turn them into BP.
The charts in the Core book (starting on p 461) break down what items are Minor, Medium or Major.

Javell DeLeon |

Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?
As per the selling; reading Step 1 in the Income phase, I didn't read it properly. It states selling stuff that "you've found while adventuring". My bad.
As per the Cathedral: The Caster's Tower does exactly as the Cathedral. And it's far cheaper. A Castle provides better benefits over the long haul than a Cathedral. At least in my opinion.
The charts in the Core don't tell specifically which items are what. Most of them can be generated among all three. Obviously the more powerful ones are major only. But you look at what we have and most of them are minor/medium. How is it determined which it is?
@DW: What do you mean by, "how did you handle houses"?

Javell DeLeon |

I can get you the Event's table.
Hey DW, is it cool with you if I throw the Events out there? Maybe the good ones if not both? Or what's cool with you?
I've only looked at the ones that I rolled in earlier examples. So I only know a few of them. Mostly the fun good ones I remember best. :)

Javell DeLeon |

Never mind this question...
Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?
I'm still curious about this, though...
@DW: What do you mean by, "how did you handle houses"?

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Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?
James Jacobs wrote:
DM Wellard wrote:
Is there a limit on the number of districts you can have in a city?
Not really. A GM can certainly limit the number of districts a party puts in a single city if he wants, but multiple districts would be the only way you'd ever be able to model a really BIG city, after all. A city the size of Westcrown would take, IIRC, nearly 30 city grid districts.Of course, your kingdom needs to be able to AFFORD all of those districts!
Found this on a thread about kingdom building a day or three ago.

Javell DeLeon |

Yeah, I asked AK and he told me the same thing.
And here are some interesting items of information I've found so far:
If you have a low-cost magic item that's "clogging" a magic item slot, and you want to get rid of it but no PC wants to buy it, you can "sell" it during the Income phase by making the Economy check; if you're successful, the kingdom's treasury doesn't increase but you do open up the item slot.
As for the second question: Multiple city grids can indeed exist in a single hex, but you have to prepare the land for each grid. Every time you add a city grid to your kingdom, no matter if it's in a hex that has a grid or not, you pay the prep cost and your Consumption goes up by 1.
Daniel Ball wrote:Yeah; that's kinda weird. Swapping the BP costs is a good fix.Watchtower vs. Barracks: another typo?
Watchtower (6 BP): +1 Stability; +2 Defense Modifier; Unrest –1.
Barracks (12 BP): Defense Modifier +2; Unrest –1.Thanks for the link, Set!
Shouldn't the cost of these by swapped? Otherwise, it's pay more, get less (unless I misunderstood something).
So every city grid we add to our current city grid increases Consumption by 1. Well at least that keeps you from pouring out city grids. Early on anyway. Plus it cost BP to build another one.
And If it's cool with you, DW, maybe we should drop the Barracks down to 6 BP? It does seem to make sense, seeing how Barracks gives you nothing toward any of your abilities, yet the Watchtower does. The Watchtower is actually correct.
Thanks for the link, Set!

Javell DeLeon |

Outside of the BP cost for Barracks, the Watchtower is the only one with a difference.
If you look at the rules that we're going by, according to the errata you posted, they lowered the Watchtower's Defense from +2 to +1.
Otherwise, all the others are correct.

markofbane |

And I think you'd be fine putting them here. The modules are all on the approved community use list so I don't think it would violate any community rules.

Kalsgrim Lodovka |
I think our first order of business will be to get back to Providence to get help with the jarred innocents (and make sure no shenanigans going on in our absence. After that, we would definitely want to start exploring the land between Providence and Varnhold, starting just south of Fort Serenko, I think. If something like Vordakai could bethat close and relatively unknown (known by the centaurs, but not the races participating in the larger civilization), we need to check that territory for anything that could be a threat to us.
And when we start building a kingdom again, we should keep in mind defensive structures and units.

Javell DeLeon |

I'm with Kalsgrim on the land in between those two towns.
Now, if you look at our last turn we're sitting at 35 BP. I say we take over the hex east of Bokken's hut, make it a farm.
And something else we need to figure out is: Is there a building we want to build? I say we at figure that out before we roll with another turn.
And I was looking at the "new" Kingdom Building rules in the Ultimate Campaign. Not really a fan of changing everything up, but I did notice that instead of making an Economy check and dividing by 5, they've switched it to 3. Which would obviously help us increase our BP during the economy check.
So I ask you DW, would it be cool if we divide by 3 instead of 5 or should we just roll with how we've been rolling? It's all good to me either way, I feel it works regardless(especially after seeing AK's kingmaker game and their kingdom. It's just awesome), but I figured it wouldn't hurt to ask. :)

Kalsgrim Lodovka |
The light green hexes are what we have claimed, ten or eleven in total. Brown is the neighboring nation of Brevoy and the other colors indicate explored and colored based on their terrain. Black is unexplored, of course, and shaded is places we've been close enough to that we are aware of the terrain, but not actually explored.
I'm not sure what Kameland and Dunsward mean.

Javell DeLeon |

Technically, we've only claimed 4 hexes. If you recall, we switched over to the AP rules and "started over".
Because our Control DC is 24. It begins at 20 and when you build your first city it adds 1 to it. And then every hex you claim afterward adds 1 more to the Control DC.
So seeing how we're at 24, that means only 4 of those hexes should be green. But I think we just left the others green due to the fact we'll be taking them over eventually.
I think. I'd guess it's just easier that way.
Unless I'm missing something completely. Which does happen from time to time. A lot really. :P

Javell DeLeon |

Did we get the total cost of what we found divided properly?
We probably need to go through what we found and kept and then sell what we don't keep and then divide it up.
'Cause you know, it'll make a difference. Any main ability boost item will affect our Loyalty/Economy/Stability.

Other Mastermind |

Turn 12
Upkeep phase
Control DC: 24; Total BP: 34
1. Stability check: 1d20 + 20 Add 1 BP
2. Pay Consumption: (+4 size, +1 city, +2 Edicts, -6 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: NA
3. Establish and Improve Cities: Build Monument +6 BP
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts: No changeIncome Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 23 + 4 Add 7 BPEvents: NA
BP spent 7; BP gained 8; Total BP: 35
After Turn 12
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 4
Control DC: 24
Population: 750
Unrest: 0
Consumption: +1 (+4 size, +1 city, +2 Edicts, -6 Farms)
Treasury: 35
Base Value: 700 gpBuildings to date:
Farms: x3, -6 to consumption
Roads: x4, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Monument: Loyalty +3
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.Economy: +23 (+13 leadership, +2 edicts, +5 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +16 (+10 leadership, +0 edicts, +4 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +20 (+11 leadership, +1 edicts, +8 buildings, +0 alignment, no unrest, events, vacancies or resources)
You're right Kriger, I hadn't updated the map after we decided to restart the kingdom building from zero. That's wise the size was too big.
Latest Map, to be updated with month 13 activity.
So size is 4, there are two cities that could be annexed. I think we should do around 24 more cycles (2 years) or so and play the follow up and exploration events in the main threads, trying to bring it all in when the size of the kingdom is sufficient.
Have at it! Rules are: everyone can post a turn or more if they feel like it. Let's keep the same format.
We'll be adding events in 6 months or so.
I'll post turn 13, the one that happened while you were away and update the map, shortly.

Other Mastermind |

Turn 13
Upkeep phase
Control DC: 24; Total BP: 35
1. Stability check: 1d20 + 20 ⇒ (3) + 20 = 23 Failed, but by less than 5. No change.
2. Pay Consumption: (+4 size, +1 city, +2 Edicts, -6 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: +1 BP
3. Establish and Improve Cities: Build Library +6 BP
4. Build Roads: +1 BP
5. Establish Farmlands: +2 BP
6. Edicts: No change
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 24 + 4 ⇒ (12) + 24 + 4 = 40 /4 Add 10 BP
Events: NA
BP spent 11; BP gained 10; Total BP: 34
After Turn 13
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 5
Control DC: 25
Population: 1,000
Unrest: 0
Consumption: +0 BP (+5 size, +1 city, +2 Edicts, -8 Farms)
Treasury: 34
Base Value: 700 gp
Buildings to date:
Farms: x4, -8 to consumption
Roads: x5, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Library: Economy +1, Loyalty +1.
Monument: Loyalty +3
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Economy: +24 (+13 leadership, +2 edicts, +6 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +17 (+10 leadership, +0 edicts, +5 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +20 (+11 leadership, +1 edicts, +8 buildings, +0 alignment, no unrest, events, vacancies or resources)

Javell DeLeon |

Okay, just a heads up. Our Stability check is actually at +22 due to the fact that Malaswyn is our High priest. His ability score was actually +2 higher than Janku's.
So technically we would have succeeded with a 25 on our stability check. Any chance we can gain 1 BP out of that, DW? :)
Also, can we claim any of the dark areas or no?
And the hex that says 'cache': What kind of terrain is that? Plains, I would guess?

Kriger Eilifsson |

Turn 14
Upkeep phase
Control DC: 25; Total BP: 34
1. Stability check: 1d20 + 22 ⇒ (19) + 22 = 41 Add 1 BP 35 BP
2. Pay Consumption: (+5 size, +1 city, +2 Edicts, -8 Farms) 0 BP; (35 BP)
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: Claim hex with "cache"; +1 BP; (34 BP)
3. Establish and Improve Cities: Build House +3 BP; Build Tavern +6 BP = +9 BP (25 BP)
4. Build Roads: +1 BP; (24 BP)
5. Establish Farmlands: +2 BP; (22 BP)
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 26 + 4 ⇒ (14) + 26 + 4 = 44/4 +11 BP
Events: NA
BP spent 13; BP gained 11; Total BP: 33
After Turn 14
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 6
Control DC: 26
Population: 1500
Unrest: 0
Consumption: +0 (+6 size, +1 city, +3 Edicts, -10 Farms)
Treasury: 33
Base Value: 1200 gp
Buildings to date:
Farms: x5, -10 to consumption
Roads: x6, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Economy: +27 (+15 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +18 (+10 leadership, +0 edicts, +6 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +23 (+13 leadership, +2 edicts, +8 buildings, +0 alignment, no unrest, events, vacancies or resources)

Other Mastermind |

Turn 15
Upkeep phase
Control DC: 26; Total BP: 33
1. Stability check: 1d20 + 23 ⇒ (15) + 23 = 38 +1 BP
2. Pay Consumption: (+6 size, +1 city, +2 Edicts, -10 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: -1 BP
Establish and Improve Cities: Build House -3 BP, build Herbalist -10 BP
4. Build Roads: -1 BP
5. Establish Farmlands: -2 BP
6. Edicts: No change
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income (Command DC): 1d20 + 27 + 4 ⇒ (7) + 27 + 4 = 38 /4 Add 9 BP
Events: NA
BP spent 17; BP gained 11; Total BP: 27
After Turn 15
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 7
Control DC: 27
Population: 1,500
Unrest: 0
Consumption: +0 BP (+7 size, +1 city, +2 Edicts, -10 Farms)
Treasury: 27
Base Value: 700 gp
Minor Item: X
Buildings to date:
Farms: x6, -10 to consumption
Roads: x7, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Herbalist: Loyalty +1, Stability +1, 1 minor item.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Economy: +27 (+15 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +19 (+10 leadership, +0 edicts, +7 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +24 (+13 leadership, +2 edicts, +9 buildings, +0 alignment, no unrest, events, vacancies or resources)

Other Mastermind |

Next turn has the leadership improved by the headbands and belts improvements.
Frieland at the end of turn 15
Not sure how to handle the minor item slot now open because of the herbalist shop...
Btw, turn 17 is when we start rolling for events!

Javell DeLeon |

There is a list under Javell's profile. The "Leadership" spoiler.
Svetlana and Oleg are the only npc's that are part of the AP. Any other names you don't recognize are former players pc's.
Now, I've got a city grid map done, but I have no capabilities in translating that to a link. I have no idea what I'm doing in that regard. I copy/pasted the kingdom buildings and the city grid from the Kingmaker player's guide pdf download onto paint.
But I have no idea how to get that here. Jpeg's, opeg's, and whatever else peg's mean nothing to me. Sorry, I wished I could help.
Now having said that, we are running out of room and are going to have to start a new grid fairly quick. Not to quick but it's getting close.
So I think the next turn should just be to collect some BP. I'll get that done, I guess, since it requires doing nothing.
We may have to go a couple of turns of that, we'll see.
And before we build anything else, we need to discuss what it is we want to build.

Kriger Eilifsson |

Turn 16
Upkeep phase
Control DC: 27; Total BP: 27
1. Stability check: 1d20 + 24 ⇒ (7) + 24 = 31 +1 BP
2. Pay Consumption: (+7 size, +1 city, +3 Edicts, -12 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes: NA
3. Establish and Improve Cities: NA
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 29 + 4 ⇒ (1) + 29 + 4 = 34 FREAKING CRAP! I swear, man.
Events: NA
BP spent 0; BP gained +1; Total BP: 28
After Turn 16
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 7
Control DC: 27
Population: 4000
Unrest: 0
Consumption: +0 (+7 size, +1 city, +3 Edicts, -12 Farms)
Treasury:
Base Value: 700 gp
Buildings to date:
Farms: x6, -12 to consumption
Roads: x7, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Economy: +29 (+17 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +21 (+12 leadership, +0 edicts, +7 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +24 (+13 leadership, +2 edicts, +9 buildings, +0 alignment, no unrest, events, vacancies or resources)

Javell DeLeon |

Well that was an absolute waste. Next.
The "Fill magic item slot" is a random roll determined in the 'Magic item' section of the Core. Or Ultimate equipment. Whichever.
And seeing how our base value is 700g, it can't be more expensive than that. Plus it has to be a minor item.