Skip to content

mattermill/Pathfinder-2E-Kingdoms-and-Realms

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

3 Commits
 
 
 
 
 
 

Repository files navigation

Kingdoms and Realms

Kingdom Creation

Government Types

  1. Republic: +1 Culture, +1 Loyalty, -1 Economy

    • A system where power is held by elected representatives, balancing the needs of various factions.
  2. Oligarchy: +1 Economy, +1 Defense, -1 Loyalty

    • Rule by a small, elite group, often focused on wealth and military power.
  3. Monarchy: +1 Defense, +1 Loyalty, -1 Economy

    • Governed by a hereditary ruler, emphasizing tradition and centralized authority.
  4. Democracy: +1 Culture, +1 Economy, -1 Defense

    • Direct rule by the people, promoting equality and public participation in governance.
  5. Theocracy: +1 Culture, +1 Loyalty, -1 Defense

    • A state governed by divine guidance, where religious leaders hold political power.

Doctrine Types

Agricultural

Boost: Economy Focuses on maximizing food production and rural development.=

Militaristic

Boost: Defense Prioritizes military strength and national defense.

Diplomatic

Boost: Culture Emphasizes international relations and peaceful conflict resolution.

Populist

Boost: Loyalty Concentrates on the needs and desires of the common people.

Ethos Types

Prosperity

Boosts: Economy, Culture, Free Seeks to create wealth and improve the standard of living for all citizens.

Security

Boosts: Defense, Loyalty, Free Prioritizes safety and stability, both internally and from external threats.

Innovation

Boosts: Economy, Defense, Free Values progress, scientific advancement, and creative problem-solving.

Harmony

Boosts: Culture, Loyalty, Free Strives for social cohesion, equality, and peaceful coexistence.

Expansionist

Boosts: Defense, Culture, Free Focuses on growth, be it territorial, economic, or cultural influence.

Ability Scores

Culture

Skills: Diplomacy, Society, Arts Culture measures the interest and dedication of your nation and its people to the arts and sciences, to religion and reason, and to the subjects that your society chooses to learn about and to teach. Are your people well-versed in rhetoric and philosophy? Do they value learning and research, music and dance? Do they embrace society in all its diverse splendor? If they do, your kingdom likely has a robust Culture score.

Economy

Skills: Crafting, Trade, Ag Management Economy measures the practical day-to-day workings of your society as it comes together to do the work of making and building, buying and selling. How industrious are your citizenry? Are they devoted to building more, higher, and better, trading in goods, services, and ideas? If so, your kingdom likely has a robust Economy score.

Defense

Skills: Warfare, Fortifications, Training Defense measures the physical health and well-being of your nation. This includes its infrastructure and buildings, the welfare of its people, and how well things are protected and maintained under your rule. How carefully do you maintain your stores and reserves, repair things that are broken, and provide for the necessities of life? How quickly can you mobilize to shield your citizens from harm? A kingdom that can handle both prosperity and disaster efficiently and effectively has a robust Defense score.

Loyalty

Skills: Leadership, Public Relations, Espionage Loyalty measures the collective will, spirit, and sense of camaraderie the citizens of your nation possess. How much do they trust and depend on one another? How do they respond when you sound the call to arms or enact new laws? How do they react when other nations send spies or provocateurs into your lands to make trouble? If they support the kingdom’s leadership, the kingdom itself has a robust Loyalty score.

Resources

Resource Generation

  • Basic: 1 unit
  • Improved: 2 units
  • Advanced: 4 units

Storage Capacity

  • Tier 1 (Starting): 4 units
  • Tier 2: 8 units
  • Tier 3: 12 units
  • Tier 4: 16 units

Influence Generation

  • Each settlement: +1 Influence per turn
  • Each successful Diplomatic Mission: +2 Influence for the next 3 turns
  • Each Festival hosted: +3 Influence for the next 2 turns

Actions

  1. Construct Building (Economy - Crafting)

    • Cost: Varies per Structure
  2. Establish Trade Route (Economy - Trade)

    • Cost: 2 Lumber, 1 Influence
  3. Host Festival (Culture - Arts)

    • Cost: 2 Food, 1 Influence
  4. Fortify Settlement (Defense - Fortifications)

    • Cost: 2 Stone, 1 Ore, 1 Influence
  5. Train Military Units (Defense - Training)

    • Cost: 1 Ore, 2 Food
  6. Conduct Diplomatic Mission (Culture - Diplomacy)

    • Cost: 2 Influence
  7. Launch Espionage Operation (Loyalty - Espionage)

    • Cost: 1 Influence, 1 Ore
  8. Quell Unrest (Loyalty - Leadership)

    • Cost: 1 Food, 2 Influence
  9. Improve Image (Loyalty - Public Relations)

    • Cost: 2 Influence
  10. Establish Resource Site (Economy - Ag Management)

    • Cost: 2 Lumber, 1 Stone, 1 Ore
  11. Found Settlement (Economy - Crafting)

    • Cost: 3 Lumber, 2 Stone, 2 Food, 2 Influence
  12. Claim Territory (Defense - Warfare or Culture - Diplomacy)

    • Cost: 2 Influence, 1 Food (if diplomatic), or 1 Ore (if military)

Structures

  1. Town Hall

    • Cost: 3 Lumber, 3 Stone
    • Benefits:
      • +1 to Leadership (LOY) checks
      • Increases Influence generation by 1 per turn
  2. Marketplace

    • Cost: 4 Lumber, 2 Stone
    • Benefits:
      • +1 to Trade (ECON) checks
      • Allows one additional Trade action per turn
  3. Barracks

    • Cost: 3 Lumber, 2 Stone, 1 Ore
    • Benefits:
      • +1 to Training (DEF) checks
      • Enables the recruitment of basic military units
  4. Temple

    • Cost: 3 Stone, 2 Lumber
    • Benefits:
      • +1 to Society (CULT) checks
      • -1 Unrest
      • +1 to all Diplomacy (CULT) checks
  5. Workshop

    • Cost: 3 Lumber, 1 Stone, 1 Ore
    • Benefits:
      • +1 to Crafting (ECON) checks
      • Increases resource generation from resource sites by 1
  6. Library

    • Cost: 3 Lumber, 2 Stone
    • Benefits:
      • +1 to Arts (CULT) checks
      • +1 to all skill checks related to the CULT ability
  7. Tavern

    • Cost: 3 Lumber, 1 Stone
    • Benefits:
      • +1 to Public Relations (LOY) checks
      • -1 Unrest
      • Generates 1 additional Influence per turn
  8. Hospital

    • Cost: 4 Stone, 3 Lumber
    • Benefits:
      • +1 to Society (CULT) checks
      • Reduces the Unrest generated by negative events by 1
  9. Farm

    • Cost: 2 Lumber, 1 Stone
    • Benefits:
      • Produces 2 Food per turn
      • Has a chance to produce 1 extra Food each turn
  10. Lumberyard

    • Cost: 3 Lumber, 1 Stone
    • Benefits:
      • Produces 2 Lumber per turn
      • Increases Lumber storage capacity by 2
  11. Mine

    • Cost: 3 Stone, 2 Lumber
    • Benefits:
      • Produces 1 Ore per turn
      • Has a chance to produce 1 extra Ore each turn
  12. Wall

    • Cost: 4 Stone (or 4 Lumber for wooden wall)
    • Benefits:
      • +1 to Fortifications (DEF) checks
      • +1 to all Defense (DEF) checks
  13. Port

    • Cost: 4 Lumber, 2 Stone
    • Benefits:
      • +1 to Trade (ECON) checks
      • Allows for one additional Trade action per turn for international trade
  14. Park

    • Cost: 2 Lumber, 1 Stone
    • Benefits:
      • +1 to Public Relations (LOY) checks
      • -1 Unrest
      • Reduces kingdom Unrest by 1 every 4 turns
  15. Noble Villa

    • Cost: 4 Lumber, 3 Stone, 1 Influence
    • Benefits:
      • +1 to Leadership (LOY) checks
      • Generates 1 Influence per turn
      • +1 to Diplomacy (CULT) checks
  16. Castle

    • Cost: 8 Stone, 5 Lumber, 3 Ore
    • Benefits:
      • +2 to Leadership (LOY) and Fortifications (DEF) checks
      • Allows recruitment of elite military units
  17. University

    • Cost: 6 Lumber, 6 Stone, 2 Influence
    • Benefits:
      • +2 to Arts (CULT) checks
      • +1 to all CULT checks
      • Allows research of advanced technologies
  18. Arena

    • Cost: 5 Stone, 4 Lumber
    • Benefits:
      • +1 to Training (DEF) and Arts (CULT) checks
      • -2 Unrest
      • Generates 1 Influence per turn
  19. Bank

    • Cost: 5 Stone, 3 Lumber, 2 Ore
    • Benefits:
      • +2 to Trade (ECON) checks
      • Increases all resource storage capacities by 1
  20. Thieves Guild

    • Cost: 3 Lumber, 2 Stone
    • Benefits:
      • +1 to Espionage (LOY) checks
      • Generates 1 Influence per turn
      • Provides secret information about neighboring kingdoms once per month
  21. Magic Shop

    • Cost: 4 Lumber, 4 Stone, 2 Influence
    • Benefits:
      • +1 to Crafting (ECON) checks
      • Allows purchase of magical items up to kingdom level +1
  22. Sewer System

    • Cost: 6 Stone, 4 Lumber
    • Benefits:
      • +1 to Society (CULT) checks
      • Reduces Unrest generation in the settlement by 1 per turn
  23. Monument

    • Cost: 5 Stone, 1 Influence
    • Benefits:
      • +1 to Arts (CULT) checks
      • -2 Unrest
      • +1 to all CULT checks
  24. Embassy

    • Cost: 4 Lumber, 3 Stone, 1 Influence
    • Benefits:
      • +2 to Diplomacy (CULT) checks
      • Improves relationships with other kingdoms
      • Allows for one additional Diplomacy action per turn
  25. Granary

    • Cost: 3 Lumber, 2 Stone
    • Benefits:
      • Increases Food storage capacity by 2
      • Reduces Food consumption in the settlement by 1

Unrest System

  • Unrest Scale: 0 to 10
  • Each point of Unrest applies a -1 modifier to ALL skill checks

Gaining Unrest:

  • Failed skill checks may increase Unrest by 1
  • Certain negative events or decisions may increase Unrest
  • At the end of each turn, if the kingdom's Food storage is empty, Unrest increases by 1

Reducing Unrest:

  • At the end of each turn, if the kingdom has a positive Food surplus, Unrest decreases by 1
  • Certain Actions and Structures can reduce Unrest (as detailed in their descriptions)

About

Revised kingdom management system for Pathfinder 2e.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published