Event:4713/01/01 Kingdom Turn

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Phase 1—Upkeep

Checking the kingdom’s stability, paying costs, and dealing with Unrest.

Step 1—Determine Kingdom Stability

Stability check = success

  • Unrest decreases by 0
  • 1 BP added to treasury

Step 2—Pay Consumption

Consumption uses 0 BP

  • Unrest increases by 0

Step 3—Fill Vacant Magic Item Slots

Step 4—Modify Unrest

Unrest increase due to negative attributes = 0
Royal Enforcer does not attempt to reduce Unrest.
0 hexes lost due to Unrest.

Phase 2—Edict

Declaring official proclamations about taxes, diplomacy, and other kingdom-wide decisions.

Step 1—Assign Leadership

No changes in leadership.

Step 2—Claim and Abandon Hexes

D20 and C21 claimed

Step 3—Build Terrain Improvements

Road in D20, Farm in D20, Road in C21

Step 4—Create and Improve Settlements

No new settlements.
Buildings constructed: Mint in Lakehold, Mansion in Lakehold

Step 5—Create Army Units

No changes to army.

Step 6—Issue Edicts

No changes to edict levels.

Phase 3—Income

Adding to the Treasury by collecting taxes and converting gp into BP, or withdrawing BP from the kingdom for our personal use.

Step 1—Make Withdrawals from the Treasury

No withdraws from the Treasury.

Step 2—Make Deposits to the Treasury

No deposits to the Treasury.

Step 3—Sell Expensive Items for BP

No items sold for BP.

Step 4—Collect Taxes

Economy check = success

  • 33 BP added to the Treasury.

Phase 4—Event

Nothing of note transpires.