Kingdom Building - garnex/faro GitHub Wiki
Rules for Kingdom Building
A town has three attributes that describe the wellness of the kingdom, economy, defense and stability.
Economy
Economy represents the overall wealth created by its populous. The higher the economy modifier, the more money can be made. Each time an economy check is rolled, if the roll is lower than the DC, then the government is in debt. Additional money can be pulled from the economy bank or points can be purchased for 2000 sp per. If the roll fails, the difference is added to the stability DC.
If the roll is higher than the economy DC, the difference can be added to economy store.
The economy score initially starts at 0.
Every 5 families cause -1 economy.
Economy checks are rolled four times a year. The DC for economy is 15 + 1/(25 families).
Defense
Defense represents the areas general readiness against threats. The higher the defense modifier the more prepared the area is. Defense rolls are made when there is a threat against the region. If you fail the roll, the players must deal with the threat or the region will experience significant issues. Dealing with the issue can mean hiring mercenaries, call on other parts of Corkith to deal with the issues or the players can actually attempt to handle the issue. If you succeed at the roll, existing defense preparation is enough to handle the issue without additional effort.
The defense modifier starts at 0.
The defense DC is 10 + 1/(25 families) + threat.
Stability
Stability represents the overall happiness and whether they have enough resources to live in an area. The higher the stability modifier, the more content the populus. If the roll is lower than the DC then residing families want to leave. Whether families can join your region or leave is up to the Dominus, however not allowing individuals to move in or leave can cause long term discontent and additional problems for the region. If the roll is higher than the DC then additional families want to move into your region (equal to the difference rolled).
Each homeless family causes a -1 to stability.
Fiend attacks, problems with bandits, better trade and general happiness can all affect the overall stability of the community.
Stability checks are rolled four times a year. Stability modifier starts at 0. To stability 15 + 1/(25 families).
Physical Defenses
Walls can be placed on the edge of any structure. A wall is only effective if it completely encircles an area and contains a gate. Any structure outside of a wall is susceptible to being destroyed should an invasion occur.
Protection | Requirements | Cost | Time | Size | Bonus | Workers |
---|---|---|---|---|---|---|
Wood Palisade | - | 500sp/square | 1 | - | +3 defense | - |
Wood Gate | - | 1000sp | 2 | 1 | - | - |
30ft Wood Watchtower | - | 1000sp | 3 | 1 | +1 defense | - |
10ft brick wall | Brick Maker | 2000sp/square | 2 | - | +5 defense | - |
Brick Gate | Brick Maker | 4000sp | 4 | 1 | - | 1 Guard |
30ft Brick Watchtower | Brick Maker | 7000sp | 7 | 1 | +2 defense | - |
15ft stone wall | Stone Quarry | 5000sp/square | 3 | - | +7 defense | - |
20ft stone wall | Stone Quarry | 8000sp/square | 4 | - | +10 defense | - |
Stone Gate | Stone Quarry | 14000sp | 8 | 1 | +1 defense | 1 Guard |
Fortified Stone Gate | Stone Quarry | 20000sp | 12 | 2 | +3 defense | 2 Guard |
30ft Stone Watchtower | Stone Quarry | 14000sp | 8 | 1 | +3 defense | 1 Guard |
Armorsmith | - | 10000 sp | 6 | 1 | Defense +1 | 1 family |
Barracks | Brick Maker | 10000 sp | 10 | 2 | Defense +2 | - |
Bowyer | - | 10000 sp | 6 | 1 | +1 defense | 1 family |
Fletcher | - | 10000 sp | 6 | 1 | +1 defense | 1 family |
Weaponsmith | - | 10000 sp | 6 | 1 | +1 defense | 1 family |
Military Units
Unit | Requirements | Cost | Training Time | Bonus | Workers |
---|---|---|---|---|---|
Archers | Fletcher, Bowyer | 1000 sp | 10 | Defense +2, Economy -1 | 4 families |
Armored Guard | Weaponsmith, Armorsmith | 4000 sp | 10 | Defense +2, Stability +1, Economy -1 | 4 families |
Guards | Weaponsmith | 500 sp | 10 | Defense +1, Economy -1 | 4 families |
Mercenaries | - | 2000 sp | - | Economy -3, stability -2, Defense +2 | A band of 10 heavily armed mercenaries. |
Scouts | Fletcher, Bowyer, Tanner | 2000 sp | 10 | Defense +2, Stability +1, Economy -1 | 2 families |
Sherriff/Guard captain/constable | Weaponsmith, Armorsmith | 5000 sp | 10 | Defense +3, Stability +2, Economy -2 | 1 family |
Shops
Building | Requirements | Cost | Time | Size | Bonus | Workers |
---|---|---|---|---|---|---|
Apothecary | - | 10000sp | 5 | 1 | +2 stability, -2 economy | 1 educated family |
Bakery | Mill and Wheat Farm | 5000 sp | 3 | 1 | +1 economy | 1 family |
Beekeeper | - | 500 sp | 1 | 1 | +1 economy | 1 family |
Blacksmith | - | 10000 sp | 6 | 1 | +1 economy | 1 family |
Brewer | Wheat Farm and Cooper | 4000 sp | 3 | 1 | +1 economy, +1 stability | 1 family |
Brick Maker | - | 3000 sp | 2 | 1 | +1 economy | 1 family |
Brothel | - | 5000 sp | 3 | 1 | +2 economy, -1 stability | 1 family |
Butcher | Animal Farm | 2000 sp | 3 | 1 | +1 stability, +1 economy | 1 family |
Candle Maker | Beekeeper | 1000 sp | 2 | 1 | +1 economy | 1 family |
Cartographer | Parchment Maker | 5000 sp | 3 | 1 | Local maps, trade routes, -1 economy | 1 educated family |
Cobbler (shoes) | Tanner | 5000 sp | 3 | 1 | +1 economy | 1 family |
Cooper (barrel maker) | - | 3000 sp | 3 | 1 | +1 economy | 1 family |
General Store | - | 2000 sp | 3 | 1 | +1 stability, +1 economy | 1 family |
Library | Parchment Maker | 50000 sp | 15 | 1 | +2 stability, -1 economy, Educates People | 1 educated family |
Mill | Wheat farm or Barley farm | 10000 sp | 8 | 1 | +1 stability | 1 family |
Parchment maker | - | 5000 sp | 3 | 1 | +1 stability | 1 family |
Potter | - | 2000 sp | 2 | 1 | +1 stability | 1 family |
Preserver (pickler) | Vegetable farm and Pottershop | 4000 sp | 3 | 1 | +1 economy | 1 family |
Rope Maker | Hemp farm | 3000 sp | 3 | 1 | +1 economy | 1 family |
School | Lumber Mill | 5000 sp | 3 | 1 | +1 stability, educated families | 1 family |
Scribe | Parchment Maker | 10000sp | 5 | 1 | +2 stability, -1 economy | 1 educated family |
Seamstress/Tailor | Linen Weaver, Cotton Weaver, Wool Weaver | 5000 sp | 3 | 1 | +2 economy | 1 family |
Soap maker | - | 5000 sp | 3 | 1 | +1 stability | 1 family |
Tavern/Inn | - | 20000 sp | 8 | 2 | +1 stability, +1 economy | 1 family |
Tax collector | Parchment maker | 2000 sp | 2 | 1 | -1 stability, +3 economy | 1 educated family |
Wainwright (wagon maker) | Lumber Mill, Tanner, Wheelwright | 5000 sp | 3 | 1 | +1 economy, +1 stability | 1 family |
Weaver | Flax, Cotton or Sheep Farm | 3000 sp | 3 | 1 | +1 economy | 1 family |
Wheelwright | Lumber Mill | 5000 sp | 3 | 1 | +1 stability | 1 family |
Winemaker | Vineyard and a Cooper or Potter | 4000 sp | 3 | 1 | +1 economy, +1 stability | 1 family |
Production
Building | Requirements | Cost | Time | Size | Bonus | Workers |
---|---|---|---|---|---|---|
Coal Mine | - | 10000 sp | 6 | 4 | +2 economy | 2 families |
Copper Mine | - | 20000 sp | 6 | 4 | +2 economy | 2 families |
Gold Mine | - | 50000 sp | 6 | 4 | +2 economy | 2 families |
Lumber Mill | - | 10000 sp | 2 | 2 | +1 economy | 2 families |
Silver Mine | - | 30000 sp | 6 | 4 | +2 economy | 2 families |
Stone Quarry | - | 20000 sp | 6 | 4 | +2 economy | 2 families |
Tin Mine | - | 20000 sp | 6 | 4 | +2 economy | 2 families |
Tanner | Sheep, Goat or Pig farm | 3000 sp | 3 | 1 | +1 economy | 1 family |
Agriculture
Building | Requirements | Cost | Time | Size | Bonus | Workers |
---|---|---|---|---|---|---|
Barley Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Chicken Farm | - | 500 sp | 2 | 4 | +1 economy | 1 family |
Cotten Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Flax Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Goat Farm | - | 1000 sp | 2 | 2 | +1 economy | 2 families |
Hemp Farm | - | 1000 sp | 2 | 2 | +1 economy | 2 families |
Horse Farm | - | 5000 sp | 2 | 6 | +1 economy, +1 defense | 2 families |
Pig Farm | - | 1000 sp | 2 | 4 | +1 economy | 1 families |
Rapeseed Oil Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Sheep Farm | - | 1000 sp | 2 | 2 | +1 economy | 2 families |
Sorghum Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Vegetable Farm | - | 1000 sp | 2 | 2 | +1 economy | 1 family |
Wheat Farm | - | 1000 sp | 2 | 4 | +1 economy | 2 families |
Almonds Orchard | - | 1500 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Apples Orchard | - | 1000 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Figs Orchard | - | 1500 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Lemon Orchard | - | 1000 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Olives Orchard | - | 1500 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Oranges Orchard | - | 1000 sp | 2 | 4 | +1 economy, +1 stability | 1 family |
Vineyard Orchard | - | 3000 sp | 2 | 4 | +1 economy, +1 stability | 2 families |
Homes and Amenities
Building | Requirements | Cost | Time | Size | Bonus | Workers |
---|---|---|---|---|---|---|
Dump | - | Free | 1 | 4 | +1 stability | 1 family |
Gardens | - | 15000 sp | 8 | 6 | +3 stability, -1 economy | - |
Guildhall | Lumber Mill, Thatcher/Roofer | 15000 sp | 10 | 1 | - | - |
House (Small) | Lumber Mill, Thatcher/Roofer | 500 sp | 1 | 1/4 | Houses 1 family | - |
House (Medium) | Brick Maker, Thatcher/Roofer | 1500 sp | 5 | 1 | Houses 1 family, +1 stability | - |
House (Large) | Stone quarry, Thatcher/Roofer | 5000 sp | 10 | 2 | Houses 1 family, +2 stability | - |
Fortified House (Small) | Brick Maker, Thatcher/Roofer | 5000 sp | 10 | 1/4 | Houses 1 family, +1 defense | - |
Fortified House (Medium) | Brick Maker, Thatcher/Roofer | 15000 sp | 12 | 1 | Houses 1 family, +1 stability, +1 defense | - |
Fortified House (Large) | Stone quarry, Thatcher/Roofer | 50000 sp | 15 | 2 | Houses 1 family, +2 stability, +2 defense | - |
Shrine | Stone quarry | 10000 sp | 8 | 1 | +1 stability, -1 economy | - |
Temple | Stone quarry | 50000 sp | 15 | 4 | +3 stability, -2 economy | 1 family |
Professionals
Profession | Cost | Time | Bonus | Workers |
---|---|---|---|---|
Carpenter/Wood worker | - | - | -1 Economy | 1 family |
Clay mason | - | - | -1 Economy | 1 family |
Hunter, Trapper, Forager | 100 sp | 1 | +1 economy | 1 family |
Stone mason | - | - | -1 Economy | 1 family |
Thatchers/roofers | - | - | -1 Economy | 1 family |
General Laborers
General Laborers provide much needed services for the community but are only a drag on the economy. You only need to create general laborers when the townsfolk ask otherwise they give no benefit (but still costs -1 economy). Each general laborer requires 2 families and creates -1 economy, +1 stability with no cost. Below are some general laborers.
- Washers
- Water bearers
- Porters
- Courier/messengers
- Ratcatchers
- Mudlark/scavengers
- Carriage drivers
Build Crews
A Build Crew consists of 1 family plus the permanent families needed to maintain the building. The build time is calculated in build crew time. You can build one building at a time with one build crew. Creating a building includes the time needed to prepare the land and acquire the supplies needed to create the building.