Economy Checks


Kingmaker


Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?


noblejohn wrote:

Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?

Per kingdom; expand you kingdom slowly, start with small buildings to pump up your rolls and farms to keep your consumption low. Be sure all 3 rolls are easy to make each turn, ideally a 2 or above on every roll (1 is a auto fail)


Biobeast wrote:
noblejohn wrote:

Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?

Per kingdom; expand you kingdom slowly, start with small buildings to pump up your rolls and farms to keep your consumption low. Be sure all 3 rolls are easy to make each turn, ideally a 2 or above on every roll (1 is a auto fail)

On turn 1, their stability is 0. So they will fail, but they may not fail by more than 5. Does this sound like we are doing something wrong?

-1 for edicts, 3 for leadership, 2 for resources, 2 for alignment and -6 for vacancies. They were unable to find NPCs to fill Grand Diplomat and High Priest.


noblejohn wrote:
-1 for edicts, 3 for leadership, 2 for resources, 2 for alignment and -6 for vacancies. They were unable to find NPCs to fill Grand Diplomat and High Priest.

Although there are a number of "ideal" NPCs -- have them go to Restov (or whatever city) and advertise in the halls of power.

Low level bureaucrat in a dead end job? Big cities will have them. Minor religious functionaries? Check! Fourth sons of minor nobles with no prospects? Yes, they'll be there too.

And a 1st lvl Priest of Abadar with a weakness for wine and Wis mod of +1 & Cha mod of -1 is way better High Priest than the alternative.

Once "Little Tony Surtova" -- the 3rd cousin twice removed of the King has been in place for a couple months they can fire him and put in someone far more capable that they've scouted.

I find, with the number of offices to be filled in Kingmaker, the GM really should meet the players half-way.

Grand Lodge

noblejohn wrote:
Biobeast wrote:
noblejohn wrote:

Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?

Per kingdom; expand you kingdom slowly, start with small buildings to pump up your rolls and farms to keep your consumption low. Be sure all 3 rolls are easy to make each turn, ideally a 2 or above on every roll (1 is a auto fail)

On turn 1, their stability is 0. So they will fail, but they may not fail by more than 5. Does this sound like we are doing something wrong?

-1 for edicts, 3 for leadership, 2 for resources, 2 for alignment and -6 for vacancies. They were unable to find NPCs to fill Grand Diplomat and High Priest.

You should not have any vacancies except maybe assassin.

Grand Lodge

PJ wrote:
noblejohn wrote:
Biobeast wrote:
noblejohn wrote:

Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?

Per kingdom; expand you kingdom slowly, start with small buildings to pump up your rolls and farms to keep your consumption low. Be sure all 3 rolls are easy to make each turn, ideally a 2 or above on every roll (1 is a auto fail)

On turn 1, their stability is 0. So they will fail, but they may not fail by more than 5. Does this sound like we are doing something wrong?

-1 for edicts, 3 for leadership, 2 for resources, 2 for alignment and -6 for vacancies. They were unable to find NPCs to fill Grand Diplomat and High Priest.

You should not have any vacancies except maybe assassin.

On that note, what is everyone 'paying' their npcs that fill these valuable slots?


In the game that I run, the PCs had a difficult time in the beginning. It was challenge as they ventured forth trying to figure out which building they should add to their city but after filling out one district things began to click. It has been a fun experience for the group.

What I've permitted each character to do is set up their own profession, which is the same thing the other leaders are doing, and they draw a random income from those trades. For instance, the spymaster is also gambler and he rolls his monthly gaming winnings. Obviously, some months are better than others. The royal assassin befriended a kobold clan and they run his the Stag Lord Head's Tavern for him he draws an income from that venture. The NPC leaders have side professions that they perform and earn incomes from - the kingdom does not pay any NPC directly but they obtain the side bonus of a little extra income from their professions (leadership has its privledges).


noblejohn wrote:
On turn 1, their stability is 0. So they will fail, but they may not fail by more than 5.

I don't know why I missed this.

pg 61 of RRR: (parapharased) You start with 0 hexes, so you skip Stability Checks (and all of Phase I) on your first turn.

You appoint leaders in Phase II step 1 and claim your first hex in step 2.

Technically your Unrest can only go up on your first turn in Phase IV - Events.


PJ wrote:
On that note, what is everyone 'paying' their npcs that fill these valuable slots?

Since each BP is about 4000gp, I assumed monthly wages were part of Consumption. The bigger and more prosperous the kingdom gets, the more money the appointee makes.

And all that grandeur they get? Hell, they should be paying the kingdom for that position! :)


noblejohn wrote:
Biobeast wrote:
noblejohn wrote:

Is there one economy check per kingdom or per city?

My kingdom is just starting out and the PCs are having a little bit of difficulty getting things going - the stability and economy are very low.

I assume things get easier?

Per kingdom; expand you kingdom slowly, start with small buildings to pump up your rolls and farms to keep your consumption low. Be sure all 3 rolls are easy to make each turn, ideally a 2 or above on every roll (1 is a auto fail)

On turn 1, their stability is 0. So they will fail, but they may not fail by more than 5. Does this sound like we are doing something wrong?

-1 for edicts, 3 for leadership, 2 for resources, 2 for alignment and -6 for vacancies. They were unable to find NPCs to fill Grand Diplomat and High Priest.

If their stability is 0, but the DC is 2 (from one hex and one city), then they still have a 90% chance to make it successfully. Even if the DC is 12 (I forget whether they're 10+ or not, and I'm too lazy to look it up), that's still a 40% chance to succeed.


Bobson wrote:

If their stability is 0, but the DC is 2 (from one hex and one city), then they still have a 90% chance to make it successfully. Even if the DC is 12 (I forget whether they're 10+ or not, and I'm too lazy to look it up), that's still a 40% chance to succeed.

The base DC is 20. So a 1 hex kingdom is DC 21! If they have a +0 Mod they have a 5% chance to succeed, as a 20 is always a success. A roll of 17+ is required to not gain unrest. Any roll 5 or more lower than the DC will increase Unrest.

Also, each City District adds to Consumption, but not to Size. So a 1 hex kingdom with or without a city has a Control DC of 21.

Size = # of Hexes.
Control DC = 20 + Size
Consumption = Size + # of City Districts + Edicts or other effects.


Even on the first check at low level most baronies should expect to make the Stability check on a 10 or better against a DC of 22 (the ruling council should pretty easily contribute at least a +9-12 bonus to each of the 3 stats on their own accord, if not a LOT higher than that).

You make one Economy check for the entire barony/duchy/kingdom as a whole, not per city.


Waiwode wrote:
Bobson wrote:

If their stability is 0, but the DC is 2 (from one hex and one city), then they still have a 90% chance to make it successfully. Even if the DC is 12 (I forget whether they're 10+ or not, and I'm too lazy to look it up), that's still a 40% chance to succeed.

The base DC is 20. So a 1 hex kingdom is DC 21! If they have a +0 Mod they have a 5% chance to succeed, as a 20 is always a success. A roll of 17+ is required to not gain unrest. Any roll 5 or more lower than the DC will increase Unrest.

Also, each City District adds to Consumption, but not to Size. So a 1 hex kingdom with or without a city has a Control DC of 21.

Size = # of Hexes.
Control DC = 20 + Size
Consumption = Size + # of City Districts + Edicts or other effects.

I had totally forgotten that. My spreadsheet handles it all for me. I withdraw my statement.

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