Treaty System


Kingmaker

Sovereign Court

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Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Several of my players are very into diplomacy and want to make all kinds of treaties with other river kingdoms. So far I've just been making up challenges and Diplomacy DCs, but I'd like to use something a little more systematic.

I know the following is much more complicated that necessary, but humor me. I'd love some feedback on this draft of a treaty system. Thanks.

Step 8 – Negotiate Treaties: Your kingdom may make one attempt per month to negotiate a Treaty with another nation. Negotiating a Treaty, however, is a delicate and time-consuming process and there is no guarantee of success. Use the following process to determine the success or failure of your efforts.

Overtures: To initiate Treaty negotiations, your Diplomat must first make a Diplomacy skill check with the DC equal to the attitude modifier of the target nation (based on its attitude toward your kingdom) plus its Prestige score. He or she adds your kingdom’s Prestige score to his/her roll, plus +1 for every 1 BP spent on gifts and enticements given to the target nation. One additional kingdom leader (other than the Ruler) may attempt to assist with this skill check. If the check is successful, the target nation is interested and the two nations may advance to formal Treaty negotiations immediately; if the check exceeds the DC by 5 or more, the target nation’s attitude toward your kingdom is improved by one step for the rest of the negotiations. If the check is unsuccessful, the target nation is uninterested in negotiating a Treaty at this time, although overtures may be made again the following month; any gifts and enticements (i.e., BP) are wasted; if the check fails by 5 or more, an “incident” occurs, offending the target nation, and that nation’s attitude toward your kingdom permanently worsens by one step. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Attitude Modifiers
Target Nation’s Attitude
Toward Your Kingdom DC Modifier
Hostile +30
Unfriendly +20
Indifferent +15
Friendly +10
Helpful +0

Negotiations: Once formal Treaty negotiations have been entered into, the real work begins. Generally speaking, there are three types of Treaties that your kingdom may seek: Pacts of Recognition, Trade Agreements, and Military Alliances.

Pacts of Recognition are the easiest to achieve, and are a pre-requisite for the other two. To gain the recognition of another nation, your Diplomat must succeed on two consecutive Diplomacy skill checks with the DC equal to 10 plus the attitude modifier of the target nation (based on its attitude toward your kingdom) plus its Prestige score. He or she adds your kingdom’s Prestige score to his/her rolls, plus +1 for every 1 BP spent on gifts and enticements given to the target nation. One additional kingdom leader may attempt to assist with this skill checks (your kingdom’s Ruler may become involved in the negotiations at this point, but not without some risk – if the Ruler is involved and the negotiations succeed, increase the nation’s Prestige by 1, but if the Ruler is involved and the negotiations fail, reduce the nation’s Prestige by 1). If both checks are successful, the target nation formally recognizes the legitimacy of your government and agrees not to make any claims on your territory; increase your kingdom’s Stability by 2. If the first check exceeds the DC by 5 or more, the target nation’s attitude toward your kingdom is improved by one step for the rest of the negotiations, and if the second check exceeds the DC by 5 or more, the target nation’s attitude toward your kingdom is permanently improved by one step. If either check is unsuccessful, negotiations end and the target nation is uninterested in recognizing your kingdom at this time, although overtures may be made again the following month; any gifts and enticements (i.e., BP) are wasted; if either check fails by 5 or more, an “incident” occurs, offending the target nation, and that nation’s attitude toward your kingdom permanently worsens by one step. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

In order for two nations to negotiate either a Trade Agreement or a Military Alliance, they must first have mutual Pacts of Recognition. Next, the two nations must come to a mutually satisfactory accord. Be warned, however – the larger the nation, the harder it is to satisfy. Your Diplomat must make a series of Diplomacy skill checks with the DC equal to half the target nation’s Command DC plus the attitude modifier of the target nation (based on its attitude toward your kingdom) plus its Prestige score. He or she adds your kingdom’s Prestige score to his/her roll, and one additional kingdom leader may attempt to assist with the check (if the Ruler is involved and the negotiations succeed, increase the nation’s Prestige by 2, but if the Ruler is involved and the negotiations fail, reduce the nation’s Prestige by 2). To secure a Trade Agreement, your Diplomat must succeed on 3 checks before failing 2, and to secure a Military Alliance, your Diplomat must succeed on 4 checks before failing 2. Each successful check moves the process forward, and for each check that exceeds the DC by 5 or more, the target nation’s attitude toward your kingdom is improved by one step for the rest of the negotiations. One failed check represents a temporary setback, although if the check fails by 5 or more, the target nation’s attitude toward your kingdom worsens by one step for the rest of negotiations. A second failed check means that negotiations have failed; if this check fails by 5 or more, the target nation has been offended and that nation’s attitude toward your kingdom permanently worsens by one step. Failed negotiations may be reattempted after a cooling-off period of 1d4 months and new set of overtures. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Terms: Successfully completing the required sequence of Diplomacy skill checks means that both nations are satisfied with the terms of the Trade Agreement or Military Alliance. All that remains is to determine what those terms are; they must, by definition, be beneficial to both sides, however, exactly how beneficial it is to each nation depends largely on the skill of its Diplomats. Your kingdoms’ Diplomat and the target nation’s Diplomat must make one final Diplomacy skill check, but unlike other checks made throughout this process, this is an opposed role – Diplomat vs. Diplomat. Each Diplomat adds his/her kingdom’s Prestige score to the roll, but no other kingdom leaders may assist, as this roll represents the Diplomat’s leadership and coordination of his/her team throughout the process as well as his/her actual negotiating skills. If the results of the two checks are relatively close (within 4 points of each other), both nations benefit equally and gain a bonus equal to 10% of the other nation’s Command DC to Economy for a Trade Agreement or Stability for a Military Alliance. If the results of the two checks differ by 5 of more, the nation with the higher check benefits more and the nation with the lower check benefits less, but both still gain from the Treaty, to a maximum +20% for the higher check and a minimum of +5% for the lower check (see the table below for precise values).

Besides the Stability bonuses, Military Alliances have additional benefits, though they come with additional responsibilities as well. First, two nations joined by a Military Alliance have the right to house armies in each other’s Forts and Garrisons (but not Barracks, Castles, Palaces or Watchtowers) as long as there is space available, i.e., an allied nation can use any unoccupied space in your Forts and Garrisons, and you can use any unoccupied space in theirs. The owner of the armies retains command and must continue to pay for them while housed in an ally’s facilities (at an additional cost because they are housed outside their own nation – see Part 3: Building Armies and 3.3 Building an Army for more information on maintaining armies). Also, foreign armies, even allied ones, are often unpopular with the citizens of the host country. Every month there is an allied army housed in one of your Forts or Garrisons, you must make a Loyalty check vs. your kingdom’s current Command DC (check separately for each allied army in your kingdom). Success indicates your citizens accept the foreign army on their soil. Failure indicates that they do not – increase Unrest by1d2; if the army remains in your kingdom next month, apply a -5 penalty to the next Loyalty check. Note: This check is waived, and all accumulated Loyalty penalties reset to 0, in any month when foreign armies aid in the defense of your kingdom.

Second, and more important, if either nation in a Military Alliance is attacked by a third nation, the other ally has an obligation to aid in the defense of the first. The size and composition of the armies sent to assist the attacked nation are left to the players and GM to decide upon, but it should be in line with the degree of benefit the aiding nation was receiving from the Military Alliance as well as its attitude to toward the attacked nation. To not send any aid would be considered a breach of the Treaty, ending it immediately.

[I'm doing a couple other rules about breaking treaties = Prestige loss, maybe trying to renegotiate treaties, but the above is the core of the system. Feedback please!]


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

unless I have missed it somewhere, what makes up the prestige score ?

I like the look of this and look forward to checking out your other rules.

Grand Lodge

Mosaic wrote:

Several of my players are very into diplomacy and want to make all kinds of treaties with other river kingdoms. So far I've just been making up challenges and Diplomacy DCs, but I'd like to use something a little more systematic.

I know the following is much more complicated that necessary, but humor me. I'd love some feedback on this draft of a treaty system. Thanks.

Step 8 – Negotiate Treaties: Your kingdom may make one attempt per month to negotiate a Treaty with another nation. Negotiating a Treaty, however, is a delicate and time-consuming process and there is no guarantee of success. Use the following process to determine the success or failure of your efforts.

Overtures: To initiate Treaty negotiations, your Diplomat must first make a Diplomacy skill check with the DC equal to the attitude modifier of the target nation (based on its attitude toward your kingdom) plus its Prestige score. He or she adds your kingdom’s Prestige score to his/her roll, plus +1 for every 1 BP spent on gifts and enticements given to the target nation. One additional kingdom leader (other than the Ruler) may attempt to assist with this skill check. If the check is successful, the target nation is interested and the two nations may advance to formal Treaty negotiations immediately; if the check exceeds the DC by 5 or more, the target nation’s attitude toward your kingdom is improved by one step for the rest of the negotiations. If the check is unsuccessful, the target nation is uninterested in negotiating a Treaty at this time, although overtures may be made again the following month; any gifts and enticements (i.e., BP) are wasted; if the check fails by 5 or more, an “incident” occurs, offending the target nation, and that nation’s attitude toward your kingdom permanently worsens by one step. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Attitude Modifiers
Target Nation’s Attitude
Toward Your Kingdom DC Modifier
Hostile +30...

sounds promising, how do you come up with the prestige score?

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Prestige is kinda' like hero points for a kingdom. Mostly it is gained by building and maintaining certain kinds of high-status buildings in cities, but it can also be earned through Events or when a kingdom's armies win battles. The battles part is still a work-in-progress as I work on integrating the mass combat rules with the kingdom building rules, but here's what I've got on buildings...

Prestige: Some buildings, usually large and/or fancy buildings add Prestige to a city in addition to any other benefits. Prestige helps a kingdom look good and deal successfully with its neighbors, particularly when negotiating Treaties. But these buildings are expensive to maintain and cannot exist without some level of continued government support. Therefore, each Prestige-granting building also carries with it an ongoing upkeep cost, listed along with its initial construction cost, equal to the amount of Prestige it grants (usually 1 BP/month). This upkeep must be paid each month as part of the kingdom’s Consumption.

Examples of buildings that automatically earn Prestige but also require monthly upkeep costs:
• Castle
• Cathedral
• Coliseum
• Embassy
• Pathfinder Lodge
• Mint
• Palace

Royal Endowments: Another way the leadership of a kingdom can gain Prestige with leaders from other kingdoms is to endow certain high-status activities – basically, to pay for them out of royal coffers. These activities usually involve fostering the arts and institutions of higher learning, but could also include building hospitals to care for the sick and injured or menageries and museums to show off trophies. To endow an activity, the leaders sponsor the building where the activity takes place at the cost of 1 BP/month (this cost will be included in the kingdom’s Consumption). In exchange, the kingdom gains 1 point of Prestige per royal endowment. Buildings that may be endowed are marked on the list below with an asterisk. The leaders of a kingdom may not endow more than one of each type of eligible building in a kingdom.

Examples of buildings that can be endowed for Prestige:
• Agricultural College
• Art School
• Bardic College
• Engineering College
• Hospital
• Library
• Magic Academy
• Menagerie
• Museum
• Shipyard
• Theater
• University
• War College

They would become Royal buildings, like the Royal War College.

As time goes on, I'll probably try to think of more things a kingdom can do with Prestige, maybe spend it like hero points for a reroll on a kingdom roll or something.

Thanks for looking at the Treaty ideas. As always, I'd appreciate any feedback you can give. Once we actually try it, I'll post the players' reaction.

Grand Lodge

Mosaic wrote:

Prestige is kinda' like hero points for a kingdom. Mostly it is gained by building and maintaining certain kinds of high-status buildings in cities, but it can also be earned through Events or when a kingdom's armies win battles. The battles part is still a work-in-progress as I work on integrating the mass combat rules with the kingdom building rules, but here's what I've got on buildings...

Prestige: Some buildings, usually large and/or fancy buildings add Prestige to a city in addition to any other benefits. Prestige helps a kingdom look good and deal successfully with its neighbors, particularly when negotiating Treaties. But these buildings are expensive to maintain and cannot exist without some level of continued government support. Therefore, each Prestige-granting building also carries with it an ongoing upkeep cost, listed along with its initial construction cost, equal to the amount of Prestige it grants (usually 1 BP/month). This upkeep must be paid each month as part of the kingdom’s Consumption.

Examples of buildings that automatically earn Prestige but also require monthly upkeep costs:
• Castle
• Cathedral
• Coliseum
• Embassy
• Pathfinder Lodge
• Mint
• Palace

Royal Endowments: Another way the leadership of a kingdom can gain Prestige with leaders from other kingdoms is to endow certain high-status activities – basically, to pay for them out of royal coffers. These activities usually involve fostering the arts and institutions of higher learning, but could also include building hospitals to care for the sick and injured or menageries and museums to show off trophies. To endow an activity, the leaders sponsor the building where the activity takes place at the cost of 1 BP/month (this cost will be included in the kingdom’s Consumption). In exchange, the kingdom gains 1 point of Prestige per royal endowment. Buildings that may be endowed are marked on the list below with an asterisk. The leaders of a kingdom may not endow more than one of each type of...

Do you have stats and costs for these buildings? I'm definitely interested in what your doing.

Sovereign Court

3 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Here is my complete building list. WARNING: It's long. I have a table that summarizes everything, but I can't post tables here, so I'll just post the building descriptions. They're pretty tight, I've gone over them several times, but there will almost certainly be some errors still. Here goes...

Building Types: Adding buildings to a city is one of the most efficient ways to enhance a kingdom’s statistics, as each block of buildings added to a city grants specific bonuses. Descriptions of each of type of building, as well as the bonuses it provides, are listed below. The building’s BP cost, its size if larger than 1 lot, and any prerequisite buildings that must be built first are listed in parentheses after its name. Unless otherwise stated, each building adds 100 gp to the city’s base value. The building’s benefit to the city and kingdom is listed last in italics. If the city has two or more buildings that reduce the cost of another type of building, the cost reductions do not stack. If a building affects Unrest, this effect is persistent; it continues to add to the Unrest for the life of the building.
Aerie (40 BP; must be adjacent to the outer perimeter of city): An elevated structure for housing and selling giant birds and other flying mounts. Economy +1, Loyalty +1, Stability +3; city base value +1,000 gp; allows armies to be equipped with Flying Mounts.
Agricultural College* (32 BP; 2x2 lot): An institution of higher learning that studies farming, animal husbandry and management of forests and fisheries. Economy +1, Stability +2; halves cost of Stockyards throughout the kingdom; allows Libraries to specialize in Knowledge (geography) and Knowledge (nature); increases production of all Pastures, Farms and Logging Camps in kingdom by 50%; limit 1 per kingdom.
Alchemist Lab (16 BP; must be adjacent to 1 House and Dump): The laboratory and home of a creator of potions, poisons, and alchemical items. Economy +1, Loyalty +1; city base value +1,000 gp; 2 minor magic items; armies can be equipped with potions CLW.
Arena (10 BP; 2x2 lot): A small stadium for competitions, sporting events and/or gladiatorial games. Unlike larger coliseums, arenas tend to be a bit seedy. Economy +2, Loyalty +3, Stability +1; Unrest +1.
Art School* (16 BP; 1x2 lot): Workshops and studios where the visual arts are taught to those with sufficient talent. Economy +1, Loyalty +2, Stability +2; 1 minor magic item; halves the cost of Monuments and Museums in the same district; limit 1 per district.
Bank (28 BP): A building for storing coins and other valuables, as well as conducting financial transactions. Economy +4; city base value +2,000 gp; allows 3 points of surplus Production to be converted to income per Bank per kingdom turn.
Bardic College* (40 BP; 2x2 lot): An institution of higher learning that teaches the performing arts. Economy +1, Loyalty +4, Stability +1; 2 minor magic items; halves cost of Theaters and Libraries in same district; allows Libraries to specialize in Knowledge (history) and Knowledge (nobility); +50% to Loyalty benefit of Festival Edicts; limit 1 per district.
Barracks (12 BP; 1x2 lot): A building to house city guards, militia and military forces. Stability +2; Defenses +2; Unrest 2; may raise an army size Medium or smaller; may hold up to 1 Medium army in reserve.
Black Market (36 BP; must be adjacent to Caravan Grounds, Gate in the City Wall, Market, Greater Market, Lesser Market, Pier or Watefront): A number of small shops selling secret, and usually illegal, wares. Economy +3; Unrest +2; city base value +1,000 gp; 2 minor magic items, 1 medium magic item, 1 major magic item.
Brewery (6 BP, 1x2 lot): A building for beer making, winemaking, or similar use. Economy +1, Loyalty +1, Stability +1.
Brothel (4 BP; must be adjacent to 1 Inn or Tavern): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.
Caravan Grounds (12 BP; must be adjacent to a Gate in the City Walls or the outer perimeter of the city if city has no City Walls; 2x2 lot): A large open area where caravans can load and unload their merchandise. Often the site of impromptu bazaars as traders bring new and novel goods from far away places. Caravan grounds tend to be somewhat deserted between caravans. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 1 minor magic item.
Carriage House (20 BP; must be adjacent to a Stable; 1x2 lots): As roads improve, so do the options for travel. A carriage house offers city residents a higher class of transportation than simple horseback. Economy +2, Stability +3; city base value +500 gp; doubles the Economy and Stability bonuses granted by Highways located between cities with Carriage Houses (for up to 8 hexes).
Caster’s Tower (32 BP): The home and laboratory for a spellcaster. Economy +1, Loyalty +1, Stability +1; city base value +1,000 gp; 2 minor magic items, 1 medium magic item; prerequisite for armies to be equipped with Magic Armor and Weapons.
Castle (56 BP + 1 BP/month; 2x2 lot): The home of the city’s leader and the heart of its defenses. Economy +2, Loyalty +4, Stability +4; Defenses +8; Prestige +1; Unrest 4; halves cost of Mansions and a Town Hall in same city; may hold up to 1 Large army in reserve; limit 1 per city.
Cathedral (64 BP + 1 BP/month; 2x2 lot): The focal point of a faith’s religious and spiritual leadership. Loyalty +5, Stability +3; Prestige +1; Unrest 4; city base value +1,000 gp; 3 minor magic items, 2 medium magic items, 1 major magic item; halves cost of Temples of the same faith in same city; +50% to Loyalty benefit of Festival Edicts; armies can be equipped with potions CLW, CMW & CSW; limit 1 per city.
Cistern (12 BP; city must be connected to an Aqueduct): Large tanks built beneath the city for storing clean water in case of a drought or siege, Cisterns do not occupy a city block because they are built underground. Loyalty +2, Stability +2; Defenses +2; Unrest 1; city base value +0 gp.
City Wall (10 BP per section): City walls do not occupy a city block; instead, each section of city wall fortifies one of a district’s four outer borders. Each section of city wall may include one gate. The gate is free if built at the same time as the rest of the wall, or costs 4 BP if added later. The inclusion of a Gate reduces the Defenses of that section by 1. A city wall cannot be built on a water border. Defenses +4 (per section); Unrest 1 (per section); city base value +0 gp; completion of 3 sections of City Walls allows armies to be equipped with Siege Weapons.
Coliseum (60 BP + 1 BP/month; 4x4 lot): A massive public stadium for competitions, team sporting events, horse races and/or gladiatorial games. If adjacent to water or if the city is connected to an aqueduct, the coliseum may even be flooded for naval demonstrations. Economy +3, Loyalty +4, Stability +3; Prestige +1; doubles Economic and Stability benefits of Promotion Edicts; limit 1 per city.
Courthouse (32 BP; 1x2 lot): As a kingdom grows, so does its body of laws and its need for an impartial court to mediate disputes between citizens and settle charges against citizens. Loyalty +3, Stability +4; Unrest -2, Kingdom Unrest -1; limit 1 per city.
Craftsman (6 BP; must be adjacent to 1 House): A shop front for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. Economy +1, Stability +1; city base value +500 gp.
Drug Den (0 BP): Sometimes illicit drug dens spring up spontaneously in run-down neighborhoods, and other times, they are set up by criminal elements within a city; in either case, they soon prove to be nothing but trouble. Economy -1, Loyalty -1, Stability -1; Defenses -1; Unrest +2; city base value +0 gp.
Dump (2 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses): A centralized place to dispose of refuse. Stability +1; city base value +50 gp; limit 1 per district.
Embassy (20 BP + 1 BP/month; your kingdom must have a Treaty with the other nation, 1x2 lot): The official residence of the ambassador from a foreign nation. The embassy is considered “foreign soil,” however, the exchange of ambassadors is mutual, and the maintenance of a foreign embassy in your kingdom assumes that you also maintain an embassy in that nation. But be aware – while diplomatically and economically positive, embassies can also serve as bases for espionage. Economy +3, Stability -1; Defenses -1.
Engineering College* (56 BP; 2x2 lot): An institution of higher learning that teaches engineering – mostly civil engineering, but also delving into such topics as metallurgy and clockworks. Economy +1, Loyalty +1, Stability +2; halves cost of Cisterns, City Walls, Paved Streets and Sewer Systems throughout the kingdom; allows Libraries to specialize in Knowledge (engineering); reduces the cost of Aqueducts, Roads and Highways by 1 BP per hex (minimum 1 BP, subtract before doubling cost for bridges); increases production of all mines in kingdom by 50%; limit 1 per kingdom.
Exotic Craftsman (16 BP; must be adjacent to 1 House): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. Economy +2, Loyalty +1, Stability +1; city base value +1,000 gp; 1 minor magic item.
Fairgrounds (20 BP; 4x4 lot): A large open space for festivals, fairs and, occasionally, grazing livestock. Economy +2, Loyalty +2, Stability +2; halves Consumption cost of Festival Edicts.
Foreign Quarter (40 BP; 4x4 lot): A diverse collection of houses, shops and offices whose residents hail from regions across Avistan and Casmaron, a foreign quarter serves as the first stop for many immigrants to the kingdom. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 2 minor magic items, 1 medium magic item; halves Consumption cost of Promotion Edicts.
Gambling Hall (4 BP; must be adjacent to Inn or Tavern): A place where people can bet on games of chance or sporting events. A lot of fun, but things can sometimes get out of hand. Economy +2, Loyalty +1; Unrest +1.
Garrison (24 BP; 2x2 lot): A large building to house armies, train guards, and recruit militia. Loyalty +1, Stability +2; Defense +4; Unrest 2; halves cost of Barracks and Watchtowers in same city; may raise an army of any size; may hold up to 1 Huge army in reserve.
Government Offices (10 BP; must be adjacent to Courthouse, National Assembly or Town Hall): Growing cities and kingdoms require bureaucracies to manage the day-to-day affairs of the government. They do, however, tend to frustrate average citizens and sometimes fall victim to corruption. Economy +2, Stability +4; Unrest +1.
Grain Mill (8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building where grain is ground into flour. Mills are good for the economy, but also attract a wide variety of pests. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 hexes of Farms.
Granary (12 BP): A place to store grain and food, especially useful during winter and in times of war. Loyalty +2, Stability +2; Defenses +1; Unrest 1; all bonuses double in winter; allows 1 point of surplus Production to be converted to income per Granary per kingdom turn.
Graveyard (3 BP): A plot of land to honor and bury the dead. Loyalty +1, Stability +1; city base value +50 gp; limit 1 per district unless the district has 1 or more Temples, in which case there may be 1 more Graveyard than there are Temples in a district.
Guildhall (28 BP; must be adjacent to 2 Craftsmen; 1x2 lot): A large building that serves as headquarters for a guild or similar organization. Economy +2, Loyalty +2, Stability +3; city base value +500 gp; halves cost of Breweries, Craftsmen, Exotic Craftsmen, Smiths in same district.
Herbalist (8 BP; must be adjacent to 1 House and Park): The workshop and home of a gardener, healer, poisoner, or creator of potions. Loyalty +1, Stability +1; city base value +500 gp; 1 minor magic item; armies can be equipped with potions CLW.
Hospital* (12 BP; must be adjacent to 2 Houses): A place where the sick are treated. May include an asylum for the insane. Loyalty +2, Stability +3; Unrest -1; doubles the recovery rate for armies housed in the same district.
Houses (3 BP): A number of mid sized, single-family homes. Houses serve as prerequisites for many other buildings. The first House built during any Improvement Phase does not count against the total number of buildings that can be built during that phase. Stability +1; Unrest 1; city base value +50 gp.
Inn (12 BP; must be adjacent to 1 House): A place for visitors to spend the night. Economy +2, Loyalty +1, Stability +2; city base value +500 gp.
Jail (10 BP; must be adjacent to Barracks, Courthouse or Garrison): A fortified structure for housing criminals. Loyalty +1, Stability +3; Unrest 2; city base value +50 gp; limit 1 per district.
Library* (10 BP): A large building containing books and scrolls, often presided over by a sage or other scholar. Libraries usually have general collections, but, depending on what institutions of higher learning are found in the city, may also specialize in one specific area of Knowledge; any library may specialize in Knowledge (local) without the support of an academy or college. Economy +1, Loyalty +1, Stability +2; +2 on Knowledge/Research checks made at general libraries, +4 at specialized libraries in the appropriate area, with no bonuses in other areas.
Lumber Mill (8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building used to cut logs into lumber. Lumber mills are good for the economy, but also produce quite a bit of pollution. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 Logging Camps.
Luxury Shop (28 BP; must be adjacent to 2 Mansions or 1 Noble Estate): A shop that specializes in expensive wares and luxuries. Economy +2; city base value +1,000 gp; 2 minor magic items.
Magic Academy* (64 BP; 2x2 lot): An institution of higher learning that teaches the arcane arts. Economy +2, Loyalty +1, Stability +2; city base value +1,000 gp; 3 minor magic items, 2 medium magic items, 1 major magic item; halves cost of Caster’s Towers, Libraries and Magic Shops in same district; allows Libraries to specialize in Knowledge (arcana) and Knowledge (the planes); limit 1 per district.
Magic Shop (48 BP; must be adjacent to 2 Houses): A shop that specializes in magic items and spells. Economy +3, Loyalty +1, Stability +1; city base value +2,000 gp; 4 minor magic items, 2 medium magic items, 1 major magic item.
Mansion (10 BP): A single large house for a wealthy family and its servants. Stability +3.
Market (36 BP; must be adjacent to 2 Houses; 1x2 lot): An open area for mercantile pursuits, traveling merchants, and bargain hunters. Economy +3, Stability +2; city base value +3,000 gp; 2 minor magic items; halves cost of adjacent Craftsmen and Shops.
Market, Greater (60 BP; must be adjacent to 3 Houses; 2x2 lot): A grand bazaar, selling goods and wares from across the land. Though good for the economy, large markets like this often attract thieves. Economy +5, Stability +3; Unrest +1; city base value +5,000 gp; 3 minor magic items, 2 medium magic items; halves cost of adjacent Alchemist Labs, Craftsmen, Exotic Craftsmen, Luxury Shops, Magic Shops, Shops.
Market, Lesser (12 BP; must be adjacent to 1 House; district must already have Greater Market or Market): A smaller, more specialized market – a fish market or antiques market, for example. Economy +3; city base value +1,000 gp; 1 minor magic item; halves cost of adjacent Craftsmen and Shops.
Menagerie* (16 BP; 1x2 lot): A large, outdoor park featuring a variety of wild animals in cages for the delight of the public. Economy +1, Loyalty +3; creatures donated to the Menagerie’s collection increase the Menagerie’s Prestige bonus: +1 per creature 3-9 HD, +2 per creature 10 HD and above, plus an additional +1 if a creature is particularly famous in the kingdom (max. Prestige bonus = +6).
Mill Pond (2 BP): An artificial pond used to provide water for mills, factories and other industrial buildings. City base value +0 gp; counts as “water” for adjacent Grain Mills, Lumber Mills and Smelters.
Mint (36 BP + 2 BP/month; must be adjacent to Town Hall): A government-run facility where coins are produced, each bearing a design unique to the kingdom. Economy +2, Loyalty +3, Stability +3; Prestige +2; limit 1 per kingdom.
Monument (8 BP): A monument can be an open square with a statue of a city hero, a tall bell tower, a large tomb, or simply a plaza with a beloved fountain. Loyalty +3; Unrest 1; city base value +50 gp.
Museum* (16 BP; 1x2 lot): A place to exhibit art, historical artifacts and other national treasures. Economy +1, Loyalty +2, Stability +2; items donated to the Museum’s collection increase the Museum’s Prestige bonus: +1 per medium magic item or mundane item worth between 8,000 gp and 27,999 gp, +2 per major magic item or mundane item worth more than 28,000 gp, plus an additional +1 if an item is of particular historical significance to the kingdom (max. Prestige bonus = +6).
National Assembly (72 BP; capital city only; 4x4 lot): A kingdom may choose to create a national assembly, such as a Parliament or Senate. It may be an advisory body, designed to give the king or queen input and feedback, or it may be a true legislature, creating laws that govern the kingdom. It may be composed of noble lords who hold hereditary positions, or it may be a representative body, made up of elected citizens from all walks of life. Loyalty +5, Stability +5; Kingdom Unrest -3; halves cost of Government Offices throughout the kingdom; limit 1 per kingdom (capital city only).
Noble Estate (20 BP; 2x2 lot): A sprawling manor with luxurious grounds that houses a noble family. Nice, but too many noble estates may cause resentment among the rest of the populace. Economy +1, Loyalty +1, Stability +4; Unrest +1; halves cost of Exotic Craftsmen and Luxury Shops in same district.
Orphanage (10 BP; must be adjacent to 1 House): A home for children without parents, providing them with a place to live other than on the streets. Loyalty +2, Stability +2; Unrest -1; city base value +50 gp.
Palace (100 BP + 5 BP/month; 4x4 lot): For when a castle simply isn’t enough. A lavish structure surrounded by parks and gardens, consisting of hundreds of rooms – throne rooms and audience chambers, banquet halls and ballrooms, theaters and art galleries, all intended to impress and inspire awe. But this level of splendor cannot exist without breeding some resentment. Economy +2, Loyalty +5, Stability +5; Defenses +4; Prestige +5; Unrest +2; city base value +1,000 gp; halves cost of Noble Estates in same city; may hold up to 1 Medium army in reserve; limit 1 per city, 2 per kingdom (a summer palace and a winter palace).
Park (3 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest 1; city base value +50 gp.
Pathfinder Lodge (16 BP; the kingdom must encompass a number of known adventure sites – GM’s discretion): Depending on whom you ask, the Pathfinders are either a group of brave explorers or a cabal of thieves and scoundrels. What cannot be denied is that trouble seems to follow in the wake. Stability -1; Prestige +1; city base value +1,000 gp; 2 minor magic items, 1 medium magic item; allows Libraries to specialize in Knowledge (dungeoneering); limit 1 per kingdom.
Paved Streets (24 BP per city district): Paved city streets do not occupy a particular city block – rather, they are an improvement of the existing dirt streets found throughout a city district. Dirt streets can become foul and impassible as the population of a city grows; paving them with cobblestones can be a boon to both the economy and the quality of life of the citizens of a district. Economy +3, Loyalty +2, Stability +3; city base value +0 gp.
Pier (12 BP; must be adjacent to water): A dock for ships, handling both cargo and passengers, but sometimes attracting a rough crowd. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 1 minor magic item; doubles the Economy and Stability bonuses granted by rivers located between cities with Piers (for up to 8 hexes) if the entire length of river between cities is navigable.
Public Baths (10 BP; city must be connected to an Aqueduct and district must have Sewer System; 1x2 lot): A building for public bathing and relaxation. Loyalty +3, Stability +2.
Ruins (0 BP): Bad things happen to cities – natural disasters, wars, riots, etc. – and sometimes buildings are destroyed. If the destroyed buildings are not repaired or replaced within 1 year of their destruction, they become Ruins – an embarrassing blight on the face of any city. Whatever the cost of the original buildings, Ruins cost 4 BP to clear, and must be cleared (requiring 1 Built New Buildings slot and 1 month) before penalties can be removed and new buildings can be built. Loyalty -1; Prestige -1; Unrest +1; city base value +0 gp.
Sewer System (20 BP per city district): A sewer system does not occupy any city blocks as it is constructed under a city district. Without sewers, rainwater, garbage and human filth mostly just end up in the streets. Constructing a sewer system improves drainage, public health and the overall appeal of a city. It does, however, provide thieves and other outcasts with a refuge as well. Loyalty +4, Stability +2; Unrest +1; city base value +0 gp; half price if built at the same time as Paved Streets, half again as much (i.e., 30 BP) if built after Paved Streets.
Shanties (0 BP): Shanties and slums often spring up when there isn’t enough housing available for city residents. Stability -1; Unrest +2; city base value +0 gp; demolishing Shanties results in a permanent +2 Unrest penalty unless it is replaced with Houses or Tenements.
Shipyard* (24 BP; must be adjacent to water; 2x2 lot): Facilities for building and repairing ships and large boats. Economy +3, Stability +2; city base value +1,000 gp; allows the construction Ships, which may transport armies across water.
Shops (4 BP; must be adjacent to 1 House): A collection of small shops, including a general store. Economy +1; city base value +500 gp.
Shrine (8 BP): A small shrine or similar holy site. Loyalty +2; Unrest 1; 1 minor magic item.
Slaughterhouse (6 BP; must be adjacent to Stockyard; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building where animals, usually cattle and other livestock, are killed and butchered. Between the living and dead animals, the surrounding area smells terrible. Economy +2, Stability +1; Unrest +1; increases production by 25% for up to 8 hexes of pastureland.
Smelter (8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building used to separate metal from ore. Smelters are good for the economy, but also produce quite a bit of pollution. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 Mines.
Smith (8 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1; city base value +500 gp; prerequisite for armies to be equipped with Heavy Armor, Masterwork Armor and Weapons, Magic Armor and Weapons, and Tower Shields.
Stable (10 BP; must be adjacent to Inn): A structure for housing and selling horses and other mounts. Economy +1, Stability +2; city base value +500 gp; doubles the Economy and Stability bonuses granted by Roads located between cities with Stables (for up to 8 hexes); allows armies to be equipped with Mounts.
Stockyard (6 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses; 2x2 lot): An area for holding and selling livestock, usually cattle and other large farm animals, but sometimes including more exotic beasts like elephants or reindeer. Economy +2; halves cost of Slaughterhouses and Tanneries in same district; armies can be equipped with Heavy Lifters.
Tannery (4 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses): A business that prepares hides and leather. The mixture of urine, chemicals and animals smells terrible. Economy +1, Stability +1; Unrest +1; prerequisite for armies to be equipped with Heavy, Masterwork and Magic Armor, and Tower Shields.
Tavern (6 BP; must be adjacent to 1 House): An eatery or drinking establishment. Economy +1, Loyalty +1; city base value +500 gp.
Temple (32 BP; 1x2 lot): A large place of worship dedicated to a deity. Loyalty +4, Stability +2; Unrest 2; city base value +500 gp; 2 minor magic items, 1 medium magic item; allows 1 additional Graveyard to be built per Temple; allows Libraries to specialize in Knowledge (the planes) and Knowledge (religion); armies can be equipped with potions CLW & CMW.
Tenements (1 BP): A large number of low rent, high-density housing units. Tenements count as Houses for the purpose of fulfilling building requirements and, like a House, the first Tenement built during any Improvement Phase does not count against the total number of buildings that can be built during the phase, but building too many Tenements can increase a kingdom’s Unrest quickly. Unrest +1; city base value +0 gp.
Theater* (24 BP; 1x2 lot): A venue for providing entertainment such as plays, operas, concerts, and the like. Economy +2, Loyalty +3, Stability +2; halves cost of Brothels, Gambling Houses, Inns and Taverns in same district.
Town Hall (28 BP; 1x2 lot): A public venue for town meetings and repository for town records. Economy +2, Loyalty +3, Stability +4; halves cost of Granaries and Jails in same city; limit 1 per city.
Townhouses (6 BP): A block of tightly-packed, multi-story, single-family homes. Townhouses count as Houses for the purpose of fulfilling building requirements. Stability +2; Unrest 1.
University* (72 BP; 4x4 lot): An institution of higher learning dedicated to a variety of academic fields. Universities can be sources of great pride and centers of innovation in a kingdom, but can also serve as hotbeds for radical new ideas. Economy +2, Loyalty +3, Stability +3; Unrest +1; +3 to all Knowledge/Research checks made on campus; halves cost of Agricultural Colleges, Art Schools, Bardic Colleges, Engineering Colleges, Magic Academies, Museums and War Colleges in same city; limit 1 per city.
War College* (36 BP; 2x2 lot): An institution of higher learning that teaches leadership and the art of war. Loyalty +2, Stability +3; halves cost of Forts and Garrisons throughout the kingdom; kingdom’s army commanders and officers automatically receive the Leadership feat; limit 1 per kingdom.
Warehouse (10 BP; must be adjacent to Caravan Grounds, Gate in the City Wall, Pier or Waterfront, or the outer perimeter of the city if the city has no City Walls; district must have at least 3 Shops, including Magic Shops and Luxury Shops, although they need not be adjacent to the Warehouse; 1x2 lot): Large, simple buildings used by merchants to store goods and merchandise. Economy +3, Stability +1; city base value +500 gp.
Watchtower (6 BP): A tall structure that serves as a guard post and landmark. Stability +1; Defenses +1; Unrest 1; city base value +50 gp; may hold up to 1 Small army in reserve.
Waterfront (80 BP; must be adjacent to water; 2x4 lot): A port for arrival and departure when traveling by river, and a center of commerce. More river traffic, however, also means more rowdy sailors. Waterfronts count as Piers for the purpose of doubling river bonuses between cities with Piers. Economy +5, Stability +3; Unrest +2; city base value +5,000 gp; 4 minor magic items, 2 medium magic items; halves cost of Black Markets, Markets, Greater Markets, Lesser Markets and Shipyards in same city.
Workhouse (6 BP; must be adjacent to 2 Shanties and/or Tenements, or 1 Orphanage; 1x2 lots): A place where the poor can be put to work and made useful… whether they like it or not. Economy +3, Loyalty -1; Unrest -1.

Note: Some of this stuff is my own invention, but a lot of it comes from (besides the actual Paizo material) Jon Brazer Enterprises Book of the River Nations - great book! - and from a couple issues of issues of Wayfinder. Honestly, I've processed and reprocesses so much of it, I'm not sure what's original and what's reprinted. But check out both those sources for more great ideas.

Grand Lodge

Mosaic wrote:

Here is my complete building list. WARNING: It's long. I have a table that summarizes everything, but I can't post tables here, so I'll just post the building descriptions. They're pretty tight, I've gone over them several times, but there will almost certainly be some errors still. Here goes...

Building Types: Adding buildings to a city is one of the most efficient ways to enhance a kingdom’s statistics, as each block of buildings added to a city grants specific bonuses. Descriptions of each of type of building, as well as the bonuses it provides, are listed below. The building’s BP cost, its size if larger than 1 lot, and any prerequisite buildings that must be built first are listed in parentheses after its name. Unless otherwise stated, each building adds 100 gp to the city’s base value. The building’s benefit to the city and kingdom is listed last in italics. If the city has two or more buildings that reduce the cost of another type of building, the cost reductions do not stack. If a building affects Unrest, this effect is persistent; it continues to add to the Unrest for the life of the building.
Aerie (40 BP; must be adjacent to the outer perimeter of city): An elevated structure for housing and selling giant birds and other flying mounts. Economy +1, Loyalty +1, Stability +3; city base value +1,000 gp; allows armies to be equipped with Flying Mounts.
Agricultural College* (32 BP; 2x2 lot): An institution of higher learning that studies farming, animal husbandry and management of forests and fisheries. Economy +1, Stability +2; halves cost of Stockyards throughout the kingdom; allows Libraries to specialize in Knowledge (geography) and Knowledge (nature); increases production of all Pastures, Farms and Logging Camps in kingdom by 50%; limit 1 per kingdom.
Alchemist Lab (16 BP; must be adjacent to 1 House and Dump): The laboratory and home of a creator of potions, poisons, and alchemical items. Economy +1, Loyalty +1; city base value +1,000 gp; 2 minor...

hmm some of the buildings seem real expensive. How did you come up with the costs?

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I had kind of a formula worked out. Buildings basically fell into tiers: basic and cheap; medium; and more specialty and expensive.

At the lowest tier it was like 2 BP per advantage, so an Arena with +2 Econ, +3 Loyalty, +1 Stability = 6 advantages, but +1 Unrest, brought it back down to 5, x2 = 10 BP. Or a Shop with +1 Econ and +500 gp base value = 2 advantages, x2 = 4 BP.

Then at some point, it shifts to 3 BP per advantage, then to 4 or 5 BP per advantage (I don't remember the exact break-points). But, yeah, the big buildings are meant to be more expensive than just a like-size collection of smaller buildings. They are meant to be something for wealthy leaders to look forward to. That's partly where the Prestige comes in as well. I also tried to make sure there were several choices available at each price, so I juggled a little there, and a few, like the Aerie, I just made expensive 'cause, dude, flying mounts! That shouldn't come cheap! Same with access to magic items, that bumped buildings up, especially major items.

Also worth noting, the scale of my districts is a little different ...
City Districts: A number of districts make up a city. Small cities may occupy a single district while larger cities will usually be made up of several. Each district consists of 100 lots, arranged into twenty-five 2x2-lot blocks. Lots are separated by alleys, while blocks are separated by streets. Each district is bordered by four sides – each side representing the boundary of that district. A district boundary can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one district into another. Each lot measures approximately 500’ x 500’ – which means that a city district is about 1 square mile in size.

My blocks are a little smaller each, so more of them fit in the same space. That's why some of my buildings are so much larger than normal; in the regular rules the biggest building is 2x2, but I have a couple of 2x4 and some 4x4, like the Place and the Fair Grounds.

Overall, I tried to balance cost with benefits and the point where players would be ready to build certain buildings (early game vs. later game).

I welcome your feedback, though. Are there any that seem totally out of line with their price?

Grand Lodge

Mosaic wrote:

I had kind of a formula worked out. Buildings basically fell into tiers: basic and cheap; medium; and more specialty and expensive.

At the lowest tier it was like 2 BP per advantage, so an Arena with +2 Econ, +3 Loyalty, +1 Stability = 6 advantages, but +1 Unrest, brought it back down to 5, x2 = 10 BP. Or a Shop with +1 Econ and +500 gp base value = 2 advantages, x2 = 4 BP.

Then at some point, it shifts to 3 BP per advantage, then to 4 or 5 BP per advantage (I don't remember the exact break-points). But, yeah, the big buildings are meant to be more expensive than just a like-size collection of smaller buildings. They are meant to be something for wealthy leaders to look forward to. That's partly where the Prestige comes in as well. I also tried to make sure there were several choices available at each price, so I juggled a little there, and a few, like the Aerie, I just made expensive 'cause, dude, flying mounts! That shouldn't come cheap! Same with access to magic items, that bumped buildings up, especially major items.

Also worth noting, the scale of my districts is a little different ...
City Districts: A number of districts make up a city. Small cities may occupy a single district while larger cities will usually be made up of several. Each district consists of 100 lots, arranged into twenty-five 2x2-lot blocks. Lots are separated by alleys, while blocks are separated by streets. Each district is bordered by four sides – each side representing the boundary of that district. A district boundary can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one district into another. Each lot measures approximately 500’ x 500’ – which means that a city district is about 1 square mile in size.

My blocks are a little smaller each, so more of them fit in the same space. That's why some of my buildings are so much larger than normal; in the regular rules the biggest building is 2x2, but I have a couple of 2x4 and some 4x4, like the Place and the...

So, if you've been running Kingmaker for a while now are the buildings balanced? Did you need to tweak any of them? Like some gms got rid of the magic item economy did this happen to you?

Grand Lodge

kool idea. thanks.

Grand Lodge

Not to wet blanket on your idea, but I prefer to Role Play treaty negotiations instead of governing them with crunch and mechanics.


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Azmyth wrote:
Not to wet blanket on your idea, but I prefer to Role Play treaty negotiations instead of governing them with crunch and mechanics.

As treaties provide a mechanical benefit to a kingdom the do need a mechanical creation device. Otherwise it's just a hand wave, which is not always bad but at that point any mechanical benefit should be null.

Grand Lodge

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Hemit Flintlocke wrote:
Azmyth wrote:
Not to wet blanket on your idea, but I prefer to Role Play treaty negotiations instead of governing them with crunch and mechanics.
As treaties provide a mechanical benefit to a kingdom the do need a mechanical creation device. Otherwise it's just a hand wave, which is not always bad but at that point any mechanical benefit should be null.

I'd probably do both. If they roleplay well I give them a bonus on the roll.

Grand Lodge

This is all really cool. Thanks for posting it all!


Mosaic wrote:
Carriage House (20 BP; must be adjacent to a Stable; 1x2 lots): As roads improve, so do the options for travel. A carriage house offers city residents a higher class of transportation than simple horseback. Economy +2, Stability +3; city base value +500 gp; doubles the Economy and Stability bonuses granted by Highways located between cities with Carriage Houses (for up to 8 hexes).

What are your highway rules?


Really dig what you are doing here, consider it pillaged for my game! Thanks much Mosaic!


Mosaic wrote:
Here is my complete building list. WARNING: It's long. I have a table that summarizes everything, but I can't post tables here, so I'll just post the building descriptions. They're pretty tight, I've gone over them several times, but there will almost certainly be some errors still.

That's awesome.

If your tables are in Excel format or something similar, you can upload them to Google Docs and they'll still be functional. Perhaps that might be an alternative =)

Sovereign Court

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@Bobson - thanks for the heads up...

From my ALMOST finished kingdom-building rules revision:

RESOURCES
Rivers: In a frontier region like the Stolen Lands, Rivers often serve as the primary avenues for travel and trade. For every 4 River hexes a kingdom controls, its Economy increases by 1. For every 8 River hexes it controls, its Stability increases by 1. Waterfalls, however, make river travel difficult, and any waterfalls in a hex mean that stretch of River is “unnavigable,” i.e., it cannot contribute to the kingdom’s Economy or Stability. Rivers hexes between settlements with Piers double their Economy and Stability bonuses for up to 8 River hexes if the entire length of river is navigable.
Roads: As the frontier becomes more settled, Roads are often built to allow for easier travel. For every 4 Road hexes in a kingdom, the kingdom’s Economy increases by 1. For every 8 Road hexes, its Stability increases by 1. Roads between settlements with Stables double their Economy and Stability bonuses for up to 8 Road hexes.
Highways: Highway allows for even faster travel than Roads. For every 4 Road hexes a kingdom upgrades to Highways, the kingdom’s Economy increases by 1. For every 8 Road hexes a kingdom upgrades to Highways, its Stability increases by 1. Highways between settlements with Carriage Houses double their Economy and Stability bonuses for up to 8 Highway hexes.
Aqueducts: No settlement can grow larger than 5 districts without an Aqueduct. An Aqueduct must begin in a mountain hex with a river or lake and must travel without interruption to a settlement. A completed Aqueduct increases a kingdom’s Loyalty by 1 and its Stability by 2, and allows the connected settlement to grow larger than 5 districts; incomplete Aqueducts provide no bonuses.
Marked Borders: Well-defined borders make a kingdom more secure. For every 4 hexes of Marked Borders, the kingdom’s Stability increases by 1, and Marked Borders provide a +1 bonus to the Defense Value of any allied Army located in the hex.
Farms, Logging Camps and Mines: Kingdoms can improves hexes so that they generate resources. Farms can be built in grassland hexes, Logging Camps can be can be built in forest hexes, and Mines can be built in mountain hexes. Hill hexes can be made productive with either Farms or Mines (but not both). Farms, Logging Camps and Mines produce 2 BP/month, regardless of where they are built.
Forts: Kingdoms can improve their defenses by building Forts. Each Fort costs 24 BP to construct (plus an additional amount depending on the terrain where it is built), and incurs a 1 BP/month upkeep cost. A Fort increases the Stability of the kingdom by 2 and reduces Kingdom Unrest by 1. Additionally, Forts function as Barracks with Stables, and can hold up to 1 Medium mounted Army in reserve. Forts provide Armies stationed within with a +8 bonus to their Defense Value.
Special Resources: Special Resources include particularly large and/or valuable deposits of gems and precious metals, or sources of exotic lumber, rare plants, and unusual food items. A Special Resource hex increases a kingdom’s Economy by 1. If the appropriate improvement is build in the hex, this Economy bonus doubles to 2 (Farms for rare plants and food items, Logging Camps for exotic lumber, and Mines for gems, precious metals and other mineral deposits).
Landmarks: Landmarks are sites of great beauty, mystery and wonder. They bolster a kingdom’s morale. A Landmark hex increases a kingdom’s Loyalty by 1. If a national Festival specifically celebrates a particular Landmark, the Loyalty bonus for that Landmark doubles to 2 (the number of Landmarks that may be celebrated is limited to the number of Festivals a kingdom celebrates minus 1).
Caves: Large Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A large cave or cave system (or other substantial lair) in a hex increases a kingdom’s Stability by 1 (assuming it has been cleared of hostile creatures). If a Fort is built in a Cave hex, the cave’s Stability bonus doubles to 2. Caves can also provide Armies in the same hex with a +2 bonus to their Defense Value if they make the Caves part of their defenses.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

PS - My summer project is to finish the last few sections and do a final clean draft of the whole thing. Once I do, I'll double checks fair use policies and, if I can, I'll be happy to share.


Oooh, very nice. Definitely going to be going into my game. Can you add the costs for the buildable aspects of that?

Grand Lodge

Mosaic wrote:
PS - My summer project is to finish the last few sections and do a final clean draft of the whole thing. Once I do, I'll double checks fair use policies and, if I can, I'll be happy to share.

Looking forward to the finished product.

Sovereign Court

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Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

HEX IMPROVEMENT PRICES
• Road - Grassland 1BP, Hill 2BP, Forest 2BP, Swamp 4BP, Mountain 4BP, all x2 if it crosses a river.
• Highway - Grassland 2BP, Hill 4BP, Forest 4BP, Swamp 8BP, Mountain 8BP, all x2 if it crosses a river. Prices are in addition to the cost of the Road that a Highway must be built over.
• Aqueduct - Grassland 2BP, Hill 4BP, Forest 4BP, Swamp 8BP, Mountain 8BP, all x2 if it crosses a river unless there is already a Road or Highway bridge.
• Border Marker - 2BP any terrain, 1BP to remove if border changes

• Farm - Grassland 2BP, Hill 4BP.
• Logging Camp - Forest 2BP.
• Mine - Hill 2BP, Mountain 4BP.
All generate +1BP per month

• Fort - 24BP +0BP Grassland, +1BP Hill, +1BP Forest, +4BP Swamp, +4BP Mountain, and +1BP per month upkeep in any terrain.

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