作者 主题: 【UCa】第四章:王国与战争(Kingdoms and War)  (阅读 144992 次)

副标题: 目前是构筑王国的主体规则完成,还差两部分,战争会另立新帖,这边专门进行构筑王国的描述

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #20 于: 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。

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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.
« 上次编辑: 2013-07-29, 周一 00:30:19 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #21 于: 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。

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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.
« 上次编辑: 2013-07-29, 周一 00:30:37 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #22 于: 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。

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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。

没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #23 于: 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。

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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.
« 上次编辑: 2013-07-29, 周一 00:31:06 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #24 于: 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)。

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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).
« 上次编辑: 2013-08-10, 周六 16:35:40 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #25 于: 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)。

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)。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)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)”。

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学院(Academy)   52 BP   2 地格
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。

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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
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。

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竞技场(Arena)   40 BP   4 地格
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。

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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。

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吟游诗人学院(Bardic College)   40 BP   2 地格
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。

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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                     
给应征士兵、卫兵、民兵、士兵或类似的军事力量居住的建筑。

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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。

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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。

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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。

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办公署(Bureau)   10 BP   2 地格
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。

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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。

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城堡(Castle)   54 BP   4 地格
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。

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大教堂(Cathedral)   58 BP   4 地格
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。

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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。

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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。

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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。

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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。

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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。

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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。

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外贸区(Foreign Quarter)   30 BP   4 地格
王国:经济+3,稳定-1
特殊:外贸总额(见贸易法令)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。

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铸造厂(Foundry)   16 BP   2 地格
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。

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要塞(Garrison)   28 BP   2 地格
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。

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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。

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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。           

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公会(Guildhall)   34 BP   2 地格
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。

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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。

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医院(Hospital)   30 BP   2 地格
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。

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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。

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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。

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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。


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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。         

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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。                 

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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。

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魔法学院(Magical Academy)   58 BP   2 地格
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。

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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。

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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。

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集市(Market)   48 BP   2 地格
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。

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珍兽馆(Menagerie)   16 BP   4 地格
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。

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军事学院(Military Academy)   36 BP   2 地格
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。

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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。

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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。


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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。

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修道院(Monastery)   16 BP   2 地格
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。

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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。


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博物馆(Museum)   30 BP   2 地格
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。

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豪宅(Noble Villa)   24 BP   2 地格
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。

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。     

引用
宫殿(Palace)   108 BP   4 地格
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,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。

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
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。

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
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。


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。

引用
牲畜围场(Stockyard)   20 BP   4 地格
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。

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。

引用
神殿(Temple)   32 BP   2 地格
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。

引用
剧院(Theater)   24 BP   2 地格
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
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
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
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。                   

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
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。

引用
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。


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
剧透 -   :
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.
« 上次编辑: 2013-08-07, 周三 10:38:35 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #26 于: 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)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)。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),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)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。

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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.
« 上次编辑: 2013-09-07, 周六 00:06:24 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #27 于: 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
剧透 -   :
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.
« 上次编辑: 2013-08-01, 周四 10:55:26 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #28 于: 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。

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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.
« 上次编辑: 2013-08-01, 周四 10:56:35 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #29 于: 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)。

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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).

« 上次编辑: 2013-08-01, 周四 10:57:03 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了