Spreadsheet: 851170d1701383937-using-a-formula-that-comes-up-with-a-number-but-if-sheet-s4-vacant-it-comes-back-with-0-camping-activities-2-
Sheet: Kingdom

Activities by Step with page # |  |  |  |  |  |  | Skill Used
Upkeep Phase Step 1: Assign Leadership Roles |  |  |  |  |  |  | +2 circ bonus if check type is in the same area as position being filled. |  | Who is making the check? | What skill is being used? |  |  | Kingdom stat's bonus |  | Kingdom roles |  |  |  | Kingdom Skills |  |  |  |  |  |  |  | Kingdom feats selected by  kingdom level |  |  |  | Settlements |  |  |  |  |  |  |  |  |  |  |  | Kingdom Level | Structures able to be constructed
determined before the roll | New Leadership - 520 |  |  |  |  |  | [NAME] check, Politics check, Statecraft check,  [NAME] check |  | emissary | intrigue | civil service, free and fair |  | Culture | 2 | If position is vacant | Kingdom role | Name of officer | [NAME] to skill | Kingdom skill | Kingdom trained in skill? | Key ability | Total Kingdom skill bonus |  |  |  |  | Kingdom level | Kingdom feats |  | Effect | Community Name |  | Size | Blocks | Structures |  |  |  |  |  | Consumption by Settlement |  | 0 | Rubble, Tenement
Commerce Phase Step 1: Collect Taxes |  |  |  |  |  |  | Once per turn, if none are collected on a turn, roll flat DC11 check,on a success reduce Unrest by 1 |  | Who is making the check? |  |  |  | Economy | 2 | -1 to all checks; gain 1d4 Unrest at the start of each turn; Control DC increases by 2. | Ruler (to [NAME]) | Gertie |  | Agriculture | T | Stability |  |  |  |  |  | 1 |  |  | Muddle Through- increases [NAME] or Resistance: +2 vs. [NAME] and +1 vs. Crime and Strife | Stagfell |  | 5 | 1 | Town Hall, Houses, Farmland (GB19) |  |  |  |  |  |  |  | 1 | Brewery, Cemetary, General Store, Granary, Herbalist, Houses, [NAME], Shrine, [NAME], Wooden Wall
Tr or Vi | Collect Taxes - 530 |  |  |  |  |  | Trade check - Tr |  | viceroy | trade |  |  | Loyalty | 1 | -1 to all Culture-based checks | Counselor (to Culture) | Linzi |  | Arts | Uhalf | Culture |  |  |  |  |  | 2 | [NAME] |  | Untrained Improvisation (half) | Two |  |  |  |  |  |  |  |  |  |  |  | 2 | Bridge, Jail, [NAME], [NAME], Orphanage, Town Hall
Commerce Phase Step 2: Approve Expenses |  |  |  |  |  |  | One or the other of these two actions can be taken per turn |  | Who is making the check? |  |  |  | Stability | 1 | -4 to Warfare activities | General (to Stability) | [NAME] |  | Boating | T | Economy |  |  |  |  |  | 4 |  |  |  | Three |  |  |  |  |  |  |  |  |  |  |  | 3 | Alchemy Laboratory, Barracks, Dump, [NAME], Foundry, Keep, Lumberyard, Monument, Park, Pier, Smithy, Stable, [NAME], [NAME], Tannery, Popular Tavern, Trade Shop, Watchtower
Ru or Em | Improve [NAME] |  |  |  |  |  | Politics check |  | ruler | politics |  |  | Kingdom XP | 0 | -1 to all [NAME]-based checks. | Emissary (to [NAME]) | Biznatch |  | Defense | Uhalf | Stability |  |  |  |  |  | 6 |  |  |  | Four |  |  |  |  |  |  |  |  |  |  |  | 4 | Marketplace, Paved Streets, Specialized Artisan
Ru or Em | Tap Treasury - 528 |  |  |  |  |  | Statecraft check |  | emissary | statecraft |  |  | Charter type | Exploration | -4 to Warfare-based activities | Magister (to Culture) | [NAME] |  | Engineering | T | Stability |  |  |  |  |  | 8 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 5 | Arcanist's Tower, Bank, Garrison, Guildhall, Magical Streetlamps, Mansion, Museum, [NAME], Thieves' Guild, Stone Wall
Commerce Phase Step 3: Tap Commodities |  |  |  |  |  |  | Once per turn, any excess Commodities can be sold to increase RP. |  | Who is making the check? |  |  |  | Heartland | Lake or River | -1 to all Economy-based checks | [NAME] (to Economy) | Renzo |  | Exploration | T | Economy |  |  |  |  |  | 10 |  |  |  |  | Kingdom Advancement |  |  |  |  |  |  |  |  |  |  | 6 | Illicit Market, [NAME], [NAME]
Tr or Vi | Trade Commodities - 525 |  |  |  |  |  | Industry check |  | viceroy |  |  |  | Government type | Yeomanry | -1 to Stability-based checks | Viceroy (to Economy) | Jaethal |  | Folklore | Uhalf | Culture |  |  |  |  |  | 12 |  |  |  |  | Level | Control DC | Kingdom Features |  |  |  |  |  |  |  |  | 7 | Sewer System, Temple, Theater
Commerce Phase Step 4: Manage Trade Agreements |  |  |  |  |  |  | Once per Established Trade Agreement, you spend 2 RP per attempt.  [NAME] to DCs if trade agreements were Managed on a previous turn. |  | Who is making the check? |  |  |  | Level | 3 | -4 to Region checks | Warden (to Stability) | Moreau |  | Industry | T | Economy |  |  |  |  |  | 14 |  |  |  |  | 1 | 14 | Charter, government, heartland, initial proficiencies, favored land, settlement construction (village) |  |  |  |  |  |  |  |  | 8 | Embassy, Magic Shop, Waterfront
Tr or Vi | Manage Trade Agreements - 529 |  |  |  |  |  | Trade check |  | viceroy |  |  |  | Kingdom Size/Type of Nation |  |  | Control DC |  |  | Intrigue | Uhalf | Loyalty |  |  |  |  |  | 16 |  |  |  |  | 2 | 15 | Kingdom feat, skill increase, untrained improvisation (half level) |  |  |  |  |  |  |  |  | 9 | Arena, Castle, Hospital, [NAME], [NAME]
Activity Phase Step 1: Leadership Activities |  |  |  |  |  |  | Each position gets 3 leadership activities in this step (or 2 if missing town hall or its upgrades).  Each action can only be taken once a turn. |  | See Activities tab |  |  |  | # of Resource Dice to roll at beginning of Kingdom Turn is Kingdom Level +4 (or +5 with Insider Trading) |  |  |  |  | Unrest penalty | Magic | Uhalf | Culture |  |  |  |  |  | 18 |  |  |  |  | 3 | 16 | Settlement construction (town), skill increase |  |  |  |  |  |  |  |  | 10 | Academy, Construction Yard
Activity Phase Step 2: Region Activities |  |  |  |  |  |  | Only 3 checks can be made per turn per Region that has a Settlement. |  | See Activities tab |  |  |  | Resource die |  |  | Unrest | 0 |  | Politics | Uhalf | Loyalty |  |  |  |  |  | 20 |  |  |  |  | 4 | 18 | Expansion expert, fine living, kingdom feat, skill increase |  |  |  |  |  |  |  |  | 12 | Menagerie, Military Academy
Activity Phase Step 3: Civic Activities |  |  |  |  |  |  | One check per Settlement. |  | Who is making the check? | What skill is being used? |  |  | Commodity [NAME] storage size |  | Commodity extra storage | Fame and Infamy points | 0 |  | Scholarship | Uhalf | Culture |  |  |  |  |  | Ruin |  |  | Penalty to opposing score |  | 5 | 20 | Ability boosts, ruin resistance, skill increase |  |  |  |  |  |  |  |  | 13 | Occult Shop
see structure description |  |  | Build Structure - 518 |  |  |  | [NAME] check by structure being built |  | General check by settlement |  |  |  | Food | 3 | 0 | Current RP to spend |  |  | Statecraft | T | Loyalty |  |  |  |  |  | Corruption (Culture) |  | 0 |  |  | 6 | 22 | Kingdom feat, skill increase |  |  |  |  |  |  |  |  | 15 | Cathedral, Mint, Opera House, Palace, World-class Tavern, University
Ge or Wa |  |  | Demolish - 523 |  |  |  | Engineering check |  | general | engineering |  |  | Lumber | 4 | 0 | 0 |  |  | Trade | T | Economy |  |  |  |  |  | Crime (Economy) |  | 0 |  |  | 7 | 23 | Skil increase, untrained improvisation (full level)
Event DC = Current Control DC + event's level modifier (in its description) |  |  | Event Phase - 533 |  |  |  | Each turn, flat DC 16 check to determine if an event occurs. |  |  |  |  |  | Luxuries | 2 | 0 |  |  |  | Warfare | Uhalf | Stability |  |  |  |  |  | Decay (Stability) |  | 0 |  |  | 8 | 24 | Experienced leadership +2, kingdom feat, ruin restistance, skill increase
Activity Phase 4: Army Activities |  |  |  |  |  |  | One action per Army per turn |  | See Activities tab |  |  |  | Ore | 2 | 0 |  |  |  | Wilderness | T | Stability |  |  |  |  |  | Strife (Loyalty) |  | 0 |  |  | 9 | 26 | Expansion expert (claim 3 hexes per turn), settlement construction (city), skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | Stone | 1 | 0 |  | Army's Stats |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 10 | 27 | Ability boosts, kingdom feat, life of luxury, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | Total Kingdom Consumption |  |  |  | Type of Army |  | Scouting | Comsumption | AC | Maneuver | Morale | HP | Attack |  | Special |  |  |  |  | 11 | 28 | Ruin resistance, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 12 | 30 | Civic planning, kingdom feat, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | # of resource dice | Max # of resource points on roll | Total random RP this Kingdom turn |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 13 | 31 | [NAME] increase
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 14 | 32 | Kingdom feat, ruin resistance, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 15 | 34 | Ability boosts, settlement construction (metropolis), skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 16 | 35 | Experienced leadership +3, kingdom feat, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 17 | 36 | Ruin resistance, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | position | kingdom stat | basic bonus before kingdom skill added | kingdom skill/bonus by position |  |  |  |  |  |  |  |  |  |  |  |  | 0440 |  |  | 18 | 38 | Kingdom feat, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | counselor | culture |  | arts |  | folklore |  | magic |  | scholarship |  |  |  |  |  |  |  |  |  | 19 | 39 | [NAME] increase
 |  |  |  |  |  |  |  |  |  |  |  |  | magister | culture |  | arts |  | folklore |  | magic |  | scholarship |  |  |  |  |  |  |  |  |  | 20 | 40 | Ability boosts, envy of the world, kingdom feat, ruin resistance, skill increase
 |  |  |  |  |  |  |  |  |  |  |  |  | treasurer | economy |  | boating |  | exploration |  | industry |  | trade |  |  |  |  | Cost to build a structure
 |  |  |  |  |  |  |  |  |  |  |  |  | viceroy | economy |  | boating |  | exploration |  | industry |  | trade
 |  |  |  |  |  |  |  |  |  |  |  |  | ruler | loyalty |  | intrigue |  | politics |  | statecraft |  | warfare |  |  |  |  | Building | Lots | Cost in RP | Lumber | Stone | Ore | Luxuries | Check to build
 |  |  |  |  |  |  |  |  |  |  |  |  | emissary | loyalty |  | intrigue |  | politics |  | statecraft |  | warfare |  |  |  |  | Bridge
 |  |  |  |  |  |  |  |  |  |  |  |  | general | stability |  | agriculture |  | defense |  | engineering |  | wilderness |  |  |  |  | Alchemy Laboratory
 |  |  |  |  |  |  |  |  |  |  |  |  | warden | stability |  | agriculture |  | defense |  | engineering |  | wilderness |  |  |  |  | Palace
 |  |  |  |  |  |  |  |  |  |  |  |  | general | stability |  | warfare
 |  |  |  |  |  |  |  |  |  |  |  |  | emissary | loyalty |  | agriculture |  | trade
 |  |  |  |  |  |  |  |  |  |  |  |  |  | You spend some time getting directly involved in helping your kingdom. Choose a skill that your Kingdom is at least Trained in, then attempt a basic check. You can never use the same skill for this activity twice in the same Kingdom turn. Critical Success: Gain 1 RP. In addition you get a +1 Circumstance Bonus to the next Check you make this turn with the chosen skill. Success: Gain 1 RP Failure: You fail to generate RP. Critical Failure: You take a -1 Circumstance Penalty to the next Check you make this turn with the chosen skill.
 |  |  |  |  |  |  |  |  |  |  |  |  |  | You send a team to spend time surveying and exploring a specific hex, getting the lay of the land and looking for unusual features and specific sites. Spend 1 RP and then attempt a Basic check.  Critical Success: Your team successfully explores the hex and it is now Reconnoitered for the purpose of Claim Hex. Your team automatically finds one Special or Hidden feature if the hex contains one. If the hex contains multiple Special or Hidden Features the GM chooses one. If the hex contains an Encounter or [NAME], the team avoids it and reports back useful and detailed information on it. In addition, your team's reconnaissance of the hex goes so smoothly you may immediately attempt an additional Reconnoiter Hex activity on an adjacent hex. Treat a Critical Success on this additional check as a Success instead. Success: Your team successfully explores the hex and it is now Reconnoitered for the purpose of Claim Hex. If the hex contains a Special feature your team may find it if your GM wishes. If the hex contains an Encounter or [NAME], the team avoids it and reports basic information on it. Failure: Your team fails to explore the hex sufficiently. If the hex contains an Encounter or [NAME], the team escapes it and reports basic information on it.  Critical Failure: Your team fails to explore the hex sufficiently and a number of the team are lost, causing you to take a -1 circumstance penalty to Loyalty-based checks until the end of your next Kingdom turn. If the hex contains an Encounter or [NAME], the team members were lost to it and the survivors can report back basic information on it.