JohnB's Games

Role-Playing, my way.

User Tools

Site Tools


campaign_systems_kingdombuilding:strongholds:managementrules

Stronghold Management Process

Overview

During the Campaign Round you go through the following process to determine the health, and wealth, of your Stronghold. It is the same process for Wilderness, Rural or Urban strongholds - or if you have a mix of different types of hex.

Phase 1 – Incomes

This is how many BP you generate from buildings and developments in your stronghold. This includes urban, rural and wilderness hexes and any secondary settlements,

Profitability

Profitability defines how much ‘profit’ you make each campaign round. In a really fast development area, it might be as high as 0.5 – which means you make 1bp profit for every 2bp you have invested. In other areas it might be 0.25 – which means you make 1bp profit for every 4bp you have invested. Even 0.25 is much higher than most modern businesses would expect to achieve, and many run at a loss during their early years, but this is a game that is supposed to be a hard-core economics lesson.

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

Example 2

Tax Rate defines how much Tax you collect each campaign round. The standard rate is 0.2 – which means your settlement collects 1bp in taxes for every point of Economy or Special Economy that has been built in the area. You have the right to vary the tax rate to help you collect more taxes - 0.2 is considered the basic rate, 0.15 is considered low, 0.25 is considered a higher tax rate.

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. There might be a 1cp tax for entering the city, a tax for tying a vessel up in the harbour (on top of the fees that the merchant house charges for using their wharf) or a licence for owning a horse / dog / animal of any sort. These are standard fees paid in the background, and don't need to worry about exactly what they are, nor account for them anywhere else. The plus side of low tax (for example), is that people have more money to spend and businesses proper. The downside is that you have to spend a bigger proportion of your income on Civic / community investments.

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. You share of taxes comes from the jetties, piers, Warehouse and other land based assets those businesses use.

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, city guard, countryside patrols, courts and the other buildings in your stronghold.

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 Stewardship modifier: (15=-1, 20=-2, 25=-3 etc)

Development Fund and Treasury

To calculate how much you have to spend on new developments subtract the Consumption from Income + Treasury. Treasury is just BPs you own that haven't been spent yet.

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 'treasury' for next time.

campaign_systems_kingdombuilding/strongholds/managementrules.txt · Last modified: 2023/07/04 11:56 by johnb