Stronghold Management Process

A Stronghold Turn lasts three months. At the end of that three month period complete the following phases to determine the health of your kingdom.

For this process a Stronghold is a political organisation with the right to own land and raise taxes – It includes Traditional Baronies, Rural Idylls, Wilderness Preserves, Independent Cities and such like. Everyone else uses the Investor Rules.

Phase 1 – Incomes

This is how many BP you generate from buildings and developments in your stronghold.

  • Core Economy - all of these. This includes urban, rural and wilderness lands.
    • +1BP for every 2 points of economy on buildings owned by the stronghold lands
    • Charge Special Taxes Note: you can demand extra taxes from businesses in your stronghold - don't do it too often, or else you won't get any new investment. It is probably best to only do this when you can demonstrate clear need.
  • Magic Economy - These are cumulative.
    • +1BP for every building owned by the stronghold that produces Minor Magical Items
    • +1BP for every building owned by the stronghold that produces Medium Magical Items
    • +1BP for every building owned by the stronghold that produces Major Magical Items
  • Investment Returns - all of these
    • +1BP for every 5 points of economy on building owned by investors on stronghold lands
    • +1BP for every 4 hexes with roads that are owned by the stronghold
    • +1BP for every 3 hexes with Highways that are owned by the stronghold
    • +1BP for every hex with a Canal that is owned by the stronghold

Add any BP bonuses from Rural or Wilderness Developments

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.

Each Hex = + 1bp (Except Managed Wilderness hexes)
Each City District = + 1bp

Apply Wilderness Consumption Modifiers: -1/Redoubt,
Apply Rural Consumption Modifiers: -1/Fishery, -1/Lumber Camp, -2/Farm, -2/Mine
Apply Profession: Steward modifier: (15=-1, 20=-2, 25=-3 etc)

See Stewardship bonuses below.

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

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