Kingdom Creation

Congratulations! On reading this page, you, or someone you are advising that you are in GREAT NEED of assisting has decided to start a kingdom! In order to determine your kingdom, its rules, benefits and laws, lets start with the basics by following the steps listed in this guidebook.
  1. Choose a government type
  2. Assign your points
  3. Choose your starting Hex
  4. Name your Kingdom

Choose a government type.

There are many different types of governments available to choose from. Each government type listed will provide a bonus and penalty associated with that government type. Additioanlly, some discoveries can only be selected by specific government types,
Druidocracy: Your kingdom does not own any hexes. You may only own one settlement within any area. You may create settlements in hexes owned by other kingdoms. When gaining taxes, gain +1 funding If your settlement level is equal to or greater than the number of hexes within its area. When your settlement level is a multiple of the area it resides in, gain a +1 modifier equal to the resource type that area produces.Unlike other kingdoms who must own 50% of all total land in a zone. Druidocracies instead must have a level 10 settlement touching every single non settlement hex in a zone to claim leadership of the zone.
Druidocracy Specific Discoveries

Druidocracy


Extraplanar Demesne: Your government exists primarily between the realms of the world, and the extraplanar realms. Your size penalty from hex ownership and settlements are doubled. In addition, at creation, and during the economy phase for you can choose one of the four results of a difficulty check. Every time that any kingdom gets that result on a check, your kingdom gains a benefit as listed below. This benefit can only be gained once per difficulty phase per kingdom.
  • Critical Success: Gain a permanent+1 modifier for the kingdom stat that rolled a critical success.
  • Success: Gain a + 1d4 modifier for the kingdom stat that rolled a success, to be applied for 1d4 turns.
  • Failure:Gain +1 funding.
  • Critical Failure:Gain a free Gather up to 3 times during discovery phases. If more critical failures would be rolled after that point, gain +1 funding.
Extraplanar Demesne Specific Discoveries

Extraplanar Demesne


Magocracy: This kingdom may alter the result of a die roll even after knowing the result of the roll. Each time that the kingdom desires to alter a roll by 1 step, they must pay either 2 funding, or a -1 penalty for 1d4 kingdom phases. Each time during a kingdom phase that they want to change the result of a die, they must pay twice the penalty that they did previously (4 funding, or a -2 penalty for 2d4 kingdom phases for the 2nd modifier. 8 funding or a -4 penalty for 4d4 rounds, etc) This cannot change a die roll to be over the maximum value of the dice, nor can it affect another kingdoms roll. Any penalties are immediately applied and can interfere with the current roll.
Magocracy Specific Discoveries

Magocracy


Necrocracy: All of your subjects are undead. You may never use the Settlement action. Instead, when using the any successful Military action, other than gather troops, will either increase the strength of an army one step up to its maximum, or create/improve a settlement. You must still pay the normal cost for both actions.
Necrocracy Specific Discoveries

Necrocracy


Nomads: Nomads have a few notable differences compared to normal kingdoms and instead gain a number of special benefits for their penalties.
  • Nomads to not claim hexes, nor can they store resources on areas: Instead, nomad settlements are mobile. Every economics phase, a settlement may be moved up to three spaces. in any combination of hexes but must end their turn on a different space. Additionally, settlements can store any number of temporary resources, so long as the bonus from those resources still does not exceed the level of the settlement. Any settlement that is improved beyond level 10, only creates a new settlement.
  • They do not get to decide on or create armies during their Military actions: Instead, every settlement counts as an army when utilizing Military actions. These settlements cannot be sieged and instead must be attacked or defended as if they were an army. Additionally, because of this, all settlements share the loyalty modifier of the kingdom and then apply their individual settlement level to their own military actions. Settlements may only use military actions against spaces they are on or adjacent too. If a settlement fails on a Military action, they also lose a level from that settlement.
  • They cannot gain funding: Instead of funding, Nomads primary method of purchasing utilizes temporary resources from Gather actions. Instead, they may trade 2 matching temporary resources (not modifiers!) for 1 permanent kingdom stat. In order to improve a settlement, a settlement must be filled to capacity with temporary resources and spend those resources from the desired settlement. In order to gain a discovery, nomads must sacrifice a number of kingdom stat modifiers equal to their size, multiplied by the discovery modifier. Temporary resources may also be spent at a 2:1 ratio.
Nomad Specific Discoveries
Oligarchy: When gaining benefits from a Diplomacy action, all numerical benefits are improved by +1, or grant an additional die to roll.
Oligarchy Specific Discoveries

Theocracy:Theocracies take 1/2 of penalties for implimenting laws. For every law that a theocracy shares with another kingdom, they treat that kingdoms largest settlement as part of their own kingdom when taking the Taxation action. They may make addendums to laws they have shared with other kingdoms, but take the normal penalty during proclamation checks.
Theocracy Specific Discoveries
Totalitarian Regime: When critically failing any roll, the penalty is only applied for 1 turn. When critically succeeding any roll, the bonus remains for 2d3! turns instead of normal. This government may never pay for or offer mercenaries using the Diplomacy action.
Totalitarian Regime Specific Discoveries

Totalitarian Regime



    What if I don't like my government type later on?

    You don't like how your kingdom has turned out, one way or another. Or, after some careful thought, you have realized that your kingdom needs to change to suit the modern times. For these specific instances, instead of rebellion being a terrible thing, it can be a great boon instead. At any time during a rebellion, so long as the kingdom is not at war, any kingdoms leadership may choose to Embrace Rebellion . By doing so, the following happens.
    • Any hex that is not in an area directly on or adjacent to your settlements is lost.
    • Take a penalty of the number (not level) of settlements your kingdom owns, for 1d3 kingdom turns.
    • Permanently reduce all kingdom stats by 1 for every 10 of the new kingdom size, rounded down.
    • Choose a new government type, and exchange old bonus with another. (Do not assign points)

    Assign Points

    When creating a new kingdom, each and every kingdom is given 20 points to assign into any of the three kingdom stats. Economy, Stability, and Loyalty. By default, a kingdom can only put a 7 points into each statistic. Your choice of government may increase or decrease these maximum values, as listed in their section. A statistic for a country with a + modifier will have a starting resource maximum of 9, A - modifier has a starting maximum of 5. You may choose not to assign points to a kingdom stat.
    In addition, your characters financial assets are liquidated. For every point of funding that your character owns when they retire, is transformed into 1 funding for the kingdom. Any kingdom points that you do not assign will also become an additional 2 funding. You may sell off any of your characters equipment in order to increase this score further, but, note that once it is removed from your character sheet, it cannot be edited, and there is the potential for assassination on the job! So be careful!

    Choose Your Starting Hex

    Unless specified in your kingdoms abilities, you must choose a hex that:
    1. Has been explored.
    2. Is not owned by another kingdom
    3. Is not adjacent to another settlement.
    Upon choosing your hex, that hex gains a 1st level settlement,and you take ownership of that hex. Since you have created a settlement, choose any skill. Anyone who uses that skill (subject to GM approval) will be able to gain a +1-4 bonus to that skill depending on the situation within that settlement. Because your kingdom automatically starts with 1 hex and 1 level of settlement, your kingdom size will always start at 2. You must make a name for your settlement, which does not have to be different from your kingdom.

    Name Your Kingdom

    Next, give your kingdom a unique name! Every kingdom and settlement within UBuild must have a unique name for organizational purposes, however, alternative spellings, or adding numbers and special characters are acceptable, unless they interfere with any part of the documentation process. There is nothing stopping you from calling your country USA 2.0!
    This is also a good time to request a page to be opened for your kingdom, and have your information reviewed by the GM. Have fun, be creative, write about your kingdom and its first steps towards greatness and look towards the Ubuild 0.2 Kingdom Rules for the steps and potential plans to run your kingdom.

    Your First Kingdom Phase

    When a kingdom is first created, there is a lot for your government to do to get things set up. As such, your very first "month" of a kingdom will allow you to perform 4 proclamation phases (one for each week) that will automatically succeed on the loyalty checks, regardless of content. From there, you still only get 1 economics and difficulty phase. After your first kingdom phase, you will gain only 1 proclamation phase each kingdom phase.

    Special

    If the character you create has come from an already existing kingdom, you may choose to take any 1 discovery from that kingdom, and gain all of the discovery requirements of that specific discovery. Your actions in character, or the DM may decide that additional discoveries can be taken in this way. Discoveries specific to government types cannot be claimed in this way. If there are multiple options for discoveries, you may only take those that the original kingdom has discovered.

    Comments

    Author's Notes

    The list of abilities for the different government types is, and will more than likely always be incomplete. More requests for government types is always appreciated and desired, and as such, feel free to reach out to the DM, or comment below about potential governments you would like to run. Even if they never get used, its always interesting to see what tactics and abilities you can run with.


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