Kingdom

Kingdom-Earldom-Parish-Barony-Thanage-Estate-Appartment
==Kingdom Biomes:==
Desert [climate: Hot]: 1 TradeGrassland: 2 FoodIcecap [climate: Cold]: NoneMountain: 1 ProductionPlains: 1 FoodForest: 2 ProductionSea [Coastal tiles]: 2 TradeHills: 1 Production
==Kingdom Units:==
Explorer: Reveals new squares as he travels, only added to the map upon return.Colony: Creates settlement (thorpe) at locationArmy:Navy:
==Kingdom Resources==
Resources: Research, Science, Religion, Culture, Production, Trade, FoodSecondary resources:Culture scores affect
==Royal Policies==
===     o Patronage:===
Patronage: Influence with City-States degrades 25% slower than normalPhilanthropy: Gold gifts to City-States produce 25% more InfluenceAesthetics: Minimum Influence level with all City-States is 20Scholasticism [Philanthropy]: Buff: Scholasticism [Each Ally contributes 25% of their Science to you; they do not lose this]Cultural Diplomacy[Scholasticism]: Quantity of Resources gifted by City-States increases by 100%. Happiness from gifted Luxuries increased by 50%Educated Elite [Scholasticism, Aesthetics]: Allied City-States will occasionally gift you Heroes.
===     o Commerce:===
Commerce: 25% Gold output in Capital CityTrade Unions: Buff: Roadworker's Union [Gold maintenance on Roads and Railroads reduced by 33%.], Buff: Dockworker's Union [Harbours and Seaports gain +1 Gold]Naval Tradition: +1 Movement, +1 Sight for Naval unitsMercantilism: Purchasing items in Cities requires 25% less GoldMerchant Nacy: +3 Production in coastal CitiesProtectionism: +1 Happiness from each Luxury Resource
Category:Fief