Ubuild 0.2 Kingdom Rules

The Kingdom Phase

The kingdom phase is divided into three distinct parts, taking place once every in game month in character.
  1. Proclamations
  2. Economics
  3. Difficulty
Each of these phases are separate, and must be completed before moving onto the next phase.

Proclamations Phase

When the ruler of a kingdom decides to address the entirity of their kingdom, they make a statement during the proclamations phase. This statement is a freeform speech, no longer than a paragraph, in order to detail how the leader wishes to improve the status of a kingdom. In no part of the proclamation should the mechanics of the game be mentioned, such as providing a +2 to a kingdom stat, or using exact numbers of funding or kingdom stats for assorted bonuses. Instead, the speach will be interpreted by the GM to provide the requested, or implied bonuses that the kingdom desires.
When it comes to creating your proclamation, you can type just about anything, but if you want to focus on specific areas, certain keywords can be used to detail the different kingdom stats you wish to alter.
EconomyLoyaltyStabiltyFunding
Agriculture, GDP, Resources, Smithing UnionExotic Goods, Festivals, Housing, Traditions. detailing specific classes of people or species (usually in the negative, unless your society is more racial based in the first place).Infastructure, Medical Care, Military, Police, EducationGold, Hoard, Silver, Treasury
When it comes to the effects of the proclamation, a loyalty check is made. The DC of the check will be increased based on ongoing effects in the kingdom. Though a loyalty check will always have a base DC of 10, this DC will be increased for each source of temporary negative modifiers to a kingdom. In addition, you will take a -5 penalty to your roll if you are at war with another kingdom, and an additional -5 penalty for every rebellion within your kingdoms borders.
A proclamation may consist of no more than four distinct, non-run-on sentences. The GM may condense overly wordy phrasing into a single actionable idea if clarity becomes an issue.

Making a Proclamation

The first part of every kingdom phase is to make a public declaration of the leaderships intent. IF a kingdom chooses to, they can skip this step in order to reduce all war stat penalties by 1 for this kingdom phase, and gain an additional front when taking the Defend reaction.
The first sentence of a proclamation holds great power, in that it will automatically be implemented throughout your kingdom. This can be used for any desired effect capable for normal sentences, but it also has options only available within the first sentence.
You can use funding to turn into a permanent stat change at a 2 to 1 ratio. This can technically happen any number of times, but any sort of vagueness will only utilize one step of funding transfer. You can also sacrifice any of your current modifiers to give yourself funding at a rate of 1 to 2. Note, that this will reduce your current modifiers before any other steps in the kingdom phase, so be wary about this choice.
"By royal decree, we will be emptying the treasury to fund the production of new schools throughout our entire kingdom."
— King Ex-Am-Pelle, wanting to use all of his funding to increase stability
You may also use your first sentence to announce an action you will be taking during the economics phase. This will provide an advantage to the first time you perform that action during the economics phase. If you fail to take that action, you will instead takee a - 1d4 penalty to loyalty for 4 kingdom phases.
"The council has decided to spend our time and focus on improving diplomatic relations with the nah-tah-tall tribe."
— The head councilman of the democratic watch of whimsy, getting ready to perform a diplomacy action on a competitor.
After the first sentence, you have a range of options available to choose from. These options are available regardless of if they are used in the first sentence or otherwise.
Bounty: Set a cash or funding value for a specific action to take place on behalf of your kingdom. This can include exploring entire areas, any kingdom action that requires only 1 action to perform, finding spells to add to your kingdom (if you utilize spells and the spell discoveries in your game), finding other civilizations, setting trade routes, and many more. Each of these actions require you to set a funding bounty for the action requested by default, if the amount is vague, only 1 funding will be provided, but additional sentences can be utilized to increase this bounty. A bounty will be active until either cancelled by spending another sentence or if fulfilled. Each proclamation phase that the bounty is in effect, a loyalty check is rolled, with a modifier equal to the funding offered to attempt to fulfill the bounty. Once the action requested has been fulfilled, you may choose to either pay the bounty directly from the funding, or not. If you refuse to pay or choose to pay less than what the bounty was offered, take a -1 penalty to loyalty for each point of funding unpaid for 1d10 kingdom phases, and take double this penalty on your stability check at the beginning of the difficulty phase.
"To my people, I have heard tales of minoaur destroying the countryside and am announcing a bounty to be placed upon its death."
Create Laws: (includes holidays and festivals). Only one law can be created or altered during a proclamation phase, but you can alter that law using as many sentences as you have available to you. See Expanded Laws for more info.
Declare War: Instead of doing so in a military action, declaring war will grant advantage on your next military based roll, and set both kingdoms to war.
"On this day, I declare war on the kingdom of terminal velocity, for they try to bring about the end of the world before its time."
Exploration: You can claim any number of hexes to be explored so long as there is a known path between your owned hexes and the hexes you wish to explore.
"To the north of our kingdom is a great freshwater lake that must be surveyed to determine the viability of future settlements."

A proclamation must be made in the form of a quote, will be dated by the GM, and applied to the kingdoms custom webpage in order to show progress over time for the proclamation.
Stagnation & Kingdom Death
A kingdom is expected to make a proclamation on a regular basis, but given the nature of life, sometimes a kingdoms leadership will no longer be interested in maintaining an active part of the community. For every week beyond the first week that a proclamation is not performed, the kingdom will get a -1 penalty to each stat. Once the modifiers of each stat have all hit 0, then 3 funding will be removed from the kingdom. If neither of these are possible at the beginning of a kingdom phase, and the owner of a kingdom has been absent for longer than 1 IRL month (4 kingdom phases) at that point a kingdom can be called abandoned. At that point, a kingdom will be able to be claimed by any player not currently in control of a kingdom, or, at the beginning of each subsequent kingdom phase, for each kingdom stat that is less than 0, a settlement will go into rebellion.
When every settlement in a kingdom is in rebellion, the kingdom is removed from the game.

Economics Phase

Kingdoms get actions, reactions, and free actions using the same rules as encounters. A kingdom gains 3 actions, and a reaction each economics phase. A kingdom may perform any of the following actions within those limits. By default, all kingdoms actions are counted first, then each kingdom is told about the different number of 'attacks' against their own kingdom in order to react to an aggressor. Unless specific technologies are unlocked, a kingdom may not know who the aggessor is until after their reaction.
Kingdom Actions
Avoid Stagnation
Remove the penalty for stagnation from your Proclamations phase.
Settlement
Either improve a settlement within your kingdom, or create a new settlement following the settlement placement rules for your kingdom. You may only affect one settlement at a time, but so long as you have the resources, you can improve a settlement as many times as you want.
Defend
After all kingdoms have decided on their actions for the kingdom phase, but before entering the difficuly phase, your kingdom will be informed on what actions are being taken against your kingdom. You may choose how many fronts you defend yourself on. Military, Intrigue and Diplomacy are all different 'fronts' you can defend against. If defending on 2 fronts, take a -1 penalty on all rolls. If defending on all three, take an additional -3 penalty on all rolls.
Military Front: You are given a list of actions to defend against. You are allowed to create new armies, but if in war, you cannot reduce the number of active armies in play. You may perform only the conflict action to prevent current military actions from taking place.
Intrigue Front: You make opposed Loyalty checks to prevent a specific action from taking place.
Diplomacy Front: You make opposed economy checks to prevent a specific action from taking place.
Discovery
Your kingdom expends resources and time to form a chosen discovery. Spend funding equal to your kingdom size, multiplied by the discovery modifier (x1 to x4) of the chosen discovery. If you are the first in the world to make this discovery, or to obtain this rank of discovery, gain the discovery modifier to any kingdom stat of your choice.
Diplomacy
Every kingdom is fully capable of making a handshake deal, outside of the normal kingdom phases. For those who prefer to try and get a one up on deals, or would prefer to use their proclamation phases for more pressing matters, the Diplomacy action allows you to interact with other kingdoms you might otherwise normally wouldn't be able too. If two kingdoms both choose to perform a diplomacy action on each other on the same turn, they automatically have protected their diplomacy front without needing to take the defend action. All diplomacy rolls utilize an economy skill check, either opposed or a flat DC
  • Announce Action: Announce the next Diplomacy, Intrigue or Military action that you will perform against a chosen kingdom. If uncontested, or on success, gain advantage on the roll specific to your action the next time you perform the chosen action against the chosen kingdom within the year. If Intrigue is chosen, the kingdom automatically knows when you perform the action.
  • Arranged marriage: Choose a kingdom you are not at war with. Gain a permanent +1 bonus to loyalty and all diplomacy actions with the chosen kingdom. This bonus is removed if your kingdoms are ever at war, but can be reinstated as soon as the kingdoms are no longer at war with one another. If the defend action is taken, there can be opposed rolls to prevent the marriage from taking place (with the kingdom who does not wish to arrange the marriage getting advantage on their roll) or, the marriage can result in a dowry. The loser of the opposed economy roll must provide 2 funding for every success the opposing kingdom gained.
  • Pay for Mercenaries: While at war, you may ask other kingdoms for assistance. Any kingdom not at war with you may offer a portion of their stability modifier (no more than 1/2) to be used as a military action. By default, a kingdom using diplomacy to pay for mercenaries has a base pay of 2 funding per point of stability modifier towards the mercenaries owning kingdom. Opposed economy checks are made bettween the kingdoms. Every success in a diplomacy check will reduce the amount of funding paid directly for the mercenaries, but the mercenaries kingdom will still gain the full amount. A failed check will instead force the requesting kingdom to pay 1 more funding per point of stability. The mercenaries kingdom must be willing to provide mercenaries. If no kingdom is willing to provide those mercenaries, or does not explicitly state that they will provide them, then this action cannot be used.
  • Trade Discovery: You and the opposing kingdom may both offer a discovery to trade that the other does not have. Roll opposing economy checks, with the difference in discovery multipliers granting advantage to the kingdom with the more expensive discovery. For every success, gain a +1 modifier to all diplomacy rolls with that kingdom. Both kingdoms must agree to the trade, and will gain the knowledge of the discovery.
  • Trade Land: Each kingdom can trade one area of land for another within the opposing kingdom. Unlike other diplomacy actions, you may only trade land with willing partners, and must do so using only the diplomacy action. Only one kingdom needs to take this action, and it may be decided upon by both parties out of character.
  • Trade Route:Establish a trade route with a willing kingdom. At the start of each economics phase, compare the economy modifier of both kingdoms. If both are equal, each kingdom gets + 1d4 funding each. If different, the kingdom with a lower economy stat will get funding equal to the difference. The kingdom with the higher economy gains a +1 bonus on all checks against that kingdom, and an additional +1 bonus for every 5 point difference between the two kingdoms. This benefit is abolished upon the kingdoms going to war with one another, or, if either kingdom wishes to stop the trade route.

Gather
Certain discoveries will grant the gather action. When obtained, these discoveries allow to gather temporary resources based on the discovery activated. By default, the 1st level of these discoveries can only create a resource with a +1 bonus. The 2nd level will create a resource with a +2 bonus, or 2 +1 bonuses from 2 different areas. An area is a contiguous region of adjacent, same-type hexes and can only create a maximum temporary resource equal to that regions size. All temporary resources must be held within a settlement. An area cannot create a temporary resource while their previous temporary resource is unspent. You may determine where that resource is held within your kingdom after it has been created and change it at any time. You may freely trade temporary resources outside of the diplomacy action, move them between settlements, or use them in conjunction with a diplomacy action at your leisure. You must inform a GM when a temporary resource is being transferred
Intrigue
Initiate a stealth operation against one other settlement or kingdom. The operation will be known to the opposing kingdom, but unless they critically succeed on a defendDefend , they will not know who is performing the intrigue. All intrigue actions are performed using Loyalty and defended using Defend .
  • Spy Network: Create a spy network to increase your chances of succesful operations in an opposing kingdom. Choose a settlement, and make a loyalty check (opposed by the kingdom if defended, or DC 10, and subtract the level of settlement.) If successful, the spy network is formed, giving a bonus equal to 1/2 of the settlements level to all future intrigue actions. This also allows for additional advanced intrigue operations to be chosen against that kingdom in the future. If a spy network is ever discovered it can be disbanded automatically if the Defend has not been used during the kingdom phase, or if it has been utilized with the intrigue front on that phase.
    Heist:Requires a spy network. Requires spending a 2nd action point. If successful, gain any 1 discovery from the kingdom the heist was performed against. You must be able to use this discovery in order to choose it. If defended against, take disadvantage on your opposed roll. On a failure, disband the spy network. On a critical failure disband all spy networks within the opposing kingdom. On any roll other than a critical success, your opponent will know who performed the heist.
  • Diplomatic Incident: On a successful check, you can convince the opponent that they discovered an intrigue operation in process from any kingdom. If you choose your own kingdom, you may gain advantage on your next diplomacy or intrigue check within the same opposed kingdom. On failure, your opponent will know you attempted a diplomatic incident, and grant no bonuses. You may use either an additional action or your reaction to blame a different country on a failed operation (but not critically failed).
  • Steal: On a successful loyalty check, steal 1d4 funding for every success from that kingdom. On a critical success, target kingdom takes a -1 penalty to stability and economy for 1d4 kingdom phases.
  • Subtle Manipulation: Make an opposed check, and gain the benefits as follows on the opposing kingdoms difficulty phase. Critical Success: During a kingdoms difficulty phase, choose two of the following options. Penalty (increase or decrease a temporary stat modifier by 1). Duration (Add or subtract 1 from any duration), or Funding (increase or decrease the amount of funding gained by 1. Success: As critical success, but choose only 1 of the options. Failure: No effect, target remains unaware. Critical Failure: As failure, but target is fully aware.

Military
You may perform military based actions. You can use your stability modifier as a means to perform a number of actions equal to the number of armies you choose to create. By default, you have one army at your full stability modifier. You may create multiple armies for the military action, but this will divide your total stability modifier between all armies evenly(rounded down). A military must have a minimum of +1 stability modifier. For each army, choose one of the actions below.
  • Conflict:Choose a kingdom you are at war with and attack their armies directly. The kingdom who fails the conflict will take a penalty equal to 1/2 (minimum 1) of the difference between the two rolls for 1d4 kingdom phases.
  • Raid: A chosen area's supplies are ransacked for your kingdom. If a kindom defends against this action, the action instead becomes a conflict. If a kingdom chooses not to defend against this action using Defend, Gain either 1d4 funding for every hex in the area, or, if the area has a temporary resource, steal that resource. If you do not have room to hold the resource, reduce the resource down to the lowest level required to be held within your kingdom.
  • Siege:This action declares war if not currently at war with the target. Cannot be used on settlements currently in rebellion. Your roll is a stability check against the settlements level, and any other modifiers the settlement gives to stability. For every success, apply a -1 siege penalty to stability against the kingdom from that settlement. If the siege penalty equals the settlements level, apply a rebellion to that settlement. If a settlement is forced into rebellion in this way, gain 1d4 funding per level of settlement, and the kingdom whos settlement was forced into a rebellion is treated as if they had rolled a rebellion during the difficulties phase, and makes no additional rolls during that phase.
  • Take Land:Add the area chosen to your kingdom under your control. Hexes with settlements may only be chosen if that settlement is in rebellion.

Quelch Popular Demand
Should the populace of a kingdom demand that an action be taken, through a difficulty effect, the kingdom may pay 1 funding and -1 loyalty for 1d4 kingdom phases, to remove the effect. This does not work on demands created by other kingdom actions.
Taxation
Gain 1 funding per level of each settlement within your kingdom. May be used a second time during a kingdom phase to apply a -1 penalty on all kingdom stats for 1d3 kingdom phases.

Difficulty Phase

A stability check is rolled at the begining of the difficulty phase. Based on where the stability check lands will determine the outcome of the check. This outcome must be delt with either immediately or before the next kingdom phase.
RollOutcome
<0Rebellion
0Assassination Attempt
1Feud
2Demand
3Monster Attack
4Plague
5Scandal
6Crime Spree
7Sensational Criminal
8Homelessness
9Emergency
10-14No Difficulty
15Good Weather
16New Subjects
17Political Calm
18Wealthy Visitors
19Boomtown
20+Discovery
List of Outcomes
Assassination Attempt
A random leader within your kinggdom is the target of an assassination attempt. An additional stability check is made to determine the results.
Critical Success: The assassination attempt is thwarted, and the culprits have been caught. +1 Stability for 5 kingdom phases. Discover a spy network within your kingdom, if any.
Success: The assassination attempt is thwarted.
Failure: An assassin of equivalent level to the randomly chosen leader successfully gets through a countries defenses and attacks. -1 stability for 1d4 Kingdom phases. If the leader of the country is killed, - 1d6 to all stats for 1d6 Kingdom phases, and add 1 rebellion.
Critical failure: As failure, but If an NPC was randomly chosen, they are immediately killed. If a non NPC was chosen, the assassins level is +1. If randomly chosen leader is the ruler, and the kingdom is already in Rebellion, the kingdom gains 2 rebellion.
Boomtown
A settlement within your kingdom is experiencing a sudden rush of production. If you have no settlements, ignore this difficulty. Roll an economy check at disadvantage.
Critical Success: The lowest leveled settlement within your kingdom increases by 1. Gain 1d4 Funding.
Success: You overproduced for your GDP, and get to enjoy the fruits of your labor. Gain 1d6 Funding and +1 Economy.
Failure: Your settlement has made massive improvements for your economy. Gain +2 economy.
Critical Failure: Your settlement did not experience a rush of production, it overworked its people. Roll on the Emergency difficulty at disadvantage.
Crime Spree
Smugglers, Slavers, mass murderers, drug dealers or all sorts of other types of criminal enterprises have taken interest in the kingdom. Roll a stability check. If a kingdom has no settlements, it gains advantage on this check.
Critical Success: The stability of your realm was more than enough to take care of criminal skum, and the people appreciate your forward thinking. +1 Stability for 1d4 kingdom phases. Discover a spy network within your kingdom, if any.
Success: Though the crime spree has been removed from the equasion, it still took 1d3 of your funding. If there is no funding for the kingdom, no effect.
Failure: As success, however 1d4 funding is removed and for each funding that is not paid, -1 to all kingdom stats for 1d3 kingdom phases.
Critical Failure: Criminals have drained the kingdom of everything that it can. As failure, except for 1d6 funding, and -2 to all kingdom stats for each funding that is not paid for 1d3 kingdom phases.
Demand
The people of your kingdom demand that the leadership take action on a specific cause. For each kingdom phase that the leadership fails to meet this demand, Loyalty will recive an additional -1 penalty. The demand has no limitations on structures or laws, and can be anything from inacting laws, to destroying buildings. This is left to the GMs discretion. However, the effect must be one of the following:
  • Enacting or abolishing of a current law, including addendums. A law will want to be altered in a way to bring kingdom stats out of the negatives first, into balance second, and improve a particular kindom stat third.
  • Using half of the kingdom treasury to increase a specific kingdom stat.
  • Any kingdom action during the economy phase, including hostile ones against other kingdoms, however, the public will only request action being taken on immediately adjacent nations, or one that share a trade route, for both hostile and diplomatic actions.
  • War to be declared if a hostile action was provoked in the current, or previous kingdom phase.
  • A traded resource from a specific area outside of the kingdom.

Discovery
A sudden burst of brilliance from the top minds of your kingdom. If you take the discovery action next kingdom phase, it is only a instead of .
Emergency
A sudden catastrophy has affected your kingdom in the form of a fire, flood, earthquake or other potentially natural disaster. Roll a stability check.
Critical Success: Your quick thinking and planning has lead to the disaster being averted, and your people are grateful for your actions. +2 loyalty.
Success: Nothing happens.
Failure: The damage was great, but nothing that couldn't be fixed. - 1d4 funding.
Critical Failure: Choose one. -2 to all kingdom stats; -4 to one kingdom stat; lose a hex; one settlement loses a level; lose all funding, so long as funding is greater than 6. All penalties are permanent, however the loss of a settlement level can be restored as normal, and funding can be re-earned.
Feud
Influential members of your kingdom are bickering with one another.
Critical Success: Gain the Political Calm difficulty.
Success: A -1 to a kingdom stat of your choice for 1d2 Kingdom phases, or -2 funding.
Failure: -1 to loyalty for 2 kingdom phases, or, -4 funding. Critical Failure: As failure, but event is continuous and cannot use funding to offset, until a political calm event is rolled, at which point they nullify each other.
Good Weather
The weather has become particularly pleasent throughout your kingdom. +1 to all kingdom stats for 1d4 kingdom phases.
Homelessness
The homeless has become a major issue within your settlements. Ignore this difficulty if the kingdom has no settlements. Roll an economy check.
Critical Success: The people have banded together and made full shelters for the homeless, allowing them to live and work in a settlement. Choose to either gain +2 loyalty, or a level 1 settlement becomes level 2.
Success: What people thought were the homeless were actually a band of roaming travelers, and they move on elsewhere to no effect. Discover a spy network within your kingdom, if any.
Failure: The homelessness problem has multiplied greatly. Spend either 4 funding, or 1 stability.
Critical Failure: The homelessness problem has become overwhelming. As failure, but roll again next kingdom phase.
Monster Attack
Either a single creature, or an army of creatures is attacking the kingdom. This is a sizable number of creatures that will require direct military intervention, or some powerful adventurers. They take up space in a hex within your kingdom, and start raiding the countryside, granting a -1 to stability. A kingdom may offset this penalty at any point by removing the hex from their kingdom. It is up to the kingdom on how to defeat this enemy, or to provide a bounty to attempt to defeat them.
New Subjects
A group of roaming, intelligent creatures has decided that your kingdom would be a good home for them. The kingdom may decide if these creatures were already part of their current diverse makeup, or a new race to add to the ranks. Gain + 1d3 Funding.
Plague
A sickness has started to overcome your kingdom. Take a -1 to stability, then attempt two stability checks. Take the result of each stability check, their benefits and penalties stack. The kingdom takes a penalty equal to the highest level of settlement within their kingdom on both checks.
Criticul Success: The plague has come and gone, the penalty will be removed on the next Difficulty check.
Success: The plague lasts for 1d4 kingdom phases, before dissipating harmlessly.
Failure: All penalties associated with the plague also affect Loyalty. The plague lasts for 1d6+1 rounds.
Critical Failure: The plague no longer has an end in sight. As failure, but an additional -1 stability and loyalty. Roll for the plague each Difficulty check until 2 successes, or a critical success is resolved.
Political Calm
A sudden absence of political machinations coincides with an increase in public approval. Remove an active difficulty negatively affecting your kingdom, or one rebellion. If none exists, political calm becomes a continuous effect until it can do so. Gain +1 to Loyalty and Stability. This bonus can stack multiple times.
Rebellion:
One of your settlements is in rebellion. The settlement provides no bonuses (but retains the size penalty) to your kingdom. If there is a leader in that settlement, such as a mayor, they may choose to form their own kingdom, with the chosen settlement as the capital. Can remove a rebellion, by rolling 10+ on a stability check so long as the rebellion has not formed its own kingdom. You may remove one rebellion each kingdom phase. Each time this result is rolled, apply rebellion to a different settlement. Additional deils can be found in Settlements.
Scandal
A randomly determined leader has performed an illegal act, or culturally sensitive action, with rumors flying far and wide enough that they taint the moral fiber of the other leaders of the kingdom. Roll a Loyalty check.
Critical Success: The rumors were found overwhelmingly false, and were even proven to be spread by antagonistic forces. +1 Loyalty for 1d4 kingdom phases. Discover a spy network within your kingdom, if any.
Success: The scandal has gone completely under the radar before the public realized what happened.
Failure: The scandal is the talk of the town. For 1d4 kingdom phases, -2 loyalty unless the randomly determined leader is replaced.
Critical Failure: The scandal has become such an overwhelming topic for everyone within the kingdom that the leadership itself has come into question and protests have gone out into the streets. A sentence must be used to force the chosen leader in the next Proclamation phase, or each kingdom phase all kingdom stats will take a -1 penalty until the leader is replaced. If the leader remains after 3 kingdom phases, a rebellion will be added onto the kingdom, but all other effects from the scandal will be removed.
Sensational Criminal
A solitary criminal has gripped the kingdom by the throat. Be it a mass murderer, a masked vigilante, or some other lone individual. they have captured the publics immagination and arer starting to make the leadership of the kingdom look bad. Roll a stability check. Kingdoms without a settlement roll this check at an advantage.
Critical Success: The criminal is caught, as are some of the resources that they used. Gain 1 funding for the highest level of settlement that your kingdom owns, and +1 loyalty for 1d4 kingdom phases. Discover a spy network within your kingdom, if any.
Success: The criminal is caught, but the sensational news keeps the public wary of the leaderships ability. -1 to all kingdom stats until next Difficulty phase.
Failure: The criminal is not caught, but after bringing the guards on a wild goose chace, they flee, never to be seen again. -1 to all kingdom stats for 1d3 kingdom phases, and - 1d3 funding. If the kingdom cannot pay the funding penalty, the kingdom stat penalty is -2 instead of -1.
Critical Failure: The criminal has evaded all capture and will continue to do so in the future. As failure but roll again for the criminal next difficulty phase. Roll with advantage, but you cannot critically succeed
Wealthy Visitors
People have visited your kingdom with the sole intention of spending money, and exploring the kingdom itsellf. Gain 1d4! funding. If the kingdom gained 1 funding, the kingdom gains +1 economy for 1d3 kingdom phases.
 

Kingdom Stats

A kingdom consiats of 5 different trackable metrics. Each one defines different aspects of the kingdom, and the challenges it faces.
Economy: This is the health of a kingdoms GDP, and how they are able to provide trade goods and resources for themselves and other kingdoms. This is not purchasing power, but the potential power for building, trade, food and a wide swath of kingdom checks including the diplomacy action.
Loyalty: How much the populace trusts and obeys their ruler. Primarily used during the Proclamation phase, and intrigue actions. Loyalty will show how much the populace trusts and obeys the leadership.
Stability: This kingdom stat details the security and lawfulness of yiyr kingdom. Primarily used to determine the result of difficulty checks, but also for the military action.This stat is used whenever the defence of a kingdom, its people, or its laws comes into question. A high stability stat can even prevent disasters from taking place.
Funding: The monitary purchasing value of a kingdom. This stat can never go below 0, but it can be sacrificed for a wide variety of actions.
Size: A kingdoms size is equal to the number of areas a kingdom controls, plus the number of settlements, plus the number of discoveries owned by a kingdom. A kingdoms size is applied as a penalty to all kingdom stats.

Kingdom Checks

Regardless of what kingdom check is called for a 1d20 is rolled and the total modifiers for a kingdom stat will be applied. Unless otherwise specified, the base DC for a kingdom check is either 10, or an opposed roll. The DC for these checks will only be altered in known circumstances. The statistic to be rolled can be altered in a complex variety of ways.
Whenever a kingdom stat is to be rolled, the leader of a kingdom may use funding to temporarrily boost the statistic to be rolled, by paying 2 funding for a 1 time bonus of +1 to that stat. This one time bonus is only for the roll that the kingdom is taking. If funding cannot be paid, or would reduce the funding value below 0, you cannot apply this one time bonus.

Kingdom Stat Penalties

Depending on how unbalanced your kingdom is, your kingdom will take penalties on certain rolls. These penalties will be applied before all other benefits applied by discoveries.
  • For every 10 that a kingdom stat is higher than another stat, all kingdom stats take a -1 penalty.
  • Every time that a kingdom rolls a critical success on an opposed roll, it gains a +1 modifier for 1d3! kingdom phases on that stat.
  • Every time that a kingdom rolls a critical failure on an opposed roll, it takes a -1 modifier for 1d3 kingdom phases on that stat.
  • If a kingdom check results in 3 or more failures, the kingdom gains a rebellion.

War

When two kingdoms are at war, the following rules are in effect:
  • During the Proclamation Phase, kingdoms at war suffer a –2 penalty to all Loyalty checks unless at least one proclamation directly addresses the war (either to escalate or resolve it).
  • All temporary penalties (from any source) persist and stack until the war ends, at which point each kingdom stat will have this war penalty reduced by 1 each kingdom phase.
  • A kingdom may not reduce the number of armies they possess, only increase the number of armies, or keep them the same.
  • A war ends when a treaty is signed (via Diplomacy), one kingdom is destroyed, or both sides agree to peace and declare it using one sentence of their proclamation.

Hexes

See World Exploration for more detailed information.
Hexes provide a wide variety of functions in UBuild. First, a kingdoms range is marked almost exclusivly by the hexes that it controls (+3) for hostile actions without taking a penalty. Seccond, hexes can create and store resources based on its hex type, and finally, a hex can be the requirement for certain discoveries.
Orthagonally connected hexes of the same type are called an Area. If a kingdom controls an entire area, the size of the area will be reduced to 1. However, when an area has been claimed in such a manner, it becomes easier for other kingdoms to claim it using an action as well.
Goods created on a hex may be stored on the hex for use immediately, or at any time. Kingdoms may choose what good is produced on a hex, based on its type. This has no correlation to in game effects, just flavor.

Settlements

During the economics phase, a kingdom can build a settlement. A settlement is a structure with a permanent military force protecting it. Throughout the world people can find numerous small houses, or tight knit communities of 3-4 buildings operating together. These are simply fluff, or small towns, not settlements.
All settlements have a level between 1 and 10. Each level of a settlement provides a variety of bonuses to the kingdom, and the players who encounter that settlement within the kingdom.
LevelProficiencies
1 1 Trained
2 2 Trained
3 2 Trained, 1 Expert
4 3 Trained, 1 Expert
5 3 Trained, 2 Expert
6 3 Trained, 2 Expert, 1 Master
7 4 Trained, 2 Expert, 1 Master
8 4 Trained, 3 Expert, 1 Master
9 4 Trained, 3 Expert, 2 Master
10 4 Trained, 3 Expert, 2 Master, 1 Legendary

Settlement Skill Bonuses

A settlement, after leveling up may choose to specialize. It may choose any skill and treat it as if it had that level of proficiency in that skill. This does not make the settlement a collossal sized player. Instead, this bonus can be applied to certain rolls made by players within the settlement. These rolls must make sense in context, and will be left to the GMs discretion.
As a general note, the speclizations will also help to round out the general culture of the settlement. For example, a settlement that is trained in Intimidation may create a culture that thrives in a rough and tumble vibe, but can also provide a +2 bonus on athletics, to show the other men that you are strong, and can be trusted for some of the more private tasks befitting their society.
Overall, it is left up to whoever rules the settlement to how the specialization changes the culture. A specialization may be applied at any time between kingdom phases, but cannot be removed unless the kingdom takes an improve action to instead change one of the active specializations (at no cost).

Making A Settlement

In order for a kingdom to make a settlement, all of the following must be true.
  1. A hex must be owned by the kingdom that has no settlement tile on it.
  2. The owned hex must not be directly adjacent to another settlement, even if the other settlement is in another kingdom.
  3. The owner must be able to pay funding equal to 1 + 1/2 the total levels of all settlements owned by the kingdom (rounded up).
  4. The settlement must be given a name.

If the create settlement action is taken and all of the above is true, then the settlement is created at the end of the kingdoms next economic phase.

Improving A Settlement

If a kingdom wants to increase the level of a settlement, it must be able to pay funding equal to 2 + 1/2 the total levels of all settlements owned by the kingdom. Doing so will allow additional specializations if the kingdom wishes to apply them at that time.
Alternatively, a kingdom may elect a Mayor to lead the settlement, so that they can improve the settlement in their own special way.

Beyond 10th level


If a settlement gets to level 10, and the owner of the settlement wishes to improve the settlement further, the settlement owner may instead expand the settlement to tiles adjacent to the 10th level settlement. This settlement now spans over multiple hexes, and applies all specializations to it, though the new hex starts at level 1. If a settlement has no place to build in any adjacent hex, it cannot be improved any further. Note that a settlement can always be built underground, giving a total of 7 adjacent spaces for a settlement to expand too.
If a settlement gains additional 10th level spaces, it gains 1 additional legendary specialization. This may stack any number of times.

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