Realm stats

coat_of_arms.png Main stats:

Control DC: 94 (=hexes+districts+Population Factor)
Economy: 163 (+2 temporary, 9 months remaining)
Loyalty: 119
Stability: 114

Unrest: 5 (2 from Danger Factor)
Unrest Modifier: 10 (Control DC / 50 x Unrest)

Population: 17 515 (Population Factor: pop/1000, bolded)
Danger: 2 05 (Danger Factor: Danger/100, bolded)

Fame: 31
Infamy: 2
Society: 1

BP pool: 112
BP/turn: 33
Food production: 110
Food consumption: 84 (Consumption = Population Factor x4 + edicts + misc expenses)
Granary storage: 22/32
Quarry stones: 4
Base Value: 10000

coat_of_arms.png Contributors: Characters
Ruler Kseniya Losev, +6 Stability, +6 Loyalty
Ruler Nicolas Losev: +5 Stability, +5 Loyalty
Heirs Yanastasia & Alexei Losev, +3 Loyalty
Marshal Kesten Garess, +3 Economy
Warden Morgrym, +6 Loyalty
General Grotis, +6 Stability
Grand diplomat Devlin, +5 Stability
Councillor Svetlana, +3 Loyalty
Spymaster Falchos, +4 Economy
Magister Kobi Wan, +5 Economy
Treasurer Kreep, +6 Economy
Enforcer Akiros, +5 Loyalty
High Priest Jhod Kavken, +4 Stability
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Nixie Melianse, +2 Stability
Dryad Tiressia, +2 Stability

coat_of_arms.png Contributors: Terrain Improvements
57 Roads: +7 Stability, +14 Economy (1 economy per 4, 1 stability per 8)
35 Rivers: +8 Economy (1 per 4)
Gem river: +2 BP/turn, 25 population
2 mines: +2 BP/turn +10 Danger, 50 population
3 Silver mines: +6 BP/turn +15 Danger, 75 population
4 Gold mines: +12 BP/turn +20 Danger, 100 danger
1 Mithril mine: +4 BP/turn +5 Danger, 25 Population
Dragonamber mine: +3 BP/turn +5 Danger, 25 Population
3 Super Orchards: +12 economy, 3 bp 150 population
Mega Orchards: +8 Economy, +4 BP/turn, 100 Population
35 Farms: +70 Food, 3500 Population
24 Regular fisheries: +24 Food, 1200 Population
4 Superior fisheries: +8 Food, 200 Population
2 Regular quarries: +2 Quarry Stones, 50 Population
1 Superior quarry: +2 Quarry Stones, 25 Population
3 Forts: +6 Stability, 150 Population
1 Knight’s estate: -1 consumption, +1 stability, +1 loyalty, 125 Population
3 Landmarks: +3 Loyalty
1 Danger watchtower: +1 stability, 25 Population, -5 Danger
4 Canals: 100 Population

coat_of_arms.png Contributors: Buildings
Buildings Population 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
coat_of_arms.png Contributors: Edicts
Token promotion: +0 Consumption, +5 Stability
Conservative expansion: +10 Stability, +5 Loyalty, -10 Economy, – 5 consumption
Quarterly Holidays: +10 Consumption, +10 Loyalty
Light taxation: +5 Economy, -0 Loyalty

coat_of_arms.png Contributors: Miscellaneous
Population Factor: +17 Economy
Dwarf fungus farming: +2 Food
Nomen centaurs: +2 Stability
Wyvern attack: +1 Loyalty
Downtime bonus: +4 Economy, +4 Loyalty, +4 Stability
Cyclops art exhibit: +2 Economy
Reaching Fame 10: +1 Economy, +1 Loyalty, +1 Stability
Heroic deeds during the early days: +2 Loyalty
Boggard Immigrants: +1 Stability
Neutral Good alignment: +2 Loyalty, +2 Stability
Realm location: +1 Economy, +1 Loyalty
Grotis’ Army: +2 Stability, +1 Loyalty
Foreign embassy in Restov: +1 Loyalty, +2 Economy, +1 Consumption
Trade Route Riverhaven-Restov +9 Economy
Foreign embassy in Mivon: +2 Loyalty, +3 Economy, +1 Consumption
Trade Route Riverhaven-Mivon +7 Economy
Dragon Deal: +1 Loyalty, +1 Stability
Army Budget: -4 BP/turn, +4 Consumption
Event: racists: -1 stability
Fame: +1 stability, +1 loyalty, +1 economy
Varnhold location bonus: +1 economy
Boggard village location: +1 economy
Paying tribute to cyclops clan: +4 consumption
Rioting in the underground district: -1 stability

coat_of_arms.png Contributors: Hexes, Districts, Control DC modifiers
((Hexes total population= 5500))
17 Population factor: +17 DC, +68 Consumption
Forests: 10 (6 water): = 800 population, +10 DC, 50 Danger
Hills:44 (29 water)=3650 population, +44 DC
Mountains: 6 (6 water) =300 pop, +6 DC, 60 Danger
Plains: 7= 700 pop, +7 DC
Caverns: 1 (1 water) =50 pop, +1 DC, 20 Danger

9 Districts: +9 DC

coat_of_arms.png
Extra modifiers:
Mivon is impressed: +4 diplomacy with Mivon

Realm stats

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