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Leadership Ranks in Best Leadership
NAME STR DEX CON INT WIS CHA feat? relevant Skill Position
Player Characters Section Hidden

Player 10 10 10 10 10 10 No

NPC
S

NPC 1 10 10 10 10 10 10
NPC 2 10 10 10 10 10 10
NPC 3 10 10 10 10 10 10
NPC 4 10 10 10 10 10 10
NPC 5 10 10 10 10 10 10
NPC 6 10 10 10 10 10 10
NPC 7 10 10 10 10 10 10
Use these 4 fields to write anything you want to remember
Ranks in Prof.: Miscellaneous notes
Soldier Class and Level
Level Classes

1 1
Countie of Template
Alignment Size 8 Control DC #REF!

Total = + Events + Alignment + Improvements + Leadership + Laws

#REF! #REF! 0 #REF! 0 1


#REF! #REF! 0 #REF! 5 1
#REF! #REF! 0 #REF! 7 -1
Edicts Leadership
Promotion Law: None Name Stat Bonus
Cathedral No Count NPC 2 Cha 5
+ Stability -1 Consort Cha
+ Consumption 0 Councilor NPC 1 Wis/Cha
Taxation Law: Light General NPC 2 Str/Cha 3
Waterfront No Grand DiplomatNPC 3 Int/Cha 4
+ Economy 1 High Priest NPC 4 Cha 0
- Loyalty -1 Magister Int/Cha
Holiday Law: 6 Marshal Dex/Wis
+ Loyalty 2 Royal Enforcer Str/Dex
+ Consumption 2 Spymaster NPC 5 Dex/Int 0
Treasurer NPC 6 Int/Wis 0
Unrest 2 Warden Str/Con
Current 0 Other Characters Position (roleplay)
Event Reserve NPC 7 Bodyguard
Vacancy
Cities 0
2 Reserve
Reserve
Consumption #REF! Cities / Towns
+ Size 8 Name Economy Loyalty Stability
+ Laws 2 Capital 4 5 3
+ Improvments -3 Settlement 1 #REF! #REF! #REF!
+ Other 0 0 0 0
+ Armies #REF! 0 0 0
Total #REF! 0 0 0
0 0 0
Treasury 0 0 0 0
Treasury 0 0 0
Ongoing Events 0 0 0
Other Total #REF! #REF! #REF!
Granaries in your
Income
cities #REF!
1 # of Cities 2
Terrain (Hexes) # Economy Loyalty Stability Defense Consump
City Hex 2
Normal Non-City Hex
Lair (Empty) 0
Lair (Fort/Tower) 0 0
Landmark (No Road) 0
Landmark (Road/HW) 0
Resource (Untapped) 3 3
Resource (Mine) 0
Resource (Quarry) 0 0
Resource (Sawmill) 0 0
Resource (Farm/Fish) 3 3 -3

Total: 8 6 0 0 0 -3
Improvements # Economy Loyalty Stability Defense Consump
Aqueduct* 0 0
Farm* 0
Fishery* (4 BP) 0
Fort* (24 BP) 0 0 0
Highway* 0 0
Mine (6 BP) 0
Quarry (6 BP) 0
Road* 0 0
Sawmill (3 BP) 0

Watchtower* (12 BP) 0 0


River/Canal* 0 0

Foundry Bonuses 0
Stockyard Bonuses 0
*Improvements marked with an asterisk* can share the Hex with other
Total:
improvements 0 0 0 0 0
of Template
Population #REF! Fame and Infamy
Select Starting
- Unrest -Vacancies + Other Fame Fame Infamy
Kingdom
2 8 Bonus 1 0
2 2 Event Bonus
2 2 Total: 1 0
ership
Benefit Vacancy
Loyalty +4 Unrest/Upkeep Phase
Loyalty None
Loyalty None
Stability -4 Loyalty
Stability -2 Stability, No Diplo/Explor
Stability -2 Stability & Loyalty, +1 U
Economy -4 Economy
Economy -4 Economy
Loyalty None
Stability -4 Stability, +1 Unrest/Upke
Economy -4 Economy, No Tax
Loyalty -2 Stability & Loyalty

/ Towns Armies
Defense PopulationDistricts Name Health Consumption
11 4500 1 Army Unit 1 #REF! #REF!
#REF! #REF! #REF! 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
#REF! #REF! #REF! 0
City Pop. 4500 Total #REF!
Income Unrest Hex Terrains
Terrain Types # of Hexes Farm Cost Road Cost
Plains 2 1
Hills 4 3
Coastline As adjacent Hex
Water -
Mountains - 4
Cavern - 4
0 Forest - 2
0 Jungle - 4
0 Marsh - 4
Desert 8 4
Use this table to track the composition of your Kingdom's Hexes
0
Income Unrest

0
0

0
Phase 1 Upkeep
Step 1 Stability Check Success -1 Unrest (or +1BP if unrest is 0)
Fail by < 4 +1 Unrest
Fail by >= 5 +1d4 Unrest
Step 2 Pay Consumption Not enough BP +2 Unrest

See # of itens per


city & use this site
Step 3 Make Magic Items ----> http://archivesofnethys.com/RandomItemGenerator.aspx
Step 4 Modify Unrest Each negative stat +1 Unrest
Unrest >= 11 Lose 1 Hex (Leader's Choice)
Unrest >= 20 Anarchy
Optional Loyalty Check Success -1 Unrest
Must have royal
enforcer Failure -1 Loyalty Permanently
Phase 2 Edicts
Step 1 Assign Leadership
Step 2 Claim Hexes -1BP, +1 Size
Step 3 Abandon Hexes Abandon Hex +1 Unrest, -1 Size
Abandon City +4 Unrest, -1 Size
Step 4 Build Improvements See Table

Step 5 Create/Improve City See Table


Kingdom Size New Settlements New Buildings Improvements / Hex Claims
01—10 1 1 2/1
11—25 1 2 3/2
26—50 1 5 5/3
51—100 2 10 7/4
101—200 3 20 9/8
201+ 4 No limit 12 / 12
Terrain Exploration Time Prep Time / Cost Farm / Road Cost
Cavern 3 days 3 months / 8 BP — / 4 BP
Coastline As adjacent hex As adjacent hex As adjacent hex
Desert 2 days 1 month / 4 BP 8 BP / 4 BP
Forest 2 days 2 months / 4 BP — / 2BP
Hills 1 day 1 month / 2 BP 4 BP / 3 BP
Jungle 2 days 4 months / 12 BP — / 4 BP
Marsh 3 days 3 months / 8 BP — / 4 BP
Mountains 3 days 4 months / 12 BP — / 4 BP
Plains 1 day Immediate / 1 BP 2 BP / 1 BP
Water 2 days — —
Step 6 Create Armies
Step 7 Adjust Edict Laws
Phase 3 Income
Step 1 Withdrawal Gold BP => Gold -1BP & +1 Unrest per 2000gp
Step 2 Deposit Gold Gold => BP +1BP per 4000gp
Step 3 Deposit Items Item => BP +1BP per 8000gp Base Value
Optional 1 Buy Magic Item Pay value Item moves to PC
Optional 2 Economy Check Success Item recycled
Fail Nothing
>1 check / city -1 Economy Permanently
Optional 3 Buy for kingdom 1BP = 2000gp Item must be used for kingdom
+BP = (Result / 3) + Other BP
Step 4 Taxes: Econ Check Success Gained
Fail +BP = Other BP Gained
Phase 4 Events
Step 1 Roll d% for event No event last month 75% chance of new event
Event last month 25% chance of new event
First, you have 25% chance of an event EVENT DESCRIPTION AND EFFEC
happening any turn. This changes to 75% if no
event happened last turn. If you have an
event, run a d100 on the "MASTER EVENT
ROLL" table to determine what kind of event it
was. Then, roll another d100 on the proper Overeager settlers claim an unclaimed hex and
table to see its effects. Farm,Mine, Quarry, or Sawmill at their own exp
fighting over ownership. This hex is not part of y
TYPE ROLLS HERE EVENT so you gain no benefits from it. Productivity, Soc
D100 Master Stability decrease by 1. Attempt a Loyalty check
Roll 25 Beneficial Kingdom Event succeed, Unrest increases by 1. If you fail, Unre
d100 Event by 1d4. If you construct an identical improveme
Roll 67 Land Rush adjacent hex during your next Edict Phase, rem
event's changes to Productivity, Society, and St
MASTER EVENT ROLL
TABLE
Natural
d% Event and
blessing ¹:
²: If the reroll is identical, it
01–02 roll
Good again¹
weather disregard it.
happens again in a different
03–04 and roll again¹
Beneficial part of the kingdom.
05–25 kingdom event
Dangerous
Beneficial
26–50 kingdom event
settlement
Dangerous
51–75 event
settlement
76–96 event
Bandit activity
97 and roll again
Squatters and ²
98 roll again ²
Monster attack
99 Vandals
and roll again
and ²
100 roll again ²
DESCRIPTION AND EFFECTS

claim an unclaimed hex and construct a


or Sawmill at their own expense, but are
ship. This hex is not part of your kingdom,
efits from it. Productivity, Society, and
y 1. Attempt a Loyalty check. If you
reases by 1. If you fail, Unrest increases
ruct an identical improvement in an
your next Edict Phase, remove this
Productivity, Society, and Stability.
Army Unit 1
Combat
Total Current HP Strategy Extra Damage
Hit points = 27 - 11 Reckless
Current 2
Base Tactics Strategy Other
Ofense Modifier (OM) = 21 + 8 + 3 + 4 + 6
Defense Value (DV) = 17 + 19 + 2 + -4 +
Individual Soldiers in Unit
Race Class

Race and Class Human Monk 6 CR 6

Individual Speed: 50 ft Hit die Size: d8 Unmounted CR 0 ACR


Number of Units: 10 Size of Unit: Medium ACR: 6 Formula

Commander
Player
Bonus Tactic (Dirty
Leadership= 1 Loyalty Fighting)
Profession (Soldier) 1
Boons
Charisma Modifier = 0
Maximum # of
Boons 1
t1
Logistics
Per week Per Month Active?
Consumption 5 20 ✓
Per Round Per Round, Running Per day in hexes
Speed 15m. 60m.
Morale 3
Base Morale 0 Modifier 0
rs in Unit

Challenge Tactician
Special
Abilities
Order
Mounts
Mounts Used potions? No
Resources Improved
Armor Siege Engines=
Consumption = 2

Cavalry Expert False Retreat Withdraw


Known Tactics Dirty Fighting Standard Fighting

Max= 3
Parent Army --
>
Capital

Custom Qualities and


Override Discounts Discounts Defects
Districts 1 #VALUE! Law
Population 4500 Lore

Buy Limit 2500 Productivity


Sell Limit 10500 Society
Utopian
Spellcasting Level 5 Obs: Corruption
Government Experiment Crime
Benefits
Improvements # Cost Per Lots Economy Loyalty Stability Defense Unrest B/S Limit

Castle (Per S) 1 54 4 2 2 2 8 -4 0
Barracks 1 3 1 0 0 0 2 -1 0
City Wall (L) 1 2 0 0 0 0 1 -2 0
Dump (No H, M, NV) 1 4 1 0 0 1 0 0 0
Inn (1H) 1 10 1 1 1 0 0 0 500

Herbalist (1H) 1 10 1 0 1 1 0 0 0

Shrine 1 8 1 0 1 0 0 -1 0
Tenement 5 1 5 0 0 0 0 10 0

Stockyard 1 20 4 1 0 -1 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
Settlement qualities, etc
Total 112 18 4 5 3 11 2 500
Magic Items
Month Created Type Quality Item
City Modifier Event Modifiers
0
2

1
3
-2
-2

Discount Magic Items Upgradable to Corruption Crime Law


Noble Villa,
Town Hall
Garrison

1 minor potion or
wondrous item
1 minor potion, scroll,
or wondrous item Temple
House
Stable,
Tannery

0 0 0
Corruption Crime Law

Quantity per month


Lore Society Productivity Fame

1 1

1 1 1 1
Lore Society Productivity Fame
Hills Gate Hills

o
u W

n a
t Castle t
a e
i r

n
s

Water
Settlement 1 Name

Custom Qualities and


Override Discounts Discounts Defects
Districts 1 #VALUE!
Population 0

Base Buy Limit 500


Base Sell Limit 2500

Spellcasting Level 3 Obs:


Government Autocracy
Benefits

Improvements # Cost Lots Economy Loyalty Stability Defense


0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
Settlement qualities
Total 0 0 0 0 0 0
Magic Items
Month Created Type Quality Item
Qualities and
Defects City Modifier Event Modifiers
Law 0
Lore 0
Productivi
ty 0
Society 0
Corruptio
n 0
Crime 0

Unrest B/S Limit Discount Magic Items Upgradable to Corruption Crime


0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

0 0 0 0
Corruption Crime
Productivit
Law Lore Society y Fame

Productivit
0 0 0 0 0
Law Lore Society y Fame
Plains Gate Plains

W
P
l
a
a
t
i
e
n

s
r

Water
Month Holiday Kingdom Upgrades
January
February
Mars
April
May
June
July
August
September
October
November
December
1 yr! January
February
Mars
April
May
June
July
August
September
October
November
December
2 years! January
February
Mars
April
May
June
July
August
September
October
November
December
year 3 January
February
Mars
April
May
June
July
August
September
October
November
December
4 Years! January
February
Mars
April
May
June
July
August
September
October
November
December
5 years! January
February
Mars
April
May
June
July
August
September
October
November
December
6 Years! January
February
Mars
April
May
June
July
August
September
October
November
December
7 years! January
February
Mars
April
May
June
July
August
September
October
November
December
Events Other
Hills

Dance
House
Hall

Alchemi
House
st

F Tene
Town Hall W
o ment
a
r
t
e
e
s Tene
House Market r
t
ment

To be
built
2x lots 4x lots eg. castle

Water
Plains Hill

F
R
o
r
o
e
a
s
d
t

Road

F
R
o
r
F
R
o
r
o
e
a
s
d
t

Water
Hill Gate Hill

W
a
t
e
r

Road

W
a
W
a
t
e
r

Water
Improvements Cost Lots Economy Loyalty Stability Defense Unrest Base Value
Academy 52 2 2 2
Alchemist (1H) 18 1 1 1000
Arena (Per S) 40 4 4
Bank 28 1 4 2000
Bardic College 40 2 1 3 1
Barracks 6 1 2 -1
Black Market (2H) 50 1 2 1 1 2000
Brewery 6 1 1 1
Bridge 6 1 1
Bureau 10 2 1 -1 1
Caster's Tower 30 1 1 1
Castle (Per S) 54 4 2 2 2 8 -4
Cathedral (Per S) 58 4 4 4 -4
Cistern (X) 6 0 1
City Wall (L) 2 0 1 -2
Dance Hall (1H) 4 1 1 2 1
Dump (No H, M, NV) 4 1 1
Everflowing Spring (X) 5 0
Exotic Artisan (1H) 10 1 1 1
Foreign Quarter 30 4 3 -1
Foundry (W) 16 2 1 1 1
Garrison 28 2 2 2 -2
Granary 12 1 1 1
Graveyard 4 1 1
Guildhall 34 2 2 2 1000
Herbalist (1H) 10 1 1 1
Hospital 30 2 1 2
House 3 1 -1
Inn (1H) 10 1 1 1 500
Jail 14 1 2 2 -2
Library 6 1 1 1
Luxury Store (1H) 28 1 1 2000
Magic Shop (2H) 68 1 1 2000
Magical Academy 58 2 2
Magical Streetlamps (X) 5 0
Mansion 10 1 1
Market (2H) 48 2 2 2 2000
Menagerie 16 4 1 0

Military Academy (Per S) 36 2 2 1


Mill (W) 6 1 1 1
Mint 30 1 3 3 1
Moat (L) 2 0 1 -1
Monastery 16 2 1
Monument 6 1 1 -1
Museum 30 2 1 1
Noble Villa 24 2 1 1 1
Observatory 12 1 1
Orphanage 6 1 1 -1
Palace 108 4 2 6 2 1000
Park 4 1 1 -1
Paved Streets (Per D) 24 0 2 1
Pier (W) 16 1 1 1 1000
Sewer System (Per D) 24 0 1 2

Shop (1H, M) 8 1 1 500


Shrine 8 1 1 -1
Smithy 6 1 1 1
Stable (1H, M, NV) 10 1 1 1 500
Stockyard 20 4 1 -1
Tannery (No H,M,NV,T) 6 1 1 1
Tavern (1H or M) 12 1 1 1 500
Temple 32 2 2 2 -2
Tenement 1 1 2
Theater 24 2 2 2
Town Hall 22 2 1 1 1
Trade Shop (1H) 10 1 1 1 500
University 78 4 3 3
Watchtower 12 1 1 2 -1
Watergate 2 0
Waterfront (W) (Per S) 90 4 4 4000
Waterway 3 1

End of Buildings List

Army sizes Hit Dies Mounts


Fine d6 L. Horse

Diminutive d8 H. Horse
Tiny d10 Unmounted

Small d12

Medium
Large
Huge
Gargantuan
Colossal
Population Buy (g) Sell (g) Spell (lvl)

✓ Section
250 500 2500 3 Wis Hidden +1 Fame

Section
Unhidd
2000 1000 5000 4 No Cha en +1 Infamy
5000 2000 10000 5
10000 4000 25000 6
25000 8000 50000 7
26000 16000 100000 8

Corruptio Econo
Forms of Government: Law Lore Productivity Society n Crime my
Autocracy 0 0 0 0 0 0 0
Magocracy 0 2 -1 -1 0 0 0
Oligarchy -1 -1 1 1 0 0 0
Overlord 1 0 0 -1 1 -1 0
Republic -1 0 1 1 -1 0
Secret Syndicate -3 0 1 1 1 0
Theoracy 0 0 0 0 0 0 0
Council -2 -2 0 4 0 0 0
Military 3 0 0 -1 -1 0 0
Plutocracy 0 0 0 -2 2 2 3
Utopian Experiment 0 1 0 2 -2 -1 0

Corrupti
Settlement Name Law Lore Productivity Society on Crime Fame
Capital 0 2 1 3 -2 -2 1
Settlement 1 #REF! #REF! #REF! #REF! #REF! #REF! #REF!
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
Total #REF! #REF! #REF! #REF! #REF! #REF! #REF!
Discount
Caster's Tower, Library, Magic Shop

Brothel, Garrison, Inn, Stable

Library, Museum, Theater

Brothel

Noble Villa, Town Hall


Academy, Temple

Smithy
City Wall, Granary, Jail

Pier, Stable, Trade Shop

Caster's Tower, Library, Magic Shop

Black Market, Inn, Shop

Barracks

Exotic Artisan, Luxury Store, Mansion

Mansion, Mint, Noble Villa


Cistern, Dump

Stable, Tannery

Graveyard, Monument, Shrine

Brothel, Exotic Artisan, Inn, Park, Tavern


Barracks, Cistern, Dump, Jail, Watchtower

Academy, Bardic College, Library, Magical Academy, Military Academy, Mu

Black Market, Guildhall, Market, Pire

Mounts CR
1

2
Magic Item Upgrade From
3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Library
1 minor potion or wondrous item
Theater

2 minor scrolls or wondrous items

2 minor items, 1 medium item, 1 major item

3 minor items, 2 medium items

3 minor potions or wondrous items, 2 medium potions or wondrous items

1 minor ring, wand, or wondrous item

Barracks

Trade Shop
1 minor potion or wondrous item

Tenement

2 minor rings, wands, or wondrous items Shop


4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item Luxury Store
3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item

2 minor wondrous items Shop

1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon

Mansion
1 minor scroll or wondrous item
1 minor potion, scroll, or wondrous item

2 minor items Shrine

4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items

2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item Pier

Strategies DV modifier
Defensive 4

Cautious 2
Standard 0

Agressive -2

Reckless -4
Corruptio Societ Productivit
Upgrade To n Crime Law Lore y y Fame
University 2 2 1
0.06
1 1 0.00
0.14
1 0.03
Garrison 0.00
2 2 0.04
0.00
0.17
1 1 0.10
0.03
1 0.04
2 1 0.00
0.00
0.00
1 1 0.25
0.00
0.00
0.10
1 1 2 0.10
1 0.06
0.00
0.00
0.00
1 2 0.06
0.00
1 2 0.00
0.00
1 1 0.10
-1 1 0.00
Academy 1 0.17
Magic Shop 1 0.04
0.01
2 1 1 0.03
-1 0.00
Noble Villa 1 1 0.00
0.04
1 0.06

1 1 1 0.00
1 0.17
1 0.10
0.00
1 1 0.00
0.00
2 1 1 0.03
1 1 0.04
1 0.00
0.00
2 1 0.02
0.00
2 0.08
Waterfront 1 0.06
1 1 0.00

Luxury Store, Market 1 0.13


Temple 0.00
0.17
0.10
1 0.05
-1 0.17
1 0.08
0.00
House 0.00
Arena 0.08
1 0.05
Guildhall 1 0.10
1 0.04
0.00
0.00
2 0.04
0.00

Damage
OM modifier mod. Army Resources
-4 -2 Improved Armor
Improved
-2 -1 Weapons
0 0 Magical Armor

2 1 Magical Weapons

4 2 Ranged Weapons
Mounts
100.00%
100.00%
400.00%
250.00%
200.00%
300.00%
200.00%
100.00%
50.00%
200.00%
350.00%
200.00%
#DIV/0!
#DIV/0!
300.00%
100.00%
#DIV/0!
200.00%
50.00%
100.00%
200.00%
200.00%
100.00%
200.00%
200.00%
150.00%
0.00%
200.00%
400.00%
200.00%
100.00%
100.00%
100.00%
#DIV/0!
100.00%
200.00%
25.00%

150.00%
200.00%
700.00%
#DIV/0!
50.00%
100.00%
100.00%
150.00%
100.00%
100.00%
250.00%
100.00%
#DIV/0!
200.00%
#DIV/0!

100.00%
100.00%
200.00%
200.00%
0.00%
200.00%
200.00%
200.00%
0.00%
200.00%
150.00%
200.00%
150.00%
300.00%
#DIV/0!
100.00%
0.00%
Route Trade Route Route Length
Settlement Type Length Modifier Modifier DC
Trade Route
Unavailable 0 #NAME? ###
Trade Route
Unavailable 0 #NAME? ###
Trade Route
Unavailable 0 #NAME? ###
Trade Route
Unavailable 0 #NAME? ###
Alternative Alternative
LM DC Economy Bonus

#NAME? #NAME?

#NAME? #NAME?

#NAME? #NAME?

#NAME? #NAME?
Name Terrain Effect
Aqueduct* One end must be hill or mountain hex; can Loyalty+1, Stability +1, allows settlement to build water-dependent buildings
pass through any type of hex

Bridge*

Canal* Desert, hill, or plain Settlements in a hex with a Canal treat the hex as if it had a river

Farm* Desert (requires canal, coastline, or river), Consumption decreases by 2 BP


hill, or plain
Fishery* Coastline, water, river, or marsh Consumption decreases by 1 BP

Fort* Any land Stability +2, Defense +4, increase Consumption by 1 BP;
Unrest decreases by 1 when completed.
If this hex becomes a settlement, this improvement counts as one Barracks and one
Stables building

Highway* Any hex with a Road Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway;
Improves overland travel speed (Pathfinder RPG Core Rulebook 172

Mine Cavern, desert, hill, or mountain Economy +1, earn +1 BP per turn when collecting taxes during the Income phase
Quarry Cavern, hill, or mountain Stability +1, earn +1 BP per turn when collecting taxes during the Income phase
Road* Any land Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road;
improves overland travel speed (Core Rulebook 172)
Sawmill Forest or jungle Stability +1, earn +1 BP per turn when collecting taxes during the Income phase

Watchtower Any land Stability +1, Defense +2; Unrest decreases by 1 when completed.
* If this hex becomes a settlement, this improvement counts as a Watchtower
Cost Description
As a Road, except the cost is not doubled for hexes with rivers An Aqueduct brings water from alpine lakes and rivers to lowland cities where
(See Table 4–6: Terrain Imp. On page 214) water is scarce or insufficient for the local populace. A finished series of
Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on
one end and a settlement on the other end; otherwise, you
do not gain its benefit.

When you build a Road in a hex that contains a river, the A Bridge allows your Road hexes to cross rivers
doubled coast of the Road includes the cost of bridges needed
to cross the river. You don’t need to build a Bridge as a
separate unit; it’s listed here for reference only

(See Table 4–6: Terrain Imp. On page 214) A Canal is an artificial waterway that allows barge traffic to haul heavy
commodities
(See Table 4–6: Terrain Imp. On page 214) A Farm helps feed your kingdom

4 BP A Fishery is like a Farm, except it provides abundant fish rather than planted
crops
24 BP A Fort is a walled encampment for military forces outside a settlement. You
can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as
if you had built the Fort from scratch)

Twice the cost of a Road (See Table 4–6: Terrain Imp. On page A highway is a paved and well-maintained version of a Road. You may upgrade
214) a Road into a Highway. Kingdom Size must be 26 or greater to build a Highway

6 BP A Mine extracts metal, coal, salt, or other useful materials from the earth
6 BP A Quarry extracts workable stone from the ground
See the Road column of Table 4–6: Terrain Imp. On page 214 A Road speeds travel through your kingdom and promotes trade. You can
upgrade a Road to a Highway
3 BP A sawmill centralizes the activities of loggers and turns trees into lumber for
use in building and crafting
12 BP A Watchtower flies your f lag, is a safe place for your patrols, and establishes
your power on the frontier. A Watchtower cannot share a hex with a Fort or
another Watchtower
Kingdom Name
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Edict DC #NAME? Subtract any BP spent on Bribes/Gifts

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Edict DC #NAME? Subtract any BP spent on Bribes/Gifts

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Edict DC #NAME? Subtract any BP spent on Bribes/Gifts

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Edict DC #NAME? Subtract any BP spent on Bribes/Gifts

Kingdom Name

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Edict DC #NAME? Subtract any BP spent on Bribes/Gifts

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