When the Ruler is a Prime Minister.... Help with critiquing Kingdom-building Rules


Homebrew and House Rules


I've been highly interested with creating a set of rules based on Kingmaker and Ultimate Campaign which can allow for a more flexible set of options for designing your Kingdom. As a matter of fact, it's designed to allow your "Kingdom" to be any other type of government. I'd like for any willing readers to offer feedback on the set.

Here's the quick overview:

1) Raised Control DC's, because of the additional options. Additionally, as Kingdoms grow, DC's do not increase linearly but a bit more quickly.
2) Each Alignment grants a Kingdom a special ability.
3) Added new forms of governments: Autocracy, Feudal Monarchy, Constitutional Monarchy, Direct Democracy, Democratic Republic, and Oligarchy.
4) Allowed for the Rulers to set how theocratic their nation is.
5) Allowed Rulers to select from various Economic models.

So, fair warning. First, this is quite long. I've spoilered it to keep the thread manageable. Second, while it's not quite a first draft, I'm sure that there's plenty of boneheaded mistakes on my part in it. I hesitate to add that this will be given to the players in a much neater PDF/print-off with tables that summarize the info, and the other stages of running a Kingdom have been getting their own upgrades.

So without further ado...

Spoiler:

Terms
Build Points (BP): Your Kingdom's resources for expansion. Build points represent everything from public to private works. They do not have a type since trade can bring in something you need in exchange for things you do have.
Consumption: The number of BP you must spend each month to keep the Kingdom functioning.
Control DC: The DC of most Kingdom Checks (above) is equal to the Control DC. The Control DC is equal to 25 + Size + Settlement Districts + Modifiers. Additionally, for every full 25 hexes, add an additional +4 to Control DC's.
Kingdom: For the purposes here, the player nation, regardless of its actual governance or size.
Size: The number of hexes your Kingdom has claimed. Size affects the number of resources and developments you can make, your total consumption, and your Control DC.
Treasury: Your total saved BP, which can go negative. This raises Unrest.
Turn: To avoid confusing the term Turn (a Kingdom's round) with a PC Round, the term Turn is used. It equals one month.
Unrest: A measure of your citizen's unhappiness. Unrest applies as a penalty to all Kingdom checks. Unrest above 11 causes some hexes to be deserted. Unrest above 20 results in revolt. Unrest can never be less than zero.

Modified Kingdom Building Rules:

Choose the Kingdom's Alignment. The alignment represents a plurality of citizens in the Kingdom around which the alignment of the others congregates. For example, a NG kingdom will mostly have LG, CG, NG, and TN citizens, with NG being the largest group. A kingdom's alignment affects its Kingdom Checks in the following way:
Law vs Chaos Axis: Lawful +2 Economy, Neutral +2 Stability, Chaotic +2 Loyalty
Good vs Evil Axis: Good +2 Loyalty, Neutral +2 Stability, Evil +2 Economy
Alignment Abilities:
Lawful Good: You may re-roll Stability checks during Upkeep. The second roll must stand.
Neutral Good: Re-roll 1 Loyalty check per 6 months. The second roll must stand.
Chaotic Good: Adventurers during the Events phase cost 2 less BP to hire.
Lawful Neutral: Re-roll 1 Economy check per 6 months. The second roll must stand.
True Neutral: May re-roll 1 check per 12 months. The second roll must stand.
Chaotic Neutral: Unrest is treated as if it was two points lower.
Lawful Evil: Promotion Edicts cost half as much Consumption.
Neutral Evil: The Royal Enforcer re-rolls failed Loyalty checks after lowering Unrest.
Chaotic Evil: Withdrawn BP during the Income phase are worth 2,500 GP.

Leadership Roles:
In order to fill a leadership role, your character must devote seven consecutive days to the job per month. Each Role has a particular associated skill which will be necessary for the person who fills the role to have.
All roles exist in all forms of government, though under different names and with different functions. A king's Royal Assassin might be a Prime Minister's Chief of the Secret Police. The only exception is the roles associated with the Ruler, such as Consort and Heir, which vary in each form of government.

Roles:
Ruler: Whether a King, Empress, Prime Minister, or Supreme Magister, the Ruler is the single most important role. There may be two Rulers in some forms of government, such as a Feudal Monarchy. In all cases, if a Ruler comes from a society which values nobility, and they marry someone of lower station, that person becomes a Consort rather than a second Ruler. Other governments do not allow multiple Rulers, but have other features to compensate.
AKA: Emperor, Consul, Lord, President, Prime Minister, and many more
Benefit: Add your Intelligence, Wisdom, or Charisma modifier to Economy, Stability, or Loyalty. If your Kingdom grows to 26+ hexes, add it to another of your Kingdom's attributes. If your Kingdom reaches 101+ hexes, add it to the third attribute. If married and part of a type of government which allows multiple Rulers, both spouses may do this.
Vacancy: A Kingdom without a Ruler cannot claim hexes, build Farms or Roads, or purchase districts. Unrest increases by 4 each turn.

Consort: The Spouse or Betrothed of a Ruler in many societies. The rules for the Opposition Leader in a Republic are the same. If the Ruler is not present, a Consort (or Opposition Leader) offsets the penalty for vacancy, but does not grant another ability.
AKA: Queen, King, etc.
Benefit: Add half your Charisma modifier to Loyalty. If you act as the Ruler, a Loyalty check must be made during Upkeep or Unrest increases by 1.
Vacancy: No penalty. Opposition Leader is not allowed to be vacant in a Democratic Republic.

Heir: The Ruler's eldest child is usually the Heir. They are mechanically identical to a Consort.

Councilor
Role: Represents the common people before the Ruler. A Councilor is entrusted with making sure the Kingdom's people are heard.
AKA: Tribune (Republic), Minister (Democracy)
Benefit: Add your Wisdom or Charisma modifier to Loyalty
Vacancy: Increase Unrest by 1 each turn. Holidays have no benefit. -2 to Loyalty.

General
Role: Commands the Military and oversees the construction of defenses.
AKA: Lord Commander, Lord General, Chief of Staff, Secretary/Minister of War/Defense
Benefit: Add your Charisma or Strength modifier to Stability
Vacancy: -4 Loyalty.

Grand Diplomat
Role: The Kingdom's first voice to outsiders
AKA: Emissary, Minister of Foreign Affairs
Benefit: Add your Charisma or Intelligence modifier to Stability
Vacancy: -2 to Stability. Additionally, no Exploration or Diplomatic edicts can be issued

High Priest
Role: Head of the religious life of the citizens.
AKA: Pontiff, Heirophant, Lector
Benefit: Add your Charisma or Wisdom modifier to Stability
Vacancy: Stability and Loyalty decrease by two. Each turn, add 1 to Unrest.
Special: The character must belong to one of the following classes: Cleric, Druid, Monk, Oracle, Paladin. The character must worship a deity within one alignment step of the Kingdom's alignment.

Magister
Role: Oversees not only magical education and matters, but much of the official business not related to finances.
AKA: Royal Magus, Minister of Magic
Benefit: Add your Charisma or Intelligence modifier to Economy
Vacancy: -4 Economy
Special: The character must belong to one of the following classes: Alchemist, Cleric, Druid, Inquisitor, Magus, Oracle, Sorcerer, Summoner, Wizard, Witch

Marshal
Role: Oversees the administration of law and order, including threats which are below the threshold of military action.
AKA: Justice, Judge, Inquisitor, Chief of Police, Minister of Security
Benefit: Add your Dexterity or Wisdom modifier to the Kingdom's Economy
Vacancy: -4 Economy

Representative
Role: Representatives are Leaders which represent the Legislative branch of Government in a Constitutional Monarchy or Democratic Republic, or the general citizenry in a Direct Democracy. Player characters, named NPCs, and generic NPCs are treated a little bit differently under this system. The number of Representatives is listed under the types of government: see below.
AKA: Senator, Congressman, Member of Parliament, Speaker, Chairman
Benefit: Each Representative roles a d6 at the start of each Kingdom turn. Consult the following chart, then modify values accordingly for that Turn.
Obstructive: The Representative lowers all Kingdom Checks by 2.
Ineffective: The Representative has no effect on Kingdom Checks.
Statesman: The Representative adds 2 to all Kingdom Checks.
Vacancy: These seats are never vacant, as they are simply tokens representing the cooperativeness (or not) of the elected bodies of lawmakers. A “Generic NPC” fills the role if no named NPC or PC steps up.
Special: For every full fifty tiles claimed by a Democracy, it gains +1 Representative, to a maximum of 10. For every full one hundred tiles in a Constitutional Monarchy, it gains +1 Representative, to a maximum of eight.

(Note: There should be a chart here. PC's are Ineffective if they roll a 1, and on a 2+ are Statesmen. Named NPCs are Obstructive on a 1, Ineffective on a 2, and Statesmen on a 3+. And Generic NPCs are Obstructive on a 1, Ineffective on a 2-3, and Statesmen on a 4+.)

Royal Enforcer/Assassin
Role: You silence undesirables.
AKA: Chief of the Secret Police, Royal Hand, Royal Enforcer, Attorney General, Inquisitor
Benefit: Add your Dexterity or Strength modifier to Loyalty. You may “silence” the opposition and reduce Unrest by 1 each Turn. If you do, roll a Loyalty check. If the check fails, Loyalty decreases by 1.
Vacancy: None

Spymaster
Role: Your networks infiltrate every aspect of the Kingdom.
AKA: Minister of Intelligence, Royal Office of the Inspector General
Benefit: Chose one of the three checks. Add your Intelligence or Dexterity modifier to it this turn.
Vacancy: -4 Economy, add 1 Unrest per Turn

Treasurer
Role: Someone handles the money and taxes – hope they're honest!
AKA: Many
Benefit: Add your Intelligence or Wisdom modifier to Economy
Vacancy: -4 Economy. The Kingdom cannot collect taxes during Edicts.

Viceroy
Role: If the Ruler has established a Vassal, the Viceroy is the effective Ruler of the Vassal.
AKA: Prime Minister, Lord/Duke, Governor, Ruler (of a Vassal State)
Benefit: Add half your Intelligence or Wisdom to Economy. Additionally, you may count as any other role in your vassal state, but provide 1 less of whatever role you are imitating.
Vacancy: The vassal state is considered to have a Rulership vacancy.
Special: You must have a Vassal State, such as a Colony. The Viceroy must be in the Capital of the Vassal State to fulfill his role.

Warden
Role: Protect the other rulers and help with threats that fall between the spheres of the Marshal and the General
AKA: Royal Guard, Secret Service, Special Services
Benefit: Add your Strength or Constitution modifier to Loyalty
Vacancy: Loyalty and Stability drop by 2

Theocracy
Where does the line between church and state exist in your Kingdom? This decision must be made as soon as a Kingdom is founded. Once made, changing it requires a Stability check and a Loyalty check. Each failed check adds +1d6 Unrest. Additionally, a Kingdom cannot instantly move from one extreme to the other. It must instead move step-wise through the different phases below.
Religion Proscribed: The Kingdom has banished the clergy entirely. Having done so, it has raised a new philosophy up instead. This unity ensures Stability (+2) and a focus on the here-and-now (Economy +2), but reduces Loyalty (-2) due to the suppression of people's natural faith. The Kingdom's Religious buildings (such as a Cathedral) are instead dedicated to this philosophy. If you have existing religious structures and change to this religious position, all the religious buildings must be reconsecrated by paying BP equal to 10% of their purchase price (minimum 1 BP) before they can have any effect.
Anti-Theist: An anti-theist state actively suppresses religion but does not bar it. Having a suppressed minority on hand reduces Stability (-2), but raises Loyalty (+2), and a worldly focus aids the Economy (+2).
Religiously Tolerant: The Kingdom's neutral views on religion allow rulers to focus on what they feel is best, granting a +2 bonus to one of Economy, Loyalty, and Stability. Once made, this decision cannot be changed. When founding a religious structure, it can be consecrated to any deity within two alignment steps of your kingdom.
State-Church: Conflicts between the secular and the divine sap Stability (-2), but with religious officials seeing no difference between temporal and sacred power, Loyalty and Economy are both raised (+2). The Kingdom must select one or more patron gods, all of whom must be within one alignment step of the Kingdom. All cathedrals must be dedicated to one of your patrons. Reconsecrating religious structures costs 10% of their purchase price in BP, minimum 1 each.
Theocracy: The church is the state. Opulent ceremonies and religious contemplation sap productivity (-2 Economy) but unify the people body and soul to a faith (+2 Stability and Loyalty). The Kingdom must select a single patron, and its alignment must be within one step of that patron. All religious structures except Shrines must be dedicated to the patron deity. Reconsecrating religious structures costs 10% of their purchase price in BP, minimum 1 each.

Form of Government
Listed below are the forms of government which your Kingdom can use. Aside from Oligarchy, they are mutually exclusive.

Autocracy: Like most of the River Kingdoms, you could be ruled by a strong man or woman who holds power until it is taken from them. An Autocracy may select one Ruler. An Heir may be named. A second Ruler may exist if they are the other Ruler's spouse, stacking the bonuses for the two rulers, or there may be a Consort.
Modifiers: None
Special Ability – Courts are for Kings: Every year the Ruler may withdraw 1 BP from the Treasury to his own personal funds with no penalty.

Feudal Monarchy: The classical set-up of a Feudal government comes with its advantages and disadvantages.
Modifiers: -2 Economy
Special Ability – Noblesse Oblige: Every settlement must have a Lord appointed at the head of it. Every Lord so appointed claims an appropriate noble title such as “Baron.” Each Lord so appointed adds +1 Stability and +1 Economy, but subtracts 1 from Loyalty. These modifiers cannot exceed +/-5. If a settlement has no Lord, then all its buildings produce only half their benefit for the Kingdom. The final modifiers of a Feudal Monarchy with five or more nobles is +5 Loyalty, +3 Economy, -5 Stability.
A Feudal Monarchy may have the same sorts of Rulers as an Autocracy.
When the Heir becomes the new Ruler, the Feudal Monarchy must pass a Stability and a Loyalty Check or gain 2d4 Unrest per failed check.

Constitutional Monarchy: When the Nobles and then the Commoners bind their kings by Law, the Constitutional Monarchy results. In a Constitutional Monarchy, an elected government and a monarch vie for power, though all governance is in the king's name, of course.
Modifiers: +2 Loyalty, +2 Economy, +1 Stability
Special Ability – For King and Country: Unlike an Autocracy, there can only be one Ruler in the Constitutional Monarchy. The Constitutional Monarch's Spouse is treated as a Consort. Gain Three Representatives. Finally, double Unrest increases due to exchanging Kingdom BP for personal wealth.

Direct Democracy: When everyone speaks, not many are heard. In a Direct Democracy, all adults can vote with a few possible exceptions based on the laws of the Kingdom. As a result, the Ruler of a Direct Democracy is simply an influential executive instead of a true Monarch. Nonetheless, it is a position of great power.
Modifiers: +2 Stability, +2 Loyalty, +2 Economy
Special Ability – The Will of the People: Every turn, at the start of the building phase, each settlement has a 10% chance to issue a demand for a building of the GM's choosing The settlement expects reasonable progress towards long-term goals and quick execution of easy tasks. Therefore, if less than 8 BP are allocated each turn toward building the building demanded by a settlement, increase Unrest by 1d4. If the building has prerequisites, the settlement expects the prerequisite built first, then the building they demand. A settlement which is demanding a building will not issue a demand until its current demand is met. Additionally, generate four Representatives. Double Unrest for using Kingdom BP for personal wealth.
Designer's Note: The Settlements might not issue demands for what the players want, but they will also not issue demands which are absurd. The citizens won't clamor for an Arena if their Economy is in the pits when they could get some shops and roads.

Democratic Republic: A republic endows power in a few individuals to represent the whole body. It is the form of government behind both the disastrous misrule of Galt and the spectacular rise of Andoran. A Democratic Republic only has one Ruler.
Modifiers: +2 Stability, +2 Loyalty, +2 Economy
Special Ability – The Loyal Opposition: In a Democratic Republic, opposing statesmen are not enemies but (ideally) loyal citizens with a different vision. Consequently, when the Ruler is selected, an opposing leader is also selected. The opposing leader acts like a Consort. Every year, the Kingdom must make a Stability check with a -4 penalty. If it is failed, the Opposition Leader becomes the Ruler. The ousted Ruler can take up the mantle of Opposition Leader if they so choose. Additionally, generate four Representatives. Double Unrest for using Kingdom BP for personal wealth.

Oligarchy: Sometimes rulers rule from behind organizations and screens. An Oligarchy represents any government by a secret, clandestine group.
Modifiers: -3 to Stability
Special Abilities – Hidden Puppet Masters: Select another form of government and build your nation using that form of government. The Oligarchy then selects a person, even someone with a Leadership role, and their Charisma or Wisdom modifier is added to the Ruler's for the purposes of either Economy or Loyalty checks. Otherwise, identical to any other form of government.

Economic System
The nature of your Kingdom's economy can also have a serious effect on how its people interact with its mercantile life. The number of solutions which have been proposed and their various complications could fill whole libraries, but for our purposes they will be rather limited.
The rules for changing your economic system are similar to the rules for changing your religious tolerance. Roll a Stability and a Loyalty check, and gain 1d4 Unrest per failed check. As with Government, you can only select one form of Economic System.

Command Economy: The Kingdom takes the reins of the economy. Government ministers take control of businesses and heavily intervene in the decisions of business. Officials determine what shops can open, what they can sell, and how much they will charge. This sort of economy stifles profit, but at least it prevents the wilder swings of Income rolls.
Prerequisites: None
Modifiers: You roll 2d4+4 for all Economy checks. If you so choose, you can automatically roll a 9 on any Income roll.

Commune: Quite common in the early medieval period, some democratic communes actually did exist. Communes tend to stifle the kinds of innovation which create economic growth, especially when towns have no invisible hand to tell the butchers, bakers, and candlestick makers what's best to produce. However, at least the people feel respected and valued. It can work in smaller Kingdoms, but soon the economic loss outweighs the benefits.
Prerequisites: Autocracy or Direct Democracy, Lawful -and/or- Good Alignment
Modifiers: -2 Economy per Settlement, +3 Loyalty, +1 Stability. May not issue the Trade edict.

Feudal Guilds: The guilds of the middle ages ensured skilled craftspeople were available and organized that labor to ensure there were workers available. Guilds have their obvious advantages, but guilds in these societies aggressively put down the kinds of innovations and trade which foster economic growth.
Prerequisites: Autocracy, Feudal Monarchy, or Constitutional Monarch
Modifiers: +2 to Stability, -4 Economy. You may build or repair one additional building per turn, but may spend no more than 8 BP per turn on this additional building

Frontier Economy: Stressing self-reliance, small communities often make sure they can produce all their needs within their own borders. Rulers and community leaders often take some time to ensure that some workers in a settlement can do whatever jobs are necessary.
Prerequisites: Size is 50 or less, your Largest Settlement is no bigger than a Large Town
Modifiers: +1 Economy, Stability, and Loyalty. The following buildings have their contribution to Economy halved (round down): Bank, Black Market, Castle (and Upgrades), Exotic Artisan, Luxury Store, Noble Villa.

King's Penny: Many feudal societies have a plethora of minor taxes going to the various lords and rulers, with the King stating he wishes to make a copper penny on each gold coin spent. Turnpikes are amongst the most common ways feudal lords regulate trade, but small fees for entering town with goods and other tiny taxes turn into a steady flow of coins to the Kingdom. The Kingdom invests heavily in these improvements.
Prerequisites: Autocracy, Feudal Monarchy, Constitutional Monarchy
Modifiers: -2 Loyalty, -1 additional Loyalty per full 25 Hexes. Roads, Bridges, and Highways cost 1 less BP to build, minimum 1 BP per Hex.

Mercantilism: Taking advantage of your colonies or vassals for your own profit can make your people wealthy, but can also cause the vassal state to eventually revolt.
Prerequisites: At least one Vassal state
Modifiers: First, add +1 Economy for every full 25 Hexes of Vassal states you control. For each Pier you control, gain an additional +1 to Economy. For each Waterfront or Trade Edict, gain an additional +2 to Economy. Finally, total all the bonus to your Economy and add four for every Vassal past the first. Divide that number by the amount of Vassals you have, round down fractions, and decrease the Stability of each Vassal by that amount.
Example: Galran has two vassals, Eldoran (17 Hexes) and Fieralt (10 Hexes). With 27 total Hexes between its Vassals, Galran gains +1 Economy. Additionally, with three Piers, two Trade edicts, and a Waterfront, it gains another +9 to Economy. With a +10 to Economy and two Vassals, Galran has generated 14 points of Stability loss in its Vassals. Eldoran and Fieralt have their Stability penalized by 7 each. Galran will need to spend a great deal of their money just trying to keep their Vassals from falling. If the benefit to your Economy changes, the penalties to your Vassal(s)' Stability apply immediately.

Open Markets: While most Kingdoms will not allow just anything to be traded in their markets, you have decided to do the exact opposite. Slaves, narcotics, poisons – it's pretty much all legal in the bazaars and stalls of your cities. This brings in business, but it may not be the kind of business you want.
Prerequisites: Alignment must not be good
Modifiers: +3 Economy per Settlement, -2 Stability per Settlement, +2 Crime and +10 Danger in every Settlement.

Open to Trade: Focusing on trade outside of your borders could reap great benefits for the daring.
Prerequisites: Three open trade routes
Modifiers: You may choose to double the BP expenditure on a Trade Edict. If it succeeds, the benefits of the Trade Edict are doubled.

Protectionist: You choose to develop native industry rather than trade with the outside world.
Prerequisites: None
Modifiers: +1 Economy per District, halve (round down) all benefits from Trade Edicts.

Standard Economy: Your Kingdom intervenes according to the customs and normal laws of the region you inhabit. Most private property is respected and stores open and close without your input. This is the default Kingmaker or Ultimate Campaign Economy.
Prerequisites: None
Modifiers: None

Unregulated Economy: Enjoy the wild boom and bust cycles of an economy which the government does not bother to control. Wild laissez faire speculation leads to a highly variable income. On average, the outcome is better, but bust cycles can devastate your people.
Prerequisite: None
Modifiers: -4 to Economy. Roll a d30 for Economy checks. To roll a d30, roll ((1d3-1) x 10 + 1d10). This creates an equal probability to produce any number from 1-30. Additionally, rolling very high or very low on your check can affect your Kingdom.
Roll: Effect
1: +2d4 Unrest
2: +2d3 Unrest
3: +1d2 Unrest
28: +1d4 BP
29: +1d4 BP per full 25 Hexes, Min 1d4, Max 6d4
30: +1d6+1 BP per full 25 Hexes, Min 1d6+1, Max 6d6+6

Thank you for all feedback, positive, negative, and especially that which tells me where it needs to be fixed.


I like the alignment boons. the detail of the types of govnt etc is cool too, but might be too in depth for a lot of folks.

I was curious if you use any prereqs for the players to start building their kingdom and using buildpoints? I'm running a Kingmaker campaign and getting the point where people are starting to plan out their first town. do you generally make them meet a requirement or can they just start spending BPs in a hex they have claimed and putting together a town?


The Game of Thrones RPG from Green Ronin has some interesting ideas about kingdom/house building. The stat blocks include income, population, defenses, resources, and law. Can't recall the rest, but it is a great system for giving your player something to advance, represent and defend.


I don't think there should be a vacancy penalty for lack of a high priest and I find the phrase "natural faith" disgusting. I also don't Ind a loyalty penalty for a system often put in place to increase loyalty to the state fitting.

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