Pathfinder (90s Gritty Tazar Reboot)
Kingdom Turn Sequence
A kingdom’s growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time).
The four phases are as follows:
Phase 1—Upkeep: Check your kingdom’s stability, pay costs, and deal with Unrest (see below). If your kingdom controls 0 hexes, skip the Upkeep phase and proceed to the Edict phase.
Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions (see page 206).
Phase 3—Income: Add to your Treasury by collecting taxes and converting gp into BP, or withdraw BP from your kingdom for your personal use (see page 207).
Phase 4—Event: Check whether any unusual events occur that require attention. Some are beneficial, such as an economic boom, good weather, or the discovery of remarkable treasure. Others are detrimental, such as foul weather, a plague, or a rampaging monster (see page 208).
These phases are always undertaken in the above order. Many steps allow you to perform an action once per kingdom turn; this means once for the entire kingdom, not once per leader.
During the Upkeep phase, you adjust your kingdom’s scores based on what’s happened in the past month, how happy the people are, how much they’ve consumed and are taxed, and so on.
Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
Step 2—Pay Consumption: Subtract your kingdom’s Consumption from the kingdom’s Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster’s Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section on page 213).
Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.
The Royal Enforcer may attempt to reduce Unrest during this step.
If the kingdom’s Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes on page 209 for more information.
If your kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people’s faith in you.
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.
Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles, starting on page 200).
Step 2—Claim (1BP) and Abandon (1 or 4 Unrest) Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement on page 212 for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1. Table 4–4: Improvement Edicts (see page 209) tells you the maximum number of hexes you can claim per turn. You may abandon any number of hexes to reduce your kingdom’s Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep phase).
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements, starting on page 210).
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table 4–6: Terrain and Terrain Improvements on page 214 to determine how many BP this requires. Table 4–4: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement on page 212). Table 4–4: Improvement Edicts tells you the maximum number of settlements you can establish per turn. You may construct a building in any settlement in your kingdom. The list of available building types begins on page 215. When a building is completed, apply its modifiers to your kingdom sheet. Table 4–4: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat on page 234).
Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts on page 208).
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.
Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom’s resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so. Each time you withdraw BP for your personal use, Unrest
increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.
Step 2—Make Deposits to the Treasury: You can add funds to a kingdom’s Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.
Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom’s markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement (see page 212). To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.
Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
In the Event phase, a random event may affect your kingdom as a whole or a single settlement or hex. There is a 25% chance of an event occurring (see Events, starting on page 220). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of kingdom check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the kingdom-building rules. In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification (see page 231).