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译文资料区 => 核心书籍(Core Books) => Pathfinder RPG => Pathfinder => 《极限战役》 => 主题作者是: 四月 于 2013-07-28, 周日 22:58:41

主题: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 22:58:41
王国与战争(Kingdoms and War)
有的英雄会建立王国,驱逐带有敌意的怪物来给爱好和平的移民腾出空间。而其他人则会领导士兵进行战斗,发动伟大而又可怕的战争。本章节会介绍建立王国和发动战争的规则,专注于宏观的城市建立和军队战术,而非管理身为个体的定居者和士兵的细节。
本节使用“王国(kingdom)”来作为各种类型的疆域的通用名称,不论它们的大小、政体和统治者的性别。大多数的决定权都掌握在玩家手中,而这些规则都是以此前提来撰写的,使用诸如“你的王国(your kingdom)”和“你的军队(your army)”的表达方式。然而DM仍旧负责整个战役,对玩家的决策所造成的影响进行预计并做出判断。虽然应该允许运营王国的玩家了解这些规则(允许他们这么做会使得王国的建设对DM来说更为简单),但不要给他们机会钻空子滥用规则谋利。比如玩家可能会决定建立一座充满墓地的城市,因为这样能够给城市提供很多奖励,但是DM如果认为这不合理,他就可以判定这个城市会频繁出现不死生物的攻击。同理,一个定居点的魔法商店要比住宅和一般商户还多的话,普通居民就会由于迷信而造成恐慌,移居他处从而使这个定居点缓缓成为鬼城。就如同普通的战役一般,DM是规则的最终仲裁人,并且可以对战役中的事件进行必要的调整。

构筑王国(Kingdom Building) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567229#msg567229)
王国的专用名词(Kingdom Terminology) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567231#msg567231)
构筑王国快速入门(Kingdom Building Quick Reference) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567234#msg567234)
建立王国(Founding a Kingdom) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567235#msg567235)
首都(Capital City) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567237#msg567237)
领袖(Leadership Roles) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567238#msg567238)
领袖获得的经验(Gaining Experience for Leadership) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567241#msg567241)
建造点数(Build Points) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567242#msg567242)
王国回合流程(Kingdom Turn Sequence) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567244#msg567244)
由谁进行王国检定?(Who Rolls the Kingdom Check?) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567248#msg567248)
维持阶段(Upkeep Phase) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)
法令阶段(Edict Phase) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250)
收益阶段(Income Phase) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567251#msg567251)
事件阶段(Event Phase) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567252#msg567252)
法令(Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)
失去地块(Losing Hexes) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567256#msg567256)
改善地形(Terrain Improvements) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567257#msg567257)
特殊地形(Special Terrain) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567258#msg567258)
定居点与区划(Settlements and Districts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567259#msg567259)
建立定居点(Founding a Settlement) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567261#msg567261)
占领水域与岛屿(Claiming Water and Islands) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567262#msg567262)
定居点的魔法物品(Magic Items in Settlements) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567264#msg567264)
建筑(Buildings) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567265#msg567265)
建筑详述(Building Descriptions) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567266#msg567266)
事件(Events) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567267#msg567267)
可选王国规则(Optional Kingdom Rules) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567268#msg567268)
废弃建筑(Abandoned Buildings) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567269#msg567269)
神祗与圣地(Deities and Holy Sites) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567270#msg567270)
特殊法令(Special Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567271#msg567271)
外交法令(Diplomatic Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567272#msg567272)
定居点调整值扩散(Expanding Settlement Modifiers) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567274#msg567274)
探索法令(Exploration Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567275#msg567275)
美誉与恶名(Fame and Infamy) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567276#msg567276)
政体(Forms of Government) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567277#msg567277)
独立与联合(Independence and Unification) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567278#msg567278)
领袖技能(Leadership Role Skills) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567279#msg567279)
定居点规模(Settlement Sizes) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567280#msg567280)
贸易法令(Trade Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567281#msg567281)
分封法令(Vassalage Edicts) (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567282#msg567282)


原文
Kingdoms and War
Some heroes found kingdoms, driving out hostile monsters to make room for peaceful settlers. Others lead soldiers into battle, waging great and terrible wars. This chapter presents rules for building a kingdom and waging war that focus on the larger tactics of city planning and troop strategy rather than managing details of individual settlers and soldiers.

This section uses "kingdom" as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like "your kingdom" and "your army." However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. While players running a kingdom should be allowed to read these rules (having them do so makes much of the kingdom building easier for the GM), the players shouldn't think they can abuse these rules to exploit weird corner cases. For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear. As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 22:59:06
构筑王国(Kingdom Building)
统治王国是一项复杂而困难的任务,只有最具有野心的玩家才能但当此任。许多玩家满足于作为雇佣兵或者宝藏猎人过活,而对为了平民的健康与福祉负责毫无兴趣;对于这些角色来说,一个王国不过是在下一次冒险的路途中借道而过的地区。然而对那些想一展宏图,建立自己的权力之地进而影响世界的角色来说,则可以使用本章来构筑出一种不同于以往的战役。如果玩家对于统治小镇、城堡以及其周边的小片辖区感兴趣的话,可以使用构筑王国部分的规则专注于定居点和玩家的私人领地。如果玩家们有更宏伟的目标——比如开拓新兴的独立王国,这些规则则允许他们建造城市、从事贸易、进行外交以及发动战争。
这些规则的前提是假定所有王国的领袖都会致力于王国的繁荣和稳定,而不是压榨人民和私吞国库。同时还假定这些领袖会相互协作,而不会相互抗争或者进行冲突。如果战役的一开始就涉足了这些领域,那么DM可以自由引入新规则来处理这些行为。
于探索(exploration)系统一样,构筑王国规则也使用六边形的地块来测量范围。每个地块的对角距离为12英里,代表不到95平方英里的地区。地块的尺寸是一个抽象概念;它很容易量化,并且使DM能够将一大片区域归为一种类型的地形,而不用去担心森林和其他地貌特征的精确边界。

概述(Overview)
你可以参考后述内容来了解构筑王国规则的关键部分:
在构筑王国主要规则以及建筑类型之后的是几个可选规则。比如宗教建筑的影响会基于阵营与神的组合带来不同的调整值,你的王国的美誉与恶名,不同类型的政府的规则,以及在回合中你可以宣布的特殊法令。

地图范例
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27838;image)

原文
Kingdom Building

Ruling a kingdom is a complex and difficult task, one undertaken only by the very ambitious. Many PCs are content to live as mercenaries or treasure hunters, no interest in being responsible for the health and well-being of subjects; for these characters, a kingdom is simply a place they pass through on the way to the next adventure. However, characters who are keen to spread their wings and forge a place of power and influence in the world can use this chapter to create a different sort of campaign. If the PCs are interested in ruling only a single town or castle and the small region around it, kingdom building can focus primarily on the settlement and the PCs' personal demesne. If the PCs have larger goals, such as carving out a new, independent kingdom, these rules allow them to build cities and engage in trade, diplomacy, and war.

These rules assume that all of the kingdom's leaders are focused on making the kingdom prosperous and stable, rather than oppressing the citizens and stealing from the treasury. Likewise, the rules assume that the leaders are working together, not competing with each other or working at odds. If the campaign begins to step into those areas, the GM is free to introduce new rules to deal with these activities.

Like the exploration system, the kingdom-building rules measure terrain in hexes. Each hex is 12 miles from corner to corner, representing an area of just less than 95 square miles. The hex measurement is an abstraction; the hexes are easy to quantify and allow the GM to categorize a large area as one terrain type without having to worry about precise borders of forests and other terrain features.
Overview

The key parts of the kingdom-building rules that you'll be referencing are as follows:

    Explanation of the kingdom terminology used throughout this section.
    Step-by-step instructions for founding a kingdom.
    The turn sequence for an established kingdom.
    The game statistics for terrain improvements.
    Step-by-step instructions on how to found your first settlement.
    The game statistics for the types of buildings.

Following the main rules and the types of buildings are several optional rules for kingdom building, such as modifying the effect of religious buildings based on alignment or deity portfolio, tracking Fame and Infamy scores for your kingdom, rules for different types of government, and special edicts you can declare during the turn sequence.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 22:59:23
王国的专用名词(Kingdom Terminology)
王国拥有许多描述和定义它的属性。这些都会在王国卡(kingdom sheet)中记录,就好像角色的属性在角色卡中一样。

阵营(Alignment):你的王国和玩家一样拥有阵营,这取决于你何时让王国定型。王国的阵营代表了在王国中的人民构成一个群体时,大部分人的观点和行为。(某个公民,甚至领袖可能会有不同的阵营。)当你确立王国的阵营后,将后述调整加到王国的属性上:混乱(+2忠诚);邪恶(+2经济);善良(+2忠诚);守序(+2经济);中立(+2稳定,如果完全中立则应用两次)。王国的阵营很少会变化,不过在经过DM的允许后,可以经由王国的统治者或者人民的行为来将其改变。

建造点数(Build Points):衡量王国资源的单位叫做建造点数(或者缩写为BP),它代表着设备、劳动力、资金等等内容。建造点数可以用来获取新的领土地块,发展新的建筑、定居点以及改良地形。你的王国自身也会消耗BP。

开销(Consumption):开销表示每月维持王国运作所需要消耗的BP数量。你的王国的开销等同于它的规模(size),并通过定居点和地形效果进行调整(比如农田和渔场)。开销不会降低至0以下。

管控DC(Control DC):有些王国行动需要成功的检定(1d20 + 调整值)才能进行——这被称作管控检定。管控检定的基本DC等同于20 + 王国规模的地块数量 + 你的所有定居点所占区划的总数 + 任何其他特殊影响与环境带来的调整值。除非另有说明,否则王国检定的DC等同于管控DC。

经济(Economy):这个属性用于衡量你的王国的工人生产力以及贸易的活力,它同时代表了资金方面以及知识、创新和技术方面。你的王国的初始经济为0,加上你的王国的阵营调整值与领袖调整值。

王国检定(Kingdom Check):一个王国拥有三种属性:经济(Economy),忠诚(Loyalty)和稳定(Stability)。王国的这几项初始属性均为0,加上你的王国的阵营调整值,领袖提供的加值以及其他调整值。许多王国行动与事件都需要你进行王国检定,或者使用你的经济、忠诚或者稳定属性(1d20 + 适当的属性 + 其他调整值)。你无法在王国检定中取10或者取20。王国检定在自然掷出1时自动失败,在自然掷出20时自动成功。

忠诚(Loyalty):忠诚代表了你的形象在民众中具有多少好感,在逆境中和平地生活在一起的能力,以及在必要的时刻为了彼此而战的精神。你的王国的初始忠诚为0,加上你的王国的阵营调整值与领袖调整值。

人口(Population):实际人口数量并不会影响你的王国的属性,但是追踪这个数据会很有趣。定居点与区划 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567259#msg567259)的描述中会注明每个定居点的人口。

规模(Size):这个属性代表了你的王国具有多少个地块。新的王国的规模为1。

稳定(Stability):稳定代表了王国中的物质和社会幸福度,从公民的健康和安全到持久并最大限度地利用自然资源的能力。你的王国的初始稳定为0,加上你的王国的阵营调整值与领袖调整值。

国库(Treasury):国库代表着你的王国中储存并可供你花费的BP数量(这与你的角色获得金币与其他贵重物品后,可以用于购买装备的模式类似)。你的国库存量可能低于0(这意味着你的王国开销超出了它所储蓄的资源,处于负债运营的情况),但是这会增加动荡值(见维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249))

回合(Turn):一个王国回合会横跨1个月的游戏时间。你需要在每个月的月底进行王国检定以及其他关于统治王国的决策。

动荡值(Unrest):你的王国的动荡值代表了臣民的反抗程度。你的王国的初始动荡值为0。动荡值不会低于0(任何使其低于0事情都会被浪费)。从你的经济、忠诚和稳定检定中减去你的王国的动荡值。如果你的王国的动荡值达到11或更高,王国就会开始失去它已经拥有的地块控制权。如果你的王国的动荡值曾达到20,那么王国会陷入无政府状态(见维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249))。

原文
Kingdom Terminology

Kingdoms have attributes that describe and define them. These are tracked on a kingdom sheet, like a character's statistics are on a character sheet.

Alignment: Like a PC, your kingdom has an alignment, which you decide when you form the kingdom. The kingdom's alignment represents the majority outlook and behavior of the people within that kingdom when they're considered as a group. (Individual citizens and even some leaders may be of different alignments.) When you decide on your kingdom's alignment, apply the following adjustments to the kingdom's statistics: Chaotic: +2 Loyalty; Evil: +2 Economy; Good: +2 Loyalty; Lawful: +2 Economy; Neutral: Stability +2 (apply this twice if the kingdom's alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). A kingdom's alignment rarely changes, though at the GM's option, it can shift through the actions of its rulers or its people.

Build Points: Build points (or BP for short) are the measure of your kingdom's resources—equipment, labor, money, and so on. They're used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your kingdom also consumes BP to maintain itself.

Consumption: Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom's Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0.

Control DC: Some kingdom actions require a check (1d20 + modifiers) to succeed—this is known as a control check. The base DC for a control check is equal to 20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects. Unless otherwise stated, the DC of a kingdom check is the Control DC.

Economy: This attribute measures the productivity of your kingdom's workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your kingdom's initial Economy is 0 plus your kingdom's alignment and leadership modifiers.

Kingdom Check: A kingdom has three attributes: Economy, Loyalty, and Stability. Your kingdom's initial scores in each of these attributes is 0, plus modifiers for kingdom alignment, bonuses provided by the leaders, and any other modifiers. Many kingdom actions and events require you to attempt a kingdom check, either using your Economy, Loyalty, or Stability attribute (1d20 + the appropriate attribute + other modifiers). You cannot take 10 or take 20 on a kingdom check. Kingdom checks automatically fail on a natural 1 and automatically succeed on a natural 20.

Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your kingdom's initial Loyalty is 0 plus your kingdom's alignment and any modifiers from your kingdom's leadership role.

Population: Actual population numbers don't factor into your kingdom's statistics, but can be fun to track anyway. The population of each settlement is described in Settlements and Districts.

Size: This is how many hexes the kingdom claims. A new kingdom's Size is 1.

Stability: Stability refers to the physical and social well-being of the kingdom, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use. Your kingdom's initial Stability is 0 plus your kingdom's alignment and leadership modifiers.

Treasury: The Treasury is the amount of BP your kingdom has saved and can spend on activities (much in the same way that your character has gold and other valuables you can spend on gear). Your Treasury can fall below 0 (meaning your kingdom's costs exceed its savings and it is operating in debt), but this increases Unrest (see Upkeep Phase).

Turn: A kingdom turn spans 1 month of game time. You make your kingdom checks and other decisions about running your kingdom at the end of each month.

Unrest: Your kingdom's Unrest indicates how rebellious your citizens are. Your kingdom's initial Unrest is 0. Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). Subtract your kingdom's Unrest from all Economy, Loyalty, and Stability checks. If your kingdom's Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy (see Upkeep Phase).
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:00:03
构筑王国快速入门(Kingdom Building Quick Reference)
要想构筑一个王国,首先你要建立一个小规模定居点——比如村庄或城镇——之后向外扩张领土,占领附近的地块,建立其他的定居点并且在这些定居点内修筑建筑。在地块和定居点内建造的建筑会影响你的王国的经济、臣民的忠诚、政体的稳定、以及怪物的攻击与其他威胁使臣民恐慌,进而让王国陷入混乱的可能性。
你和其他玩家们会以特殊的身份领导王国,比如统治者(ruler),大祭司(High Priest),将军(General)等等。在你管理王国的经济以及其他重要问题时,这些领袖会在相关检定中提供加值。比如拥有大祭司会使你的王国更加稳定、臣民更为忠诚,司库(Treasurer)则会使你的王国盈利更多。
王国使用一种被称作建造点数(Build Points)的单位来取代金币,它代表着资金、劳动力、知识和原材料。尽管可以gp和BP可以来回换算,不过在大多数情况下你只会使用BP运营王国。
统治王国需要一回合一回合地进行,就像战斗要一轮轮地进行一般。一个王国回合会花费1个月的游戏时间。每一回合你需要按顺序执行四个阶段:在维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)中,你要支付王国的开销;在法令阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250)中,可以进行征兵并修缮王国;在收益阶段(Income phase)中,你可以收税;最后在事件阶段(Events phase),你会得知在王国中会发生何种事件,这些事件可好可坏。
如果你是第一次阅读这些规则,那么请从建立定居点的部分开始,之后再阅读构筑王国的其他部分。如果出现了某些你不熟悉的专用名词,那么最好先查看王国的专用名词这一部分,在那里你可以找到这些名词的详细解释。

原文
Kingdom Building Quick Reference

With building a kingdom, you begin by founding a small settlement—such as a village or town—and expand your territory outward, claiming nearby hexes, founding additional settlements, and constructing buildings within those settlements. What you build in a hex or a settlement affects the economy of your kingdom, the loyalty of your citizens, the stability of the government, and the likeliness that kingdom will fall into chaos when citizens worry about monster attacks and other threats.

You and the other PCs take specific roles in leading your kingdom, such as Ruler, High Priest, General, and so on. The leaders provide bonuses on rolls you make to manage the kingdom's economy and other important issues. For example, having a High Priest makes your kingdom more stable and your citizens more loyal, and having a Treasurer makes your kingdom more profitable.

Instead of using gold pieces, a kingdom uses a type of currency called build points (BP), which represent actual cash, labor, expertise, and raw materials. While it is possible to convert gp into BP and back again, for the most part you'll just be spending BP to run your kingdom.

Running a kingdom takes place over a series of turns, similar to how combat takes place over a series of rounds. A kingdom turn takes 1 month of game time. Each turn has four phases which you resolve in order: the Upkeep phase, where you pay the kingdom's bills; the Edict phase, where you levy taxes and build improvements; the Income phase, where you collect taxes; and the Events phase, where you see if something especially good or bad happens to your kingdom.

If this is your first time reading these rules, start with the section on Founding a Settlement and read the rest of the kingdom-building rules in order. If you find a term you're not familiar with, check the Kingdom Terminology section for a better idea of where you can find that information.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:00:10
建立王国(Founding a Kingdom)
拥有第一个定居点 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567261#msg567261)是建立王国的起点。你需要做一些影响王国最初属性的最初决断,并开始记录这些属性。一旦你完成下面的步骤,则进入王国回合流程 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567244#msg567244)。

选择王国的阵营(Choose Your Kingdom's Alignment):你的王国的阵营可以帮助你确定王国的忠诚、繁荣和稳定程度。你的王国可能是守序善良的堡垒,对抗并邻近魔鬼信众的土地;或者中立混乱的不法贸易者的领地,他们的政府极少干预人民的权利。

选择领袖(Choose Leadership Roles):为所有参与治理王国玩家和NPC设置领袖的职务,比如统治者,将军和大祭司。领袖会为征税、治理人民暴动和类似问题中的检定提供加值。

设立国库(Start Your Treasury):在你开始运营第一个定居点后,剩余的建造点数会用于构筑你最初的国库。

确立王国的属性(Determine Your Kingdom's Attributes):你的初始经济、忠诚和稳定属性基于你的王国阵营和定居点中已有的建筑。(如果你起始拥有多个定居点,那么这次计算要包含所有定居点。)

原文
Founding a Kingdom

Once you have your first settlement, you have the start of a kingdom. You'll need to make some initial decisions that affect your kingdom's statistics, and record them.

Choose Your Kingdom's Alignment. Your kingdom's alignment helps determine how loyal, prosperous, and stable your kingdom is. Your kingdom may be a lawful good bastion against a nearby land of devil worshipers, or a chaotic neutral territory of cutthroat traders whose government does very little to interfere with the rights of its citizens.

Choose Leadership Roles. Assign the leadership roles for all PCs and NPCs involved in running the kingdom, such as Ruler, General, and High Priest. The leadership roles provide bonuses on checks made to collect taxes, deal with rioting citizens, and resolve similar issues.

Start Your Treasury. The build points you have left over from starting your first settlement make up your initial Treasury.

Determine Your Kingdom's Attributes. Your initial Economy, Loyalty, and Stability scores are based on the kingdom's alignment and the buildings your settlement has. (If you start with more than one settlement, include all the settlements in this reckoning.)

Once you've completed these steps, move on to Kingdom Turn Sequence.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:00:20
首都(Capital City)
一个王国应该有一座首都——你的力量象征。你的第一个定居点就是你的首都。如果你希望将另一个定居点指定为首都,那么你可以在法令阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250)的第6步(Step 6)中这么做。首都的位置在失去地块引起王国领地分割时至关重要。如果你更换首都,那么需要进行稳定检定,成功则会使动荡值提高1点;失败则意味着动荡值提高1d6点。

原文
Capital City

A kingdom should have a capital city—the seat of your power. Your first settlement is your capital. If you want to designate a different settlement as the capital, you may do so in Step 7 of the Edict phase. Your capital city primarily comes into play if your kingdom loses hexes. If you change the capital city, attempt a Stability check. Success means Unrest increases by 1; failure means Unrest increases by 1d6.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:00:27
领袖(Leadership Roles)
一个稳定的王国拥有从事不同工作的领袖——分别处理经济、国防、公民健康等事务。玩家和NPC可以担任这些职务;你的战士可能是王国的守护者,队伍中的牧师是大祭司,等等。每个职务都会赋予王国不同的好处。
一个角色同一时间只能担任一种职务。比如你的角色不能同时成为统治者和大祭司。即使你希望统治者成为王国的宗教领袖,她也会因为忙于治理国家而无法处理大祭司的事务;她需要委托别人来做这些工作。
必须有什么人成为王国的统治者;若缺少统治者,王国就无法执行基础的行动,而且每轮都会获得动荡值。其他职务都是可选的,但是缺少某个职务的领袖会使你的王国受到一些惩罚。
这些领袖可以成为任何政体的组成部分;在有的王国中,他们组成议会的形式,而在其他情况下,他们可能是顾问,大臣,统治者的亲属,或者单纯由于权势很大而坐上权力宝座的贵族、商贾或者官僚。这些职务的名称是游戏术语,它们不需要与王国中对应的职务名称相符——你的王国的统治者可能被称为国王、女王、受选者、君王、霸主、苏丹等等。

领袖的职责(Responsibilities of Leadership):为了获得领袖带来的好处,你每个月必须至少花费7天来履行你的职责;这些日子不必连续。你可以对这些事务进行扮演,或者在背景中执行而无需明确扮演出来。履行职责的时间不能被用于参与冒险,制造魔法物品或者完成其他休整期(downtime)中需要你长期关注或参与的行动(见第二章)。在回合中未能完成你的职责则视为该职务空缺。
在大多数战役中,玩家们最好在一个月内的同一时期履行这些职责,这么做才能使每个人都有相同的空余时间尝试冒险活动。

玩家与NPC领袖(PCs and NPCs as Leaders):小型的冒险者团体的人数不足,因此无法担任本规则提供的所有重要领袖职务。你可以招募NPC来担任王国中剩余的必要职务。同伙、追随者、甚至有智能的魔宠或类似的伙伴都可以担任领袖的职务,此外你也可以考虑邀请NPC盟友成为统治者,比如要求曾经被你拯救的游侠成为王国的元帅。

放弃职务(Abdicating a Role):如果你希望辞退领袖的职务,则必须找到接替者来避免你的职务空缺带来的惩罚。放弃职务会需要进行忠诚检定并使动荡值提高1点;如果检定失败,职务空缺带来的惩罚会持续1回合,直至新的领袖担任这个职务为止。如果你是统治者,放弃职务会使动荡值增加2点,并且在避免职务空缺惩罚的忠诚检定中受到-4减值。
如果你并非统治者,并且辞退职务是为了担任王国中的其他领袖职务,那么动荡值不会增加,并且你会在避免职务空缺的忠诚检定中获得+4加值。

领袖属性(Leader Statistics):不同领袖的属性会体现在如下几点。

优势(Benefit):此处注明的内容为,你的王国中有角色担任这个领袖时获得的优势。如果你拥有领导力(Leadership)专长,这个优势会增加1点。如果此处让你选择两种属性之一,则使用最高的那个。
只要有角色处于这个职务,大多数优势就会持续存在,但是不会与自身叠加。比如将军(General)会使忠诚增加2点,那么将军会给王国的忠诚提供恒定的+2加值(而不是每个回合叠加+2),当她死亡或者辞去职务后本加值就会消失。如果优势涉及构筑王国的特定阶段,那么该优势会在每回合的这个阶段生效。比如王国执行人(Royal Enforcer)会在每个维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)降低1点动荡值。

空缺惩罚(Vacancy Penalty):此处注明的内容为,你的王国中没有人担任这个领袖,或者领袖没有投入足够的时间履行职责时受到的惩罚。有的领袖职务没有空缺惩罚。如果担任某个领袖的角色被杀害,在回合内丧失履行职责的能力并且无法在下一回合的开始之前恢复健康,那么该职务会在下一回合视为空缺,在这之后可以指派接替者,填补这个空缺。
与优势类似,只要这个领袖职务空缺,大部分空缺惩罚就会持续存在,并且不会与自身叠加。若某个领袖的空缺会增加动荡值,那么这些增加值在职务被填补后也不会消失。比如王国的某一回合没有统治者,动荡值会增加4点,并且不会在你填补了统治者的职务空缺后自动恢复到之前的水平。

引用
统治者(Ruler)
统治者是王国中地位最高的人,甚至高于王国的其他领袖,他体现了整个王国的价值观。统治者是王国中最重要仪式的执行人(比如加冕骑士以及签订条约),同时还是王国的首席外交官(尽管这些职责通常由外交大臣[Grand Diplomat]执行),影响整个王国的律法的签署人,能够在适当的时候赦免罪犯,并且具有将他人任命为政府中其他高等职务的责任(比如其他领袖、定居点的市长以及法官)。

优势(Benefit):选择一项王国的属性(经济,忠诚或稳定)。将你的魅力调整值加到这项属性上。如果你的王国规模为26-100,则选择第二个王国属性并将你的魅力调整值加在其上。如果你的王国规模达到101或更高,则将你的魅力调整值加到第三个王国属性上。
如果你有领导力专长,那么将该专长带来的加值应用到你能够影响的所有王国属性中(一至三项属性,这取决于你的王国的规模)。
如果你与某个地位与你平等的人结为连理,那么你们两人都被视为统治者。将你们两人的魅力调整值加到王国的属性上(若你的王国够大的话则为多项属性)。只要你们其中一人能够履行每月的职责,就能够避免空缺惩罚。
在王国领袖与是否真的是贵族毫无干系的战役中,要求“某个地位与你平等的人”是不恰当的,它应该代表两名统治者之间的婚姻。而在领袖是贵族或皇室的战役中,与地位较低的人结婚则仅仅意味着对方成为配偶,而不是成为统治者。

空缺惩罚(Vacancy Penalty):缺少统治者的王国无法占领新的地块,建立农场,建造道路或者购置定居点的区划。在王国的维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)增加4点动荡值。

引用
配偶(Consort)
配偶通常为与统治者结为连理之人,她需要花时间在朝廷中露面、与进谏的贵族交谈、在王国中巡游鼓舞臣民等等。在大多数王国中,你不能让一对结婚的统治者同时具有配偶的优势。
在统治者忙于其他事务或者无法行动时,配偶就可以代表统治者。只要经过统治者的许可,配偶就能执行任何统治者的职责,这么做使得统治者同时在两处进行有效地行动成为可能。如果统治者死亡,配偶可以在继承人(Heir)到达合适的年龄接任统治者之前,如同统治者一般行动。

优势(Benefit):将你的魅力调整值的一半加到忠诚上。如果统治者在一回合内无法行动,你就可以在这回合中作为统治者行动,使王国免受统治者的空缺惩罚,不过你无法获得统治者的优势。如果你在某一回合内被视为统治者,那么你必须在王国的维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)成功进行忠诚检定,失败则会使动荡值增加1点。

空缺惩罚(Vacancy Penalty):无。

引用
顾问(Councilor)
顾问被视为臣民与其他王国领袖间的联络人,剖析国民整体的诉求并用易于理解的形式向人民宣读领袖的公告。确保统治者做出的决策能够为王国与子民造福是顾问的职责。

优势(Benefit):将你的魅力调整值或者感知调整值加到忠诚之上。

空缺惩罚(Vacancy Penalty):忠诚下降2点。王国无法从假日法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)中获益。在维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)动荡值增加1点。

引用
将军(General)
将军是王国武装力量中级别最高的成员。如果王国拥有陆军与海军,这些组织的首脑就需要向王国的将军进行报告。将军的职责是关注军事上的需求,并且在战争时期指挥王国的军队。大多数臣民会视将军为保护者和爱国者。

优势(Benefit):将你的魅力调整值或者力量调整值加到稳定之上。

空缺惩罚(Vacancy Penalty):忠诚下降4点。

引用
外交大臣(Grand Diplomat)
外交大臣负责王国的外交政策——如何与其他王国或者类似的政治组织(比如具有智能的怪物部落)进行沟通。外交大臣是王国中所有其他外交官、使节以及大使的长官。外交大臣的职责是在与外国势力接触时代表并维护王国的利益。

优势(Benefit):将你的魅力调整值或者智力调整值加到稳定上。

空缺惩罚(Vacancy Penalty):稳定下降2点。王国无法发布外交法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567272#msg567272)或探索法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567275#msg567275)。

引用
继承人(Heir)
继承人通常为统治者的子嗣,尽管某些王国可能会指定重要的顾问(比如皇室总管[seneschal])为继承人。继承人通常会把时间花在学习如何成为统治者上——进行学术以及军事上的训练、在王国中巡游以了解土地和臣民、经历宫廷生活的尔虞我诈等等。
由于继承人具有成为下一任统治者的潜力,因此继承人的地位与配偶类似,可以被视为统治者的代表。

优势(Benefit):将你的魅力调整值的一半加到忠诚上。你可以在一回合内被视为统治者,用于使王国免受统治者的空缺惩罚,不过你无法获得统治者的优势。如果你在某一回合内被视为统治者,那么你必须在王国的维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)成功进行忠诚检定,失败则会使动荡值增加1点。

空缺惩罚(Vacancy Penalty):无。

引用
大祭司(High Priest)
大祭司会照管王国的宗教需求并对它的成长进行引导。如果你的王国拥有一种官方宗教(official religion),那么大祭司可能也会是这个宗教在王国中的最高等级的成员,并且在这个信仰的低阶牧师之上的责任,这类似于外交大臣之于王国的外交官与使节。如果王国没有官方宗教,大祭司就可能是王国内最流行的宗教的代表、或者王国内所有合法宗教的利益的中立代表。

优势(Benefit):将你的魅力调整值或者感知调整值加到稳定上。

空缺惩罚(Vacancy Penalty):稳定和忠诚下降2点。在维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)动荡值增加1点。

引用
大法师(Magister)
大法师管理王国中的高等教育与魔法事务,在国民中促进教育与知识的普及,并且代表魔法、科技与学术界的利益。在大多数王国中,大法师是一名智者、法师或者知识之神的牧师,并且监管除了金融方面以外的政府官僚机构。

优势(Benefit):将你的魅力调整值或者智力调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。

引用
巡查官(Marshal)
巡查官要确保王国的偏远地区到首都附近的所有疆土都能够执行王国的律法。巡查官还负责保护王国的边疆。他会组织定期的巡逻,并且与将军协同处理民兵和冒险者无法单独应对的威胁。

优势(Benefit):将你的敏捷调整值或者感知调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。

引用
皇家执刑官(Royal Enforcer)
皇家执刑官的工作涉及惩罚罪犯、与顾问协作,确保国民对政府处理犯罪者的态度感到满意、与巡查官协作抓捕逃犯。皇家执刑官可以以律法的名义授予平民夺取他人性命的权力。

优势(Benefit):将你的敏捷调整值或者力量调整值加到忠诚上。在维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249),你可以使动荡值下降1点(这无法因为拥有领导力专长而受到影响);如果你这么做,你必须成功进行忠诚检定,失败则会使忠诚下降1点。

空缺惩罚(Vacancy Penalty):无。

引用
谍报官(Spymaster)
谍报官会监视王国中的犯罪分子、黑社会以及其他王国的间谍。谍报官总是能够在王国最薄弱的位置建立防线,在国内使用到手的信息保护王国的利益,同时在国外建立间谍与信息组成的情报网。

优势(Benefit):在法令阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250),选择一种王国属性(经济、忠诚或稳定)。将你的敏捷调整值或者智力调整值加到这个属性上。

空缺惩罚(Vacancy Penalty):经济下降4点。在维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)动荡值增加1点。

引用
司库(Treasurer)
司库要监察王国的国库状况、公民对货币价值的信心、并调查任何在系统中获取不当得利的交易行为。司库主管征税,并且会跟进公会和其他政府机构的负债和信用情况。

优势(Benefit):将你的智力调整值或者感知调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。王国无法征税——当你要在法令阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250)正常征税时,王国不会收取任何税款,税收等级(taxation level)被认为是“无(none)”。

引用
总督(Viceroy)
总督代表在某些特殊地区在持续发展基础之上的统治者的利益,诸如殖民地(colony)或者附庸国(vassal state)(见可选的分封法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567282#msg567282))。总督时实际上是这片领地的统治者;只有统治者直接下达的命令能够取代她的决定。

优势(Benefit):将你的智力调整值或者感知调整值的一半加到经济上。你可以担任你的殖民地或者附庸国中的任意领袖职务(包括统治者),但是你所提供的任何优势都要比正常少1点;如果你这么做,就必须在你花费7天履行总督的职责之外,额外在该月花费7天履行该领袖职务的职责。

空缺惩罚(Vacancy Penalty):如果你的附庸国没有总督,就如同王国没有统治者一般受到空缺惩罚。

引用
监察官(Warden)
监察官负责在大型的定居点中执行法律,以及确保王国领袖的安全。监察官还会与将军合作调兵遣将,保护定居点并且对内部威胁做出反应。

优势(Benefit):将你的体质调整值或者力量调整值加到忠诚上。

空缺惩罚(Vacancy Penalty):忠诚以及稳定下降2点。

原文
Leadership Roles

A stable kingdom has leaders that fill different roles—tending to the economy, defense, and health of its citizens. PCs and NPCs can fill these roles; your fighter may be the kingdom's Warden, the party cleric its High Priest, and so on. Each role grants the kingdom different benefits.

A character can only fill one leadership role at a time. For example, your character can't be both the Ruler and the High Priest. Even if you want the Ruler to be the head of the kingdom's religion, she's too busy ruling to also do the work of a High Priest; she'll have to appoint someone else to do that work.

The kingdom must have someone in the Ruler role to function; without a Ruler, the kingdom cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your kingdom penalties.

These leadership roles can be a part of any form of government; in some kingdoms they take the form of a formal ruling council, while in others they may be advisors, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the kingdom—the Ruler of your kingdom may be called king, queen, chosen one, padishah, overlord, sultan, and so on.

Responsibilities of Leadership: In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities (see Chapter 2) that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it's vacant.

For most campaigns, it's best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.

PCs and NPCs as Leaders: These rules include enough important leadership roles that a small group of PCs can't fill them all. You may have to recruit NPCs to fill out the remaining necessary roles for your kingdom. Cohorts, followers, and even intelligent familiars or similar companions can fill leadership roles, and you may want to consider inviting allied NPCs to become rulers, such as asking a friendly ranger you rescued to become the kingdom's Marshal.

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a —4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the kingdom, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Leader Statistics: The statistics for the different roles are presented as follows.

Benefit: This explains the benefit to your kingdom if you have a character in this role. If you have the Leadership feat, increase this benefit by 1. If this section gives you a choice of two ability scores, use whichever is highest.

Most benefits are constant and last as long as there is a character in that role, but don't stack with themselves. For example, a General increases Loyalty by 2, so the General provides a constant +2 to the kingdom's Loyalty (not a stacking +2 increase every turn), which goes away if she dies or resigns. If a benefit mentions a particular phase in kingdom building, that benefit applies every turn during that phase. For example, the Royal Enforcer decreases Unrest by 1 at every Upkeep phase.

Vacancy Penalty: This line explains the penalty to your kingdom if no character fills this role, or if the leader fails to spend the necessary time fulfilling his responsibilities. Some roles have no vacancy penalty. If a character in a role is killed or permanently incapacitated during a turn and not restored to health by the start of the next kingdom turn, that role counts as vacant for that next turn, after which a replacement can be appointed to the role.

Like benefits, most vacancy penalties are constant, last as long as that role is vacant, and don't stack with themselves. If a vacant role lists an increase to Unrest, however, that increase does not go away when the role is filled. For example, if the kingdom doesn't have a ruler for a turn, Unrest increases by 4 and doesn't automatically return to its previous level when you eventually fill the vacant Ruler role.
Ruler

The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

Benefit: Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom's Size is 26—100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom's Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.

If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom's Size).

If you marry someone of equal station, you both can act as Ruler. You both add your Charisma modifiers to the kingdom attribute (or attributes, if the kingdom is large enough). As long as one of you is present for 1 week per month, you avoid the vacancy penalty.

In a typical campaign where the kingdom leaders have no ties to actual nobility, "someone of equal station" is irrelevant and your marriage is between two Rulers. In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep phase.
Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, you cannot have two married Rulers and a Consort at the same time.

The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler's permission, the Consort may perform any of the Ruler's duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler.

Benefit: Add half your Charisma modifier to Loyalty. If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom's Upkeep phase or Unrest increases by 1.

Vacancy Penalty: None.
Councilor

The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the kingdom's communities and its citizens.

Benefit: Add your Charisma modifier or Wisdom modifier to Loyalty.

Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep phase, Unrest increases by 1.
General

The General is the highest-ranking member of the kingdom's military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom's General. The General is responsible for looking after the needs of the military and directing the kingdom's armies in times of war. Most citizens see the General as a protector and patriot.

Benefit: Add your Charisma modifier or Strength modifier to Stability.

Vacancy Penalty: Loyalty decreases by 4.
Grand Diplomat

The Grand Diplomat is in charge of the kingdom's foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

Benefit: Add your Charisma modifier or Intelligence modifier to Stability.

Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.
Heir

The Heir is usually the Ruler's eldest son or daughter, though some kingdoms may designate a significant advisor (such as a seneschal) as Heir. The Heir's time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on.

Because the Heir carries the potential of being the next Ruler, the Heir's role is similar to the Consort in that the Heir may act on behalf of the Ruler.

Benefit: Add half your Charisma modifier to Loyalty. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler, though you do not gain the Ruler benefit. Whenever you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom's Upkeep phase or Unrest increases by 1.

Vacancy Penalty: None.
High Priest

The High Priest tends to the kingdom's religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Benefit: Add your Charisma modifier or Wisdom modifier to Stability.

Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.
Magister

The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

Benefit: Add your Charisma modifier or Intelligence modifier to Economy.

Vacancy Penalty: Economy decreases by 4.
Marshal

The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

Benefit: Add your Dexterity modifier or Wisdom modifier to Economy.

Vacancy Penalty: Economy decreases by 4.
Royal Enforcer

The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

Benefit: Add your Dexterity modifier or Strength modifier to Loyalty. During the Upkeep phase, you may decrease Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.

Vacancy Penalty: None.
Spymaster

The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

Benefit: During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.

Vacancy Penalty: Economy decreases by 4. During the Upkeep phase, Unrest increases by 1.
Treasurer

The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Benefit: Add your Intelligence modifier or Wisdom modifier to Economy.

Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered "none."

Viceroy

The Viceroy represents the Ruler's interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superceded only by direct commands from the Ruler.

Benefit: Add half your Intelligence or Wisdom modifier to Economy. You may assume any leadership role (including Ruler) for your colony or vassal state, but any benefit you provide in this role is 1 less than normal; if you do so, you must spend 7 days that month performing duties appropriate to that leadership role in addition to the 7 days spent for Viceroy duties.

Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.

Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

Benefit: Add your Constitution modifier or Strength modifier to Loyalty.

Vacancy Penalty: Loyalty and Stability decrease by 2.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:00:55
领袖获得的经验(Gaining Experience for Leadership)
随着王国的发展,队伍会在第一次到达后述项目中的每个里程碑时获得经验值。

建立王国(Found a Kingdom):2400XP
建立首都(Establish a Capital City):1200XP
王国的规模到达11(Reach a Kingdom Size of 11):2400XP
王国的规模到达26(Reach a Kingdom Size of 26):4800XP
王国的规模到达51(Reach a Kingdom Size of 51):9600XP
王国的规模到达101(Reach a Kingdom Size of 101):12800XP
王国的规模到达151(Reach a Kingdom Size of 151):25600XP
王国的规模到达201(Reach a Kingdom Size of 201):76800XP
定居点内修建4个地格的建筑(Fill a Settlement with 4 Lots of Buildings):1600XP
定居点内修建16个地格的建筑(Fill a Settlement with 16 Lots of Buildings):1800XP
定居点内修建36个地格的建筑(Fill a Settlement with 36 Lots of Buildings):12800XP

原文
Gaining Experience for Leadership

As the kingdom grows, the party gains experience points the first time it reaches each of the following milestones.

Found a Kingdom: 2,400 XP
Establish a Capital City: 1,200 XP
Reach a Kingdom Size of 11: 2,400 XP
Reach a Kingdom Size of 26: 4,800 XP
Reach a Kingdom Size of 51: 9,600 XP
Reach a Kingdom Size of 101: 12,800 XP
Reach a Kingdom Size of 151: 25,600 XP
Reach a Kingdom Size of 201: 76,800 XP
Fill a Settlement with 4 Lots of Buildings: 1,600 XP
Fill a Settlement with 16 Lots of Buildings: 4,800 XP
Fill a Settlement with 36 Lots of Buildings: 12,800 XP
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:01:01
建造点数(Build Points)
王国的财富和生产力体现为建造点数(BP)。建造点数代表王国中消耗性资产的抽象概念,而非国库中真正的黄金。建造点数包括原材料(比如家畜,木材,土地,种子和矿石),有形的货品(比如运货马车,武器和蜡烛),以及人力(工匠、工人和移民)。这些资产总和在一起,就代表了你的人民的劳动力与生产量。
你要将BP用于有必要的发展和保护王国的事业上——建造农场、铺设道路、修建房屋、训练军队等等。这些事情都是经由你的命令执行,但是他们并非你的所有物。城市、道路、农场以及建筑物属于那些建造它们的公民,他们每日都会在这里工作和生活,而这些工作和生活的行为会为王国创造更多的BP。你作为领袖要直接对王国的经济与建设活动行使你的权力与影响,来决定在何时、何地进行何种建设。
由于建造点数并不会代表特定资源的确切数量,因此它与金币并不具有精确的兑换率。比如你无法真的使马厩与一名铁匠的生产力变得相等,他们的产品被用于不同的方面,而且无法以相同的速率产出,但是这两者都会为王国的整体经济做出贡献。在一般情况下,1BP的价值约为4000gp;使用这个价值可以让你大致了解王国在各方面都有何种程度的支出。在实际执行时,把一种货币转化为其他事物并非易事,但是对你的玩家来说,可以以某种方式支付gp来增加王国的BP,或者取出BP来将其转化为黄金供玩家消费。
在构筑王国最初时会提供一定数量的初始BP,这代表你的王国在最初的几个月内不会缺乏资源。由DM来决定而这些资金的来源,并以此来定下战役的基调,它可能是你自己赚取的,也可能是由某些具有影响力的NPC提供的帮助。

财富赞助者(Wealthy Sponsor)
在很多情况下,王国初始BP的来源在你的队伍之外。比如某位富有的女王可能希望开拓她的王国边疆的蛮荒之地,或者某位成员所在的行会希望建立一座商栈来增加与远方大陆的贸易。无论目的为何,这项工作都会涉及到建立新的定居点并会消费大量金币——远超大多数冒险者会在诸如监狱、作坊以及码头等寻常投资中花费的开销数额。
DM通过任务奖励的形式提供这些资金是一件简单的事情。若你击杀臭名昭著的强盗并将他占领的荒废城堡变为一座城镇,富有的女王可能会授予你称号并向你的国库提供BP。而行会则可能提供给你一船货物与工人加上足够的BP,来在新发现的富庶大陆上建立小型殖民地。在这种投资交易中,赞助者希望你成为家臣或亲密的盟友;而在某些情况下,你可能需要偿还这些BP(比如以每回合1BP的频率)或者持续为赞助者提供贡品(比如以每回合收入10%,最低1BP的频率)。
合适的起始数额为50BP。这个数额足够让一个新王国在建立自身的经济之前运营数回合,但是它仍旧具有因为管理不善或者运气不佳而崩溃的风险。
代表BP投资的最初平民很可能是忠于赞助者的,采取反对赞助者的行动很可能引起民众的愤怒并且引起麻烦。比如若你拒绝了女王的使者,你的平民可能会将这视为对女王的反抗并且造反。
根据你的贷款种类,你对赞助者的责任通常为后述几类中的一种。

特许状(Charter):赞助者希望你探索、收拾并定居在她边境的蛮荒地区——赞助者在这片区域有领土方面的需求。你可能不得不面对这片大陆的其他挑战者。

征服(Conquest):赞助者的军队与其他王国的军队发生冲突,而王国原有的领导人可能已经逃跑、投降或者被杀害。因此赞助者将你置于这片领土和军队的领导者的位置。

封地(Fief):赞助者任命你负责一片他拥有的疆土,此地已经被安置好。如果这里已经包含了经过开发的地形和城市,你就会被要求对其管理并进行进一步的完善。(尽管你起始已经拥有土地与定居点,但是你仍旧需要50BP作为王国的开销与发展所需。)

拓荒授权(Grant):赞助者任命你开发并安居在一片已经被宣示主权,但是却仍未受到文明洗礼的地区。你可能需要面对广阔的边界或者从敌对生物手中保护它。

白手起家(Starting from Scratch)
建立王国并不容易——而原因可能是大家都不拥有王国。如果你要以一己之力建立王国,而不借助外部赞助者或者意外获取的资源,初始的财务消耗会严重削弱玩家。甚至仅仅建立一座只有住宅和一间旅馆的小镇也会耗费13BP——价值超过50000gp的石材、木材、劳动力、食物等物资。为了补偿这点(并且为了鼓励你寻找更多可以转化为BP的金钱而进行冒险),且你在自力运营一个小型的王国,那么DM可以允许你以更好的比率将gp兑换为BP。若你没有赞助者的话,也许就只能依靠这种方式;这代表你的人民会看到你为了王国而努力工作,进而激励他们为了让王国发展起来做出同样的努力。
这种比率的提升取决于你的王国规模,如下表所示。
王国规模    1BP的价值    回收价值*
01-251000gp500gp
26-502000gp1000gp
51-1003000gp1500gp
101+4000gp2000gp
*如果你想在收益阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567251#msg567251)将国库的BP回收为gp,请使用回收价值来确定每个BP换回的gp价值。

DM也可以允许你找到价值一定数量BP(取代gp)的货物储藏作为冒险的奖励,来给予你创办资本用于建立或维持你的王国。

原文
Build Points

The units of a kingdom's wealth and productivity are build points (BP). Build points are an abstraction representing the kingdom's expendable assets, not just gold in the treasury. Build points include raw materials (such as livestock, lumber, land, seed, and ore), tangible goods (such as wagons, weapons, and candles), and people (artisans, laborers, and colonists). Together, these assets represent the labor and productive output of your citizens.

You spend BP on tasks necessary to develop and protect your kingdom—planting farms, creating roads, constructing buildings, raising armies, and so on. These things are made at your command, but they are not yours. The cities, roads, farms, and buildings belong to the citizens who build them and use them to live and work every day, and those acts of living and working create more BP for the kingdom. As the leaders, you use your power and influence to direct the economic and constructive activity of your kingdom, deciding what gets built, when, and where.

Build points don't have a precise exchange rate to gold pieces because they don't represent exact amounts of specific resources. For example, you can't really equate the productivity of a blacksmith with that of a stable, as their goods are used for different things and aren't produced at the same rate, but both of them contribute to a kingdom's overall economy. In general, 1 BP is worth approximately 4,000 gp; use this value to get a sense of how costly various kingdom expenditures are. In practice, it is not a simple matter to convert one currency to the other, but there are certain ways for your PC to spend gp to increase the kingdom's BP or withdraw BP and turn them into gold for your character to spend.

Providing a seed amount of BP at the start of kingdom building means your kingdom isn't starving for resources in the initial months. Whether you acquire these funds on your own or with the help of an influential NPC is decided by the GM, and sets the tone for much of the campaign.
Wealthy Sponsor

In many cases, a kingdom's initial BP come from a source outside your party. A wealthy queen may want to tame some of the wilderness on her kingdom's borders, or a merchant's guild may want to construct a trading post to increase trade with distant lands. Regardless of the intent, the work involved to create a new settlement costs thousands of gold pieces—more than most adventurers would want to spend on mundane things like jails, mills, and piers.

It is an easy matter for the GM to provide these funds in the form of a quest reward. A wealthy queen may grant you minor titles and BP for your treasury if you kill a notorious bandit and turn his ruined castle into a town, or a guild may provide you with a ship full of goods and workers and enough BP to start a small colony on a newly discovered, resource-rich continent. In exchange for this investment, the sponsor expects you to be a vassal or close ally; in some cases, you may be required to pay back these BP (such as at a rate of 1 BP per turn) or provide tribute to the patron on an ongoing basis (such as at a rate of 10% of your income per turn, minimum 1 BP).

An appropriate starting amount is 50 BP. This amount is enough to keep a new kingdom active for a few turns while it establishes its own economy, but it is still at risk of collapse from mismanagement or bad luck.

As the initial citizens represented by this BP investment are probably loyal to the sponsor, taking action against the sponsor may anger those people and cause trouble. For example, if you rebuff the queen's envoy, your citizens may see this as a snub against the queen and rebel.

Your responsibility to the sponsor usually falls into one of the following categories, based on the loan arrangement.

Charter: The sponsor expects you to explore, clear, and settle a wilderness area along the sponsor's border—an area where the sponsor has some territorial claims. You may have to fend off other challengers for the land.

Conquest: The sponsor's soldiers clashed with the army of an existing kingdom and the kingdom's old leaders have fled, surrendered, or been killed. The sponsor has placed you in command of this territory and the soldiers.

Fief: The sponsor places you in charge of an existing domain within his own already-settled lands. If it includes already improved terrain and cities, you're expected to govern and further improve them. (While you'll start with land and settlements, you'll still need around 50 BP to handle your kingdom's Consumption and development needs.)

Grant: The sponsor places you in charge of settling and improving an area already claimed by the liege but not significantly touched by civilization. You may have to expand the borders of the land or defend it against hostile creatures.
Starting from Scratch

It's not easy to start a kingdom—probably the reason everyone doesn't have one. If you are founding a kingdom on your own, without an external sponsor or a fantastic windfall of resources, the initial financial costs can be crippling to PCs. Even building a new town with just a House and an Inn costs 13 BP—worth over 50,000 gp in terms of stone, timber, labor, food, and so on. To compensate for this (and encourage you to adventure in search of more gold that you can convert into BP), if you're running a small, self-starting kingdom, the GM may allow you to turn your gold into BP at a better rate. You may only take advantage of this if you don't have a sponsor; it represents your people seeing the hard work you're directly putting in and being inspired to do the same to get the kingdom off the ground.

This improved rate depends on the Size of your kingdom, as shown in the following table.
Kingdom Size   Price of 1 BP   Withdrawal Rate*
01—25   1,000 gp   500 gp
26—50   2,000 gp   1,000 gp
51—100   3,000 gp   1,500 gp
101+   4,000 gp   2,000 gp

*If you make a withdrawal from the Treasury during the Income phase, use this withdrawal rate to determine how much gp you gain per BP withdrawn.

The GM may also allow you to discover a cache of goods worth BP (instead of gp) as a reward for adventuring, giving you the seed money to found or support your kingdom.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:01:07
王国回合流程(Kingdom Turn Sequence)
王国的发展具有四个阶段,这四个阶段会组成一个王国回合(游戏中的1个月)。这四个阶段如后所述:

阶段1——维持阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567249#msg567249)(Upkeep Phase):检查你的王国属性、支付开销并且处理动荡值。如果你的王国控制0个地块,则跳过维持阶段,进入法令阶段。

阶段2——法令阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567250#msg567250)(Edict Phase):发布官方公告,这些公告是关于税收、外交以及其他王国范围的决议。

阶段3——收益阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567251#msg567251)(Income Phase):将收取的税款纳入国库,将gp转化为BP或者将王国的BP回收为gp供你个人所用。

阶段4——事件阶段 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567252#msg567252)(Event Phase):检查是否出现任何值得注意的不寻常事件。有些事有益的,比如经济繁荣、好天气或者发现非凡的宝藏。而其他的则是有害的,比如恶劣的天气、一场瘟疫或者狂暴的怪物。

这些阶段总是按照上述的顺序执行的。许多步骤准许你在每个王国回合中执行一次行动;这指的是整个王国进行一次,而不是每个领袖一次。

原文
Kingdom Turn Sequence

A kingdom's growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time). The four phases are as follows:

Phase 1—Upkeep: Check your kingdom's stability, pay costs, and deal with Unrest. If your kingdom controls 0 hexes, skip the Upkeep phase and proceed to the Edict phase.

Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions.

Phase 3—Income: Add to your Treasury by collecting taxes and converting gp into BP, or withdraw BP from your kingdom for your personal use.

Phase 4—Event: Check whether any unusual events occur that require attention. Some are beneficial, such as an economic boom, good weather, or the discovery of remarkable treasure. Others are detrimental, such as foul weather, a plague, or a rampaging monster.

These phases are always undertaken in the above order. Many steps allow you to perform an action once per kingdom turn; this means once for the entire kingdom, not once per leader.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:14
由谁进行王国检定?(Who Rolls the Kingdom Check?)
如果所有人都参与运营王国,且每个人都负有进行某些王国检定的责任,就会产生更多的乐趣。由谁进行哪一种检定取决于你的队伍中的玩家想要扮演何种角色。有的玩家可能不希望进行过多的此类检定。你可能需要以后述的掷骰责任开始游戏,并对这些责任进行调整以适应你的王国和其他玩家。任何标有“可选规则”的内容均记述在可选王国规则 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567268#msg567268)中。

统治者(Ruler):忠诚检定(Loyalty checks),任何不牵涉到其他领袖的检定或法令。

配偶(Consort):在统治者无法行动时与统治者相同。

顾问(Councilor):假日法令(Holiday edicts)。

将军(General):需要战斗的事件中的王国检定。

外交大臣(Grand Diplomat):外交法令(Diplomatic edicts)(可选规则)。

继承人(Heir):王国事件检定(Kingdom event rolls)。

大祭司(High Priest):假日法令(Holiday edicts),由大教堂(Cathedrals)、圣坛(Shrines)以及神殿(Temples)产生魔法物品的检定。

大法师(Magister):产生魔法物品的检定,大祭司所执行的检定除外。

巡查官(Marshal):探索法令(Exploration edicts)(可选规则)。

皇家执刑官(Royal Enforcer):减少动荡值或者阻止动荡值增加的忠诚检定(Loyalty checks)。

谍报官(Spymaster):牵涉到犯罪与外国人的王国检定。

司库(Treasurer):经济检定(Economy checks),征税法令(Taxation edicts),贸易法令(Trade edicts)(可选规则)。

总督(Viceroy):分封法令(Vassalage edicts)(可选规则)。

监察官(Warden):稳定检定(Stability checks)。

原文
Who Rolls the Kingdom Check?

Running a kingdom is more fun if all the players are involved and each is responsible for making some of the kingdom checks. Who makes each roll depends on the players in your group and what roles they want to play. Some players may not want to make any of these rolls. You may want to start with the following die roll responsibilities and modify them to suit your kingdom and the other players. Anything marked as an optional rule is described in the optional kingdom-building rules.

Ruler: Loyalty checks, any checks or edicts not covered by other rulers

Consort: As Ruler when Ruler is unavailable

Councilor: Holiday edicts

General: Kingdom checks for events requiring combat

Grand Diplomat: Diplomatic edicts (optional rule)

Heir: Kingdom event rolls

High Priest: Holiday edicts, rolls to generate magic items from Cathedrals, Shrines, and Temples

Magister: Rolls to generate magic items not rolled by the High Priest

Marshal: Exploration edicts (optional rule)

Royal Enforcer: Loyalty checks to reduce Unrest or prevent Unrest increases

Spymaster: Kingdom checks involving crime and foreigners

Treasurer: Economy checks, Taxation edicts, Trade edicts (optional rule)

Viceroy: Vassalage edicts (optional rule)

Warden: Stability checks
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:20
维持阶段(Upkeep Phase)
在维持阶段中,你要基于前一个月发生的事情将王国的属性进行调整,比如人民的幸福度,开销与征收税款的数额等等。

第1步——确定王国的稳定(Determine Kingdom Stability):进行稳定检定。若你成功,动荡值下降1点(如果这会使得动荡值低于0点,那么使用国库增加1BP取代减少动荡值)。如果你的检定失败4点或更少,动荡值增加1点;如果你的检定失败5点或更多,动荡值增加1d4点。

第2步——支付开销(Pay Consumption):从王国的国库中刨除你的王国的开销。如果你的国库在支付开销后为负值,动荡值增加2点。

第3步——补充空缺的魔法物品位(Fill Vacant Magic Item Slots):如果任何你的定居点的区划内,拥有能够产生魔法物品的建筑(比如施法者之塔或者药草铺)并且魔法物品位为空,此时就有机会用新的物品补充物品位(详细见定居点的魔法物品 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567264#msg567264))。

第4步——修正动荡值(Modify Unrest):每个王国属性(经济、忠诚与稳定)为负数,就会使动荡值增加1点。皇家执刑官(Royal Enforcer)可以在此步骤尝试减少动荡值。如果王国的动荡值达到11或更高,它就会失去1个地块(由领袖们选择)。如果你的王国的动荡值曾到达20点,王国就会陷入无政府状态(anarchy)。在无政府状态下,你的王国无法进行任何行动,并视任何经济、忠诚与稳定检定的结果为0。一旦王国陷入无政府状态,要恢复秩序通常需要你和其他潜在领袖进行一系列任务与漫长的冒险,来恢复人民对你的信任。

实例(Example):杰西卡是一个王国的统治者,她的王国规模是30,管控DC为60。基于领袖提供的加值、王国阵营的加值以及定居点中的建筑,王国的经济为52,忠诚为45,稳定为56。它的动荡值当前为5,开销是5,并且国库内有12BP。在维持阶段的第1步,监察官亚当尝试进行稳定检定以确定王国的稳定。他的检定结果为19,加上王国的稳定(56)并减去其动荡值(5),总和为70;检定成功,因此动荡值降低1点。在第2步中,王国支付5BP的开销。由于王国的魔法物品位没有空位,因此跳过第3步。在第4步中由于没有负值的属性,所以动荡值不会增加。皇家执刑官马克不想冒降低王国忠诚的风险,因此他不适用领袖的职能降低动荡值。在本阶段的结束时,王国的经济为52,忠诚45,稳定56,动荡值4,开销5,国库7BP。

原文
Upkeep Phase

During the Upkeep phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.

Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.

Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.

Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may attempt to reduce Unrest during this step. If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you.

Example: Jessica is the Ruler of a kingdom with a Size of 30 and a Control DC of 60. Based on leadership role bonuses, kingdom alignment bonuses, and buildings in her settlements, the kingdom's Economy is 52, its Loyalty is 45, and its Stability is 56. Its Unrest is currently 5, its Consumption is 5, and the Treasury has 12 BP. In Step 1 of the Upkeep phase, Adam, the Warden, attempts a Stability check to determine the kingdom's stability. Adam rolls a 19, adds the kingdom's Stability (56), and subtracts its Unrest (5), for a total of 70; that's a success, so Unrest decreases by 1. In Step 2, the kingdom pays 5 BP for Consumption. None of the kingdom's magic item slots are empty, so they skip Step 3. In Step 4, none of the attributes are negative, so Unrest doesn't increase. Mark, the Royal Enforcer, doesn't want to risk reducing the kingdom's Loyalty, so he doesn't use his leadership role to reduce Unrest. At the end of this phase, the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 4, Consumption 5, and Treasury 7 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:29
法令阶段(Edict Phase)
在法令阶段中,你可以进行扩张(expansion),修建(improvements),征税(taxation),假日(holidays)等事宜的公告。

第1步——指定领袖(Assign Leadership):选派玩家或者NPC担任任何空缺的领袖职务,也可以更换由特定玩家或亲密的NPC盟友担任的职务(见领袖)。

第2步——占领和放弃地块(Claim and Abandon Hexes):随着王国的成长,你必须占领更多的地块。你只能够占领1个至少与你王国中的1个其他地块相邻的地块。在占领它之前,你必须先探索这个地块,之后清理怪物和其他危害(见建立定居点 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567261#msg567261)的第2步和第3步)。之后消耗1BP占领这个地块;这会使这个地块成为你的王国的一部分并且使你的王国规模增加1点。修建法令表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)内注明了每个回合你可以占领地块的最高数量。
你可以放弃任意数量的地块以降低王国的规模(当你希望管理开销时可能会这么做)。如此放弃的每个地块会使动荡值增加1点(若地块中包含定居点则为4点)。这在其他方面与动荡值造成的失去地块相同(见维持阶段的第4步)。

第3步——改善地形(Build Terrain Improvements):你可以花费BP以构筑农田,堡垒,道路,矿坑以及采石场(见改善地形 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567257#msg567257))。
你也可以为了修建定居点而整修一个地块。根据选址的差异,可能包含砍伐树木、移开岩石、挖掘下水道线路等工作。地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中整修成本列,来确定这么做所需要消耗的BP数量。
修建法令表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)内注明了你每回合最多能够改善地形的数量。

第4步——建立和完善定居点(Create and Improve Settlements):你可以在整修好的地块上建立定居点(见建立定居点 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567261#msg567261))。修建法令表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)内注明了你每回合可以建立定居点的最高数量。
你可以在你的王国中的任意定居点内修建建筑。当建筑完工后,将它赋予的调整值应用在王国卡(kingdom sheet)上。修建法令表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254)内注明了你的王国中每回合可以修筑建筑的最高数量。你的王国中每回合修筑的第一栋住房,宅邸,豪宅或者棚户不算在此限制内。

第5步——建造军队单位(Create Army Units):你可以建造、扩编、装备或休整军队单位(见集团战斗 (http://www.goddessfantasy.net/bbs/index.php?topic=61311.0))。

第6步——颁布法令(Issue Edicts):选择或调整你的法令等级(见法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567254#msg567254))。

实例(Example):杰西卡的王国没有空缺的领袖,因此在第1步什么都没发生。领袖们当前不希望消耗BP和增加王国规模,因此他们在第2步不去占领地块。在第3步,领袖们在王国中整修好的地块上建造一个农田(开销-2,国库-2BP)。在第4步和第5步,领袖们决定继续节约资金,没有修筑定居点或者建造军队。在第6步,领袖们颁布了一次全国休息的假日法令(Holiday edict)(忠诚+1,开销+1)并将公务法令(Promotion edict)的等级设为‘无’(稳定-1,开销+0)。展望收益阶段,杰西卡意识到经济检定若得出平均值就会失败(1d20得出10 + 52经济 - 4动荡值 = 58,低于管控DC的60),这意味着王国有较高的概率在本回合不会产生任何BP。因此她决定将征税法令(Taxation edicts)设为‘重’(经济+3,忠诚-4)。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库5BP。

原文
Edict Phase

The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.

Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. The Improvement Edicts table tells you the maximum number of hexes you can claim per turn.

You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep phase).

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table to determine how many BP this requires.

The Improvement Edicts table tells you the maximum number of terrain improvements you can make per turn.

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). The Improvement Edicts table tells you the maximum number of settlements you can establish per turn.

You may construct a building in any settlement in your kingdom. When a building is completed, apply its modifiers to your kingdom sheet. The Improvement Edicts table tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).

Example: Jessica's kingdom has no vacant leadership roles, so nothing happens in Step 1. The leaders don't want to spend BP and increase Size right now, so in Step 2 they don't claim any hexes. In Step 3, the leaders construct a Farm in one of the kingdom's prepared hexes (Consumption —2, Treasury —2 BP). In Steps 5 and 6, the leaders continue to be frugal and do not construct settlement improvements or create armies. In Step 7, the leaders issue a Holiday edict of one national holiday (Loyalty +1, Consumption +1) and set the Promotion edict level to "none" (Stability —1, Consumption +0). Looking ahead to the Income phase, Jessica realizes that an average roll for her Economy check would be a failure (10 on the 1d20 + 52 Economy — 4 Unrest = 58, less than the Control DC of 60), which means there's a good chance the kingdom won't generate any BP this turn. She decides to set the Taxation edict to "heavy" (Economy +3, Loyalty —4). At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 5 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:37
收益阶段(Income Phase)
在收益阶段,你可以补充国库或者从中回收资金,也可以进行征税。

第1步——从国库中回收资金(Make Withdrawals from the Treasury):改善王国规则允许你在与运营王国相关的内容上投入BP。如果你希望消耗一些王国的资源为自身牟利的话(比如购买新的魔法物品),每回合一次,你可以将国库中的BP回收为gp,但是这么做会有一些惩罚。
每当你回收BP供个人使用时,动荡值都会增加,数值与回收的BP数额相同。每个以此方式回收的BP都会转化为2000gp个人资金。

第2步——将资金存入国库(Make Deposits to the Treasury):你可以通过将个人财产充公的方式来补充王国国库的资金——钱币、宝石、首饰、武器、护甲、魔法物品以及其他你能在冒险中找到的贵重物品,只要他们的单独价值为4000或更少即可。每价值4000gp的财产能够使国库的BP增加1点。
如果你希望捐赠价值高于4000gp的物品,请参阅第3步来取代本步骤。

第3步——出售昂贵物品兑换BP(Sell Expensive Items for BP):你可以尝试出售昂贵的个人物品(单个价值超过4000gp的物品),经由王国的市场来增加你的国库。每回合每个定居点可以销售一件物品。你必须选择在哪个定居点销售物品,并且物品的价值不能超过该定居点的基础购买价值(base value)。
出售物品先要将其价值取半(就如同为了获取gp而向NPC出售物品一般),并将结果除以4000(向下取整),将得出的BP数额加入国库。
在本步骤中,你不能销售由你的定居点内的建筑容纳或制作的魔法物品;这些物品是这些产业的所有人的财产。(见定居点的魔法物品 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567264#msg567264)来获得本主题的更多信息。)

第4步——征税(Collect Taxes):进行经济检定,将结果除以3(向下取整),并将数量等同于结果的BP加入到你的国库。

实例(Example):为了王国未来的计划,杰西卡与其他领袖需要维持BP的数额,因此她们跳过了收益阶段的第1步。她们担心在本回合无法征收到足够的税金,因此为了以防万一,她们在第2步充公了价值8000gp的金币、宝石和小型魔法物品(国库+2BP)。领袖们不想销售昂贵物品,因此在第3步时什么都没有发生。在第4步,司库罗布进行经济检定来征税。罗布在1d20检定中掷出9点,加上王国的经济属性(55),再减去动荡值(4)得出结果为60,这意味着王国的国库增添了20BP(经济检定结果为60,除以3)。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库27BP。

原文
Income Phase

During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.

Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

Example: Jessica and the other leaders need to keep BP in the kingdom for future plans, so they skip Step 1 of the Income phase. They are worried that they won't collect enough taxes this turn, so just in case, in Step 2 they deposit 8,000 gp worth of coins, gems, and small magic items (Treasury +2 BP). The leaders aren't selling any expensive items, so nothing happens in Step 3. In Step 4, Rob, the Treasurer, rolls the Economy check to collect taxes. Rob rolls a 9 on the 1d20, adds the kingdom's Economy score (55), and subtracts Unrest (4) for a total of 60, which means the kingdom adds 20 BP (the Economy check result of 60, divided by 3) to the Treasury. At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:47
事件阶段(Event Phase)
在事件阶段,一个随机事件可能影响整个王国、单个定居点或者地块。
有25%的概率发生事件(见事件 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567267#msg567267))。如果在上一回合没有发生事件,这个概率就会增加至75%。有的事件可以通过某些种类的王国检定取消、结束或得到补偿。而其他的事件,比如狂暴的怪物,则需要你完成一次冒险,或者使用没有包含在构筑王国规则中的方式处理问题。
此外,DM可以开启一场冒险——或战役——来进行特殊的事件。其他事件也可以在本阶段发生,比如独立(independence)或统一(unification)。

实例(Example):DM使用时间表格中的一个进行检定,并确定有一只怪物攻击了王国的一个地块。杰西卡与其他领袖亲自进行处理怪物的任务,来取代进行稳定检定处理怪物(进行检定若失败的话,会有增加动荡值的风险)。她们击败了怪物,因此该事件没有产生任何动荡值。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库27BP。

原文
Event Phase

In the Event phase, a random event may affect your kingdom as a whole or a single settlement or hex.

There is a 25% chance of an event occurring (see Events). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of kingdom check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the kingdom-building rules.

In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification.

Example: The GM rolls on one of the event tables and determines that a monster is attacking one of the kingdom's hexes. Instead of attempting a Stability check to deal with the monster (risking increasing Unrest if it fails), Jessica and the other leaders go on a quest to deal with the monster personally. They defeat the monster, so the event does not generate any Unrest. At the end of this phase, the kingdom's scores are unchanged: Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:02:56
法令(Edicts)
法令是你的政府发布的官方公告,它代表你在本回合内是如何管理王国的。比如你可以确定赋税的轻重、假日的多寡、以及为了提高王国基础建设付出多大的努力。法令分为四种类型:假日(Holiday),修建(Improvement),公务(Promotion)以及征税(Taxation)。
在王国回合的法令阶段,你可以设置假日、公务与征税法令中你想要执行的等级,以及确定你将要使用修建法令进行多少建设活动。比如你可以决定本回合的假日减少、进行积极的公务活动、赋税降到最低并且不进行任何建设。

假日法令(Holiday Edicts)
假日要么是普通的庆典,要么是全王国的重大仪式。BP的支出包括在假日中国民不去工作而损失的税收、整个年度的准备工作与后勤安排、以及庆祝活动的实际消耗(这些实际消耗为整年的平均值,并且包括了后述列出的每回合需要支付的开销调整)。
每年的假日总数为你承诺并维持的数量,也是普通人期望能够在接下来的日子中享受的假期数量。忠诚以及开销的调整会随着你改变每年的假日数量而改变。列出的数字是假定在履行你做出的承诺——如果你宣布在接下来的一年内有12个假日,但是并没有实际维持并为国民执行,DM应该增加你的王国的动荡值来反映民众对你的失望与愤怒。

实例(Example):洛根是一个统治者,他的王国有一些忠诚方面的问题。他宣布一个假日法令,内容为在接下来的一年内整个王国有24个法定假期(忠诚+4,开销+8)。在第二回合,他开始担心增加的开销对国库的影响,因此他宣布在另行通知之前执行新的假日法令——王国将不会有法定假日。他失去了+4忠诚加值并且由于新的假日法令招致-1忠诚减值,但是不需要再为了他以前的法令支付每回合8点开销。如果他经常从高等级往低进行修改假日法令,DM可以认定他的臣民不再相信这些承诺,并且在他执行连贯的假日法令之前,不再获得由高等级假日法令获得的优势。

假日法令
每年假日数量    忠诚    开销
    无  -1  +0
    1  +1  +1
    6  +2  +2
    12  +3  +4
    24  +4  +8

修建法令(Improvement Edicts)
修建法令为你能够在王国中进行的实质建设:建立新的定居点、增加定居点内的建筑、修筑道路、建造诸如矿坑的设施来开发自然资源、并且为了王国占领更多的地块。你的王国的规模限制每回合能够进行修建的次数;见下面的修建法令表格。你可以进行表格内对应一行中的所有建设行为,如果你的王国规模为5,那么每回合你能够建立1个新的定居点,1个新的建筑,2次改善地形并且占领1个地块。

修建法令
王国规模      新定居点1      新建筑2      改善地形      占领地块
01 - 10      1    1      2      1
11 - 25      1    2      3      2
26 - 50      1    5      5      3
51 - 100      2    10      7      4
101 - 200      3    20      9      8
201+      4  不限      12      12
1:你王国可以建造军队单位、扩编、装备现有的军队单位、或者让一只现有的军队单位恢复满员的状态(见集团战斗 (http://www.goddessfantasy.net/bbs/index.php?topic=61311.0))来取代建立定居点。
2:升级建筑(比如把圣坛升级为神殿),或者拆毁建筑也受到此限制。你的王国中每回合修筑的第一栋住房,宅邸,豪宅或者棚户(见建筑)不算在此数量内。

公务法令(Promotion Edicts)
公务法令是王国用于吸引新移民以及增加王国幸福度的项目与行为,比如招聘活动、关于服务与商品的广告、以及在王国内外提高对王国认知的宣传。公务法令会增加开销,但是也会提高稳定。

公务法令
等级    稳定    开销
  -1  +0
象征性  +1  +1
标准  +2  +2
积极  +3  +4
扩张  +4  +8

征税法令(Taxation Edicts)
设置赋税等级来确定你在收益阶段中征收税款的数额。较高的赋税会增加王国的经济(这使你更加易于在经济检定中成功并获取收入),但是这会使你的人民不爽(降低忠诚)。

征税法令
赋税等级    经济    忠诚
  +0  +1
  +1  -1
  +2  -2
  +3  -4
严苛  +4  -8

原文
Edicts

Edicts are the official pronouncements by your government about how you are running the kingdom that turn. For example, you may decide to have low or high taxes, to have more or fewer holidays, and how much effort to put into improving the kingdom's infrastructure. Edicts fall into four types: Holiday, Improvement, Promotion, and Taxation.

In the Edict phase of the kingdom turn, you may set the Holiday, Promotion, and Taxation edict categories to whatever level you want, as well as decide how much of your allowed improvement from the Improvement edict you'll use. For example, you may decide that this turn holidays are quarterly, promotions are aggressive, taxation is minimal, and you won't build any improvements.
Holiday Edicts

Holidays are general celebrations or observances that take place across the kingdom. The BP expenditure includes lost revenue from citizens not working during the holidays, preparations and logistical arrangements that occur year-round, and the cost of the actual celebrations (these annual costs are averaged over the year and included in the listed Consumption modifier that you pay each turn).

The number of holidays per year is the number you promise to uphold and the number that the common folk expect to enjoy over the next months. The Loyalty and Consumption modifiers change as soon as you change the number of holidays per year. The listed number assumes that you are fulfilling your promise—if you announce 12 holidays in the coming year but don't actually hold and pay for them, the GM should increase your kingdom's Unrest to reflect public disappointment and outrage.

Example: Logan is the Ruler of a kingdom with some Loyalty issues. He issues a Holiday edict that there will be 24 kingdom-wide official holidays in the next year (Loyalty +4, Consumption +8). In the second turn, he worries about the increased Consumption's effect on the Treasury, so he issues a new Holiday edict decreeing that until further notice, there will be no kingdom-wide holidays. He loses the previous +4 Loyalty bonus and incurs a —1 Loyalty penalty for the new Holiday edict, but no longer has to pay the 8 Consumption each turn for his previous edict. If he frequently changes Holiday edicts from high to low levels, the GM may decide that his citizens no longer believe such promises and he won't gain any benefits from having a high level of Holiday edict until he becomes consistent.
Holiday Edicts Per Year   Loyalty   Consumption
>None   —1   +0
1   +1   +1
6   +2   +2
12   +3   +4
24   +4   +8
Improvement Edicts

Improvements are physical improvements you can make to your kingdom: founding new settlements, adding buildings to a settlement, building roads, creating facilities such as mines to tap natural resources, and claiming more hexes for your kingdom. Your kingdom's Size limits how many improvements you can make each turn; see the Improvement Edicts table below. You can make all of the improvements listed on the appropriate row of the table. For example, if your kingdom's Size is 5, on each turn you can create 1 new settlement, 1 new building, 2 terrain improvements, and claim 1 more hex.
Improvement Edicts Kingdom Size   New Settlements1   New Buildings2   Terrain Improvements   Hex Claims
01—10   1   1   2   1
11—25   1   2   3   2
26—50   1   5   5   3
51—100   2   10   7   4
101—200   3   20   9   8
201+   4   No limit   12   12
1 Instead of creating a new settlement, your kingdom may create a new army unit (see Mass Combat), expand or equip an existing army unit, or bring an existing army unit back to full strength.
2 Upgrading a building (for example, from a Shrine to a Temple) or destroying a building counts toward this limit. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number.
Promotion Edicts

Promotion edicts are events and actions the kingdom uses to attract new citizens and increase the well-being of the kingdom, such as recruitment campaigns, advertisements about services and goods, and propaganda to improve the perception of your kingdom at home and abroad. Promotions increase Consumption, but also increase Stability.
Promotion Edicts Promotion Level   Stability   Consumption
None   —1   +0
Token   +1   +1
Standard   +2   +2
Aggressive   +3   +4
Expansionist   +4   +8
Taxation Edicts

Setting the tax level determines how much revenue you collect from taxes in the Income phase. Higher taxes increase your kingdom's Economy (making it easier for you to succeed at Economy checks to generate revenue) but make your citizens unhappy (reducing Loyalty).
Taxation Edicts Tax Level   Economy   Loyalty
None   +0   +1
Light   +1   —1
Normal   +2   —2
Heavy   +3   —4
Overwhelming   +4   —8
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:03:26
失去地块(Losing Hexes)
如果你失去一个地块的控制权——无论是由于动荡值、怪物侵袭、敌国的攻击或其他原因——你会失去在该地块中所有改善地形带来的优势(比如农田或道路)。所有在该地块内的定居点会均成为自由城市(free city),不在忠于你或任何其他王国。按照DM的判断,怪物们可能会进入被遗弃的地块,如果你要再度占领它就需要清除他们,而改善地形则有可能随着时间而衰败。
失去地块可能会中断你与王国的其他地块的连接。比如失去唯一一个具有桥梁的地块,从而将山峦两侧的独立区域分隔开。如果这种事情发生了,那么具有首都的一侧为你的王国的主要领地,其他地区则为次要领地。如果在这种分割发生时没有任何王国的领袖处于次要领地,则会失去所有这些处于次要领地的地块控制权(就如同上面的描述)。
如果在分割发生时,至少有一名王国领袖处于次要领地,那么你仍旧会控制这片次要领地,但是关于这些地块的王国检定会视动荡值比正常高1点,并且在分割后的每回合都会再增加1点。这个调整值会在你重新占领那个连接主要领土与次要领土的地块时消失。
如果你占领了那个连接次要领地的地块,并且之前次要领地没有王国领袖,你会恢复领地的改善地形带来的优势。你必须对每个次要领地中的定居点进行稳定检定,成功才能将其收回。你最初会在这些检定中获得+5加值,因为这些城市希望回归你的王国,但是这个加值会在你失去次要领地的控制权后,每回合降低1点(最低为+0)。
如果你的王国减少为0个地块——无论是因为动荡值、自然灾害、其他王国的进攻还是其他原因——都会有让你失去王国的风险。在你的下一回合,你必须占领1个新的地块,并且建立或占领1个新的定居点,否则你的王国会被毁灭,若你想要建立新的王国则只能重新开始。按照DM的判断,你可能能够在一段时间内保留部分BP,这些BP来自已摧毁的王国国库中;否则会失去这些资产。

原文
Losing Hexes

If you lose control of a hex—whether because of Unrest, monster attacks, assaults from a hostile kingdom, and so on—you lose all the benefits of any terrain improvements in that hex (such as Farms and Roads). All settlements in that hex become free cities with no loyalty to you or any other kingdom. At the GM's discretion, monsters may move into the abandoned hex, requiring you to clear it again if you want to claim it later, and terrain improvements may decay over time.

Losing a hex may break your connection to other kingdom hexes. For example, losing the only hex that bridges two sides of a mountain range creates two separate territories. If this happens, the primary territory is the part of the kingdom with your capital city, and the rest of the kingdom is the secondary territory. If none of the kingdom's leaders are in the secondary territory when this split happens, you lose control of all hexes (as described above) in the secondary territory.

If at least one kingdom leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but kingdom checks regarding its hexes treat Unrest as 1 higher, increasing by 1 each turn after the split. This modifier goes away if you claim a hex that reconnects the secondary territory to the primary territory.

If you claim a hex that reestablishes a connection to a leaderless secondary territory, you regain the benefits of the territory's terrain improvements. You must succeed at a Stability check to reclaim each of your former settlements in the secondary territory. You initially have a +5 bonus on these checks because the cities want to return to your kingdom, but this bonus decreases by 1 (to a minimum bonus of +0) for each subsequent turn since you lost control of the secondary territory.

If your kingdom is reduced to 0 hexes—whether through Unrest, a natural disaster, an attack by another kingdom, or other circumstances—you are at risk of losing the kingdom. On your next turn, you must claim a new hex and found or claim a new settlement, or your kingdom is destroyed and you must start over if you want to found a new kingdom. At the GM's discretion, you may be able to keep some BP from your destroyed kingdom's Treasury for a time; otherwise, those assets are lost.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:03:41
改善地形(Terrain Improvements)
改善地形是对地块进行改变,来改善其中的土地为王国所用,比如耕种田地、挖掘矿坑或者为了木材砍伐森林。下面列举了常见修筑行为的描述。标有星号(*)的改善地形可以与其他改善地形处于相同的地块内。
部分改善地形会影响到定居点的防御,这部分用于集团战斗 (http://www.goddessfantasy.net/bbs/index.php?topic=61311.0)规则。

地形(Terrain):此处注明你可以在何种地块中可以进行该类改善地形。

效果(Effect):此处描述了改善地形在其地块中产生的效果(或者在某些情况下对整个王国的影响)。
如果一个改善地形中描述可以升级为另一种改善地形,你可以这么做并支付两者之间的费用差额。当升级完成后,你会失去原有改善地形的优势,但是获得新改善地形的优势。
当升级完成后,你会失去原本的改善地形的优势,不过会获得新改善地形带来的优势。

费用(Cost):此处注明了进行改善地形所要花费的BP。

引用
导水渠(Aqueduct)
一条导水渠会引导高山湖泊和河流的水流,将其引至水资源短缺或者无法满足居民用水需求的低地城市。一串联通的导水渠地块必须有一端与丘陵(hill)或山脉(mountain)地块(其中具有河流或湖泊)连接,另一端与一个定居点相连;否则你无法获得它带来的优势。

地形(Terrain):一端必须为丘陵或山脉地块;可以穿过任意类型的地块。

效果(Effect):忠诚+1,稳定+1,允许定居点建造依赖水流的建筑。

费用(Cost):如同道路,不过费用不会在带有河流的地块中加倍(见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263))

引用
桥梁*(Bridge)
桥梁允许你的道路穿过带有河流的地块。

费用(Cost):当你在带有河流的地块中修筑道路时,双倍修筑道路的费用中,已经包含了用于穿越河流的桥梁修筑费用。你不需要将桥梁视为独立的单元;它在此处被列出仅仅是作为参考使用。

引用
运河*(Canal)
运河是一种人工航道,建造它通常是为了使用驳船运输沉重的货物。

地形(Terrain):荒漠、丘陵或平原。

效果(Effect):地块中若有运河,则视为该地块中带有河流。

费用(Cost):修筑道路的费用的两倍(见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263))

引用
农田*(Farm)
农田可以供养你的王国。

地形(Terrain):荒漠(需要运河、海岸或者河流)、丘陵或平原。

效果(Effect):开销降低2BP。

费用(Cost):见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)

引用
渔场*(Fishery)

地形(Terrain):海岸、水域、河流或沼泽。

效果(Effect):开销降低1BP。

费用(Cost):4BP。

引用
堡垒*(Fort)
堡垒是带有墙壁的军队驻扎地,设立在定居点之外。你能够在堡垒中升级一座了望塔(升级完成时动荡值降低,就如同你最初建造堡垒时一样)。

地形(Terrain):任意陆地。

效果(Effect):稳定+2,防御+4,开销增加1BP;建成时动荡值降低1点。如果这个地块变为定居点,这个改善地形会被视为一个兵营和一个马厩。

费用(Cost):24BP。

引用
公路*(Highway)
公路时铺设平整并且保养良好的道路。你可以将道路升级为公路。你必须拥有规模为26或更高的王国才能够修筑公路。

地形(Terrain):任何拥有道路的地块。

效果(Effect):每四个地块的公路使经济+1,每八个地块的公路使稳定+1;提高陆路旅行速度。

费用(Cost):修筑道路的费用的两倍(见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263))

引用
矿坑(Mine)
矿坑能够挖掘金属、煤矿、盐或者其他来自大地的有用物资。

地形(Terrain):洞穴、荒漠、丘陵或山脉。

效果(Effect):经济+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):6BP。

引用
采石场(Quarry)
采石场从地面上挖取可供加工的石材。

地形(Terrain):洞穴、丘陵或山脉。

效果(Effect):稳定+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):6BP。

引用
道路*(Road)
道路能够提高穿越王国的行进速度,并且会促进贸易。你可以将道路升级为公路。

地形(Terrain):任意陆地。

效果(Effect):每四个地块的道路使经济+1,每八个地块的道路使稳定+1;提高陆路旅行速度。

费用(Cost):见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中的道路费用部分。

引用
锯木厂(Sawmill)
锯木厂会把伐木工聚集起来,并将树木转变为可供建筑或制造业的木材。

地形(Terrain):森林或丛林。

效果(Effect):稳定+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):3BP。

引用
了望塔*(Watchtower)
了望塔上挂着你的旗帜,它对你的巡逻队来说是一处安全的据点,并且能够在边疆彰显你的力量。了望塔不能与堡垒或者其他了望塔共享一个地块。

地形(Terrain):任意陆地。

效果(Effect):稳定+1,防御+2;建成时动荡值降低1点。如果这个地块变为定居点,这个改善地形会被视为了望塔建筑。

费用(Cost):12BP。

原文
Terrain Improvements

Terrain improvements are changes to a hex that improve the land for your kingdom's use, such as cultivating fields, digging mines, and clearing forests for lumber. The following list describes common improvements. An improvement marked with an asterisk (*) can share the same hex as other improvements.

Some terrain improvements affect a settlement's Defense, which is used in the mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.

Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire kingdom).

If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.

Cost: This line gives the cost in BP to build the terrain improvement.
Aqueduct

An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. A finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.

Terrain: One end must be hill or mountain hex; can pass through any type of hex.

Effect: Loyalty+1, Stability +1, allows settlement to build water-dependent buildings.

Cost: As a Road, except the cost is not doubled for hexes with rivers (see the Terrain and Terrain Improvements table).
Bridge*

A Bridge allows your Road hexes to cross rivers.

Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the cost of bridges needed to cross the river. You don't need to build a Bridge as a separate unit; it's listed here for reference only.
Canal*

A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.

Terrain: Desert, hill, or plain.

Effect: Settlements in a hex with a Canal treat the hex as if it had a river.

Cost: Twice the cost of a Road (see the Terrain and Terrain Improvements table).
Farm*

A Farm helps feed your kingdom.

Terrain: Desert (requires canal, coastline, or river), hill, or plain.

Effect: Consumption decreases by 2 BP.

Cost: See the Terrain and Terrain Improvements table.
Fishery*

A Fishery is like a Farm, except it provides abundant fish rather than planted crops.

Terrain: Coastline, water, river, or marsh.

Effect: Consumption decreases by 1 BP.

Cost: 4 BP.
Fort*

A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).

Terrain: Any land.

Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.

Cost: 24 BP.
Highway*

A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway. You must have a kingdom of Size 26 or greater to build a Highway.

Terrain: Any hex with a Road.

Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed.

Cost: Twice the cost of a Road (see the Terrain and Terrain Improvements table).
Mine

A Mine extracts metal, coal, salt, or other useful materials from the earth.

Terrain: Cavern, desert, hill, or mountain.

Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 6 BP.
Quarry

A Quarry extracts workable stone from the ground.

Terrain: Cavern, hill, or mountain.

Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 6 BP.
Road*

A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.

Terrain: Any land.

Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.

Cost: See the Road column of the Terrain and Terrain Improvements table.
Sawmill

A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.

Terrain: Forest or jungle.

Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 3 BP.
Watchtower*

A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower.

Terrain: Any land.

Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.

Cost: 12 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:03:57
特殊地形(Special Terrain)
有的地块中具有能够影响王国的经济、忠诚、稳定以及其他游戏属性的功能或资源。这些地形资源由DM进行设置——而非玩家角色——为了让你在探索或冒险中发现,并有可能对改善地形或城市进行调整。

桥梁(Bridge):该地块中有一座现成的桥梁架设在水流之上。如果你在该地块修筑道路,则无需使道路的费用加倍。

建筑(Building):该地块中具有已经修筑好的废弃建筑(类型由DM决定)。如果在这个地块的建筑所在的位置建立定居点,则可以将这些建筑容纳进你的定居点而无需任何开销(这不会被计入你在该回合内的建筑限制内)。

自由城市(Free City):自由城市是不属于任何王国的定居点。如果你想将这个功能齐全的定居点纳入你的王国,占领这个带有自由城市的地块是一种好方法。为了和平占领这个自由城市地块,你必须成功进行稳定检定。失败意味着定居点内存在着激进分子,动荡值增加1d4点。

巢穴(Lair):巢穴通常为一个洞穴或者易于防御的避难所,它可以作为退守后方的中转处、贮存物资的地点、甚至是岗哨或监狱。如果你占领了具有巢穴的地块,则稳定增加1点。如果你在巢穴上建立堡垒或者了望塔,它的防御会增加1点。依照DM的判断,巢穴可能会通向一个地下洞穴的地块(见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263))

地标(Landmark):地标是一种让人感到神奇、神秘并使人自豪的地点,比如岩架上浮现出的人像、冒烟的火山、具有独特功效或颜色的湖泊。地标能够提升王国的士气。如果你占领具有地标的地块,则忠诚增加1点。如果这个地块同时具有道路或者公路,忠诚会额外再增加1点。

资源(Resource):资源是会供给某种现成现成且有价值的商品,它能为你的王国提供巨大的经济利益,比如特种木材、贵金属、宝石、名贵药材、香、丝绸、象牙、皮草、盐、染料等等。如果你占领具有资源的地块,则经济增加1点。如果你在具有资源的地块中建造矿坑、采石场或者锯木厂,那么它的所有优势均会增加1点。如果你在具有资源的地块中建造农田或者渔场,那么它们会额外减少1BP的开销。

河流(River):河流使得水能够流经你的王国,促进贸易并可以用于灌溉作物。每占领4个具有河流的地块可使经济增加1点,每占领8个具有河流的地块可使稳定增加1点。

废墟(Ruin):废墟是部分被摧毁的建筑。如果你占领具有废墟的地块,并且在废墟所在的位置建立定居点,则可以使用废墟作为建造某种相应类型建筑的基础(类型由DM决定),这会使得建筑的费用减半。你也可以选择将废墟中的建筑材料回收,使该地块中的1个建筑的费用降低1d4BP。

原文
Special Terrain

Some hexes contain features or resources that impact a kingdom's Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have to double the cost of the Road.

Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building's location in the hex, you can incorporate the building into the settlement at no cost (this does not count toward your building limit for that turn).

Free City: A Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully, you must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex (see the Terrain and Terrain Improvements table).

Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your kingdom's morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.

Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.

River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin's location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:04:04
定居点与区划(Settlements and Districts)
王国中最大的资产就是定居点。大多数定居点最初只是一座小村庄,它会随着时间逐渐发展为繁华的都市。
区划(District)被街道分为9个大方格(block),每个方格被小巷分成四块地格。每块地格(lot)边长约为750尺,因此每个区划整体占地面积约为1平方英里。每块地格可以建造一栋建筑,而每个建筑都会对你的经济、忠诚等属性造成影响。
大多数定居点只有一个区划。如果你的区划被填满,并且你希望添加另一个区划(比如你已经占用了这个定居点中的所有地格,并且希望建造额外的建筑),那么你可以通过支付地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中,关于整修定居点的地形的费用,来建立一个额外的区划。请记住王国的管控DC是基于你的定居点的区划数量的。
区划中的建筑布局由你决定——你可以从区划中心开始向外建设,或者在边缘开始向着中间建设。部分建筑(比如公会)会占用多个地格。你无法分割这些大型建筑,但是你可以将它们安放在复盖街道的位置(街道不会被算作地格)。

建造(Construction):建造会在你为了建筑支付BP的同回合内完成,无视建筑的大小。建筑的效果会立即应用于你的王国。通过DM的判断,建造用的魔法(比如土木七弦琴[lyre of building,奇物],鬼斧神工[fabricate]或者石墙术[wall of stone])可以减少2点(最低降至0点)单一建筑的BP费用。无论你能够使用多少次魔法,每回合只能如此减少1次费用。

人口(Population):定居点内的人口约等于已经建造完成的地格数量 x 250。一个区划内的36个地格全部都有建筑意味着人口约为9000人。

基础购买价值(Base Value):定居点的基础购买价值用于判断在此地容易买到何种魔法物品。在一个定居点内有75%的概率可以轻松找到卖家,购买任何价值与之相等或更低的物品。新建定居点的基础购买价值为0gp。某些建筑(比如集市或酒馆)能够增加定居点的基础购买价值。定居点的基础购买价值永远无法超过表格:定居点规模与基础购买价值中记录的数额(除非某些特殊情况经由DM同意)。

防御(Defense):在集团战斗 (http://www.goddessfantasy.net/bbs/index.php?topic=61311.0)中会使用定居点的防御。除非定居点遭受攻击,否则这项属性没有任何效果。你可以通过建造某些建筑提升定居点的防御(比如城墙)。

定居点规模与基础购买价值
人口定居点规模      基础购买价值
低于21    村庄      50gp
21 - 60    村落     200gp
61 - 200    村镇     500gp
201 - 2000  小城镇    1000gp
2001 - 5000  大城镇    2000gp
5001 - 10000  小城市    4000gp
10001 - 25000      大城市    8000gp
高于25000    都会   16000gp

区划示例图
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27839;image)

原文
Settlements and Districts

The greatest assets of your kingdom are its settlements. Most settlements start as simple villages, and some grow over time into bustling cities.

The District Grid is divided into 9 large blocks separated by streets. Each block consists of 4 smaller lots separated by alleys. Treat each lot as approximately 750 feet per side, so overall the district takes up about 1 square mile. On each lot you may construct a building, and each building affects your kingdom's Economy, Loyalty, and so on.

Most settlements only have 1 district. If your District Grid is full and you want to add another district (for example, if you run out of available lots in that settlement and want to construct additional buildings), you can create an additional district for that settlement by paying the preparation cost for the settlement's terrain as listed on Table Terrain and Terrain Improvements. Remember that your kingdom's Control DC is based on the number of districts in your settlement.

The placement of buildings in your district is up to you—you can start in the center of the district and build outward, or start at the edge and build toward the center. Some buildings (such as the Guildhall) take up more than 1 lot on the grid. You can't divide up these larger structures, though you can place them so they cover a street. (Streets do not count as lots.)

Construction: Construction is completed in the same turn you spend BP for the building, no matter what its size is. A building's benefits apply to your kingdom immediately. At the GM's discretion, construction magic (such as lyre of building, fabricate, or wall of stone) can reduce a single building's BP cost by 2 (minimum 0). This is a one-time reduction per turn, regardless of the amount of magic used.

Population: A settlement's population is approximately equal to the number of completed lots within its districts × 250. A grid that has all 36 lots filled with buildings has a population of approximately 9,000.

Base Value: The base value of a settlement is used to determine what magic items may easily be purchased there. There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort. The base value of a new settlement is 0 gp. Certain buildings (such as a Market or Tavern) increase a settlement's base value. A settlement's base value can never increase above the values listed in Table 4—5: Settlement Size and Base Value (except under special circumstances decided by the GM).

Defense: A settlement's Defense is used with the mass combat rules. It otherwise has no effect unless the settlement is attacked. You can increase a settlement's Defense by building certain structures (such as City Walls).
Settlement Size and Base Value Population   Settlement Size   Base Value
Fewer than 21   Thorp   50 gp
21—60   Hamlet   200 gp
61—200   Village   500 gp
201—2,000   Small town   1,000 gp
2,001—5,000   Large town   2,000 gp
5,001—10,000   Small city   4,000 gp
10,001—25,000   Large city   8,000 gp
More than 25,000   Metropolis   16,000 gp
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:04:11
建立定居点(Founding a Settlement)
在拥有自己的王国之前,首先需要一个行动基地——一座堡垒、一个村庄或者其他定居点——此处是你在两次冒险之间进行休整的地方,是你的臣民认为在寻求帮助时能够找到你或者上缴税款的地方。当你执掌王国之后,就会为了王国的发展与繁荣建立更多的定居点。要建立定居点,你必须按照后述顺序一步步执行。(这些步骤的会默认你是从头开始建立新的定居点;如果你要将一座现成的定居点纳入王国,请参阅特殊地形 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567258#msg567258)的自由城市。)

第1步——获取资材(Acquire funds):你会需要表现为建造点数的资金与物资的。

第2步——探索并清剿地块(Explore and clear a hex):你需要探索那个你想要建立定居点的地块。见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中的探索时间来了解这会耗时多久。一旦你完成对这个地块的探索,就需要清剿这里的怪物以及危害之源。清剿所需的时间取决于这些威胁的本质;本步骤的处理方式通常为由你亲自完成杀死或驱赶怪物的冒险。

第3步——将地块占为己有(Claim the hex as yours):一旦你拥有BP并且探索并清剿地块,便可以将其占为己有。做这件事需要消耗1BP;这表现为设立最为基本的基础设施,比如扫清通路、雇佣巡逻队、设立帐篷营地等等。这会使该地块成为你的王国的一部分(或者是整个王国的起点)。

第4步——修整此地准备建设(Prepare the site for construction):要在一个已占领的地块中建立定居点,你必须先对此地进行修整。依照地域的差异,这个过程可能是砍伐树木、移开岩石、挖掘下水道线路等等工作。见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中的修整费用来了解需要支出的BP数额。如果你的定居点所在的地块中还包含运河、湖泊、河流、海洋或者类似的大型水体,就必须先确定定居点的哪个边界为水(河岸、湖岸或海岸)或是陆地。部分建筑需要与水体接邻,如磨坊,码头和港区。

第5步——建造第一栋建筑(Construct your first buildings):在你的定居点内建造建筑并支付必须的BP费用。如果这是你的王国的首个定居点,则应该从客栈,圣坛,修道院或了望塔开始。此外你还需购置并建设1栋住房,宅邸,豪宅或者棚户。如果你的第一栋建筑是客栈,则必须将其建立在住房或者棚户旁边,因为建造客栈需要与住房或棚户相邻。

当你完成这些步骤,定居点的建立就完成了!如果这是第一个定居点,它会被视为你的王国的首都。

原文
Founding a Settlement

Before you can start your own kingdom, you first need a base of operations—a fort, village, or other settlement—where you can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes. Once you have a kingdom, you'll want to create more settlements in order for the kingdom to grow and prosper. To found a settlement, you must perform the following steps. (These steps assume you're building a new settlement from scratch; if you're attempting to incorporate an existing settlement into your kingdom, see Free City under Special Terrain.)

Step 1—Acquire funds. You'll need money and resources in the form of build points.

Step 2—Explore and clear a hex. You'll need to explore the hex where you want to put the settlement. See the Exploration Time column on the Terrain and Terrain Improvements table to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.

Step 3—Claim the hex as yours. Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom).

Step 4—Prepare the site for construction. To put a settlement on a claimed hex, you'll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table for the BP cost. If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement's borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water.

Step 5—Construct your first buildings. Construct 1 building in your settlement and pay its BP cost. If this is your kingdom's first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.

When you complete these steps, you've founded your settlement! If this is your first settlement, it's considered your kingdom's capital city.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:04:40
占领水域与岛屿(Claiming Water and Islands)
当你占领包含部分海洋或者湖泊的地块时,你也占领了处于该地块中的部分水域。实际上,你的王国会自动控制邻近海岸的小部分海域。由于任何你想要占领的地块必须与王国现有的地块相邻,所以当你想要占领水域另一侧的陆地时(比如岛屿),必须先探索并占领之间的水域地块。你的探索只适用于水体的表面——寻找未知的岛屿、危险的暗礁等等。DM可能会希望将地块的水下部分视为单独的地块,就如同在一个地块之下的地下大型洞窟网络拥有自己的地块一样,这会使人鱼或者沙华鱼人的村庄会在你的王国中茁壮成长,而你对此一无所知。

原文
Claiming Water and Islands

When you claim a hex that contains part of an ocean or lake, your claim includes the water portion of that hex. In effect, your kingdom automatically controls a small portion of the waters adjacent to its coastline. Because any new hex you claim must be adjacent to an existing hex in your kingdom, if you want to claim land beyond that water (such as an island), you must first explore and claim the intervening deep water hexes. Your exploration only applies to the water's surface—you are searching for uncharted islands, dangerous reefs, and so on. The GM may want to treat the underwater portion of a hex as a separate hex, much like a network of large caves under a hex may count as its own hex, allowing a village of merfolk or sahuagin to thrive in your kingdom without your knowledge.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:05:51
地形与改善地形
地形       探索时间1       修整时间2       修整费用3       农田费用4       道路费用5,6
洞穴73天3个月8BP4BP
海岸8特殊特殊特殊特殊特殊
荒漠2天1个月4BP8BP4BP
森林2天2个月4BP2BP
丘陵1天1个月2BP4BP3BP
丛林2天4个月12BP4BP
沼泽3天3个月8BP4BP
山脉3天4个月12BP4BP
平原1天立刻1BP2BP1BP
水域2天
1:探索时间代表一直标准的侦察队探索此类地形的地块所要花费的时间。这些事件默认队伍的行进速度是30尺。若要队伍以不同的速度探索,则请查阅本书第三章中探索规则的探索时间(1地块)。在确定探索时间时,洞穴视同山脉,丛林视同沼泽。不要调整水域中的速度;它本身已经默认队伍使用船只或者其他载具进行探索。
2:修整时间代表为了建立定居点,修整地形所需要劳作的时间(从当前回合开始)。若定居点建立在平原,则能够在当月开始建造建筑。
3:修整费用代表着为了在此类地形中建立定居点,修整地块所需要支付的BP费用。
4:农田费用代表为了进行耕作对一个地块进行开垦索要支付的BP费用。农田必须处于或者相邻带有河流、湖泊、沼泽或运河的地块。亦或者与至少两个已经包含农田的地块相邻。
5:道路费用代表修筑一条穿过地块并且与所有相邻地块相连的道路所要支付的BP费用。如果某个地块中带有河流,那么修筑道路的费用加倍。规模为26或更高的王国可以修筑公路(或者将道路升级为公路)。
6:如果地块内带有河流,则将表格内的费用加倍以体现建立桥梁的需求。
7:该地形为大型的洞穴网络和地下通路,它可以存在于除沼泽之外的任意地形种类中。它被视为存在于地下、在地表的地块下方的额外地块。

原文
Terrain and Terrain Improvements Terrain   Exploration Time1   Preparation Time2   Preparation Cost3   Farm Cost4   Road Cost5,6
Cavern7   3 days   3 months   8 BP   —   4 BP
Coastline8   Special   Special   Special   Special   Special
Desert   2 days   1 month   4 BP   8 BP   4 BP
Forest   2 days   2 months   4 BP   —   2 BP
Hills   1 day   1 month   2 BP   4 BP   3 BP
Jungle   2 days   4 months   12 BP   —   4 BP
Marsh   3 days   3 months   8 BP   —   4 BP
Mountains   3 days   4 months   12 BP   —   4 BP
Plains   1 day   Immediate   1 BP   2 BP   1 BP
Water   2 days   —   —   —   —
1 Exploration time represents how many days a typical scouting party requires to explore a hex of this type. These times assume a party speed of 30 feet. For parties with different speeds, see Exploration Time (1 Hex). Treat Cavern as Mountain and Jungle as Marsh for exploration time. Do not adjust the speed for Water hexes; it's assumed that the party is already using a boat or other watercraft to explore.
2 Preparation time represents the months of labor (beginning with the current turn) required to prepare the hex for settlement. Construction of buildings can begin in the current month for settlements built on plains.
3 Preparation cost represents the BP cost to clear a hex of this type in preparation for founding a settlement.
4 Farm cost represents the BP cost to cultivate a hex for farming. A Farm must be within or adjacent to a hex containing a river, lake, swamp, or Canal, or adjacent to at least 2 hexes that already contain Farms.
5 Road cost represents the BP cost to establish a Road that crosses a hex and connects to all adjacent hexes. The cost to build a Road doubles if the hex contains rivers. A kingdom with a Size of 26 or greater can build a Highway (or upgrade a Road to a Highway).
6 If the hex contains any rivers, double the listed cost to reflect the need to build bridges.
7 This is a large system of caves and underground passages and can be found in any terrain type except Marsh. It functions as an additional hex that exists underground, below the surface hex.
8 Treat this as the adjacent land terrain type for all purposes.
8:该地形在各方面都被视为岸上部分相邻的地形种类。

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:06:03
定居点的魔法物品(Magic Items in Settlements)
在定居点内,除了由基础购买价值确定可以购买的普通可用物品以外,部分建筑还可能会添加特殊或不寻常的魔法物品供人购买。

获得物品位(Gaining Item Slots):当你建造出一栋此类建筑时,请在定居点的区划内标记出产魔法物品的地区;这标示着定居点获得了此类物品的物品位。

补充物品位(Filling Item Slots):在维持阶段的第3步,你可以进行检定以补充每个区划的空白魔法物品位。为每个具有空白魔法物品位的区划进行d%检定(如果区划内有多个空白物品位,则随机选择一个)。有50%的概率(51 - 100)会有一个合适的魔法物品补充进该物品位。这件物品的价值不能超过定居点的基础购买价值(若物品的价值超出了定居点的基础购买价值则要重掷检定)。

实例(Example):杰西卡的定居点的基础购买价值为200gp。她在上回合建造了药草铺,这使得她的定居点获得了1个次级药剂物品位。在本回合的维持阶段,她进行d%检定,结果为62,这意味着她能够进行随机次级药剂的检定来补充定居点的空白物品位。她使用表格15-12:药剂(核心手册 478页)进行检定,结果为45,这代表一瓶1级法术的药剂。如果她的检定结果为任何价值超过定居点的基础购买价值(也就是200gp)的物品,那么她需要重掷检定,直至得到合适的结果为止。一旦以此方式进行检定来补充定居点的魔法物品,那么在某人购置该物品之前,它会一直存在于市场中。

极限宝具(Pathfinder RPG Ultimate Equipment)内含有更为广泛的随机魔法物品表格,可以满足各种特殊物品位和价值范围。这些表格会比核心手册(Core Rulebook)的魔法物品表格更为实用。

空白物品位(Emptying Item Slots):若你对定居点内产出的魔法物品不满意,那么有3种方法清除不良物品并空出该物品位。
第一种方法是使用你自己的gp进行购买,这意味着它会成为你的个人财产,你可以随意对其进行处理(使用该物品、将其半价销售、在下一个收益阶段中将其捐献给国库,将其作为奖励赏赐给本地人等等)。
第二种方法是控制王国的经济以鼓励NPC购买物品(比如有随机冒险者途径定居点)。在收益阶段的第3步,你可以为每个想要清空的物品位尝试一次经济检定。在首次检定之后,同一回合内的每次此类检定中,你的经济都会下降1点,这是因为操控经济对王国的经济有害,并且这只不过是为了消除一件你觉得不好的物品。如果检定失败,任何事都不会发生。如果检定成功,则清除该物品位的物品;你可以在下一次维持阶段如常补充空白物品位。你不会由这次销售获得任何gp或BP;销售所得属于建筑的所有者,也就是利用建筑获得或生产下一个物品的人。
第三种方法是花费BP(1BP = 2000gp)购买该物品。如果你将物品用于个人使用,这会被视为从国库回收BP为你个人使用(见收益阶段中的从国库中回收资金)。如果你用某种方式使用物品,而这种方式不会使你本人或者其他玩家直接获益(比如将其赠与军队中的英雄,或者捐赠给定居点作为宗教或历史文物),那么购买它的行为本质上和其他王国的开销相同,不会增加动荡值或者降低忠诚。

原文
Magic Items in Settlements

In addition to the commonly available items in a settlement as determined by its base value, some buildings increase the likelihood of having specific or unusual magic items available for purchase.

Gaining Item Slots: When you construct one of these buildings, mark the appropriate boxes in the Magic Items section of the settlement's District Grid; this indicates that the settlement has gained a slot for an item of that type.

Filling Item Slots: In Step 3 of the Upkeep phase, you roll to fill vacant magic item slots in each district. Roll d% once for each district that has an open magic item slot (if the district has more than one, select one randomly). There is a 50% chance (51—100) that an appropriate magic item becomes available in that slot. This item's price cannot exceed the base value for the settlement (reroll if the item's price exceeds the settlement's base value).

Example: Jessica's settlement has a base value of 200 gp. She built an Herbalist last turn, giving the settlement 1 minor potion slot. In the Upkeep phase this turn, she rolls d% and gets a result of 62, meaning she can roll a random minor potion to fill the settlement's empty slot. She rolls on Table 15—12: Potions (Core Rulebook 478) and gets a result of 45, indicating a potion of a 1st-level spell. If she had rolled anything more valuable than the 200 gp base value for her settlement, she would have to reroll until she got an acceptable result. Once a magic item is rolled for a settlement in this way, it remains on the market until someone purchases it.

Pathfinder RPG Ultimate Equipment includes extensive random magic item tables for specific slots and price increments. These tables may be more convenient than using the magic item tables in the Core Rulebook.

Emptying Item Slots: If you are unsatisfied with a magic item generated by a settlement, there are three ways to purge an undesirable item and make its slot vacant. The first is to purchase it with your own gp, which makes it your personal property and means you may do with it what you please (use it, sell it at half price for gold, deposit it in the kingdom's Treasury during the next Income phase, use it as a reward for a local general, and so on).

The second method is to manipulate your kingdom's economy to encourage an NPC to purchase the item (such as a random adventurer passing through the settlement). During Step 3 of the Income phase, you may attempt one Economy check for each filled slot you want to empty. For every such check after the first one in a turn, your Economy decreases by 1, since these manipulations are harmful to your kingdom's economy and typically only serve to get rid of an item you consider undesirable. If the check fails, nothing happens. If the check succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep phase. You do not gain any gp or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

The third way is to spend BP (1 BP = 2,000 gp) to purchase the item. If you take the item for your own use, this counts as withdrawing BP from the Treasury for your personal use (see Make Withdrawals from the Treasury). If you use the item in a way that doesn't directly benefit you or the other PCs (such as giving it to a hero of your army or donating it to a settlement as a religious or historical artifact), then purchasing it is essentially like other kingdom expenditures and does not increase Unrest or decrease Loyalty.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:06:12
建筑(Buildings)
你可以通过建造建筑来升级定居点,这些建筑通常会为王国提供加值,并且为定居点提供一些特色。部分建筑还与集团战斗 (http://www.goddessfantasy.net/bbs/index.php?topic=61311.0)规则相关,尤其是在防御工事和驻扎军队方面。

拆毁(Demolition):若一个地格内设有建筑,你可以为了修建新的建筑而拆毁它。这么做会消耗1点BP。你可以在拆毁原有建筑的同一回合内,在相同的位置建造一栋新的建筑。你无法从被拆毁的建筑中回收BP(见后述的重建)。

被摧毁的地格(Destroyed Lots):如果一个事件或者军队的进攻摧毁了一个或更多地格,造成的破坏会导致恶果,每个被摧毁的地格会使动荡值增加1点。

重建(Rebuilding):如果你在被摧毁的地格中重建一栋相同类型的建筑,则费用减半,就如同你可以将部分材料用于相同的目的。如果你在此地格内重建一种不同类型的建筑,那么新建筑的费用会被降低,降低的数额为原有建筑的建造费用的1/4(最低1BP)。如果你要建造数个较小的建筑,选取的地区原本为一栋占有多个地格的建筑,则将重建的折扣均摊到新建筑中。比如当你拆除一栋学院,并在这些地格之上建造一栋宅邸和一栋奢侈品商铺,每栋建筑获得6BP的折扣(52BP的1/4是13,平均分给两个建筑)。

原文
Buildings

You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. Some buildings also intersect with the mass combat rules, notably with fortifications and reserve armies.

Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).

Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.

Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:06:23
建筑详述(Building Descriptions)
建筑均会以后述格式描述。

建筑名称(Building Name):这代表了包含于地格中的建筑类型。在大多数情况下,每个地格会包含许多栋该种类型的建筑,而不是单一一座大型建筑。

费用(Cost):建造建筑所需支出的BP费用。

地格(Lots):建筑所占据的地格数量。

王国(Kingdom):建筑会影响整个王国,它们对经济、忠诚与稳定的影响会叠加,且每回合持续生效。而对动荡值的调整只会在建筑完工时发生一次。此处也会列举对拥有建筑对名誉的加值(见可选规则的美誉与恶名 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567276#msg567276))。

折扣(Discount):部分建筑可以使相同定居点中的某些建筑费用减半。降低的费用只应用于第一栋此处标注的建筑。比如学院会使相同定居点内的下一个图书馆建造费用减半;如果你在这个定居点内建造第二栋图书馆,则需要支付正常的费用。如果两个建筑提供相同的折扣,也只有一个折扣对新建筑生效,不过你可以对两栋符合折扣限制的建筑减少费用。比如集市和剧院均会使客栈的费用减半;如果你的定居点内已经拥有集市和剧院,那么你可以半价建造两栋客栈(集市降低一栋的费用,剧院降低另一栋)。

限制(Limit):此处注明了此类建筑的建造数量限制、对相邻建筑的特殊要求、或者禁止某些建筑与其相邻。
对大多数建筑来说,你可以按照自己的喜好在定居点内随意建造,但是其中有少部分建筑在每个定居点或区划内的数量受到限制。比如你在每个定居点内只能建造一栋竞技场。
有一部分建筑需要与至少1或2个特殊种类的建筑相邻、或者定居点满足某种特性才可以建造。比如商铺或酒馆必须与住房或宅邸相邻。那些在限制中被要求相邻的建筑只能够满足一栋需要它的建筑之要求。比如如果你拥有一栋住房和一栋商铺,这栋住房无法用于满足另一家商铺或酒馆的限制要求;你必须建在一栋新的住房,并用这栋新建筑满足其他新建商铺或酒馆的限制要求。
有的建筑无法与某些建筑相邻。比如你无法在住房、宅邸、豪宅或棚户的旁边建造制革厂。如果你想在某个地格建立此类建筑,则必须先拆毁所有禁止与其相邻的建筑。
如果你特备热衷于在定居点内建造某种特定类型的建筑,那么DM有义务随意添加事件来阻止这种做法。比如一个定居点内有过多的垃圾场,则有可能遭到食腐怪(otyugh)和鼠人(wererat)的攻击,而有过多墓地的定居点则可能频繁招致不死生物的攻击。不过对于建设很多住房、公园、棚户或水道来说,DM无需特意阻拦。

升级为/升级自(Upgrade To/From):部分建筑可以从原有建筑转换成更高级的形态,比如将圣坛升级为神殿。要升级建筑,需要用BP支付当前建筑与新建筑之间的费用差异。移除原有建筑的调整值并应用新建筑的调整值。升级建筑会被视为建造建筑,并计入本回合内你能够建造建筑的数量上限内。你无法在区划内没有剩余空间容纳新建筑的情况下,将建筑升级成更集团的建筑。

特殊(Special):此处会列出建筑所具有的其他效果,比如增加防御、定居点的基础购买价值或者附近矿坑的产量。

魔法物品(Magic Items):此处会注明建筑所产生的任何魔法物品位,你可以在维持阶段将其补充上(见定居点的魔法物品 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567264#msg567264))。如果建筑中列举了数种类别的选项(比如“1次级药剂或奇物”),则每个选项都有相同的概率产生。

定居点(Settlement):此处列举出的定居点调整值(详细请见Game Mastery Guide的都市章节 (http://www.goddessfantasy.net/bbs/index.php?topic=59360.0))会对定居点内的某些特殊技能产生影响。这些调整值会持续生效,但是它们只会应用于该定居点的技能检定(而非地块内、或者王国内其他地区的定居点)。请注意Game Mastery Guide中将定居点的属性命名为经济(Economy);为了避免与王国的经济属性混淆,本书将定居点的经济属性更名为“生产力(Productivity)”。

引用
学院(Academy)   52 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27840;image)王国:经济+2,忠诚+2
折扣:施法者之塔,图书馆,魔法商铺
升级自:图书馆;升级为:大学
魔法物品:3次级卷轴或奇物,2中级卷轴或奇物
定居点:文化+2,生产力+1,社交+2;与某种知识或专业技能相关的问题的文化加值提高2点
学院是高等学府。

引用
炼金工房(Alchemist)   18 BP   1 地格
王国:经济+1
限制:与1栋住房相邻
特殊:基础购买价值+1000gp               
魔法物品:1次级药剂或奇物
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27841;image)
一名工匠的实验室和住所,她能够制造毒素、药剂或炼金物品。

引用
竞技场(Arena)   40 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27842;image)王国:稳定+4;美誉+1
折扣:舞厅,要塞,客栈,马厩,剧院
限制:每定居点限1座
升级自:剧院
定居点:犯罪+1
为了竞赛与团队运动而设立的大型公共建筑。

引用
银行(Bank)   28 BP   1 地格
王国:经济+4
特殊:基础购买价值+2000gp

用于放贷和存放贵重物品的安全建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27844;image)

引用
吟游诗人学院(Bardic College)   40 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27845;image)王国:经济+1,忠诚+3,稳定+1;美誉+1
折扣:图书馆,博物馆,剧院
魔法物品:2次级卷轴或奇物
研习艺术的中心。吟游诗人学院的教育内容还包含对广泛的历史题材的研究。

引用
兵营(Barracks)   6 BP   1 地格
王国:动荡值-1
升级为:要塞
特殊:防御+2
定居点:秩序+1                     
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27846;image)
给应征士兵、卫兵、民兵、士兵或类似的军事力量居住的建筑。

引用
黑市(Black Market)   50 BP   1 地格
王国:经济+2,稳定+1,动荡值+1
折扣:舞厅
限制:与2栋住房相邻
特殊:基础购买价值+2000gp
魔法物品:2次级物品,1中级物品,1高级物品
定居点:腐败+2,犯罪+2
许多通常贩卖违禁物品的秘密商铺。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27847;image)

引用
酿酒厂(Brewery)   6 BP   1 地格

王国:忠诚+1,稳定+1

一座用于酿造啤酒、红酒等饮料的建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27848;image)

引用
桥梁(Bridge)   6 BP   1 地格
王国:经济+1
特殊:与河流或水道共享一块地格的空间
用于缓解交通拥堵、穿越河流或水道的建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27849;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27850;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27851;image)

引用
办公署(Bureau)   10 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27852;image)王国:经济+1,忠诚-1,稳定+1
定居点:腐败+1,秩序+1
公职人员以及行会与政府的记录人员的大型办公场所。

引用
施法者之塔(Caster's Tower)   30 BP   1 地格
王国:经济+1,忠诚+1
魔法物品:3次级物品,2中级物品         

一名施法者的居所与实验室。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27853;image)

引用
城堡(Castle)   54 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27854;image)王国:经济+2,忠诚+2,稳定+2,动荡值-4;美誉+1
折扣:豪宅,市政厅
限制:每定居点限1座
特殊:防御+8
定居点领袖的居所以及防御核心。

引用
大教堂(Cathedral)   58 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27855;image)王国:忠诚+4,稳定+4,动荡值-4;美誉+1
折扣:学院,神殿
限制:每定居点限1座
特殊:公务法令的开销减半
魔法物品:3次级药剂或奇物,2中级药剂或奇物
定居点:秩序+2
定居点的宗教领袖的集中地。

引用
蓄水池(Cistern)   6 BP   1 地格
王国:稳定+1
限制:无法与垃圾场,墓地,马厩
牲畜围场或制革厂相邻
特殊:可以与其他建筑共享地格
为定居点贮存安全的淡水供给。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27856;image)

引用
城墙(City Wall)   2 BP
王国:动荡值-2(每定居点1次)
限制:区划的陆上边界
特殊:防御+1
用坚固的城墙给区划的一面设立的防御工事。DM可以视同悬崖等自然地貌与城墙具有相同功能,用于防护区划的一面或多面。你不用支付费用就可以在自己的城墙上建造城门。

引用
舞厅(Dance Hall)   4 BP   1 地格
王国:经济+1,忠诚+2,动荡值+1
限制:与1栋住房相邻
定居点:腐败+1,犯罪+1
一处用于跳舞、饮酒、欢宴和举行庆典的设施。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27857;image)

引用
垃圾场(Dump)   4 BP   1 地格

王国:稳定+1
限制:无法与住房,宅邸或豪宅相邻
集中处理垃圾的地点。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27858;image)

引用
永流之泉(Everflowing Spring)   5 BP
限制:定居点内必须有能够产出中级魔法物品的建筑
特殊:可以与城堡、大教堂、集市、纪念碑、公园或市政厅共享地格
由数个无尽水源环绕建立的人工喷泉,可以提供取之不尽的淡水供给。

引用
珍物工房(Exotic Artisan)   10 BP   1 地格
王国:经济+1,稳定+1
限制:与1栋住房相邻
魔法物品:1次级戒指、魔杖或奇物
珠宝匠、修补匠或玻璃工匠等匠人的居所及店铺。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27859;image)

引用
外贸区(Foreign Quarter)   30 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27860;image)王国:经济+3,稳定-1
特殊:外贸总额(见贸易法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567281#msg567281))提高5%(最高100%)
定居点:犯罪+1,文化+1,社交+2
有许多外国人的区域,并且包含了为了满足他们需要而设立的商铺及服务设施。

引用
铸造厂(Foundry)   16 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27861;image)王国:经济+1,稳定+1,动荡值+1
折扣:铁匠铺
限制:与区划的水体边界相邻
特殊:每个通过河流或道路连接到这个定居点的矿坑,都会使经济以及每回合获得的BP增加1点
定居点:生产力+1
加工矿石并将其精炼成金属成品的建筑。

引用
要塞(Garrison)   28 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27862;image)王国:忠诚+2,稳定+2,动荡值-2
折扣:城墙,粮仓,监狱
升级自:兵营
用于驻军、训练守卫和招募民兵的大型建筑。

引用
粮仓(Granary)   12 BP   1 地格
王国:忠诚+1,稳定+1
特殊:如果农田将开销降至0以下,则可以
存储至多5BP的多余作物,用于在之后的
回合中,开销超出国库库存时使用
贮存粮食与食物的场所。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27863;image)

引用
墓地(Graveyard)   4 BP   1 地格

王国:忠诚+1

埋葬并对逝者施与敬意之地。           
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27864;image)

引用
公会(Guildhall)   34 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27865;image)王国:经济+2,忠诚+2
折扣:码头,马厩,贸易栈
升级自:贸易栈
特殊:基础购买价值+1000gp
定居点:秩序+1,生产力+1
行会或者类似组织的总部。

引用
药草铺(Herbalist)   10 BP   1 地格
王国:忠诚+1,稳定+1
限制:与1栋住房相邻
魔法物品:1次级药剂或奇物
一名园丁、医者或施毒者的作坊与居所。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27866;image)

引用
医院(Hospital)   30 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27867;image)王国:忠诚+1,稳定+2
特殊:在瘟疫事件中稳定+2
定居点:文化+1,生产力+2
致力于治愈疾病的建筑。

引用
住房(House)   3 BP   1 地格
王国:动荡值-1
升级自:棚户
特殊:法令阶段中建造的第一栋住房不
会计入本回合内可以建造的建筑总数中
许多中等大小的居民住宅。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27868;image)

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客栈(Inn)   10 BP   1 地格
王国:经济+1,忠诚+1
限制:与1栋住房相邻
特殊:基础购买价值+500gp
定居点:社交+1
供游客休息的地方。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27869;image)

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监狱(Jail)   14 BP   1 地格
王国:忠诚+2,稳定+2,动荡值-2
定居点:犯罪-1,秩序+1
一栋结构经过强化的建筑,用于关
押囚犯与危险的怪物。

(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27870;image)

引用
图书馆(Library)   6 BP   1 地格
王国:经济+1,忠诚+1
升级为:学院
定居点:文化+1
存储书籍与档案的大型建筑。         
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27871;image)

引用
奢侈品商铺(Luxury Store)   28 BP   1 地格
王国:经济+1
限制:与1栋住房相邻
升级自:商铺;升级为:魔法商铺
特殊:基础购买价值+2000gp
魔法物品:2次级戒指、魔杖或奇物
专门从事向富人销售昂贵商品的店铺。                 
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27872;image)

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魔法商铺(Magic Shop)   68 BP   1 地格
王国:经济+1
限制:与2栋住房相邻
升级自:奢侈品商铺
特殊:基础购买价值+2000gp
魔法物品:4次级奇物,2中级奇物,1高级奇物
专门出售魔法物品与法术的商铺。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27873;image)

引用
魔法学院(Magical Academy)   58 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27874;image)王国:经济+2;美誉+1
折扣:施法者之塔,图书馆,魔法商铺
魔法物品:3次级药剂、卷轴或奇物;1中级药剂、卷轴或奇物
定居点:文化+2,社交+1;与知识(神秘)技能相关的问题的文化加值提高2点
培养学生施法、制造魔法物品以及各种神秘艺术的机构。

引用
魔法路灯(Magical Streetlamps)   5 BP
限制:定居点内必须有大教堂,魔法商铺,魔法学院或神殿
特殊:能够与任意建筑分享地格
定居点:犯罪-1
不灭的火焰提灯为许多地区提供照明。

引用
宅邸(Mansion)   10 BP   1 地格
王国:稳定+1
升级为:豪宅
定居点:秩序+1,社交+1
供富有的人家和其仆从居住的大型庄园。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27875;image)

引用
集市(Market)   48 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27876;image)王国:经济+2,稳定+2
折扣:黑市,客栈,商铺
限制:与2栋住房相邻
升级自:商铺
特殊:基础购买价值+2000gp
魔法物品:2次级奇物
为投机商人与行商人提供的开放区域。

引用
珍兽馆(Menagerie)   16 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27877;image)王国:经济+1,忠诚(特殊);美誉+1
特殊:忠诚的增加量为1/4乘以珍兽馆中最高CR生物之CR
备有奇珍异兽的大型公园,供公众参观。

引用
军事学院(Military Academy)   36 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27878;image)王国:忠诚+2,稳定+1;美誉+1
折扣:兵营
限制:每定居点限1座
特殊:军事学院所在的定居点招募的军队与指挥官额外获得1个奖励战术(见军队战术)
魔法物品:1次级防具、盾牌或武器;1中等防具、盾牌或武器
定居点:秩序+1,文化+1
致力于研究战争并且训练优秀士兵与军官的培训机构。

引用
磨坊(Mill)   6 BP   1 地格
王国:经济+1,稳定+1
限制:与区划的水体边界相邻
特殊:若经过DM同意,你可以
支付相同的费用建造风车
而无需满足上述限制
定居点:生产力+1
用于切割木材或碾磨谷物的建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27879;image)

引用
铸币厂(Mint)   30 BP   1 地格
王国:经济+3,忠诚+3
稳定+1;美誉+1
用于铸造王国货币和维持           
标准度量衡的牢固建筑。

(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27880;image)

引用
护城河(Moat)   2 BP
王国:动荡值-1(每定居点1次)
限制:区划的陆上边界
特殊:防御+1;无法被攻城武器破坏
使用注满水的壕沟给区划的一面设立的防御工事,通常靠着堤坝进行支撑。DM可以视同河流等自然地貌与护城河具有相同功能,用于防护区划的一面或多面。

引用
修道院(Monastery)   16 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27881;image)王国:稳定+1
定居点:秩序+1,文化+1
用于冥想、沉思和追求各种其他的学术之路的建筑。

引用
纪念碑(Monument)   6 BP   1 地格
王国:忠诚+1,动荡值-1
地方性的纪念碑包括钟楼、定
居点创立者的雕塑、巨大的墓碑             
或者公开陈列的艺术品。

(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27882;image)

引用
博物馆(Museum)   30 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27883;image)王国:经济+1,忠诚+1;美誉+1
定居点:文化+2,社交+1;与知识(历史)技能相关的问题的文化加值提高2点;将文化加值应用至与艺术品相关的估价检定上
展示当代以及历史上的艺术品与文物的地点。DM可以允许王国领袖在此陈列贵重物品(比如魔法物品或者镶嵌宝石的雕塑),在此期间展览的物品价值每有10000gp,美誉就增加1点(最高+5美誉),如果展品在王国历史上极其重要则额外增加1点。

引用
豪宅(Noble Villa)   24 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27884;image)王国:经济+1,忠诚+1,稳定+1;美誉+1
折扣:珍物工房,奢侈品商铺,宅邸
升级自:宅邸
定居点:社交+1
拥有奢华庭院的庞大庄园,这里居住着贵族家庭与管理人员。

引用
天文台(Observatory)   12 BP   1 地格
王国:稳定+1
魔法物品:1次级卷轴或奇物
定居点:文化+2
装有光学设备的圆顶屋或塔台,用于观测天空。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27885;image)

引用
孤儿院(Orphanage)   6 BP   1 地格

王国:稳定+1,动荡值-1

照顾大量孤儿并为其提供居所的设施。     
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27886;image)

引用
宫殿(Palace)   108 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27887;image)王国:经济+2,忠诚+6,稳定+2;美誉+1
折扣:宅邸,铸币厂,豪宅
特殊:基础购买价值+1000gp;每回合你可以颁布两个特殊法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567271#msg567271),但是每个特殊法令的王国检定都要受到-2减值
定居点:秩序+2
这座宏伟的宫殿以及城墙围绕的庭院彰显着人上之人在此世上拥有的财富、权力与威严。

引用
公园(Park)   4 BP   1 地格

王国:忠诚+1,动荡值-1

一块专门为了宁静之美而预留的土地。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27888;image)

引用
铺面道路(Paved Streets)   24 BP
王国:经济+2,稳定+1
限制:每区划限1次
定居点:生产力+2
由砖块或石材铺设的道路能够提高运输速度。

引用
码头(Pier)   16 BP   1 地格
王国:经济+1,稳定+1
限制:与区划的水体边界相邻
升级为:港区
特殊:基础购买价值+1000gp
定居点:犯罪+1
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27889;image)
这里为停泊船只、装卸货物和运载乘客设立了仓库和工坊。

引用
排水系统(Sewer System)   24 BP
王国:忠诚+1,稳定+2
折扣:蓄水池,垃圾场
限制:每区划限1个
定居点:犯罪+1,生产力+1
排水系统是位于地下的卫生系统,它用于保持定居点清洁,不过也可能成为罪犯与怪物的藏匿之地。

引用
商铺(Shop)   8 BP   1 地格
王国:经济+1
限制:与1栋住房或宅邸相邻
升级为:奢侈品商铺,集市
特殊:基础购买价值+500gp
定居点:生产力+1
普通的商店。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27890;image)

引用
圣坛(Shrine)   8 BP   1 地格
王国:忠诚+1,动荡值-1
升级为:神殿
魔法物品:1次级药剂、卷       
轴或奇物
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27891;image)
一处神龛、崇拜物、神圣之林或类似的圣地,它被设计用于供虔诚的信徒祭拜。

引用
铁匠铺(Smithy)   6 BP   1 地格
王国:经济+1,稳定+1

防具工匠、铁匠、武器工匠或者其
他锻造金属的手艺人所使用的工坊。

(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27892;image)

引用
马厩(Stable)   10 BP   1 地格
王国:经济+1,忠诚+1
限制:与1栋住房、宅邸或豪宅相邻
特殊:基础购买价值+500gp
用于饲养和销售马匹与其他坐骑的设施。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27893;image)

引用
牲畜围场(Stockyard)   20 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27894;image)王国:经济+1,稳定-1
折扣:马厩,制革厂
特殊:处于本地块或相邻地块的农田会降低3点开销而非原本的2点
定居点:生产力+1
此处的畜棚与围栏内饲养了大群动物,并会为周边的屠宰场备好牲畜。

引用
制革厂(Tannery)   6 BP   1 地格
王国:经济+1,稳定+1
限制:无法与住房、宅邸、豪宅       
或棚户相邻
定居点:社交-1
制备皮革的建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27895;image)

引用
酒馆(Tavern)   12 BP   1 地格
王国:经济+1,忠诚+1
限制:与1栋住房或宅邸相邻
特殊:基础购买价值+500gp     
定居点:腐败+1
供人吃喝的建筑。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27896;image)

引用
神殿(Temple)   32 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27897;image)王国:忠诚+2,稳定+2,动荡值-2
折扣:墓地,修道院,圣坛
升级自:圣坛
魔法物品:2次级物品
一片规模较大的用于供奉神祗的区域。

引用
棚户(Tenement)   1 BP   1 地格
王国:动荡值+2
升级为:住房
特殊:对于必须在住房旁边建造       
的建筑来说,棚户也被视为住房
大量的劣质住宅单元。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27898;image)

引用
剧院(Theater)   24 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27899;image)王国:经济+2,稳定+2
折扣:舞厅,珍物工房,客栈,公园,酒馆
升级为:竞技场
演出戏剧、歌剧或音乐会的娱乐会场。

引用
市政厅(Town Hall)   22 BP   2 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27900;image)王国:经济+1,忠诚+1,稳定+1
折扣:兵营,蓄水池,垃圾场,监狱,了望塔
定居点:秩序+1
市政厅是召开市镇会议的公共场所、城镇记录的储藏库以及小型官僚设施。

引用
贸易栈(Trade Shop)   10 BP   1 地格
王国:经济+1,稳定+1
限制:与1栋住房相邻
升级为:公会
特殊:基础购买价值+500gp                   
定居点:生产力+1
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27901;image)
为诸如屠夫、面包师、蜡烛制造者、修鞋匠、制绳人或者马车制造者等等的生意人而设立的店面。

引用
大学(University)   78 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27902;image)王国:经济+3,忠诚+3;美誉+1
折扣:学院,吟游诗人学院,图书馆,魔法学院,军事学院,博物馆
升级自:学院
魔法物品:4次级卷轴或奇物,2中级卷轴或奇物
定居点:文化+4,社交+3;与某种知识或专业技能相关的问题的文化加值提高4点
主要专攻寻常学科的高等教育机构,但是也有涉足魔法理论。

引用
了望塔(Watchtower)   12 BP   1 地格
王国:稳定+1,动荡值-1
特殊:防御+2

作为哨所使用的高大建筑。                   
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27903;image)

引用
了望塔(Watchtower)   12 BP   1 地格
王国:稳定+1,动荡值-1
特殊:防御+2
作为哨所使用的高大建筑。

引用
水门(Watergate)   2 BP
特殊:共享城墙
设立在城墙之上专门用于限制水流进入定居点的大门(比如河流、导水渠或水道)。水门在水下设有防御设施来防止不速之客进入。若你在建立城墙时修筑水门,水门就不会计入到本回合内可以建造的建筑总数中。

引用
港区(Waterfront)   90 BP   4 地格
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27904;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27905;image)王国:经济+4
折扣:黑市,公会,集市,码头
限制:与区划的水体边界相邻;每定居点限1座
升级自:码头
特殊:基础购买价值+4000gp;征税法令的忠诚罚值减半
魔法物品:2次级奇物,1中级奇物,1高级奇物
定居点:生产力+2
用于水路运输的港口,并且包含航运与船舶制造的设施。

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水道(Waterway)   3 BP   1 - 2 地格
特殊:对于相邻的建筑来说,视为区划的水体边界
河流或运河在定居点区划内所占据的空间。经过DM同意,自然形成的水道可能已经存在于区划内,因此不需要支付任何BP来修建。如果你的要建造涉及或跨越水道的城墙,那么必须在同一回合建造水门。
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27906;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27907;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27908;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27909;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27910;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27911;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27912;image)
(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27913;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27914;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27915;image) (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=53877.0;attach=27916;image)

译者注:在原文的很多建筑折扣部分,注明了一个叫做妓院(Brothel)的建筑,但是详述中并未收录。经过查看模组中的规则,查证极限战役中使用舞厅(Dance Hall)取代了妓院(数据完全一致,只是名称不同)。所以自行除虫了。

原文
Building Descriptions

Buildings are described in the following format.

Building Name: The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.

Cost: The cost in BP to construct the building.

Lots: How many lots the building fills.

Kingdom: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed. This category also lists any bonuses to Fame (see Fame and Infamy) from having the building.

Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent.

For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.

Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can't be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.

Some buildings cannot be adjacent to certain buildings. For example, you can't construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first.

If you get overzealous in constructing a particular type of building in a settlement, the GM should feel free to add events to discourage this practice. For example, a settlement with too many Dumps is prone to otyugh and wererat attacks, and a settlement with too many Graveyards tends to have frequent undead attacks. This should not occur, however, if you build too many Houses, Parks, Tenements, or Waterways.

Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can't upgrade a building to a larger one if there isn't space in the District Grid for the building's new size.


Special: This lists any other effect the building has, such as increasing Defense, the settlement's base value, or the output of a nearby Mine.

Magic Items: This lists any magic item slot the building creates, which may be filled in the Upkeep phase (see Magic Items in Settlements). If a building lists multiple options within a category (such as "1 minor potion or wondrous item"), it has an equal chance for each option.

Settlement: This lists settlement modifiers that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements in the hex or anywhere else in your kingdom).

Academy52 BP, 2 lots

Kingdom Economy +2, Loyalty +2

Discount Caster's Tower, Library, Magic Shop

Upgrade From Library; Upgrade To University

Magic Items 3 minor scrolls or wondrous items, 2 medium scrolls or wondrous items

Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill

An institution of higher learning.

Alchemist18 BP, 1 lot

Kingdom Economy +1

Limit Adjacent to 1 House

Special Base value +1,000 gp

Magic Items 1 minor potion or wondrous item

The laboratory and home of a crafter of poisons, potions, or alchemical items.

Arena40 BP, 4 lots

Kingdom Stability +4; Fame +1

Discount Brothel, Garrison, Inn, Stable, Theater

Limit 1 per settlement

Upgrade From Theater

Settlement Crime +1

A large public structure for competitions and team sports.

Bank28 BP, 1 lot

Kingdom Economy +4

Special Base value +2,000 gp

A secure building for storing valuables and granting loans.

Bardic College40 BP, 2 lots

Kingdom Economy +1, Loyalty +3, Stability +1; Fame +1

Discount Library, Museum, Theater

Magic Items 2 minor scrolls or wondrous items

A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.

Barracks6 BP, 1 lot

Kingdom Unrest —1

Upgrade To Garrison

Special Defense +2

Settlement Law +1

A building to house conscripts, guards, militia, soldiers, or similar military forces.

Black Market50 BP, 1 lot

Kingdom Economy +2, Stability +1, Unrest +1

Discount Brothel

Limit Adjacent to 2 Houses

Special Base value +2,000 gp

Magic Items 2 minor items, 1 medium item, 1 major item

Settlement Corruption +2, Crime +2

A number of shops with secret and usually illegal wares.

Brewery6 BP, 1 lot

Kingdom Loyalty +1, Stability +1

A building for beer brewing, winemaking, or some similar use.

Bridge6 BP, 1 lot

Kingdom Economy +1

Special Shares the space with a river or Waterway lot

Allows travel across a river or Waterway, easing transportation.

Bureau10 BP, 2 lots

Kingdom Economy +1, Loyalty —1, Stability +1

Settlement Corruption +1, Law +1

A large warren of offices for clerks and record-keepers working for a guild or government.

Caster's Tower30 BP, 1 lot

Kingdom Economy +1, Loyalty +1

Magic Items 3 minor items, 2 medium items

The home and laboratory for a spellcaster.

Castle54 BP, 4 lots

Kingdom Economy +2, Loyalty +2, Stability +2, Unrest —4; Fame +1

Discount Noble Villa, Town Hall

Limit 1 per settlement

Special Defense +8

The home of the settlement's leader or the heart of its defenses.

Cathedral58 BP, 4 lots

Kingdom Loyalty +4, Stability +4, Unrest —4; Fame +1

Discount Academy, Temple

Limit 1 per settlement

Special Halves Consumption increase for Promotion edicts

Magic Items 3 minor potions or wondrous items, 2 medium potions or wondrous items

Settlement Law +2

The focal point of the settlement's spiritual leadership.

Cistern6 BP, 1 lot

Kingdom Stability +1

Limit Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery

Special Can share lot with another building

Contains a safe supply of fresh water for the settlement.

City Wall2 BP

Kingdom Unrest —2 (once per settlement)

Limit Land district border

Special Defense +1

A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.

Dance Hall4 BP, 1 lot

Kingdom Economy +1, Loyalty +2, Unrest +1

Limit Adjacent to 1 House

Settlement Corruption +1, Crime +1

An establishment for dancing, drinking, carousing, and holding celebrations.

Dump4 BP, 1 lot

Kingdom Stability +1

Limit Cannot be adjacent to House, Mansion, or Noble Villa

A centralized place to dispose of refuse.

Everflowing Spring5 BP

Limit Settlement must have a building that can create medium magic items

Special Can share lot with Castle, Cathedral, Market, Monument, Park, or Town Hall

A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.

Exotic Artisan10 BP, 1 lot

Kingdom Economy +1, Stability +1

Limit Adjacent to 1 House

Magic Items 1 minor ring, wand, or wondrous item

The shop and home of a jeweler, tinker, glassblower, or the like.

Foreign Quarter30 BP, 4 lots

Kingdom Economy +3, Stability —1

Special Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%)

Settlement Crime +1, Lore +1, Society +2

An area with many foreigners, as well as shops and services catering to them.

Foundry16 BP, 2 lots

Kingdom Economy +1, Stability +1, Unrest +1

Discount Smithy

Limit Adjacent to water district border

Special Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road

Settlement Productivity +1

Processes ore and refines it into finished metal.

Garrison28 BP, 2 lots

Kingdom Loyalty +2, Stability +2, Unrest —2

Discount City Wall, Granary, Jail

Upgrade From Barracks

A large building to house armies, train guards, and recruit militia.

Granary12 BP, 1 lot

Kingdom Loyalty +1, Stability +1

Special If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury

A place to store grain and food.

Graveyard4 BP, 1 lot

Kingdom Loyalty +1

A plot of land to honor and bury the dead.

Guildhall34 BP, 2 lots

Kingdom Economy +2, Loyalty +2

Discount Pier, Stable, Trade Shop

Upgrade From Trade Shop

Special Base value +1,000 gp

Settlement Law +1, Productivity +2

The headquarters for a guild or similar organization.

Herbalist10 BP, 1 lot

Kingdom Loyalty +1, Stability +1

Limit Adjacent to 1 House

Magic Items 1 minor potion or wondrous item

The workshop and home of a gardener, healer, or poisoner.

Hospital30 BP, 2 lots

Kingdom Loyalty +1, Stability +2

Special Increase Stability by 2 during plague events

Settlement Lore +1, Productivity +2

A building devoted to healing the sick.

House3 BP, 1 lot

Kingdom Unrest —1

Upgrade From Tenement

Special The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase

A number of mid-sized houses for citizens.

Inn10 BP, 1 lot

Kingdom Economy +1, Loyalty +1

Limit Adjacent to 1 House

Special Base value +500 gp

Settlement Society +1

A place for visitors to rest.

Jail14 BP, 1 lot

Kingdom Loyalty +2, Stability +2, Unrest —2

Settlement Crime —1, Law +1

A fortified structure for confining criminals or dangerous monsters.

Library6 BP, 1 lot

Kingdom Economy +1, Loyalty +1

Upgrade To Academy

Settlement Lore +1

A large building containing an archive of books.

Luxury Store28 BP, 1 lot

Kingdom Economy +1

Limit Adjacent to 1 House

Upgrade To Magic Shop; Upgrade From Shop

Special Base value +2,000 gp

Magic Items 2 minor rings, wands, or wondrous items

A shop that specializes in expensive comforts for the wealthy.

Magic Shop68 BP, 1 lot

Kingdom Economy +1

Limit Adjacent to 2 Houses

Upgrade From Luxury Store

Special Base value +2,000 gp

Magic Items 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item

A shop that specializes in magic items and spells.

Magical Academy58 BP, 2 lots

Kingdom Economy +2; Fame +1

Discount Caster's Tower, Library, Magic Shop

Magic Items 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item

Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (arcana)

An institution for training students in spellcasting, magic item crafting, and various arcane arts.

Magical Streetlamps5 BP

Limit Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple

Special Can share a lot with any building or improvement

Settlement Crime —1

Continual flame lamps that illuminate the lot.

Mansion10 BP, 1 lot

Kingdom Stability +1

Upgrade To Noble Villa

Settlement Law +1, Society +1

A single huge manor housing a rich family and its servants.

Market48 BP, 2 lots

Kingdom Economy +2, Stability +2

Discount Black Market, Inn, Shop

Limit Adjacent to 2 Houses

Upgrade From Shop

Special Base value +2,000 gp

Magic Items 2 minor wondrous items

An open area for traveling merchants and bargain hunters.

Menagerie16 BP, 4 lots

Kingdom Economy +1, Loyalty (special); Fame +1

Special Increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie

A large park stocked with exotic creatures for public viewing.

Military Academy36 BP, 2 lots

Kingdom Loyalty +2, Stability +1; Fame +1

Discount Barracks

Limit 1 per settlement

Special Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics)

Magic Items 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon

Settlement Law +1, Lore +1

An institution dedicated to the study of war and the training of elite soldiers and officers.

Mill6 BP, 1 lot

Kingdom Economy +1, Stability +1

Limit Adjacent to water district border

Special With GM approval, you can construct a windmill at the same cost without the water district border requirement

Settlement Productivity +1

A building used to cut lumber or grind grain.

Mint30 BP, 1 lot

Kingdom Economy +3, Loyalty +3, Stability +1; Fame +1

A secure building where the kingdom's coinage is minted and standard weights and measures are kept.

Moat2 BP

Kingdom Unrest —1 (once per settlement)

Limit Land district border

Special Defense +1; cannot be damaged by siege engines

A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.

Monastery16 BP, 2 lots

Kingdom Stability +1

Settlement Law +1, Lore +1

A cloister for meditation, study, and the pursuit of various other scholarly paths.

Monument6 BP, 1 lot

Kingdom Loyalty +1, Unrest —1

A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.

Museum30 BP, 2 lots

Kingdom Economy +1, Loyalty +1; Fame +1

Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects

A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item's price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom's history.

Noble Villa24 BP, 2 lots

Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1

Discount Exotic Artisan, Luxury Store, Mansion

Upgrade From Mansion

Settlement Society +1

A sprawling manor with luxurious grounds that houses a noble's family and staff.

Observatory12 BP, 1 lot

Kingdom Stability +1

Magic Items 1 minor scroll or wondrous item

Settlement Lore +2

A dome or tower with optical devices for viewing the heavens.

Orphanage6 BP, 1 lot

Kingdom Stability +1, Unrest —1

A place for housing and taking care of large numbers of orphans.

Palace108 BP, 4 lots

Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1

Discount Mansion, Mint, Noble Villa

Special Base value +1,000 gp; you may make two special edicts per turn, but take a —2 penalty on kingdom checks associated with each special edict

Settlement Law +2

A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world.

Park4 BP, 1 lot

Kingdom Loyalty +1, Unrest —1

A plot of land set aside for its serene beauty.

Paved Streets24 BP

Kingdom Economy +2, Stability +1

Limit 1 per district

Settlement Productivity +2

Brick or stone pavement that speeds transportation.

Pier16 BP, 1 lot

Kingdom Economy +1, Stability +1

Limit Adjacent to water district border

Upgrade To Waterfront

Special Base value +1,000 gp

Settlement Crime +1

Warehouses and workshops for docking ships and handling cargo and passengers.

Sewer System24 BP

Kingdom Loyalty +1, Stability +2

Discount Cistern, Dump

Limit 1 per district

Settlement Crime +1, Productivity +1

An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.

Shop8 BP, 1 lot

Kingdom Economy +1

Limit Adjacent to 1 House or Mansion

Upgrade To Luxury Store, Market

Special Base value +500 gp

Settlement Productivity +1

A general store.

Shrine8 BP, 1 lot

Kingdom Loyalty +1, Unrest —1

Upgrade To Temple

Magic Items 1 minor potion, scroll, or wondrous item

A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.

Smithy6 BP, 1 lot

Kingdom Economy +1, Stability +1

The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.

Stable10 BP, 1 lot

Kingdom Economy +1, Loyalty +1

Limit Adjacent to 1 House, Mansion, or Noble Villa

Special Base value +500 gp

A structure for housing or selling horses and other mounts.

Stockyard20 BP, 4 lots

Kingdom Economy +1, Stability —1

Discount Stable, Tannery

Special Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2

Settlement Productivity +1

Barns and pens that store herd animals and prepare them for nearby slaughterhouses.

Tannery6 BP, 1 lot

Kingdom Economy +1, Stability +1

Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement

Settlement Society —1

A structure that prepares hides and leather.

Tavern12 BP, 1 lot

Kingdom Economy +1, Loyalty +1

Limit Adjacent to 1 House or Mansion

Special Base value +500 gp

Settlement Corruption +1

An eating or drinking establishment.

Temple32 BP, 2 lots

Kingdom Loyalty +2, Stability +2, Unrest —2

Discount Graveyard, Monument, Shrine

Upgrade From Shrine

Magic Items 2 minor items

A large place of worship dedicated to a deity.

Tenement1 BP, 1 lot

Kingdom Unrest +2

Upgrade To House

Special Counts as House for buildings that must be adjacent to a House

A staggering number of low-rent housing units.

Theater24 BP, 2 lots

Kingdom Economy +2, Stability +2

Discount Brothel, Exotic Artisan, Inn, Park, Tavern

Upgrade To Arena

A venue for entertainments such as plays, operas, and concerts.

Town Hall22 BP, 2 lots

Kingdom Economy +1, Loyalty +1, Stability +1

Discount Barracks, Cistern, Dump, Jail, Watchtower

Settlement Law +1

A public venue for town meetings, repository for town records, and offices for minor bureaucrats.

Trade Shop10 BP, 1 lot

Kingdom Economy +1, Stability +1

Limit Adjacent to 1 House

Upgrade To Guildhall

Special Base value +500 gp

Settlement Productivity +1

A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.

University78 BP, 4 lots

Kingdom Economy +3, Loyalty +3; Fame +1

Discount Academy, Bardic College, Library, Magical Academy, Military Academy, Museum

Upgrade From Academy

Magic Items 4 minor scrolls or wondrous items, 2 medium scrolls or wondrous items
Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill

An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.

Watchtower12 BP, 1 lot

Kingdom Stability +1, Unrest —1

Special Defense +2

A tall structure that serves as a guard post.

Watergate2 BP

Special Shares City Wall

A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.

Waterfront90 BP, 4 lots

Kingdom Economy +4

Discount Black Market, Guildhall, Market, Pier

Limit Adjacent to water district border, 1 per settlement

Upgrade From Pier


Special Base value +4,000 gp; halves Loyalty penalty for Taxation edicts

Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item

Settlement Productivity +2

A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

Waterway3 BP, 1—2 lots

Special Counts as water district border for adjacent buildings

A river or canal occuping part of the District Grid. At the GM's option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build Watergates on the same turn.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:06:41
事件(Events)
后述列举的异常事件可能发生在王国的事件阶段。大多数事件会立刻发生,并且会立刻结束或者在事件阶段结束时终止。
部分事件会冲击整个王国,而其他的则会围绕着某个特定的定居点或地块发生。请按照表格:事件类型与危险度进行检定,并判断发生何种类型的事件,以及事件是祸是福。之后按照继续按照有益/危险的定居点/王国事件表格进行检定。如果结果是无效的事件(比如朝圣事件发生在王国还未建立大教堂、圣坛或神殿的时期),则重掷。

持续性事件(Continuous Events):持续性事件会在每个回合的事件阶段中持续造成影响,直至你解决事件为止(如同事件描述中说明的一般,通常会通过成功的王国检定来解决)。

局部事件(Localized Events):部分事件会标注“定居点”或者“地块”。这些事件的影响只局限于某个定居点或者地块。而部分事件(比如纷争)可能会被限定在一个定居点内,但是也可能始于一个定居点,最终会波及整个王国。这取决事件是选自王国事件表格还是定居点事件表格。

定居点调整值(Settlement Modifiers):部分事件会影响定居点的调整值(犯罪、文化等等)。如果事件只局限于一个定居点,那么对定居点的调整值仅适用于该定居点;若事件局限于一个地块,那么它只会影响该地块内的定居点。如果DM对整个王国使用定居点调整值(定居点调整值扩散规则 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567274#msg567274))并且事件并非影响局部,那么它也会整个王国的最终调整值造成影响。比如新臣民事件会使整个王国的社交及稳定增加1点。

雇佣冒险者(Hiring Adventurers):每个事件阶段限1次,你能够雇佣NPC冒险者帮助处理一个事件,这会使你在作为该事件组成部分的一次经济、忠诚或稳定检定中获得加值。1 - 2级的冒险者们能够在检定中提供+2加值并消耗4BP;3 - 5级的冒险者们能够在检定中提供+5加值并消耗8BP;6级以上(但是不能超过你的队伍平均等级)的冒险者们能够在检定中提供+10加值并消耗16BP。

事件类型与危险度
d%事件
01 - 02        自然之赐并重掷检定1
03 - 04好天气并重掷检定1
05 - 25有益王国事件(见下表)
26 - 50危险王国事件(见下表)
51 - 75有益定居点事件(见下表)
76 - 96危险定居点事件(见下表)
97强盗横行并重掷检定2
98流民并重掷检定2
99怪物进攻并重掷检定2
100打砸抢并重掷检定2
1:如果重掷为相同的事件,那么忽略重复的事件并且无需再次重掷。
2:如果重掷为相同的事件,那么第二个事件会发生在王国的其他地区。

有益王国事件
d%事件
01 - 07考古发现
08 - 12使节来访
13 - 20新发现
21 - 31经济繁荣
32 - 39节日邀请函       
40 - 53粮食过剩
54 - 66好天气
67 - 75拓荒热潮
76 - 85自然之赐
86 - 90新臣民
91 - 100        政治稳定
危险王国事件
d%事件
01 - 05暗杀行动
06 - 18强盗横行
19 - 28纷争
29 - 41粮食短缺
42 - 51改善地形需求
52 - 59审判
60 - 64大灾难
65 - 76怪物进攻
77 - 84瘟疫
85 - 92丑闻
93 - 100        走私贩

有益定居点事件

d%事件
01 - 14繁荣都市
15 - 26新发现
27 - 40伸张正义
41 - 46贵族的恩惠       
47 - 58杰出成就
59 - 66朝圣
67 - 72卓越造物
73 - 81意外发现
82 - 93名人来访
94 - 100        土豪移民

危险定居点事件

d%事件
01 - 10建筑需求
11 - 17作物歉收
18 - 25邪教活动
26 - 33毒窝
34 - 41纷争
42 - 49审判
50 - 54地区灾难
55 - 61怪物进攻
62 - 66瘟疫
67 - 74惊人的罪行
75 - 80奴隶贩子
81 - 90流民
91 - 100        打砸抢

考古发现:你的王国中发现了一座保存完好的遗迹,与遗迹息息相关的古人很久以前生活在这片土地上。效果:文化+1。如果你拥有一座博物馆,发现者会捐赠价值10000gp的历史文物到博物馆的藏品中(如果你拥有数座博物馆,请选择其中一座作为接收者)。

暗杀行动:领袖之一(随机确定)成为了一次暗杀行动的目标。如果目标是一名玩家,DM应该将其作为一次遭遇执行,刺客的CR等同于目标玩家的等级。如果目标为NPC,你必须成功进行稳定检定才能防止暗杀行为。如果暗杀成功,动荡值增加1d6点,并且王国会立刻因为该领袖职务空缺而遭受惩罚。

强盗横行:强盗们对那些途径你的王国的人。进行一次稳定检定。如果你成功,你的王国的守护者们会在这些强盗伤害任何人之前将其制服。如果你失败,强盗们会使你的王国国库下降1d6BP(每当你掷出6时,就将结果加入总量并且重掷)。

繁荣都市(定居点):随机选择一个定居点。定居点的商业繁荣发展。直至下一个事件阶段为止,该定居点会提供经济加值,数值与定居点内的建筑数量相等,并且该定居点的腐败增加1d4点。

建筑需求(定居点,持续):居民要求建设(01 - 75)或拆毁(76 - 100)某个特定的建筑。从定居点内可以建造的建筑中随机选择一种。如果该需求直至下一次事件阶段为止还没有被满足,动荡值会增加1点。你也可以选择通过成功的忠诚检定来压制居民的要求,从而使该事件无效,但是这么做会使忠诚下降2点,动荡值增加1点。

作物歉收(定居点):害虫、疫病和天气导致定居点所在的地块以及所有相邻地块的作物歉收。进行两次稳定检定。如果两方成功,这些问题会在王国受到事件的惩罚前解决。如果其中一次成功,受影响的农田在下一个维持阶段中降低的开销为1(取代正常情况下对开销的减少)。如果两方失败,受影响的农田在在下一个维持阶段中完全不会降低开销。

邪教活动(定居点,持续):一个阵营与王国阵营完全相对的宗教开始绑架、转化公民信仰甚至公开献祭公民。进行一次忠诚检定与一次稳定检定。如果两方成功,这个教派会在王国受到事件的惩罚前被解散。其中每个检定失败,均会使动荡值会增加1点,生产力、社交以及稳定减少1点。如果两方失败,该事件会持续至下一个事件阶段。

使节来访:附近的王国派出一名大使来与你谈判,提议embassy(01 - 60),treaty(61 - 90),或者alliance(91 - 100),就如同使用外交法令一般(见特殊法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567271#msg567271))。如果在事件发生时,DM无法构思出合适的王国,那么请随机确定该王国的阵营;它可能敌对也可能友好。大使为你的王国带来了价值1d4BP的赠礼。

新发现(定居点):学者们发掘出一些古代知识或者设计,这些事物对他们自身的新研究十分重要。美誉增加1点,并且文化增加1d4点。

毒窝(定居点,持续):一栋住房或棚户成为了非法贩毒的窝点。进行一次忠诚检定和一次稳定检定,这些检定受到一定减值,数值为该定居点内舞厅、棚户与港区的数量总和,加上流民所占的地格数量。如果两方成功,你会在王国受到事件的惩罚前端掉毒窝。如果你在其中一个检定中失败,犯罪与动荡值增加1点。如果两方失败,犯罪和动荡值增加1点;经济、忠诚以及稳定降低1点;并且在下一个事件阶段,第二个毒窝事件会发生在相同的定居点(01 - 50)或者最近的定居点(51 - 100)。

经济繁荣:贸易在你的王国内蓬勃发展!你的国库增加1d6点BP(每当你掷出6时,就将结果加入总量并且重掷)。

节日邀请函:邻国邀请你的王国领袖去参加他们的节日。如果你参加并带去价值1d4BP的赠礼,那么一年内与该王国相关的任意检定中,社交增加1点,美誉增加1点。并且你对该王国相关的任何法令检定均会获得+2加值。

纷争(定居点,持续):贵族间(或者其他具有影响力且相互竞争的集团)发生了争执。进行忠诚检定。如果检定成功,你会将该事件终止,但是动荡值增加1点。如果检定失败,腐败增加1点,动荡值增加1d6点,并且事件会持续下去。

粮食短缺:食物的腐败、背叛行为或者坏运气导致本回合内王国食物短缺。进行稳定检定。如果你成功,开销会在下一个维持阶段增加50%。如果你失败,开销会在下一个维持阶段增加100%。

粮食过剩:农耕者们创造了一份意外之财!在下一个维持阶段,王国的开销减半(但是会在下一回合恢复正常)。

好天气:好天气把生产力和心情都变好了。经济、忠诚和生产力增加2点,直至下一个事件阶段为止。

改善地形需求(地块):本事件与建筑需求事件相同,不过居民是想要修筑或者拆毁某个地块内的一种改善地形。

审判(定居点,连续):狂热者们煽动大众对抗某个特定的种族、宗教、王国、行为或者王国领袖。进行忠诚检定。如果检定失败,这些狂热者会更为猖獗;恶名与秩序增加1点,而文化、忠诚、生产力和稳定降低2点。如果检定成功,狂热者的行为会被压制;文化、忠诚、生产力以及稳定降低1点。连续两次检定成功可以结束事件(如果一次检定终止了该事件,那么该回合不会因为本事件产生惩罚)。

伸张正义(定居点):当局取缔了重大犯罪团伙,或者挫败了针对定居点的阴谋。秩序与忠诚增加1点,犯罪与动荡值降低1点。

拓荒热潮:急切的移民们进入一个没有所属的地块,并在其上自费修筑了一个农田、矿坑、采石场或者锯木厂,但是他们却为了这地产的所有权而争吵。这个地格并不在你的王国之内,因此你无法由它获益。生产力、社交以及稳定降低1点。进行忠诚检定。如果检定成功,动荡值增加1点。如果检定失败,动荡值增加1d4点。如果下一个法令阶段中,你在与其相邻的地块中构筑一个相同的改善地形,则可以移除该事件对生产力、社交以及稳定带来的变化。

大灾难(地块):火灾、风暴、地震、洪水、大规模的打砸抢或者其他灾难降临到你的头上!进行1d6检定;若结果为1 - 5,则灾害只会威胁到一个被改善过的地块。若结果为6,本次灾难会极为广泛,威胁额外1d6个与目标地块相邻、且改善过的地块。为每个被威胁到的地块进行稳定检定;失败意味着灾难摧毁了一个地块内的改善地形并且使动荡值增加1点。(这个稳定检定代表着你的王国对灾难的准备措施与应对能力,以及建筑承受伤害的能力。)

地区灾难(定居点):火灾、风暴、地震、洪水、大规模的打砸抢或者其他灾难降临到了某个定居点!进行1d6检定来确定有多少个地格受到灾难的威胁。若结果为6,本次灾难会极为广泛,额外影响1d6个相邻的地格。为每个被威胁到的地格进行稳定检定;失败意味着灾难摧毁了该地格的建筑并使动荡值增加1点。(这个稳定检定代表着你的王国对灾难的准备措施与应对能力,以及建筑承受伤害的能力。)

怪物进攻(定居点,持续):一只怪物(或者一群)攻击了王国。由DM选取一个王国已占领的地块作为怪物活动的区域。怪物的CR等同于队伍的队伍平均等级 + 1d4 - 1。你们可以亲自收拾怪物(由于你的努力而如常获取经验值与宝藏)或者成功进行稳定检定来消灭它(这并不会提高王国的属性)。如果本回合没有击败怪物,动荡值增加4点。如果王国的动荡值为5或者更高,怪物所处的地块变为未占领区域——这与在维持阶段由于较高动荡值而失去地块的控制权是分开结算的。

自然之赐:一个自然事件,比如罕见而美丽的野花大量盛开,或者星星的排列预示着好事,这提高了王国内的士气。直至下一个事件阶段之前,你的稳定检定获得+4加值。

新臣民:一小群具有智能的本地生物希望加入你的王国并接受你的统治。社交以及稳定增加1点,动荡值降低1点,并且你的国库增加1d6BP(每当你掷出6时,就将结果加入总量并且重掷)。

贵族的恩惠(定居点):一个贵族家庭在你的定居点内建设一座纪念碑(01 - 50)或公园(51 - 100),费用由这个家族自掏腰包。贵族会支付以此为目的的所有费用及开销。

杰出成就(定居点):你的王国中的某位臣民创作了一个艺术杰作、建设了一栋十分引人注目的建筑或者其他给你的王国带来荣耀的事情。美誉增加1点,你的王国国库增加1d6BP,动荡值下降2点。直至下一个事件阶段之前,你的经济检定获得+4加值。

朝圣(定居点):随机选择一个拥有大教堂、圣坛或神殿的定居点。虔诚的信徒们旅行至该定居点,并在该定居点内举行宗教节日,而你无需支付任何BP。

瘟疫(地块或定居点,连续):一种致命的瘟疫袭击了目标地块或者定居点。你无法在瘟疫仍然横行时,对此处进行改善地形或者建设建筑。进行两次稳定检定,每次检定都会受到减值,减值的数值与该地块中舞厅、外贸区、公路、客栈、码头、道路、马厩、牲畜围场、棚户以及港区的数量相等。并且还会获得加值,加值的数值与该地块中的炼金工房、大教堂、药草铺、医院以及神殿的数量相等。如果你在两次检定中均获得成功,事件结束,但是稳定降低2点,国库损失1d3点BP。如果其中一次检定失败,稳定降低4点,国库损失1d6点BP,动荡值增加1d3点。如果两次检定均以失败告终,稳定降低4点,国库损失1d6点BP,动荡值增加1d6点,并且在下一个事件阶段,瘟疫会蔓延至一个相邻地块。

政治稳定:政治阴谋的消失伴随着公众认同增加。动荡值降低1d6点。直至下一个事件阶段,你在解决持续性事件的检定中获得+2加值。如果你的王国没有动荡值、也没有持续性事件,那么忠诚与稳定均会增加1点。如果你在为王国使用秩序定居点调整值(见定居点调整值扩散规则 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567274#msg567274)),这也会是整个王国的秩序提高1点。

丑闻:一名领袖被牵涉到犯罪或者尴尬的处境之中,比如与另一名领袖的配偶的婚外情。恶名增加1点。进行忠诚检定,如果检定失败,动荡值增加2点,并且直至下一个事件阶段为止,所有忠诚检定受到-4减值。

卓越造物(定居点):定居点会立刻用一个比通常更好的物品(次级物品为补充中级物品,中级物品位补充高级物品)补充一个空白魔法物品位(随机选择)。在判断该物品的价值时,将定居点的基础购买价值视为比正常高50%。如果定居点并没有空白魔法物品位,则将该事件视为意外发现。

惊人的罪行(定居点,连续):连环杀手、纵火犯或者胆大妄为的强盗折磨着你的王国。进行两次稳定检定,加上定居点的秩序并减去定居点的犯罪。如果两方成功,犯人会在王国受到事件的惩罚前被逮捕。如果有一个检定失败,罪犯会逃脱,动荡值增加1点,并且事件会持续下去。如果两方失败,罪犯的行动会显得当局好像白痴一般;秩序与忠诚下降1点,国库降低1d4BP,动荡值增加2点,并且事件会持续下去。

奴隶贩子(定居点,连续):罪犯们开始绑架居民并且把他们卖身为奴。进行一个忠诚检定以及一个稳定检定,每个检定都受到减值,数值为该定居点内舞厅、棚户与港区的数量总和,加上流民所占的地格数量。如果两方成功,奴隶贩子会在王国受到事件的惩罚前被逮捕。如果其中一个检定失败,忠诚、稳定以及动荡值降低1点,但是事件会持续下去。如果两方失败,忠诚、稳定以及动荡值会下降2点,且事件会持续下去。

走私贩(连续):不法商人正在打压合法的生意。进行一次忠诚检定以及一次稳定检定,每个检定都会受到减值,数值为王国内的码头、港区以及贸易路线(见贸易法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567281#msg567281))的数量。如果两方成功,走私贩会在王国受到事件的惩罚前被制止。如果其中一个检定失败,每个定居点增加1d2点腐败,王国的犯罪增加1点,王国的生产力降低1d3点,国库降低1d3BP,事件不会持续下去。如果两方失败,腐败增加1d4,王国的犯罪增加1点,王国的生产力降低1d6点,国库降低1d6点BP,且事件会持续下去。

流民(定居点,连续):定居点内的一个闲置地格被乞丐、闹事者以及无法找到合适工作或居所的人们所占据;他们使用帐篷、推车以及窝棚居住在这里。你无法使用这些地格,直至将这些流民驱散为止。美誉以及稳定降低1点,动荡值增加2点。你可以尝试使用稳定检定来将他们驱散。成功意味着流民被驱散,且事件不会持续下去,但是如果下一回合不在该地格建造住房或者棚户的话,恶名增加1点,动荡值增加2点。失败的稳定检定意味着事件会持续下去,并且直至事件被解决之前,你无法在该地格内建造任何东西。

意外发现(定居点):当地居民发现了一件被遗落的魔法物品。定居点获得一个临时次级(01 - 70)或中级(71 - 100)魔法物品位,并在下个维持阶段自动补充上。该物品位以及物品会在被购买或者进行到下一个事件阶段时消失,以较快者为准。

打砸抢(定居点):暴徒与持不同政见者引发骚乱并且到处破坏财产。进行一个忠诚检定以及一个稳定检定。如果两方成功,打砸抢会在王国受到事件的惩罚前被镇压。如果其中一个检定失败,社交降低1点并且定居点内的一个随机建筑被损坏。如果两方失败,则有一个随机建筑被拆毁(动荡值增加,数值与被拆毁建筑所占的地格数量相等),并且另外1d3个随机建筑被损坏。损坏的建筑不会提供任何好处,直至你支付其建造所需一半的费用来修复它为止。

名人来访(定居点):一位来自其他王国的知名人士访问你的一个定居点,这使得其他游客突然涌入并在此地进行消费。美誉增加1点,国库增加1d6点BP(每当你掷出6时,就将结果加入总量并且重掷)。

土豪移民(定居点):一名来自其他土地的富有商人或者贵族对你的王国留下了深刻的印象,希望在你的定居点内建造一处宅邸(01 - 75)或者豪宅(76 - 100)并且无需你支付任何费用。如果你允许,该建筑会正常为你的王国提供优势。

原文
Events

Listed below are unusual events that can happen during a kingdom's Event phase. Most events occur immediately and are instantaneous or terminate at the end of the Event phase.

Some events impact the whole kingdom, while others are centered on a specific settlement or hex. Roll on Table 4—7: Event Type and Danger Level to determine the type of event and whether it is beneficial or harmful. Then roll on the appropriate beneficial or dangerous settlement or kingdom event table. If this results in an invalid event (such as a pilgrimage when there are no Cathedrals, Shrines, or Temples in the kingdom), roll again.

Continuous Events: A continuous event's effects continue each turn during the Event phase until you resolve the event (as explained in the event description, usually by succeeding at a kingdom check).

Localized Events: Some events are listed as "settlement" or "hex." The effect of these events are localized to a single settlement or hex. Randomly select a settlement or hex for the location of that event. Some events (such as a feud) could be confined to a settlement or start in one settlement and spread to affect the entire kingdom, depending on whether they're rolled on one of the Kingdom Events tables or one of the Settlement Events tables.

Settlement Modifiers: Some events adjust settlement modifiers (Crime, Lore, etc.). If an event is localized to 1 settlement, its settlement modifier adjustments apply only to that settlement; if it's localized to a hex, it affects only settlements in that hex. If the GM is using settlement modifiers for the entire kingdom (see Expanding Settlement Modifiers) and the event is not localized, its adjustments apply to the final modifier for the entire kingdom. For example, the new subjects event increases Society and Stability for the entire kingdom by 1.

Hiring Adventurers: Once per Event phase, you can hire NPC adventurers to help deal with an event, gaining a bonus on one Economy, Loyalty, or Stability check made as part of that event. Adventurers of levels 1—2 grant a +2 bonus on the check and cost 4 BP; adventurers of levels 3—5 grant a +5 bonus on the check and cost 8 BP; adventurers of level 6+ (but never higher than your APL) grant a +10 bonus on the check and cost 16 BP.
Event Type and Danger Level d%   Event
01—02   Natural blessing and roll again1
03—04   Good weather and roll again1
05—25   Beneficial kingdom event (Table 4—8)
26—50   Dangerous kingdom event (Table 4—9)
51—75   Beneficial settlement event (Table 4—10)
76—96   Dangerous settlement event (Table 4—11)
97   Bandit activity and roll again2
98   Squatters and roll again2
99   Monster attack and roll again2
100   Vandals and roll again2
1 If the reroll indicates the same event, ignore the duplicate event and do not reroll again.
2 If the reroll indicates the same event, the second event occurs elsewhere in the kingdom.
Beneficial Kingdom Events d%   Event
01—07   Archaeological find
08—12   Diplomatic overture
13—20   Discovery
21—31   Economic boom
32—39   Festive invitation
40—53   Food surplus
54—66   Good weather
67—75   Land rush
76—85   Natural blessing
86—90   New subjects
91—100   Political calm
Dangerous Kingdom Events d%   Event
01—05   Assassination attempt
06—18   Bandit activity
19—28   Feud
29—41   Food shortage
42—51   Improvement demand
52—59   Inquisition
60—64   Large disaster
65—76   Monster attack
77—84   Plague
85—92   Public scandal
93—100   Smugglers
Beneficial Settlement Events d%   Event
01—14   Boomtown
15—26   Discovery
27—40   Justice prevails
41—46   Noblesse oblige
47—58   Outstanding success
59—66   Pilgrimage
67—72   Remarkable treasure
73—81   Unexpected find
82—93   Visiting celebrity
94—100   Wealthy immigrant
Dangerous Settlement Events d%   Event
01—10   Building demand
11—17   Crop failure
18—25   Cult activity
26—33   Drug den
34—41   Feud
42—49   Inquisition
50—54   Localized disaster
55—61   Monster attack
62—66   Plague
67—74   Sensational crime
75—80   Slavers
81—90   Squatters
91—100   Vandals

Archaeological Find: A well-preserved ruin is found in your kingdom, with historical artifacts connected to the people who lived in your land long ago. Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection (if you have multiple Museums, choose one as the recipient).

Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, the GM should run the attempt as an encounter, using an assassin of a CR equal to the targeted PC's level. If the target is an NPC, you must succeed at a Stability check to prevent the assassination. If the assassination occurs, Unrest increases by 1d6 and the kingdom immediately incurs the penalties for not having a leader in that role.

Bandit Activity: Bandits are preying upon those who travel through your kingdom. Attempt a Stability check. If you succeed, your kingdom's defenses stop the bandits before they cause any harm. If you fail, the bandits reduce your kingdom's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Boomtown (Settlement): Randomly select one settlement. Commerce booms among that settlement. Until the next Event phase, Economy increases by the number of buildings in the settlement that grant an Economy bonus, and Corruption increases by 1d4 in that settlement.

Building Demand (Settlement, Continuous): The citizens demand a particular building be built (01—75) or demolished (76—100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by succeeding at a Loyalty check, but this reduces Loyalty by 2 and increases Unrest by 1.

Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase.

Cult Activity (Settlement, Continuous): A religious cult of an alignment opposed to the kingdom's alignment begins kidnapping, converting, or even publicly sacrificing citizens. Attempt a Loyalty check and a Stability check. If both succeed, the cult is disbanded before your kingdom takes any penalties from the event. For each of these checks you fail, Unrest increases by 1 and Productivity, Society, and Stability decrease by 1. If both checks fail, the event continues in the next Event phase.

Diplomatic Overture: A nearby kingdom sends an ambassador to you to negotiate an embassy (01—60), treaty (61—90), or alliance (91—100), as if using a diplomatic edict (see Special Edicts). If the GM doesn't have an appropriate kingdom in mind when this event occurs, determine the kingdom's alignment randomly; it may be hostile or friendly. The ambassador bears 1d4 BP worth of gifts for your kingdom.

Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.

Drug Den (Settlement, Continuous): One of your Houses or Tenements becomes a hive of illicit drug trade. Attempt a Loyalty check and a Stability check, with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, you eliminate the drug den before your kingdom takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event phase, a second drug den event occurs in the same settlement (01—50) or the nearest settlement (51—100).

Economic Boom: Trade is booming in your kingdom! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Festive Invitation: Your kingdom's leaders are invited to a festival in a neighboring kingdom. If you attend and bring 1d4 BP worth of gifts, for 1 year Society increases by 1, Fame increases by 1 for any check relating to that kingdom, and you gain a +2 bonus on edict checks relating to that kingdom.

Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.

Food Shortage: Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep phase increases by 50%. If you fail, Consumption in the next Upkeep phase increases by 100%.

Food Surplus: Farmers produce an unexpected windfall! In the next Upkeep phase, the kingdom's Consumption is halved (but returns to normal on the next turn).

Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event phase.

Improvement Demand (hex): This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.

Inquisition (settlement, continuous): Zealots mobilize public opinion against a particular race, religion, kingdom, behavior, or kingdom leader. Attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).

Justice Prevails (settlement): Authorities shut down a major criminal operation or thwart a plot against the settlement. Law and Loyalty increase by 1 and Crime and Unrest decreases by 1.

Land Rush: Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. Attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edict phase, remove this event's changes to Productivity, Society, and Stability.

Large Disaster (Hex): A fire, storm, earthquake, flood, massive sabotage, or other disaster strikes! Roll 1d6; on a result of 1—5, the disaster threatens only 1 improved hex. On a result of 6, the disaster is widespread and threatens 1d6 additional improved hexes adjacent to the target hex. Attempt a Stability check for each threatened hex; failure means the disaster destroys one terrain improvement in the hex and Unrest increases by 1. (This Stability check represents your kingdom's ability to prepare for or react to the disaster as well as the structure's ability to withstand damage.)

Localized Disaster (Settlement): A fire, a flood, a storm, an earthquake, massive sabotage, or another disaster strikes the settlement! Roll 1d6 to determine how many lots are threatened by the disaster. On a result of 6, the disaster is widespread and affects 1d6 additional adjacent lots. Attempt a Stability check for each threatened lot; failure means the disaster destroys the building in that lot and Unrest increases by 1. (This Stability check represents your kingdom's ability to prepare for or react to the disaster as well as the structure's ability to withstand damage.)

Monster Attack (Settlement, Continuous): A monster (or group of monsters) attacks the kingdom. The GM picks a claimed hex in the kingdom in which the monster is active. The CR of the monster encounter is equal to the party's APL + 1d4 — 1. You can personally deal with the monster (earning XP and treasure normally for your efforts) or succeed at a Stability check to eliminate it (which doesn't affect you or the kingdom's statistics). If the monster is not defeated this turn, Unrest increases by 4. If the kingdom's Unrest is 5 or higher, the monster's hex becomes unclaimed—this is in addition to losing control of hexes in the Upkeep phase because of the kingdom's high Unrest score.

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom's morale. You gain a +4 bonus on Stability checks until the next Event phase.

New Subjects: A small group of indigenous intelligent creatures joins your kingdom and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Noblesse Oblige (Settlement): A noble family offers to construct a Monument (01—50) or Park (51—100) in your settlement at the family's own expense. The nobles pay all costs and Consumption for this purpose.

Outstanding Success (Settlement): One of your kingdom's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your kingdom. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event phase.

Pilgrimage (settlement): Randomly select one settlement with a Cathedral, Shrine, or Temple. Pious religious folk journey to your settlement, holding a religious festival in that settlement at no BP cost to you.

Plague (Hex or Settlement, Continuous): A deadly sickness strikes the target hex or settlement. You cannot construct terrain improvements or buildings there while plague persists. Attempt two Stability checks, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, and Temples in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event phase the plague spreads to an adjacent hex.

Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by 1d6. Until the next Event phase, you gain a +2 bonus on checks to resolve continuous events. If your kingdom has no Unrest and no continuous events, both Loyalty and Stability increase by 1. If you are using Law settlement modifiers for the kingdom (see Expanding Settlement Modifiers), this also increases Law by 1 for the entire kingdom.

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader's spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a —4 penalty on all Loyalty checks until the next Event phase.

Remarkable Treasure (Settlement): The settlement immediately fills one of its open magic item slots (selected randomly) with a better than normal item (medium if a minor slot, major if a medium slot). Treat the settlement's base value as 50% higher than normal for determining the item's maximum price. If the settlement doesn't have any open magic item slots, treat this event as Unexpected Find.

Sensational Crime (Settlement, Continuous): A serial killer, arsonist, or daring bandit plagues your kingdom. Attempt two Stability checks, adding the settlement's Law and subtracting its Crime. If you succeed at both checks, the criminal is caught before your kingdom takes any penalties from the event. If you fail at one, the criminal escapes, Unrest increases by 1, and the event is continuous. If you fail at both, the criminal makes a fool of the authorities; Law and Loyalty decrease by 1, Treasury decreases by 1d4 BP, Unrest increases by 2, and the event is continuous.

Slavers (Settlement, Continuous): Criminals begin kidnapping citizens and selling them into slavery. Attempt a Loyalty check and a Stability check, each with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, the slavers are caught before your kingdom takes any penalties from the event. If you fail at one of the checks, Loyalty, Stability, and Unrest decrease by 1, but the event is not continuous. If you fail at both checks, Loyalty, Stability, and Unrest decrease by 2, and the event is continuous.

Smugglers (Continuous): Unscrupulous merchants are subverting legitimate businesses. Attempt a Loyalty check and a Stability check, each with a penalty equal to the number of Piers, Waterfronts, and trade routes in the kingdom. If you succeed at both checks, the smugglers are stopped before your kingdom takes any penalties from the event. If you fail at one of the checks, Corruption increases by 1d2 in each settlement, Crime increases by 1 for the kingdom, Productivity for the kingdom decreases by 1d3, Treasury decreases by 1d3 BP, and the event is not continuous. If you fail at both of the checks, Corruption increases by 1d4, Crime for the kingdom increases by 1, Productivity for the kingdom decreases by 1d6, Treasury decreases by 1d6 BP, and the event is continuous.

Squatters (Settlement, Continuous): An empty settlement lot is taken over by beggars, troublemakers, and people unable to find adequate work or housing; they camp there with tents, wagons, and shanties. You cannot use the lot for anything until the squatters are dispersed. Fame and Stability decrease by 1, and Unrest increases by 2. You may try to disperse the squatters with a Stability check. Success means the squatters are dispersed and the event is not continuous, but if a House or Tenement is not built in that lot on the next turn, Infamy increases by 1 and Unrest by 2. Failing the Stability check means the event is continuous, and you may not build on that lot until the event is resolved.

Unexpected Find (Settlement): Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01—70) or medium (71—100) magic item slot that is automatically filled in the next Upkeep phase. This slot and the item go away if the item is purchased or in the next Event phase, whichever comes first.

Vandals (Settlement): Thugs and dissidents riot and destroy property. Attempt a Loyalty check and a Stability check. If you succeed at both, the vandals are stopped before your kingdom takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. A damaged building provides no benefits until half its cost is spent repairing it.

Visiting Celebrity (Settlement): A celebrity from another kingdom visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Wealthy Immigrant (Settlement): A rich merchant or a noble from another land is impressed with your kingdom and asks to construct a Mansion (01—75) or Noble Villa (76—100) in the settlement at no cost to you. If you allow it, the building provides its normal benefits to your kingdom.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:06:55
可选王国规则(Optional Kingdom Rules)
后书内容为构筑王国系统中的可选规则。这些规则是模块式的;如果你们更为喜好使用简单一些的王国规则,那么DM可以忽略这些选项,并且使用标准的构筑王国规则。许多可选规则会向构筑王国中引入更多计算,并且使用更为复杂的公式来得出对王国产生的额外影响。由DM来判断是否在战役中使用这些可选规则,以及当这些规则打乱了战役预期的风格时是否继续使用它们。

原文
Optional Kingdom Rules
The following sections are optional rules for the kingdom-building system. These rules are modular; if the group prefers a simpler version of the kingdom rules, the GM can ignore the options and only use the standard kingdom-building rules. Many of these optional rules introduce more math into kingdom-building and use complex formulas to derive additional effects to be placed on the kingdom. The GM decides whether to use any of these optional rules in the campaign, and whether to keep or discard them if they interfere with the campaign's intended style of play.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:05
废弃建筑(Abandoned Buildings)
如果某栋建筑需要其他建筑与之相邻(比如就关需要与住房或宅邸接邻),而需要的建筑被拆毁或破坏,DM可以判定相关的建筑由于缺乏客户或者支持者,而在1d3回合后倒闭或停业。如果发生这种情况,你会失去建筑带来的好处,并使动荡值增加1点。
如果你在废弃建筑旁重新修建了相关建筑,则可以在下一个维持阶段中尝试一次经济检定来复兴废弃建筑;成功意味着废弃建筑重新营业并提供加值。而失败时,则可以在下一个回合中继续尝试。

原文
Abandoned Buildings
If a building requires another to be adjacent (such as how a Tavern must be adjacent to a House or Mansion), and that required building is demolished or destroyed, the GM may decide that the associated building goes out of business or otherwise shuts down 1d3 turns later because of lack of customers or support. If this occurs, you lose the building's benefit and Unrest increases by 1.

If you build a replacement for the abandoned building, on the next Upkeep phase you may attempt an Economy check to activate the abandoned building; success means the abandoned building is occupied and provides its bonuses. If you fail, you may keep trying on the next turn.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:11
神祗与圣地(Deities and Holy Sites)
大教堂、圣坛与神殿无论归属于何种宗教,均会提供相同的经济、忠诚以及稳定加值,作为对上述内容的替代,它们可以依照供奉神祗的阵营来提供相关的加值。
神殿按照后述内容提供加值:混乱(忠诚+2);邪恶(经济+2);善良(忠诚+2);守序(经济+2);中立(稳定+2,如果神祗的阵营为绝对中立则将该加值应用2次)。大教堂提供的属性提升至4。而圣坛只增加1个属性,且只增加1点;比如,守序善良的圣坛增加1点经济或者1点忠诚。
此外,信仰建筑还可以使用与神祗相关的投资来获得加值,用于取代阵营带来的加值。比如,酒之女神的神殿会增加经济与忠诚(与酒馆提供的属性种类相同)各2点,而贪婪之神则会使经济与稳定(与黑市提供相同的属性)各增加2点。这些数值取代了建筑原本对经济、忠诚以及稳定的调整,并且永远不应该比建筑原本的属性提供更多的加值(圣坛+1,神殿+4,大教堂+8)。

原文
Deities and Holy Sites
Instead of Cathedrals, Shrines, and Temples providing the same bonuses to Economy, Loyalty, and Stability regardless of that building's religious affiliation, they can instead provide a bonus to an attribute related to the alignment of the god worshiped.

A Temple increases attributes as follows: Chaotic: Loyalty +2; Evil: Economy +2; Good: Loyalty +2; Lawful: Economy +2; Neutral: Stability +2 (apply this twice if the god's alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). A Cathedral increases these attributes by 4 instead of 2. A Shrine increases one attribute, and only by 1; for example, a lawful good Shrine increases Economy by 1 or Loyalty by 1).

Instead of granting alignment-based bonuses, a religious building may grant bonuses based on the portfolio of its chosen god. For example, a Temple of the goddess of wine may increase Economy and Loyalty (the same attributes as a Tavern) each by 2, and a Temple of the god of greed may increase Economy and Stability (the same attributes as a Black Market) each by 2. These values replace the building's normal modifiers to Economy, Loyalty, and Stability, and should never provide bonuses greater than the building's normal bonuses (+1 for a Shrine, +4 for a Temple, +8 for a Cathedral).

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:18
特殊法令(Special Edicts)
可选规则中有四种特殊法令:外交 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567272#msg567272)、探索 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567275#msg567275)、贸易 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567281#msg567281)以及分封 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567282#msg567282)。每个回合在法令阶段,当你发布假日、修建、公务以及征税发令之后,可以发布这些特殊法令中的一个。

原文
Special Edicts
There are four types of optional special edicts: Diplomatic, Exploration, Trade, and Vassalage. Each turn in the Edict phase, after you have issued your Holiday, Improvement, Promotion, and Taxation edicts, you may issue one of these special edicts.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:25
外交法令(Diplomatic Edicts)
外交法令是一种特殊法令,它使你能够与其他王国建交、缔约或结盟。
你的王国必须有一位官方代表,比如大使或领袖,由他来向其他王国提出并实行法令(尽管DM可以允许使用魔法通信来处理大多数法令的细节,并忽视这项要求)。使用该法令要支付1d4BP的开销,用于旅费以及其他开支。

你的代表必须进行交涉检定。DC按照后述公式判定:
                DC = 10 + 你的王国的恶名 + 目标王国的特殊规模调整值 + 你的王国的特殊规模调整值
                     + 阵营差异调整值 + 关系调整值 + 目标王国的态度 - 你的王国的美誉 - 你用于贿赂或赠礼的BP


特殊规模调整值(Special Size Modifier):该数值等同于王国的规模除以5。

阵营差异调整值(Alignment Difference Modifier):本项目的数值基于你的王国的阵营与目标王国阵营的差异程度,如下表所示。

阵营差异调整值
阵营差异*        DC调整值
  相同   +0
   1阶   +5
   2阶  +15
*阵营上的每一轴

关系调整值(Relationship Modifier):这项需要考虑到你与目标王国的盟友以及其敌人缔约、结盟以及冲突情况。如果你和目标均和相同的王国关系友好,目标会对你的外交行为更有兴趣。如果你与目标王国的敌人关系友好,目标会缺乏与你谈判的兴趣。每个同时与你们两者产生联系的第三方势力均会按照后述方式对DC进行调整。

关系调整值
关系DC调整值
你与目标王国均与一个第三方结盟    -8
一个与你缔约的王国同时与目标王国结盟            -4
你与目标王国均与一个第三方缔约    -2
一个与你建交的王国是目标王国的敌人    +2
一个与你缔约的王国是目标王国的敌人    +5
你有一名盟友是目标王国的敌人   +10

态度(Attitude):与NPC的起始态度类似,目标王国对你的起始态度也是不关心(indifferent),不过DM可以基于阵营的差异,你们共通的历史、文化、战争、谍报活动、种族的态度以及其他在战役中的因素对其进行调整。这些因素也可能影响使用该法令的交涉DC(通常情况下每比愿意帮助[helpful]差一阶会使DC增加5点)。
进行交涉检定的行为会持续数天,使节会与目标王国的代表进行交涉,讨论共同利益以及与你的王国缔结外交协定的好处与目标。由于该检定并非单一的事件,所以任何对单一检定进行调整的能力或法术均不会对该检定生效,除非它至少能够持续24小时(比如花言巧语[glibness]无法影响该检定)。

外交关系的类型(Type of Diplomatic Relationships)
你可以使用外交法令建立后述几类关系:建交(embassy)缔约(treaty)或结盟(alliance);每一种关系都要比之前的项目更加密切。

建交(Embassy):你尝试与目标王国就双方领土以及权威达成一种共识,表现为授予对方的定居点内使馆区的统治权。按照外交法令的DC进行交涉检定。如果交涉检定失败,其他王国会拒绝你的外交努力,并且你无法在1年内再次尝试与其建交;如果检定失败5点或更多,你的王国美誉会降低1点,并且其他王国对你的王国的态度下降一阶。
如果你的交涉检定成功,你便能够与目标王国达成协议并建立使馆;如果你在检定中成功5点或更多,目标王国对你的王国之态度上升一阶,并且你的王国的美誉增加1点。你可以在其他王国的一个定居点内购买或建立一栋宅邸或豪宅作为使馆使用(如果你这么做,那么你的大使会将此地作为住所使用)。目标王国的领袖可能会在你的一个定居点内做相同的事情。你的使馆被视为是你的领土(反之亦然)。你的使馆会按照建筑的类型给你的王国提供正常的加值(这些加值计入王国的总加值中,但是不会应用至任何你的王国的特定定居点中)并使开销增加1点,经济增加2点,社交增加2点。如果目标王国在你的定居点内建造使馆,那么该王国也会获得这些加值。
如果你是靠着其他王国的财富赞助者建立王国,你的王国自动视为已经与赞助者建交,并且你能够使用外交法令与其缔约或者结盟。
此外你的使节也可以选择试图威胁其他王国,而非与其友好往来。在这种情况下,你的使节要进行威吓检定,加上你的王国的恶名作为加值。你还会由于王国拥有的每只现役军队获得+1加值。该检定的DC与上文列出的外交法令DC相同,不过你的美誉与恶名均不会对其进行调整。你仍旧可以支付BP贿赂或者进行赠与来调整DC。每当你在该检定中成功或失败,均会使恶名增加1点。如果你的检定成功,你可以与目标王国建交。如果你失败,目标王国对你的态度下降一阶,恶名额外增加1点,并且在1年内无法再次进行威胁。如果你失败5点或更多,目标王国对你的态度下降两阶,并且恶名额外增加1点;如果该王国对你的态度成为或已经成为敌对(hostile),则会直接对你宣战。
建交被视为永久性协议。更换你的使节并不会对法令或建交造成影响。如果你希望关闭使馆并且终止建交协定,则需要进行忠诚检定。成功则意味着关闭使馆。而失败则意味着你的子民拒绝与其他王国切断联系的做法,并且继续担任使馆的工作;你可以在下一回合再次尝试该检定。
如果你攻击一个已经建立使馆的王国,则需要进行忠诚检定。如果检定成功,你的恶名增加1点。如果检定失败,恶名与动荡值均增加1点。

缔约(Treaty):如果你已经与其他王国建交,那么就能够与该王国的领袖缔结协约,以此来使双方的经济与社会达成合作与理解。要这么做需要进行新的一次外交法令,并且需要你的使节使用外交法令DC尝试三次交涉检定。这些检定必须按顺序进行(极端的成功或失败都能够改变目标王国的态度,并且使之后的检定难度改变)。两次或更多次检定失败会导致缔约失败;你的王国的美誉降低1点,并且你在1年内无法尝试与其他王国缔约。
若两次或更多次检定成功,则意味着你的使节与目标王国的一名领袖(通常为统治者或者外交大臣)尝试使用后述技能进行对抗,平手则重掷:唬骗、交涉、知识(本地)、知识(贵族)以及察言观色。其中一方或者两方都能使用威吓来替代交涉(即使这意味着一边使用交涉来对抗另一边的威吓检定)。如同外交法令一般,若持续时间不足24小时,任何修正这些检定的能力或法术均无法应用于上述检定中。哪方在这些对抗检定中胜出的次数更多,则意味着在谈判中占据更多优势,并决定条约是否平等。
在平等的条约中,每个王国的经济均会增加,数值为另一个王国的经济的10%。在谈判中占据优势的一方美誉增加1点。
而在不平等条约中,占据优势的王国的经济所增加的数值为处于劣势的王国经济之15%,而占据劣势的王国经济所增加的数值为优势方的经济的5%。优势方王国的恶名增加1点。你可以使用外交法令来按照你的喜好来将不平等条约变为平等的条约,这么做无需进行检定。
如果其中一个王国是NPC王国,并且DM不想计算确切的经济调整值,那么可以将其经济估算为2d6 + 规模。
缔约被视为永久性协议。如果你要重新谈判,则需要进行忠诚检定。如果检定成功,你的使节与目标王国的领袖会如同上面记述的一般进行对抗检定(这并不能保证你会以获得更为有利的协约而告终)。如果检定失败,当前的协约会持续生效,而你的动荡值增加1点。
若你想退出协约,则需要进行忠诚检定。成功意味着动荡值增加1点;失败意味着动荡值增加2点。
如果你攻击一个已经与你缔约的王国,则需要进行忠诚检定。如果检定成功,恶名与动荡值均会增加1d2点。如果检定失败,恶名与动荡值均会增加1d4点。

结盟(Alliance):如果你已经与其他王国缔约,那么就能够使用外交法令与其结盟——相互支持并进行共同防卫的军事协定。这与缔结协约类似,不过它需要进行六次交涉或威吓检定。其中必须有四次成功才能结成同盟。
如果成功,则如同缔约一般继续进行谈判,进行三次交涉或威吓的对抗检定来判断谁在谈判中获得优势。获得优势的一方可以判断此次结盟是否平等,但是应用于双方的加值为稳定,而非经济。
结盟的王国能够将军队开入对方的领地,并将他们驻扎在对方的领地或者未被占用的堡垒与了望塔中,不过不能驻扎在盟友的定居点内。如果盟友王国将军队驻扎在你的领地中,你必须成功进行忠诚检定,否则动荡值提高1d2点;这并不会应用在你被攻击而向盟友寻求援助的时期。
如果你被其他王国攻击,则可以向盟友寻求援助。未能提供援助则意味着盟友的恶名提高1d4点;更为详细的援助内容由两个王国的统治者决定,由DM判断是否要增加恶名。
如果你攻击一个已经与你结盟的王国,则需要进行忠诚检定。如果检定成功,恶名与动荡值均会增加1d4点。如果检定失败,恶名与动荡值均会增加2d4点。被攻击的盟友可以终止与侵略者的结盟、缔约或者建交关系而无需受到惩罚。

多国间的关系(Relationships with Multiple Kingdoms)
一个王国可以与多个王国建交。在首次缔约以及结盟之后,每次缔约与结盟对经济或稳定提供的加值会降低1点(最低+0)。

原文
Diplomatic Edicts
Diplomatic edicts are special edicts that allow you to establish an embassy, treaty, or alliance with another kingdom. You must have an official representative of your kingdom, such as an ambassador or leader, present in the other kingdom to make this edict (though the GM may allow magical communication to handle most of the edict's details and bypass this requirement). Using this edict costs 1d4 BP in travel and other expenses.

Your representative must attempt a Diplomacy check. The DC is determined using the following formula:

DC = 10 + your kingdom's Infamy + the target kingdom's special Size modifier + your kingdom's special Size modifier + alignment difference modifier + relationship modifier + the target kingdom's attitude — your kingdom's Fame — BP you spend on bribes or gifts

Special Size Modifier: This is equal to the kingdom's Size divided by 5.

Alignment Difference Modifier: This is based on how close your kingdom's alignment is to the target kingdom's alignment, according to the following table.

Diplomatic Alignment Difference Modifier Alignment Difference* DC Modifier
Same +0
1 step +5
2 steps +15
* Per alignment axis.

Relationship Modifier: This takes into account your treaties, alliances, and conflicts with the target kingdom's allies and enemies. If you are friendly with the same kingdoms, the target is more interested in diplomacy with you. If you are friendly with the target kingdom's enemies, the target is less interested in negotiating with you. Modify the DC as follows for each third party you have in common.

Diplomatic Relationship Modifier Relationship DC Modifier
You and the target kingdom both have an —8alliance with a third party
You have a treaty with the target kingdom's ally —4
You and the target kingdom both have a treaty —2with a third party
You have an embassy with the target kingdom's enemy +2
You have a treaty with the target kingdom's enemy +5
You have an alliance with the target kingdom's enemy +10

Attitude: Much like the starting attitude of an NPC, the target kingdom's initial attitude toward you is indifferent, though the GM may modify this based on alignment differences, your shared history, culture, warfare, espionage, racial tensions, and other factors in the campaign world. These factors may also influence the Diplomacy DC for using this edict (generally increasing the DC by 5 for every attitude step worse than helpful).

The act of making this Diplomacy check takes place over several days, with the emissary socializing with representatives of the target kingdom, discussing common interests and the benefits and goals of entering a diplomatic agreement with your kingdom. Because this check is not a singular event, abilities and spells that modify a single roll have no effect on this check unless they last at least 24 hours (for example, glibness does not affect this check).

Type of Diplomatic Relationships
You use Diplomatic edicts to establish an embassy, treaty, or alliance; each is a closer relation than the previous one.

Embassy: You attempt to establish mutual recognition of authority and territory with the target kingdom, represented by granting dominion over embassies in each other's settlements. Attempt a Diplomacy check using the Diplomatic edict DC. If the Diplomacy check fails, the other kingdom rejects your diplomatic efforts and you cannot attempt to establish an embassy with it again for 1 year; if the check fails by 5 or more, your kingdom's Fame decreases by 1 and the other kingdom's attitude toward your kingdom worsens by 1 step.

If you succeed at the Diplomacy check, you create an embassy agreement with the target kingdom; if you succeed at the check by 5 or more, the target kingdom's attitude toward your kingdom improves by 1 step and your kingdom's Fame increases by 1. You may purchase or build a Mansion or Noble Villa in one of the other kingdom's settlements to use as an embassy (if so, your ambassador uses it as a residence). The target kingdom's leaders may do the same in one of your settlements. Your embassy is considered your territory (and vice versa). Your embassy grants your kingdom the normal bonuses for a building of its type (they apply to your kingdom's totals but not to any specific settlement in your kingdom) and increases Consumption by 1, Economy by 2, and Society by 2. If the target kingdom builds an embassy in one of your settlements, that kingdom gains these bonuses.

If you founded your kingdom with the support of a wealthy sponsor from another kingdom, your kingdom automatically has an embassy agreement with your sponsor's, and you can use Diplomatic edicts to establish a treaty or an alliance.

Alternatively, your envoy may attempt to threaten rather than befriend the other kingdom. In this case, your envoy attempts an Intimidate check, applying your kingdom's Infamy as a bonus. You also gain a +1 bonus for every active army your kingdom has. This check's DC is the same as the Diplomatic edict DC above, except your Fame and Infamy do not modify it. You may spend BP on bribes or gifts to modify the DC. Your Infamy increases by 1 whether you succeed or fail at the check. If you succeed at the check, you create an embassy agreement with the target kingdom. If you fail, the target kingdom's attitude toward you worsens by 1 step, Infamy increases by an additional 1 and you cannot make this threat again for 1 year. If it fails by 5 or more, the kingdom's attitude toward you worsens by 2 steps and Infamy increases by an additional 1; if the kingdom's attitude becomes or is already hostile, it declares war on you.

An embassy is considered a permanent agreement. Replacing your ambassador does not affect the edict or the embassy. If you want to close your embassy and break the embassy agreement, attempt a Loyalty check. Success means you close the embassy. Failure means your citizens reject the idea of severing ties with the other kingdom and continue to staff the embassy; you may try again next turn.

If you attack a kingdom with which you have an embassy, attempt a Loyalty check. If you succeed, your Infamy increases by 1. If you fail, Infamy and Unrest both increase by 1.

Treaty: If you have an embassy agreement with another kingdom, you can approach that kingdom's leaders to establish a treaty that formalizes your economic and social cooperation and understanding. Doing so requires a new Diplomatic edict and requires your envoy to attempt three Diplomacy checks using the Diplomatic edict DC. These checks must be attempted in order (as an extreme success or failure can change the target kingdom's attitude and the difficulty of the later checks). If two or more of the checks fail, the attempt to create a treaty fails; your kingdom's Fame decreases by 1 and you cannot attempt to establish a treaty with the other kingdom for 1 year.

If two or more of the checks succeed, your envoy and one of the target kingdom's leaders (typically the Ruler or Grand Diplomat) attempt opposed checks with the following skills, rerolling ties: Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), and Sense Motive. Either or both parties may substitute Intimidate for Diplomacy (even if this means one party is making a Diplomacy check opposed by the other's Intimidate check). As with Diplomatic edicts, abilities or spells that modify skill checks do not apply unless they last at least 24 hours. Whichever party wins most of these opposed checks has the advantage in the negotiations and decides whether the treaty is balanced or unbalanced.

For a balanced treaty, increase each kingdom's Economy by 10% of the other country's Economy. The Fame of the party with the advantage in the negotiations by 1.

For an unbalanced treaty, the advantaged kingdom's Economy increases by 15% of the disadvantaged kingdom's Economy, and the disadvantaged kingdom's Economy increases by 5% of the advantaged kingdom's Economy. The advantaged kingdom's Infamy increases by 1. You may use a Diplomatic edict to change an unbalanced treaty in your favor to a balanced treaty; doing so does not require a check.

If one kingdom is an NPC kingdom and the GM doesn't want to calculate its exact Economy modifier, estimate its Economy as 2d6 + its Size.

A treaty is considered a permanent agreement. If you want to renegotiate it, attempt a Loyalty check. If you succeed, your envoy and one of the target kingdom's leaders attempt opposed checks as described for embassies above (this doesn't guarantee you end up with a more favorable treaty). If you fail, the existing treaty remains in effect and your Unrest increases by 1.

If you withdraw from the treaty, attempt a Loyalty check. Success means Unrest increases by 1; failure means Unrest increases by 2.

If you attack a kingdom with which you have a treaty, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d2 each. If you fail, Infamy and Unrest increase by 1d4 each.

Alliance: If you have a treaty with another kingdom, you can use a Diplomatic edict to form an alliance—a military agreement of mutual defense and support. This works like the negotiations for a treaty, except it requires six Diplomacy or Intimidate checks. Four of these must succeed for the alliance to form.

If successful, negotiations proceed as for a treaty, with three opposed Diplomacy or Intimidate checks to determine who has the advantage in negotiations. The party with the advantage may decide whether the alliance is balanced or unbalanced, but the bonuses apply to each kingdom's Stability instead of Economy.

Kingdoms in an alliance can move their armies through each others' territories and station them in each others' territories or in unoccupied Forts and Watchtowers, though not inside allied settlements. If an allied kingdom stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest; this does not apply if your kingdom has been attacked and you have requested aid from the ally.

If you are attacked by another kingdom, you can call for aid from your allies. Failure to send aid increases an ally's Infamy by 1d4; the precise nature and amount of aid sent is at the discretion of the rulers of each kingdom, and the GM decides whether this Infamy increase happens.

If you attack a kingdom with which you have an alliance, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d4 each. If you fail, Infamy and Unrest increase by 2d4 each. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty.

Relationships with Multiple Kingdoms
A kingdom may have embassies with any number of kingdoms. For each treaty or alliance after the first, the bonus to Economy or Stability is reduced by 1 (minimum +0).

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:45
定居点调整值扩散(Expanding Settlement Modifiers)
在建筑部分的说明中,建筑列表中有一项定居点的条目,它会提供影响定居点内(详细请见Game Mastery Guide的都市章节 (http://www.goddessfantasy.net/bbs/index.php?topic=59360.0))的技能检定的调整值。如果DM希望这些调整值影响整个王国,那么将这些定居点调整值应用至王国中的所有点据点,并将其除以10,最后按照王国阵营应用后述调整值:混乱(+1犯罪);邪恶(+1腐败);善良(+1社交);守序(+1秩序);中立(+1文化,如果王国的阵营为绝对中立则将该加值应用两次)。使用这些总和来对你的王国进行各种调整。如果定居点拥有其自身的定居点调整值,则取较高者应用至该定居点相关检定中。

原文
Expanding Settlement Modifiers
As explained in the Buildings section, the Settlement entry for a building lists modifiers that affect skill checks in the settlement (GameMastery Guide 204). If the GM wants these modifiers to influence the kingdom as a whole, add up the Settlement modifiers for all settlements in your kingdom, divide them by 10, and apply the following adjustments according to your kingdom's alignment: Chaotic: +1 Crime; Evil: +1 Corruption; Good: +1 Society; Lawful +1 Law; Neutral: +1 Lore (apply this twice if the kingdom's alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). Use these total modifiers everywhere in your kingdom. If a settlement has its own settlement modifier, use the higher of the two modifiers for rolls relating to that settlement.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:07:53
探索法令(Exploration Edicts)
探索法令是一种特殊法令,它允许你委任探险家去勘察无人占领的地块,并且帮助你的王国做出准备。你可以选择与探险家一同探索,或者让他们自行探索。
发起一次探险时,你必须决定时间跨度并且决定行进的路线。你需要预先为探险队支付勘察资金,每月需要1d4BP。探险家会从你的首都出发,并按照预先计划好的速度移动、探索并且测绘无人占领的地块。在合同期结束之后,他们会返回首都。见地形与改善地形表格 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567263#msg567263)中的内容来判断旅行与探索的时间。每次勘察需要单独进行探索法令。
探险家们会在一个地块内的首日记录明显的地形特征以及资源。之后花费在地块中的每一天都可以进行知识(地理)和/或生存检定来定位隐藏的地标、巢穴或者资源,对于那些容易发现或者在众所周知的当地传说中出现的地点,DC由15起进行调整,而对那些隐藏起来或者不为人知的地点则为DC30。
你自行在地块中行进并进行探索时,会遇到随机遭遇或者其他危险,而探险家们遇到这些事情的概率和你一样。如果你并未和其他探险家一同旅行,而且他们遇到敌对的遭遇的话,则可以让探险家们进行前行检定(DC 10 + 遭遇CR的两倍),使用探险家成员中最差的潜行调整值进行调整。如果检定失败;你可以进行稳定检定(DC = 管控DC + 遭遇CR的两倍)。如果稳定检定成功,探险家们成功逃脱并且存活,但是他们失散了,因此在该月无法获得更多的进展。如果稳定检定失败,则意味着探险家们被杀害了;动荡值增加1点,并且你所支付的BP中,剩余的勘察资金全部流失。

原文
Exploration Edicts
Exploration edicts are special edicts that allow you to commission explorers to map unclaimed hexes and prepare them for your kingdom. You may choose to accompany the explorers or let them explore on their own.

When commissioning an expedition, you must determine the length of time and plan the route in advance. Financing explorers costs 1d4 BP per month of the expedition, paid in advance. The explorers start at your capital, and spend the agreed-on time traveling to, exploring, and mapping unclaimed hexes. At the end of the contracted period, they return to your capital. See Terrain and Terrain Improvements table for travel and exploration times. Each expedition requires a separate Exploration edict.

Explorers note obvious terrain features and resources on the first day in a hex. Each day spent in the hex allows Knowledge (geography) and/or Survival checks to locate hidden landmarks, lairs, or resources, with a DC ranging from 15 for things that are relatively easy to find or well known in local lore to DC 30 for those that are well hidden or generally unknown.

Explorers have the same chances for random encounters and other dangers that you would if you traveled through or explored the hex yourself. If you are not traveling with the explorers and they have a hostile encounter, you may have the expedition attempt a Stealth check (DC 10 + twice the encounter's CR), using the worst Stealth modifier among the expedition members. If the check fails, you may attempt a Stability check (DC = Control DC + twice the encounter's CR). If you succeed at the Stability check, the explorers escape and survive but are temporarily scattered and make no more progress that month. If you fail the Stability check, the explorers are killed; Unrest increases by 1, and the remainder of your BP investment in the expedition is lost.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:00
美誉与恶名(Fame and Infamy)
王国会按照其领袖以及居民的行为获得名望,就如同建造某些类型的建筑一般。这会导致美誉与恶名的增加。美誉体现为对王国的积极看法——这片疆域会被认为是和平、开化、具有智慧的荣誉之地——以及王国在外交、贸易与战争中的成功程度。恶名代表着对王国的负面看法——它会被视为代表着背叛、堕落、偏见、无情、好战以及邪恶。
随着王国的成长,它的美誉与恶名均会得到或失去加值,但是这些都不会影响相对的属性——美誉的增加并不会意味着等量恶名的降低。比如王国可能由于教育能力美誉在外,而由于背叛和腐败臭名昭著。

起始数值(Starting Values):当你建立王国时,它起始会有1点美誉或者1点恶名(由统治者选择)。而另一项的起始数值为0。美誉与恶名均无法低于0点。某些建筑(比如竞技场与城堡)会增加美誉。部分事件(比如流民或名人来访)会增加或降低美誉或恶名。

定居点调整值(Settlement Modifiers):将来自所有你所拥有的定居点的文化与社交调整值相加,并除以10;将此数值加至你的美誉。将来自所有你所拥有的定居点的腐败与犯罪调整值相加,并除以10;将此数值加至你的恶名。

规模增加(Size Increases):当你的王国规模增加至11,26,51,101和201时,美誉或恶名(由统治者选择)增加1点。

使用美誉与恶名(Using Fame and Infamy):美誉与恶名会影响与其他王国有关的技能检定。你的王国每有10点美誉,你的臣民在影响其他王国的政府官员时交涉检定获得1点加值。你的王国每有10点恶名,你的臣民在影响其他王国的政府官员时威吓检定获得1点加值。

原文
Fame and Infamy
Kingdoms gain notoriety for the actions of their leaders and citizens, as well as for constructing certain types of buildings. This leads to the development of Fame or Infamy. Fame represents a positive perception of a kingdom—it's seen as a place of culture, learning, peace, and honor—as well as reflecting its measure of success in diplomacy, trade, and battle. Infamy represents a negative perception of a kingdom—it's perceived as treacherous, corrupt, prejudiced, ruthlessly warmongering, and villainous.

As a kingdom grows, it can gain and lose both Fame and Infamy, but these are not opposite statistics—an increase in Fame does not mean an equal decrease in Infamy. For example, a kingdom may be famous for culture and learning as well as infamous for treachery and corruption.

Starting Values: When you found a kingdom, it starts with Fame 1 or Infamy 1 (Ruler's choice). The other value starts at 0. Fame and Infamy cannot go below 0. Certain buildings (such as Arenas and Castles) increase Fame. Some events (such as Squatters or Visiting Celebrity) can increase or reduce Fame or Infamy.

Settlement Modifiers: Add all the Lore and Society modifiers from all your settlements and divide by 10; add this amount to your Fame. Add all the Corruption and Crime modifiers from all your settlements and divide by 10; add this amount to your Infamy.

Size Increases: When your kingdom's Size increases to 11, 26, 51, 101, and 201, Fame or Infamy (Ruler's choice) increases by 1.

Using Fame and Infamy: Fame and Infamy affect skill checks relating to other kingdoms. For every 10 points of your kingdom's Fame, your citizens gain a +1 bonus on Diplomacy checks to influence government officials of other kingdoms. For every 10 points of your kingdom's Infamy, your citizens gain a +1 bonus on Intimidate checks to influence government officials of other kingdoms.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:07
政体(Forms of Government)
构筑王国规则默认你的政体为封建帝制;领袖均为终身制(无论是他们自身还是诸如邻国君主的外部力量),并将自身的头衔传至继承人身上。你所选择的政体能够帮助自身建立更有味道和感觉的王国,而且会对定居点的调整值产生改变。你可以从后述内容中选择一种作为王国的政体使用。

独裁政府(Autocracy):某个民众拥戴的个人统治整个王国。这个人可能由民选产生,被要求领导人民的知名英雄,或者以巧妙手段进行统治的世袭君主。
调整值:无

法师议会(Magocracy):具有强大魔法力量的个人或团体领导着王国,他们促进着魔法与世俗知识的教育与传播。这些具有魔法能力之人通常在王国中处于享受优待的地位。
调整值:文化+2,生产力-1,社交-1

寡头政治(Oligarchy):由议员、公会领袖、贵族以及其他富裕并强大的个体组成团体,由他们在政府中领导整个王国并直接下达指示。
调整值:腐败+1,秩序-1,文化-1,社交+1

霸主统治(Overlord):王国的统治者是某个通过巧取豪夺或是顺位继承定居点统治权,并有足够能力可以牢牢掌握住它的人。
调整值:腐败+1,犯罪-1,秩序+1,社交-1

共和政体(Republic):王国的统治者是通过议会选举或者任命的官员,他代表着王国中不同的地理区域与文化的选民,通过投票、官僚程序以及联合政府来制定政策。
调整值:犯罪-1,秩序-1,生产力+1,社交+1

秘密结社(Secret Syndicate):一个非官方的或者非法的组织(比如盗贼行会)暗中统治着王国——这个团体可能会使用傀儡领袖进行保密,不过他们会受到团体操纵。
调整值:腐败+1,犯罪+1,秩序-3,生产力-1

神权国家(Theocracy):王国由最有影响力的宗教领袖所领导,该宗教的理念以及成员通常会在王国和政府中受到优待。
调整值:腐败-1,秩序+1,文化+1,社交-1

原文
Forms of Government
The kingdom-building rules presume your government is a feudal monarchy; the leaders are appointed for life (either by themselves or an outside agency such as a nearby monarch), and pass their titles to their heirs. The form of government you choose can help establish the flavor and feel of the kingdom and also adjust its settlements' modifiers. You may choose one of the following as the kingdom's government.

Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None.

Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education. Those with magical abilities often enjoy favored status in the kingdom. Modifiers: Lore +2, Productivity —1, Society —1.

Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law —1, Lore —1, Society +1.

Overlord: The kingdom's ruler is a single individual who either seized control or inherited command of the settlement and maintains a tight grasp on power. Modifiers: Corruption +1, Crime —1, Law +1, Society —1.

Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building. Modifiers: Crime —1, Law —1, Productivity +1, Society +1.

Secret Syndicate: An unofficial or illegal group like a thieves' guild rules the kingdom—the group may use a puppet leader to maintain secrecy, but the group pulls the strings. Modifiers: Corruption +1, Crime +1, Law —3, Productivity +1.

Theocracy: The kingdom is ruled by the leader of its most popular religion, and the ideas and members of that religion often enjoy favored status in government and the kingdom. Modifiers: Corruption —1, Law +1, Lore +1, Society —1.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:16
独立与联合(Independence and Unification)
有时候,将王国分裂为多个部分或者并入其他王国是持久生存的最佳选择。

宣布独立(Declaring Independence)
尽管许多王国分裂都是由于军事、种群或者宗教冲突造成的,不过你也可以在所有领袖都认可的情况下平稳地将王国分割开来。在事件阶段中,按照后述步骤进行。

第1步:决定从旧王国中诞生的新王国数量。

第2步:分割王国。决定每个新王国拥有哪些地块。以公平的方式瓜分国库(比如按照人口或王国规模的比例),瓜分其他移动资产(比如军队)。

第3步:确定旧王国在没有领袖和建筑调整值的情况下,动荡值的数值。按照从旧王国中诞生的新王国数量分配动荡值(最低1点)。

第4步:每个新王国要遵循建立王国 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567235#msg567235)的步骤。将来自旧王国的领袖视为放弃旧王国中的职务。在接下来的6个月内,每个新王国的忠诚增加1点。将第3步得出的动荡值加到每个新王国的动荡值上。

DM可以视情况影响这些步骤,比如给一个王国给予经济减值和忠诚加值,或者在王国中不平等地分配第4步中的动荡值。
如果独立的结果使得王国失去地块间的连接,形成次要领地(见失去地块 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567256#msg567256)中的说明),【那么来自王国领袖的额外的动荡值惩罚视同统治者空缺。】
译者注:【】内的部分为翻译得不确定的部分,原文为【the additional Unrest penalty from having a kingdom leader act as the Ruler ends】,如果您能够正确翻译,请PM或回帖告知

独立与外交法令(Independence and Diplomatic Edicts):如果你也在使用外交法令,则可能希望使用这样的法令宣布独立。将该行为视为结盟的外交法令,但是赞助者对你的王国的起始态度要下降2阶。如果成功,谈判会使你的王国获得解放,并且会终止任何与之前的赞助者的缔约或结盟关系;你会保留与该王国的大使馆,并且能够尝试达成新的缔约或结盟关系。如果谈判失败,它会使赞助者的态度额外下降1阶。如果这使得赞助者的态度变为敌对(hostile),它就会导致一场战争,专门针对你的王国之叛乱行为。
上述段落描绘的是当王国中的一部分希望从宗主国分离出来,或者统治者希望将王国分为许多较小的王国时最为理想、和平的情况。由于入侵、革命或者类似的冲突而分裂国家通常会涉及较为特殊的情况,并且超出了本规则的范畴;当王国领袖关于使用其他方式分割王国达成协议时,DM应当将上述步骤作为参考使用。

结成联合(Forming a Union)
就如同王国可以被分割一般,王国也许希望能够联合起来组成更为强大的政治实体。如果每个王国的领袖都赞成结成联合,执行步骤会比较平稳。在事件阶段中按照后述步骤执行。
首先,将王国的国库与其他移动资产(比如军队)结合起来,然后判断每个王国在没有领袖和建筑调整值的情况下,动荡值的数值。将这些数据加起来并计算平均值(最低1点)。
然后按照建立王国 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567235#msg567235)的步骤进行。将领袖职务变换视作在同一国家内进行职务变换。   
一旦你们结成了新的联合王国,将较早计算出的动荡值加到新王国的动荡值上。
DM可以在适当的情况下影响这些步骤,比如赋予较小王国中的某些地块持续1年的临时忠诚减值,或者在六个月内每回合给予整个王国1d4-2点稳定。

原文
Independence and Unification

Sometimes, breaking a kingdom into multiple pieces or joining with another kingdom is the best option for long-term survival.
Declaring Independence

Though many kingdoms break apart due to military, racial, or religious conflicts, you can divide up your kingdom amiably if all leaders agree. During the Event phase, follow these steps.

Step 1: Decide how many kingdoms you'll make out of the old one.

Step 2: Split up the kingdom. Determine which hexes belong to each daughter kingdom. Divide the treasury in a fair manner (such as proportionate to population or Size), and divide any other mobile assets (such as armies).

Step 3: Determine how much Unrest in the parent kingdom does not result from leadership and building modifiers. Divide this by the number of daughter kingdoms being made from the parent kingdom (minimum 1 Unrest).

Step 4: Each daughter kingdom should follow the steps for founding a kingdom . Treat leaders moving from the parent kingdom to a daughter kingdom as abdicating their posts in the parent kingdom. Loyalty increases by 1 for each daughter kingdom for the next 6 months. Add the Unrest from Step 3 to the Unrest for the daughter kingdoms.

The GM may influence any of these steps as appropriate to the situation, such as by giving one kingdom an Economy penalty and a Loyalty bonus, or dividing the Unrest in Step 4 unequally between the kingdoms.

If independence occurs as a result of creating a secondary territory by losing control of a connecting hex, the additional Unrest penalty from having a kingdom leader act as the Ruler ends.

Independence and Diplomatic Edicts: If you're using Diplomatic edicts, you may wish to use such an edict to declare independence. Treat this act as a Diplomatic edict to form an alliance, but the sponsor's initial attitude toward your kingdom is 2 steps worse. If successful, the negotiation emancipates your kingdom and ends any treaty or alliance with your former patron; you retain an embassy with that kingdom and can try to negotiate a new treaty or alliance. If the negotiation fails, it worsens the patron's attitude by 1 additional step. If this changes the patron's attitude to hostile, it leads to war against your rebellious kingdom.

The paragraph above describes an optimal, peaceful situation where part of the kingdom wants to split away from the rest or the rulers want to divide the kingdom into smaller kingdoms. Splitting a country because of invasion, revolution, or a similar conflict usually involves unique circumstances and is beyond the scope of these rules; the GM should use the above steps as guidelines for when the kingdom leaders reach an agreement with others about how to split the kingdom.
Forming a Union

Just as a kingdom can divide into separate pieces, kingdoms may want to unite to become a more powerful political entity. If the leaders in each kingdom agree to the union, the process is relatively smooth. During the Event phase, follow these steps.

First, combine the Treasuries and any other mobile assets (such as armies) of the kingdoms. Next, determine how much Unrest in each kingdom is not from leadership and building modifiers. Average these numbers together (minimum 1 Unrest).

Then follow the steps for founding a kingdom . Treat leaders who change roles as changing roles within the same kingdom.

Once you've got your new, combined kingdom, add the Unrest from earlier to the Unrest for the new kingdom.

The GM may influence any of these steps as appropriate to the situation, such as giving hexes in the smaller kingdom a temporary Loyalty penalty for 1 year, or giving the entire kingdom a 1d4—2 Stability modifier each turn for 6 months.
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:23
领袖技能(Leadership Role Skills)
每位领袖会依照她的某种属性为王国属性提供加值。DM可能想让领袖的某种相关技能中投入的级数(比如交涉或威吓)也影响王国的属性。在相关技能中每投入5点技能点,领袖就能够使其领袖调整值增加1点。这些基于技能得额外加值对标准的领袖加值的调整方式,和领导力赋予的额外加值方式相同。每个领袖职务的相关技能如下所示:

使节(Ambassador):交涉

配偶(Consort):知识(贵族)

顾问(Councilor):知识(本地)

将军(General):专业(士兵)

外交大臣(Grand Diplomat):交涉

继承人(Heir):知识(贵族)

大祭司(High Priest):知识(宗教)

大法师(Magister):知识(神秘)

巡查官(Marshal):生存

皇家执刑官(Royal Enforcer):威吓

统治者(Ruler):知识(贵族)

谍报官(Spymaster):察言观色

司库(Treasurer):专业(商人)

总督(Viceroy):知识(地理)

监察官(Warden):知识(工程)

原文
Leadership Role Skills
Each leadership role provides bonuses to kingdom statistics based on one of the leader's ability scores. The GM may want to allow a leader's ranks in a relevant skill (such as Diplomacy or Intimidate) to also affect the kingdom statistics. For every 5 full ranks in a relevant skill, the leader may increase the leadership modifier by an additional 1. These skill-based additional bonuses modify the standard leadership role bonuses in the same way that the Leadership feat grants additional bonuses.

The relevant skills for each leadership role are as follows.

Ambassador: Diplomacy

Consort: Knowledge (nobility)

Councilor: Knowledge (local)

General: Profession (soldier)

Grand Diplomat: Diplomacy

Heir: Knowledge (nobility)

High Priest: Knowledge (religion)

Magister: Knowledge (arcana)

Marshal: Survival

Royal Enforcer: Intimidate

Ruler: Knowledge (nobility)

Spymaster: Sense Motive

Treasurer: Profession (merchant)

Viceroy: Knowledge (geography)

Warden: Knowledge (engineering)

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:29
定居点规模(Settlement Sizes)
DM可能希望基于定居点的规模来修正定居点调整值,并且想要了解如何使王国规则中的定居点与核心手册中的标准定居点类别协调一致。

定居点规模与调整值
地格数量    类型调整值    危险度
     1村镇   -4   -10
  2 - 8小城镇   -2   -5
  9 - 20大城镇    0    0
21 - 40小城市   +1   +5
41 - 100大城市       +1*   +5*
   101+都会   +1*   +5*
*每个区划

调整值(Modifiers):将上述列出的调整值应用至定居点的腐败、犯罪、秩序、文化、生产力以及社交上。

危险度(Danger):将上述列出的数值添加入定居点的危险度上。

原文
Settlement Sizes
The GM may want to adjust settlement modifiers based on the kingdom's Size and how that corresponds to the standard settlement size categories in the Core Rulebook.

Settlement Sizes and Modifiers Lots Category Modifiers Danger
1 Village —4 —10
2—8 Small Town —2 —5
9—20 Large Town 0 0
21—40 Small City +1 +5
41—100 Large City +1* +5*
101+ Metropolis +1* +5*
* Per district.

Modifiers: Add the listed number to the settlement's Corruption, Crime, Law, Lore, Productivity, and Society.

Danger: Add the listed number to the settlement's Danger value.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:35
贸易法令(Trade Edicts)
贸易法令是一种特殊法令,它允许你与其他王国建立一条贸易路线,增加你每个月能够获得的BP,也可能增加你的美誉以及其他王国的属性。
要规划一条贸易路线,需要选择另一个王国成为你的贸易伙伴,并且要计算地块的数量,距离为从你的王国中的定居点到目标王国的定居点,请计算贸易路线的路径而非直线距离。贸易路线能够穿过平原、荒漠以及任何具有道路或公路的地形。如果你的定居点内有码头,贸易路线还能够穿过河流以及海岸地块。如果你的定居点内有港区,你的贸易路线就能够穿过水域地块。
过远贸易路线不像较短的路线那样易于维持。要确定你的贸易路线的有效长度,则将带有道路与河流的地块视为正常。平原与荒漠地块视为双倍。水域与公路地块视为减半。这个总长度被称之为贸易路线距离(Trade Route Length,TRL)。将贸易路线距离除以10得出贸易调整值(Route Modifier,RM)。用TRL减去你的王国规模来获得距离调整值(Length Modifier,LM),LM最低为0。
建立贸易路线所需的时间如下所示:道路以及河流(顺流)花费每地块1天,海岸2天,水域或者河流(逆流)4天。如果旅途需要1回合或者更多时间,那么在商人们到达目的地的回合之前你无法获得任何好处。
你必须为最初使用这条贸易路线的商队支付至少5BP的投资。当你的商队初次到达目标定居点时,进行一次经济检定、一次忠诚检定和一次稳定检定。按照下面记述的方式确定DC:

                DC = 管控DC + 你的定居点的腐败 + RM + LM - 你的定居点的生产力

如果3次检定都失败了,这条贸易路线经营失败;美誉降低1点,动荡值增加1点。如果其中1个检定成功,这次贸易并没有到达预期的地点,但是却在别处销售了商队携带的货物,每投资5BP获得1d4BP的回报。
如果其中2次检定成功,这条贸易路线被建立起来;经济增加1点,并且国库增加,数值为RM + 商队出发时每5BP投资2d4BP回报。比如你在RM为2的贸易路线上投资了5BP,国库则增加2 + 2d4BP。
如果3次检定都成功了,意味着贸易路线成功建立并且获得了巨大的成功;经济增加2点,美誉增加1点,国库增加值为:RM + 商队出发时每5BP投资2d4BP回报。
建立好的贸易路线会在1年内提供优势。
王国能够建立后述种类的贸易路线,每种1条。每种类型的贸易路线都需要在定居点内建造某种建筑,并且每条成功的贸易路线都会提供经济加值。
译注:关于2次和3次检定成功的收益问题,原文为【Economy increases by 1 and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition】,关于每5个bp是获得RM+2d4BP还是每5BP获得2d4BP,从字面来说都可以,但实际数据则会差很多。不清楚官网是否有勘误,在此说明一下。

粮食(Food):如果你的王国通过农田以及渔场的生产总量多到让你的开销降至0以下,那么你可以出口粮食。你的王国中每有10个农田与渔场,成功的粮食贸易就能使你的经济增加1点;如果在这期间在某一月中,农田与渔场无法使开销低于0,该优势就会消失。你的定居点内必须至少有一个粮仓和一个牲畜围场。

货物(Goods):这条贸易路线会运输货物,比如武器以及纺织品。计算起始定居点内所有公会、铁匠铺、贸易栈以及制革厂的数量并除以10;成功的货物贸易路线所增加的经济等同于该数值。你的定居点内必须至少拥有一个公会。

奢侈品(Luxuries):这条贸易路线会运输珍奇商品,比如艺术品、乐器、书籍、香料、染料以及魔法物品。计算起始定居点内所有炼金工房、施法者之塔、珍物工房、药草铺、奢侈品商铺以及魔法商铺的数量并除以10;成功的奢侈品贸易路线所增加的经济等同于该数值。你的定居点内必须至少拥有一个奢侈品商铺。

原材料(Raw Materials):这条贸易路线会运输原材料,比如木材、石材、矿石或金属。你的王国中每有10个矿坑、采石场以及锯木厂,成功的原材料贸易就能使你的经济增加1点。你的起始定居点内必须至少拥有一个铸造厂。

原文
Trade Edicts
Trade edicts are special edicts that allow you to create a trade route with another kingdom, increasing the BP you gain every month, as well as possibly increasing your Fame and other kingdom statistics.

To plan a trade route, select another kingdom as your trade partner and determine the distance in hexes from a settlement in your kingdom to a settlement in the target kingdom, tracing the path of the trade route rather than a direct line. A trade route can pass through grassland, desert, or any terrain that has a road or highway. If your settlement contains a Pier, the trade route can pass along rivers and coastal hexes. If your settlement contains a Waterfront, your trade route can pass through water hexes.

Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads or rivers count normally. Grassland and desert hexes count double. Water hexes and hexes with highways count as half. This total distance is the Trade Route Length (TRL). Divide the Trade Route Length by 10 to get the Route Modifier (RM). Subtract the TRL from your kingdom's Size to get the Length Modifier (LM), with a minimum LM of 0.

Establishing a trade route takes 1 hex per day along Roads and Rivers (upstream), 2 along coastlines, and 4 along water or Rivers (downstream). If the journey requires 1 turn or more, you gain no benefits from it until the turn the traders arrive at their destination.

You must invest at least 5 BP into the initial trade expedition using this trade route. The first time your traders reach the destination settlement, attempt an Economy check, a Loyalty check, and a Stability check. Determine the DC as follows:

DC = Control DC + your settlement's Corruption + the RM + the LM — your settlement's Productivity

If all three checks fail, the trade route is a total loss; Fame decreases by 1 and Unrest increases by 1. If one check succeeds, the expedition fails to reach its destination but sells its goods elsewhere for 1d4 BP per every 5 BP invested.

If two checks succeed, the trade route is established; Economy increases by 1 and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition. For example, if you invested 5 BP in a trade route with an RM of 2, Treasury increases by 2 + 2d4 BP.

If all three checks succeed, the trade route is established and is a great success; Economy increases by 2, Fame increases by 1, and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition.

An established trade route provides its benefits for 1 year.

A kingdom can have one of each of the following types of trade route. Each type requires certain buildings in your settlement, and each increases the Economy bonus from a successful trade route.

Food: If your kingdom has surplus production from farms and fisheries that reduces its Consumption to below 0, you may export food. A successful food trade route increases Economy by 1 for every 10 Farms and Fisheries in the kingdom; this benefit is lost in any month that Farms and Fisheries do not reduce Consumption below 0. You must have at least 1 Granary and 1 Stockyard in your settlement.

Goods: The trade route transports goods such as weapons and textiles. Count all Guildhalls, Smithies, Shops, Trade Shops, and Tanneries in the starting settlement and divide by 10; a successful goods trade route increases Economy by this amount. You must have at least 1 Guildhall in your settlement.

Luxuries: This trade route carries exotic goods such as art, musical instruments, books, spices, dyes, and magic items. Count all Alchemists, Caster's Towers, Exotic Artisans, Herbalists, Luxury Stores, and Magic Shops in the starting settlement and divide by 10; a successful luxuries trade route increases Economy by that amount. You must have at least 1 Luxury Store in your settlement.

Raw Materials: This trade route carries common raw materials such as lumber, stone, ore, or metal. A successful raw materials trade route increases Economy by 1 for every 10 Mines, Quarries, and Sawmills in the kingdom. You must have at least 1 Foundry in the starting settlement to count Mines
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-28, 周日 23:08:42
分封法令(Vassalage Edicts)
分封法令是一种特殊法令,你可以使用它划分一部分土地(或者任何你认为属于自己但是并未实际占领的土地)给你下属的领袖、统治者的赞助者等等来换取忠诚。你也可以使用分封法令建立一个受惠于你的王国的殖民地。还可以使用分封法令将一个已经被你征服的王国纳入版图,而不用一个一个地块慢慢收归己用。当你发布分封法令时,你必须选择一个人担任总督的领袖职务。
发布分封法令需要你支付1d4BP并且为总督提供额外的BP作为附属国的起始国库(就如同财富的赞助者给你提供起始国库一般)。你需要放弃王国国库的1/4来给予你的新附属国,作为建立王国的帮助。
当你发布分封法令,你就会创造出一个新王国或者将一个现有的王国归为你的属国。你的附庸国在很多方面就如同一个单独拥有自身王国的实体。由你来决定如何进行管理;你可以给予它的领袖足够的自主权、偶尔建议或命令它进行建造、或者直接利用总督对其进行控制。

新建附属国或殖民地(New Vassal or Colony):当你发布分封法令来建立一片新殖民地或者王国时,你可以立即与你的新附属国建交、缔约或者结盟(由你选择,见外交法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567272#msg567272))。你可以决定缔约或者结盟的协议是否公平。这些决定均会自动成功,无需进行检定。

征服(Subjugation):当你对其他王国发布分封法令时,你可以立刻与其建交,但是你需要遵循正常的规则来进行缔约与结盟的行为。如果你为了降低DC来花费BP进行贿赂或赠礼,并且在缔约或结盟协议中成功,则可以在该回合内,将该数额的一半用于附属国的新建筑或新改善地形的开销,
附属国的起始态度基于阵营的差异(见外交法令 (http://www.goddessfantasy.net/bbs/index.php?topic=60903.msg567272#msg567272)),并且按照DM的判断,依照被罢免的前领袖的情况进行调整——比如罢免遭人憎恨的暴君会使态度变好,而推翻受拥戴的统治者则会使态度变差。
征服可能导致原有臣民以及被征服的臣民间的冲突。你必须每回合进行忠诚检定(当你已经发布法令,在之后回合内的维持阶段中),被征服的王国的规模除以5,得出的数值加在DC之上。失败意味着动荡值增加1d4点。如果你连续3次成功进行该检定,则意味着你在臣民之间建立了一种和平的平衡,无须再进行该检定。

空缺惩罚(Vacancy Penalty):如果附属国由于没有总督或者总督不作为而受到空缺惩罚,那么该王国会受到没有统治者的空缺惩罚。如果来自你的王国的配偶或者继承人正好在附属国内,则可以减轻该惩罚;但是她无法同时减轻你的王国中的统治者空缺惩罚。

原文
Vassalage Edicts
Vassalage edicts are special edicts that allow you to cede a portion of your lands (or unclaimed lands you deem yours to take) to a subordinate leader, sponsoring that leader's rulership in exchange for fealty. You can also use a Vassalage edict to found a colony beholden to your kingdom. You may also use a Vassalage edict to subjugate an existing kingdom you have conquered without having to absorb the entire kingdom hex by hex. When you issue a Vassalage edict, you must select a person to take the Viceroy leadership role.

Issuing a Vassalage edict requires you to spend 1d4 BP and give additional BP to the Viceroy as a starting Treasury for the vassal kingdom (just as a wealthy sponsor may have granted to your initial Treasury). You may give up to 1/4 of your kingdom's Treasury to your new vassal as a grant to help found the kingdom.

When you issue a Vassalage edict, you are creating a new kingdom or attaching an existing kingdom to your own. Your vassal functions in most respects as a separate entity with its own kingdom scores. You decide how it is governed; you may give its leaders full autonomy, or give occasional suggestions or commands about buildings and improvements, or control it directly by giving orders to the Viceroy.

New Vassal or Colony: When you issue a Vassalage edict to create a new colony or kingdom, you may immediately establish an embassy, treaty, or alliance (your choice) with your new vassal (see Diplomatic edicts). You may decide that the treaty and alliance are balanced or unbalanced. These decisions are automatically successful and do not require rolls.

Subjugation: When you issue this edict to subjugate another kingdom, you may immediately establish an embassy, but you must follow the normal rules if you wish to establish a treaty or alliance. If you spend BP on bribes or gifts to reduce the DC and you succeed at forming the treaty or alliance, you may count half of this amount as going toward new improvements or buildings built in the vassal kingdom that turn.

The starting attitude of the vassal kingdom is based on alignment compatibility (as per Diplomatic edicts) and modified by the circumstances under which you deposed the prior leadership per GM discretion—for example, improving if you removed a hated tyrant or worsening if you unseated a popular ruler.

Subjugation may cause friction between your established citizens and the newly conquered. You must attempt a Loyalty check each turn (when you issue the edict, and on future turns during the Upkeep phase), increasing the DC by the subjugated kingdom's Size divided by 5. Failure means Unrest increases by 1d4. If you succeed at this check three turns in a row, you establish a peaceful equilibrium and no longer need to attempt these checks.

Vacancy Penalty: If the vassal kingdom take a vacancy penalty for not having a Viceroy or a Viceroy not doing his duties, that kingdom also takes the Ruler vacancy penalty. A Consort or Heir from your kingdom may mitigate this penalty if she is touring the vassal state; however, she cannot also mitigate the Ruler vacancy penalty in your kingdom.

主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 原子能青蛙2013-07-29, 周一 15:11:16
卧槽这章好有爱。简直可以当做模拟经营来玩了。
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 月伶2013-07-29, 周一 15:43:27
变成Civilfinder了 :em005
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: Falengel2013-07-29, 周一 16:09:13
 :em017 如此鸿篇巨制
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-07-29, 周一 17:29:17
:em017 如此鸿篇巨制

 :em018
单纯从骗发帖量的角度来看,比咒字弱一些
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 伊贝兰2013-07-29, 周一 17:36:16
膜拜奈奈。
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: laiyi_112013-07-29, 周一 20:06:08
模拟王国,我的王国,王国时代,王国争霸,王国世界…
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 原子能青蛙2013-07-30, 周二 08:23:55
模拟王国,我的王国,王国时代,王国争霸,王国世界…
还有王国物语
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 小狼希诺2013-07-30, 周二 10:32:30
如此鸿篇巨著,如此洋洋万言,必须被赞扬!
/me 蓝龙脸,擒抱蹭了奈奈子
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: Hydrane2013-07-30, 周二 10:37:16
模拟王国,我的王国,王国时代,王国争霸,王国世界…
还有王国物语

龙之崛起?
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: Whisper2013-07-30, 周二 11:36:42
这是可以用来玩英雄无敌的规则啊……
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: solariusyang2013-07-30, 周二 11:41:02
怎么看都是文明吧……
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-08-01, 周四 11:12:19
 :em032
王国部分基本翻译完成,有错请纠正
唯一一个没有发上来的是独立与联合规则
里面有一小节
If independence occurs as a result of creating a secondary territory by losing control of a connecting hex, the additional Unrest penalty from having a kingdom leader act as the Ruler ends.

后半段看不懂……求助
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 月夜白雨2013-08-01, 周四 11:21:46
 :em025
奈奈太厉害了!日码3w字 :em003
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 幸福的米分2013-08-01, 周四 11:22:26
这就翻完了?感觉意犹未尽呢。
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: Dya2013-08-01, 周四 11:38:53
好,来玩王国团吧!
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: lesser2013-08-01, 周四 11:40:03
Independence and Unification没翻?
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-08-01, 周四 11:40:40
这就翻完了?感觉意犹未尽呢。

 :em014
王国翻译完了,我们还有战争
大乱斗(Mass Combat)
感谢Shinohara提供译名
质量狗斗(Mass Combat)
感谢莱维提供译名
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 幸福的米分2013-08-01, 周四 11:43:57
这就翻完了?感觉意犹未尽呢。

 :em014
王国翻译完了,我们还有战争
大乱斗(Mass Combat)
感谢Shinohara提供译名
质量狗斗(Mass Combat)
感谢莱维提供译名
我也来提个建议吧。我选择的是直译——>mass=团,combat=战。于是“团战” :em019
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 月伶2013-08-01, 周四 12:06:16
大型作战或大规模作战
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 原子能青蛙2013-08-01, 周四 12:06:23
“群架”
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-08-01, 周四 12:08:30
“群架”

好,就这个了,等正式版我就用这个名称
/me 抛弃了大乱斗和质量狗斗
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 原子能青蛙2013-08-01, 周四 12:10:34
其实我还有个非常钢铁雄心风格的译法叫做“师团级规模作战战术与指令”
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: solariusyang2013-08-01, 周四 13:10:36
网游里不都用“国战”么……

/me 是没玩过网游的渣渣
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 某科学的大公2013-08-01, 周四 14:09:13
 :em003奈奈好棒好棒的!
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 他化自在天2013-08-01, 周四 14:56:30
这么复杂干嘛,“战”就好了!

“我们之间只有战!和TMD战啊!”
                                ——by 某名人
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: snowknight2013-08-01, 周四 15:36:05
这是可以用来玩英雄无敌的规则啊……



表示准备抄袭模仿修改简化用来试开论坛团了
名字?就叫 龙与地下城之英雄无敌
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 狗熊有敌2013-08-01, 周四 16:10:34
开片
劈友
群殴
政见不同者之间友好而深入的肉体交流
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 夜星2013-08-01, 周四 17:44:47
模拟王国,我的王国,王国时代,王国争霸,王国世界…
还有王国物语

龙之崛起?

卡坦岛
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 沙包2013-08-01, 周四 18:05:27
开片
劈友
群殴
政见不同者之间友好而深入的肉体交流


这是讲述政客与政客之间之间爱竞争和友情的故事
和值得信赖的朋友并肩战斗
军队之间火热的肉体交流
他们克服了阻碍在面前的重重困难
满怀着正义、信念和令人眼花缭乱的爱与哲学
在心、肉、灵的互相碰撞之下,让观众们不断陶醉其中
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 原子能青蛙2013-08-19, 周一 09:11:39
期待国战部分
国战不就在下面吗!
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 艾斯2013-08-19, 周一 09:33:34
集团战斗
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 霜千翎2013-08-30, 周五 14:44:25
 :em027感觉好好玩的样子...卡坦岛升级版!/me 大雾
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 星海恋2013-08-31, 周六 19:32:10
似乎抓了个虫子,不知道对不对

贸易法令部分
开通贸易路线的收益
翻译是:
“数值为RM + 商队出发时每5BP投资2d4BP回报。”
由于2d4的期望就是5,这样似乎不管投资多少只收益RM的数量而已,感觉不科学
经查原文为:
Treasury increases by the RM + 2d4 BP per 5 BP
个人认为应该理解为
“每5BP投资收益RM+2d4BP”
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: OckhamTheRazor2013-09-06, 周五 23:52:51
危险王国事件的分布似乎复制了有益事件的,但其实应该不一样
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 星海恋2013-09-06, 周五 23:57:59
更正了一下
危险王国事件
d%       事件
01 - 05   暗杀行动
06 - 18   强盗横行
19 - 28   纷争
29 - 41   粮食短缺
42 - 51   改善地形需求
52 - 59   审判
60 - 64   大灾难
65 - 76   怪物进攻
77 - 84   瘟疫
85 - 92   丑闻
93 - 100   走私贩
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 四月2013-09-07, 周六 00:05:45
危险王国事件的分布似乎复制了有益事件的,但其实应该不一样

更正了一下
危险王国事件

感谢指正,已经修改
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 其实2013-09-07, 周六 21:05:50
非常有意思的设定
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 沉沦2015-09-26, 周六 18:32:29
王国规则充满大麻跟模糊,用的时候适度调整比较好。
主题: Re: 【UCa】第四章:王国与战争(Kingdoms and War)
作者: 霜千翎2015-09-27, 周日 09:27:38
玩过... 看似美好其实并不然!还是需要DM自己调整啦!