Kingdoms: Improvements

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Kingdoms: Main Page -> Kingdoms: Improvements

Improvements, Roleplaying and Flavour

The list of improvements on this page is by necessity rather dry and devoid of character, there as a resource for the Adjudicator.

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.

The List

Score Generators

Examples: Temples; Monuments; Statues; Vanity pieces;

One Point Score Generator

  • Add +1 to your kingdom's Dominance Score.

Two Point Score Generator

  • Add +3 to your Dominance Score.

Three Point Score Generator

  • Add +6 to your Dominance Score.


Resource Generators

Examples: Trade districts; Ports; Mines; Markets;

One Point Resource Generator

  • 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.

Two Point Resource Generator

One of the following:

  • With ((sacrifice resource X)) the Improvement generates 2 Glamour for the King.
  • With ((standard action by Piece X)) the Improvement generates 1 Glamour for the King.

"Standard action by piece X" is doing something where the piece could have been used usefully otherwise. For example be a Winter Intrigue performed by a Bishop. Generally though success is automatic.

Three Point Resource Generator

One of the following:

  • With ((sacrifice resource X)) the Improvement generates 3 Glamour for the King.
  • With ((standard action by Piece X)) the Improvement generates 2 Glamour for the King.
  • Every Autumn, the Improvement provides 1 Glamour to the King.