βš’οΈ

Economic Actions

Economic Actions govern the Realm’s efforts to improve its resource production, and make material improvements to its Settlements and populace through the application of these resources.

β­• Construct Building

Pay: (πŸͺ΅/πŸͺ™/🌾) Determined by building chosen

Upkeep: (πŸͺ΅/πŸͺ™/🌾) Determined by building chosen

Benefits: As described by chosen building.

As Ruler you order the construction of a new building in a Settlement in your Realm.

Choose a Settlement you control, then choose a building from the Building List provided, and pay it’s Build Cost.

The building immediately fills one of the available building slots in that Settlement. At the start of the next turn the building will have finished its construction, and its Upkeep cost must be paid from that turn onwards. As long as the Upkeep cost is paid, the building provides the benefit it describes. If the Upkeep cost cannot be paid, the benefit of the building immediately ends.

Each Settlement can only have one building under construction at a time. A Settlement cannot have multiples buildings of the same name in one Settlement.

When rules conflict, the rules of an individual building supersedes the rules laid out in this action.

πŸ›οΈ Building List

β­• Demolish Building

Pay: 1πŸͺ΅

Benefit: Remove a building

The Ruler chooses a building in a Settlement. At the start of the next turn, that building is destroyed, and it ceases to provide any benefits or require any Upkeep. The building slot it occupied is now empty and made available again.

Only one building can be demolished at a time at any one Settlement.

β­• Establish Settlement

Pay: 4 Influence πŸ’  4 Wealth πŸͺ™ 4 Materials πŸͺ΅ 2 Food 🌾

Upkeep: 1 Food 🌾

Benefits: Build a new Minor Settlement

Choose a Location that is without a Settlement, and begin construction of a new Settlement there. After paying the cost, the Location is considered filled while the Settlement is under construction. At this time, there is only a construction site that offers no benefits.

At the end of the New Year πŸŒ„, it will become a Lesser Settlement with no garrison and provide no Influence, with an Upkeep of 1 Food 🌾.

At the end of the following New Year πŸŒ„, this Settlement will become a Minor Settlement, conferring all of its usual bonuses.

If the Upkeep cannot be paid during any turn before this process is complete, then the Settlement collapses and the Location becomes available once again.

β­• Advance Settlement

Pay: 6 Influence πŸ’  6 Wealth πŸͺ™ 6 Materials πŸͺ΅ 3 Food 🌾

Upkeep: 2 Food 🌾

Benefits: Upgrade a Minor Settlement into a Major Settlement.

Choose a Minor Settlement and begin work to upgrade it.

After paying the cost, the Minor Settlement cannot take the Construct a Building or Demolish Building actions. Additionally an Upkeep of 2 Food 🌾 must be paid.

At the end of the New Year πŸŒ„, the Settlement will become a Greater Settlement. It will have the same Garrison and provide the same Influence as a Minor Settlement, but it will have have an Upkeep of 2 Food 🌾.

At the end of the following New Year πŸŒ„, this Settlement becomes a Major Settlement and provides all of its usual benefits.

If the Upkeep cannot be paid during any turn before this process is complete, then the action is cancelled and the Settlement reverts to being a Minor Settlement.


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