Building Khalharum
Economy - This is how well financially your city is doing. And how much tax revenue you get from it...
For every 500 people living within the city, add +1 to your economy. Certain buildings will also add to the economy - better docks and famed markets will bring more trade, and therefore more tax revenue.
Upkeep - The resources required to maintain public buildings, walls and defensive units and those kept by the city. If, at the end of each month, there is not enough produced by Economy to cover the upkeep then the upkeep must be taken from stored resources. If there are no resources left to cover the full upkeep as well then make a note against enough buildings and units to cover the amount - these go without resources for that months, but continue to function.
If the same happens a second time, those resources go inactive - they no longer count towards your city for any purpose other than taking space until that debt is paid back.
Resources - Gold, jewels, silks and paintings. Water, food, wood and stone. All the things a city needs to run. Resources are simply the banked resources your city has. if you run out, it may be possible to borrow some...with interest.
Population - The number of people in your city. You gain tax revenue and recruit military units from the population - the more you have, the more you can get.
However, the people need you too - for every 200 people, you add one to Upkeep. These are civil servants, street cleaners and the poor houses.
Districts - Districts are essentially the space within your city. Each district has a certain number of blocks’ - areas you can build on. Once that has been filled you either need to found a new district or replace blocks already used within the city. Founding a new district costs twenty resource points, to prepare the land or clear rubble.
Defence - City walls, fortifications and military units - this is a rating of how strong your city is. It is added to the military units guarding the to better help defend them.
Stability - How calm and peaceful the population currently is. Certain events such as famine or war against a stronger foe can deplete these numbers. This score is the level of each unit stationed within the city (although certain units won't count) and the average Charisma modifier of the Council.
Control - How difficult your population is to control. The more people there are, with more interests and views, the more difficult things are. The DC for this starts at 5, and increases by 1 for every 200 people in the city.
Kingdom Turns
Stage 1 - Upkeep
- Step 1 - Generate Income. You do this by rolling 1d10 plus your economy score.
- Step 2 - Upkeep. Roll 1d5 plus upkeep costs.
- Step 3 - Deduct your upkeep from your income.
- Step 4 - Add or deduct the remainder from your treasury as Build Points.
- Step 5 - Add any personal funds to the treasury.
- Step 1 - Generate Income. You do this by rolling 1d10 plus your economy score.
- Step 2 - Upkeep. Roll 1d5 plus upkeep costs.
- Step 3 - Deduct your upkeep from your income.
- Step 4 - Add or deduct the remainder from your treasury as Build Points.
- Step 5 - Add any personal funds to the treasury.
Stage 3 - Edicts
- Step 1 - Adjust the tax rate as required. - Step 2 - Promote city to increase population. For each Build Point increase the population by 50 per 10 Fame the city has. - Step 3 - Declare a Holiday. Each Holiday takes 2 Build Points that month, but increase Stability and Population by 1d10. |
Tax Rates
Standard - No modifiers to Economy or Stability Decrease - Increase Stability for each point of Economy you refund Increase - Remove one point of Stability for each additional point of Economy generated |
Stage 3 - Declarations
- Step 1 - Assign leadership roles.
- Step 2 - Create Military Units. The cost of this can, and likely should, be spread out across several months.
- Step 3 - Deactivate Resources. If any facilities are no longer required, they can be mothballed and any upkeep cost removed.
- Step 1 - Assign leadership roles.
- Step 2 - Create Military Units. The cost of this can, and likely should, be spread out across several months.
- Step 3 - Deactivate Resources. If any facilities are no longer required, they can be mothballed and any upkeep cost removed.
Stage 4 - Building
- Step 1 - Claim a new district. Each one costs 20 BP.
- Step 2 - Build up to 5 BP of buildings or improvements per 500 people. If a project will take more it can be continued in the next build phase.
It takes a work crew of at least twenty people per build point to construct something. Any less and it takes twice as long.
- Step 1 - Claim a new district. Each one costs 20 BP.
- Step 2 - Build up to 5 BP of buildings or improvements per 500 people. If a project will take more it can be continued in the next build phase.
It takes a work crew of at least twenty people per build point to construct something. Any less and it takes twice as long.
Stage 5 - Random Events
- The GM will roll for secret events which may affect the running of the city.
- The GM will roll for secret events which may affect the running of the city.
Stage 6 - Stability
- Step 1 - Calculate current stability, including any modifiers from the Random section. - Step 2 - Roll against the current Control score. Failing means reducing the City Mood by 1, succeeding increases it. Failing by more than 10 reduces the level by 1d4 instead. |
City Mood
Happy - Add +1 BP each turn Neutral - No Effect Concerned 1- 5 - Murmurs in the street Unhappy 1-5 - Reduce BP by 1 each turn Revolt - All city functions suspended |
Basic Buildings and Improvements
Housing
Cost: 2 BP Size: 4 Blocks Workforce: 0 Upkeep: 0 Function: Add 50 the total population the city can hold. Harbour Cost: 6 BP Size: 2 Blocks (water adjacent) Workforce: 50 Upkeep: 0 Function: Adds 1 to Economy. Barracks Cost: 6 BP Size: 6 Blocks Workforce: Varies Upkeep: o Function: Allow a new Military Unit to be created. Upkeep is included in the unit's upkeep - an unoccupied Barracks is assumed to be mothballed. Gatehousess Cost: 8 BP Size: Upgrade to Walls Workforce: 30 Upkeep: 2 Function: Adds +2 to the defence of each island. Town Hall Cost: 5 BP Size: 2 Blocks Workforce: 5 Upkeep: 1 Function: Allows meetings and to keep on top of issues. Connected to Nexus. +1 to Stability. One per island. |
Poor Quality Housing
Cost: 1 BP Size: 2 Blocks Workforce: 0 Upkeep: o Function: Add 50 to the total population the city can hold. Reduce Stability by 1 for each block. Artisans Quarter Cost: 6 BP Size: 6 Blocks Workforce: 40 Upkeep: 1 Function: +3 to Economy. Market Cost: 4 BP Size: 4 Blocks Workforce: 50 Upkeep: o Function: Add 1 to Economy. Walls Cost: 8 BP Size: Special Workforce: 0 Upkeep: 2 Function: Adds +2 Defence to each Island. Granary Cost: 4 BP Size: 2 Blocks Workforce: 10 Upkeep: 1 Function: Prevents famine for up to 500 people per granary for one month. |
Advanced Buildings
Academy
Cost: 15 BP Size: 10 Blocks Workforce: 90 Upkeep: 3 Function: Increases Fame by +2. Increases Economics by +4. Increases Stability by +1 Uncommon Defences Cost: 8 BP Size: Upgrade to Walls Workforce: 10 Upkeep: 2 Function: Improve defences with non-traditional means. Greenhouse Cost: 10 BP Size: 8 Blocks Workforce: 30 Upkeep: 1 Function: +3 to Economy, +2 to Stability. Delicious veg. |
City Watch House
Cost: 10 BP Size: 6 Blocks Workforce: 30 Upkeep: 2 Function: +1 Stability, +1 Defence. Temple Cost: 10 BP Size: 10 Blocks Workforce: 10 Upkeep: 0 Function: Stability +2, Fame +2. One per God. |
Unique Buildings
The Seven Towers of Khalharum
Size: 80 Blocks Workforce: 30 Upkeep: 0 Function: Seat of power. |
Countryside Building
Farm
Cost: 6 BP Workforce: 10 Upkeep: 0 Function: Adds 1 to Economy and Housing for 10. Mines Cost: 16 BP Workforce: 60 Upkeep: 1 Function: Adds +5 Economy. Outpost Cost: 4 BP Workforce: 20 Upkeep: 1 Function: +1 Stability, early warning. |
Large Farm
Cost: 10 BP Workforce: 50 Upkeep: 0 Function: Adds +2 to Economy and Housing for 50. Roads Cost: 1 BP per 5 locations Workforce: 10 per BP spent Upkeep: 1 per BP spent Function: Allows more rapid transport between locations. |