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.