campaign_systems_kingdombuilding:strongholds:managementrules
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| campaign_systems_kingdombuilding:strongholds:managementrules [2023/07/04 11:56] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:strongholds:managementrules [2023/07/04 11:56] (current) – ↷ Page moved from campaign_systems2:strongholds:managementrules to campaign_systems_kingdombuilding:strongholds:managementrules johnb | ||
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| + | ====== Stronghold Management Process ====== | ||
| + | ===== Overview ===== | ||
| + | |||
| + | During the Campaign Round you go through the following process | ||
| + | |||
| + | |||
| + | ===== Phase 1 – Incomes ===== | ||
| + | |||
| + | |||
| + | This is how many BP you generate from buildings and developments in your stronghold. | ||
| + | |||
| + | **Profitability** | ||
| + | |||
| + | Profitability defines how much ‘profit’ you make each campaign round. | ||
| + | |||
| + | You get this for every point of Econ and Special Economy recorded against your businesses. | ||
| + | |||
| + | **Phase 1 – Income** | ||
| + | |||
| + | BPs earned = (Econ + Special Econ) * Profitability. | ||
| + | |||
| + | ++++Example 1| | ||
| + | A family business owns an inn and a brewery in the city, and a smaller tavern in a local hamlet. | ||
| + | |Buildings|Special|Economy|Loyalty|Stability|Defence|Consumption| | ||
| + | |Inn (City) | |3|1| | | | | ||
| + | |Brewery (City) | |2| | | | | | ||
| + | |Tavern (Hamlet) | |1| | | | | | ||
| + | So Econ = 6, special = 0. If Profitability is 0.4 the formula is | ||
| + | (Econ + Special Econ) * Profitability | ||
| + | |||
| + | ++++Example 2| | ||
| + | A small business based on fishing might include: a jetty, fish shop and two fishing boats. | ||
| + | |Buildings|Special|Economy|Loyalty|Stability|Defence|Consumption| | ||
| + | |Shop||1||||| | ||
| + | |Jetty||1||||| | ||
| + | |2x Boats |2|||||| | ||
| + | So Econ = 2, special =2. If Profitability is 0.4 the formula is | ||
| + | (Econ + Special Econ) * Profitability | ||
| + | |||
| + | Tax Rate defines how much Tax you collect each campaign round. | ||
| + | |||
| + | Note: Taxes are not all collected from businesses - this tax rate represents fees and licences associated with doing things, as much as it is a direct tax on income and possessions. | ||
| + | |||
| + | Tax Returns | ||
| + | * Tax Returns - all of these | ||
| + | * +TaxRate(bp) for every point of economy on buildings on stronghold lands (this includes buildings that the stronghold owns) | ||
| + | |||
| + | |||
| + | Note: You do not make any income from Boats, ships, mule trains or caravans that work out of your stronghold. | ||
| + | |||
| + | Acts of DM: Sometimes Kingdom Event Rolls, or other similar things, will affect income. Particularly good weather might mean that trade is boosted across the land, while a flood or famine might mean extra costs for everyone. It might just be one area, or it might be the whole region … | ||
| + | |||
| + | ==== Phase 2 – Consumption ==== | ||
| + | |||
| + | |||
| + | This is how much it costs to run your stronghold. It covers road maintenance, | ||
| + | |||
| + | Add these up to get the base consumption costs. | ||
| + | |||
| + | * Each Semi-Wilderness Hex = + 0.5bp | ||
| + | * Each Rural Hex = + 1bp | ||
| + | * Each Urban Hex = + 1bp | ||
| + | * Each City District = + 1bp | ||
| + | |||
| + | Add these together to find your Consumption Modifier | ||
| + | |||
| + | * Apply Transport Consumption Modifiers. | ||
| + | * -1 for every 4 hexes with roads, | ||
| + | * -1 for every 3 hexes with Highways and | ||
| + | * -1 for every hex with a Canal. | ||
| + | * Apply Wilderness Consumption Modifiers: -1/Redoubt, | ||
| + | * Apply [[..: | ||
| + | * Apply [[stewardship# | ||
| + | |||
| + | ==== Development Fund and Treasury ==== | ||
| + | |||
| + | |||
| + | To calculate how much you have to spend on new developments subtract the Consumption from Income + Treasury. | ||
| + | |||
| + | Development Fund = (Income + Treasury) - Consumption | ||
| + | |||
| + | |||
| + | ==== Phase 3 – Events. ==== | ||
| + | |||
| + | This is when you change things, if you want to. Once everything is settled up for the turn, you know your BP balance for the next turn, so now you can do any or all of the following. | ||
| + | * Claim a hex. | ||
| + | * Give up a claim on a hex. | ||
| + | * Develop a New City District. | ||
| + | * Build something | ||
| + | |||
| + | Any BP that you have left over can be kept in your ' | ||
