Stats

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Basic Rules:
Kingdom Checks use the following formula: 1-((Control DC/Statistic)/2-0.25) This gives a % chance to succeed in the test. The % is calculated at the end of the turn.

Control DC=hexes+districts+unrest+(population/1000)+(Danger/10)

Cities require an equal amount of population in housing (Houses or Tenements) as in other buildings.
Population: 17465
Hexes total= 5500
Forest (50): 10 (6 water)=800
Hills (50): 44 (29 water)=3650
Mountains (25): 6 (6 water) =300
Plains (100): 7= 700
Caverns: 1 (1 water) =50

Improvements total=5875
12 Mines(25)= 300
5 Orchards(50) = 250
35 Farms (100)= 3500
28 Fisheries(50) = 1400
3 Quarries (25)= 75
3 Forts (50) = 150
1 Watchtower (25) =25
2 Canals (25) =50
1 Estate (125) = 125

Buildings Total= 3040 +3050 Housing= 6090

3 Wall enclosures: +3 Stability
3 Town halls: +3 Economy, +3 Stability, +3 Loyalty, +150 pop
1 Foundry: +1 Economy, +1 BP, 50 pop
2 Castles: +4 Loyalty, +6 Stability, 400 pop
2 Dump: +2 Economy, 20 pop
1 Shop: +1 Economy, 20 pop
1 Legacy inns: +1 Economy, 30 pop
2 Inn: +2 Economy, +2 Loyalty, 60 pop
2 Mansions: +2 Loyalty, 30 pop
2 Mill: +2 Economy, 20 pop
6 Granaries: +6 Loyalty, +30 granary capacity
1 Granary + Mill proximity Combo: +1 granary capacity
4 Parks: +4 Loyalty
2 Sacred Groves: +2 Loyalty, +2 Stability, 20 pop
1 Special sacred grove: +2 stability, +1 loyalty, 10 pop
3 Smithies: +3 Economy, 30 pop
1 Legacy smith: +1 Economy, +1 Stability, 10 pop
2 Shrines: +2 Loyalty, 20 pop
4 Jails: +8 Stability, 200 pop
1 Foreign Quarter: +5 Economy, 100 pop
1 Waterfront: +8 Economy, 200 pop
1 Tavern: +1 Loyalty, 20 pop
3 Brewery: +3 Loyalty, 20 pop
6 Trade Shops: +6 Economy, 60 pop
3 Temple: +6 Loyalty, +6 Stability, 150 pop
3 Barracks: +3 Stability, +3 Loyalty, 60 pop
2 Library: +2 Loyalty, 20 pop
1 Bordello: +1 Economy, +1 Loyalty, 20 pop
1 Hanging gardens: +2 Economy, +4 Loalty, -1 Consumption, 20 pop
2 Exotic artisan: +2 Economy, 20 pop
2 Courthouses: +4 Loyalty, 40 pop
1 Stockyard: +4 Economy (1 fixed, 1 per 2 adjacent farms) +3 Food (1 per 2 adjacent farms) -1 Stability, 100 pop
1 Kobold stockyard: -2 Stability, +2 Economy, +1 Food, 100 pop
2 Monuments: +2 Loyalty
2 Tanneries: +2 Economy, 40 pop
1 museum: +1 economy, + 2 loyalty, +1 fame, 20 pop
1 Orphanage: +1 stability, 50 pop
1 Noble villa: +2 Loyalty +1 Economy, 50 pop
1 Hunting lodge: +4 economy, +2 Food, 50 pop
1 Settlement watchtower: +1 stability, 20 pop
1 endowed garrison: +2 loyalty, +2 stability, +1 fame, +1 consumption, 200 pop
3 garrisons +3 loyalty, +6 stability, 600 pop
1 caster’s tower +1 economy, +1 loyalty, 10 pop
1 Hallowed area: +1 stability

Danger: 205
10 forests = 50
1 Cavern = 20
6 Mountains (1 w. Watchtower)= 55
12 Mines = 60
Kobold Danger=20

Stats

Kingmaker 2014 vpeltoni zelekendel