
tlc_web tlc_web |
In order to keep my player's kingdom from becoming an excuse for game breaking wealth or armies, and to save on all the accounting rules, I am considering having a Empire / Fuedal Rule. Basically it goes like this.
A kingdom that grows beyond X city districts or Y hexes has grown too cumbersome for one group of officials to run. All additional hexes and city districts must be distributed to kingdoms/fiefs to be managed by them. These kingdoms/fiefs will be managed by the GM, BUT the PCs can serve on their group of officials.
Here are my questions:
1) Do you like this rule or not?
2) What should the value of "X" and "Y" be? (I am leaning towards Y being between 100 and 200).

Archmage_Atrus |

I created far more complex feudal rules.
A kingdom 10 hexes or larger can create Manors of 3 hexes or smaller (with the parent kingdom having to have 6 hexes after creating the manor.)
A kingdom of 25 hexes or larger can create Baronies between 4 - 20 hexes (and the parent kingdom must have at least 15 hexes remaining.)
A kingdom of 100 hexes or larger can create Duchies between 26 - 80 hexes, and must have 65 hexes remaining.
An empire of 600 hexes can create vassal kingdoms of at least 81 hexes in size, and must have 250 hexes remaining after creating vassals.
And the way it works is you basically stop counting those hexes in terms of consumption or management/improvement, but do get the bonuses from any cities within them (as well as a bonus to one of the three kingdom stats from the Lord/Baron/Duke/King's Charisma or Intelligence modifier.)
(To note, I haven't actually playtested these rules, so I'm not sure how balanced the costs/awards might be. I was going more for elegance and simplicity.)
Edit: I originally miswrote and said I granted the territory's full leadership bonuses to the larger kingdom; this was mistaken.