Editing Kingdoms: Improvements

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When a ''King-Player'' orders an ''Improvement'' built, he doesn't pick off this list. Instead, he says exactly what the Improvement consists of and how much he is spending, and the Adjudicator then picks the rule to match it.
 
When a ''King-Player'' orders an ''Improvement'' built, he doesn't pick off this list. Instead, he says exactly what the Improvement consists of and how much he is spending, and the Adjudicator then picks the rule to match it.
  
For example, the King could spend 3 Glamour to build ''Merchant Sea Docks'' in one of his cities, to encourage trade. The Adjudicator would then decide that this was a ''3 pt Resource Generator'', and assign the rules as appropriate. On the other hand, the ''Adjudicator'' could decide that the King's dreamform and style of government so far isn't going to support trade, and instead make it a ''3 point Special Effect'', with the ability to add the ''Naval'' trait to any piece for a year.
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For example, the King could spend 3 Glamour to build ''Merchant Sea Docks'' in one of his cities, to encourage trade. The Adjudicator would then decide that this was a ''3 pt Resource Generator'', and assign the rules as appropriate.
  
 
=The List=
 
=The List=
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One of the following:
 
One of the following:
 
* Negate a ''Boon'' or ''Trait'' on all of one type of your enemy's back row pieces. For example, an ''Airship Station'' to negate the ''Inaccessible Kingdom'' of trait of the opposing ''King'', but only when you are attacking.
 
* Negate a ''Boon'' or ''Trait'' on all of one type of your enemy's back row pieces. For example, an ''Airship Station'' to negate the ''Inaccessible Kingdom'' of trait of the opposing ''King'', but only when you are attacking.
 +
 
===Three Point Counteract===
 
===Three Point Counteract===
 
One of the following:
 
One of the following:
* Negate a ''Drawback'' on one piece you control. For example, a ''Proving Ground'' to negate the ''Poor Recruiter'' drawback on your ''King''.
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* Negate a ''Drawback'' on one piece you control. For example, a '''Proving Ground''' to negate the '''Poor Recruiter''' drawback on your '''King'''.
<br>
 
 
 
==Dedicated Resource Generator==
 
'''Examples:''' Mana Batteries; Construction Company; Staging Camp;
 
===One Point Dedicated Resource Generator===
 
* Generate 1 point of ''Dedicated Resource'' each ''Autumn''.
 
Examples of ''Dedicated Resource'' might include:
 
* ''Arcane Energy'' that can be spent instead of ''Glamour'' to power ''Rituals''.
 
* ''Construction Projects'' that can be spent instead of ''Glamour'' to build ''Improvements''.
 
* ''Gold'' that can be spent instead of ''Glamour'' to ''Hire Mercenaries'' (and which is treated by the ''Neutral Player'' as ''Glamour'').
 
* ''Reserves'' that can be spent instead of ''Glamour'' to ''Renew Armies''.
 
* ''War Drugs'' that can be spent to give point-for-point bonuses to ''Attack Strength'' of ''Summer Campaigns''.
 
Generally each Kingdom should have no more than one ''Improvement'' generating each type of ''Dedicated Resource''.
 
===Two Point Dedicated Resource Generator===
 
* Generate 2 points of ''Dedicated Resource'' each ''Autumn''.
 
===Three Point Dedicated Resource Generator===
 
* Generate 3 points of ''Dedicated Resource'' each ''Autumn''.
 
 
<br>
 
<br>
 
 
==Defence Boosts==
 
==Defence Boosts==
 
'''Examples:''' Great Walls; Watchtowers; Security Groups;
 
'''Examples:''' Great Walls; Watchtowers; Security Groups;
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One of the following:
 
One of the following:
 
* Add +3 to your kingdom's defence against one campaign or intrigue objective (e.g. +3 War Defence versus all Pillage attempts).  
 
* Add +3 to your kingdom's defence against one campaign or intrigue objective (e.g. +3 War Defence versus all Pillage attempts).  
* Add +2 to your kingdom's defence against two campaign or intrigue objectives (e.g. +2 Internal Security versus all Espionage and Kidnap attempts)
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* Add +2 to your kingdom's defence against two campaign or intrigue objectives (e.g. +2 Internal Security versus all Espionage, Propaganda and Kidnap attempts)
 
* Add +1 to your kingdom's defence against either all Summer Campaigns or all Intrigues.
 
* Add +1 to your kingdom's defence against either all Summer Campaigns or all Intrigues.
 
<br>
 
<br>
 
==Enablers/Penalisers==
 
'''Examples:''' Prisons; Research Laboratory;
 
===One Point Enablers/Penalisers===
 
* Deduct -1 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -1 to enemy Escape Attempts.
 
===Two Point Enablers/Penalisers===
 
* Deduct -2 from a specific task type in Spring or Autumn. E.g. -2 to Ritual casting cost, or -2 to enemy Escape Attempts.
 
===Three Point Enablers/Penalisers===
 
* Deduct -3 from a specific task type in Spring or Autumn. E.g. -3 to Ritual casting cost, or -3 to enemy Escape Attempts.
 
<br>
 
 
 
==Resource Generators==
 
==Resource Generators==
 
'''Examples:''' Trade districts; Ports; Mines; Markets;
 
'''Examples:''' Trade districts; Ports; Mines; Markets;
 
===One Point Resource Generator===
 
===One Point Resource Generator===
 
* With ((sacrifice resource X)) the Improvement generates 1 Glamour for the King.  
 
* With ((sacrifice resource X)) the Improvement generates 1 Glamour for the King.  
 +
 
"Sacrifice resource X" should always be costly - for example, surrendering a back row piece to captivity at the end of Spring, or destroying an Improvement.
 
"Sacrifice resource X" should always be costly - for example, surrendering a back row piece to captivity at the end of Spring, or destroying an Improvement.
 
===Two Point Resource Generator===
 
===Two Point Resource Generator===
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===One Point Special Effect===
 
===One Point Special Effect===
 
* Once per year give one ''Pawn'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
 
* Once per year give one ''Pawn'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
 +
 
===Two Point Special Effect===
 
===Two Point Special Effect===
 
* Once per year give one ''Rook, Knight or Bishop'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
 
* Once per year give one ''Rook, Knight or Bishop'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
===Three Point Special Effect===
+
 
* Once per year give any ''Piece'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
+
===Three Point Score Generator===
 +
* * Once per year give any ''Piece'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.
 
<br>
 
<br>
 
Don't forget that regardless of source, a piece can only have any given ''Descriptor'' once.  
 
Don't forget that regardless of source, a piece can only have any given ''Descriptor'' once.  
 
[[Category:Kingdoms|Improvements]]
 
[[Category:Kingdoms|Improvements]]

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