Kingdoms possess six attributes; Stability, Economy, Negotiation, Military, Intrigue, and Religion (SENMIR) and each one representing aspects of how their kingdoms are ran.
These attributes all start at 1 and you receive 10 points to distribute among them during kingdom creation.
Stability: This represents the social stability of a kingdom and how restless or content the citizenry are.
Economy: This represents the economic stability of a kingdom, and how much money the kingdom can spend.
Negotiation: This represents the kingdom's ability to talk, persuade, intimidate, or lie to one another.
Military: This represents the military might of the kingdom as well as the strength of their police and guards.
Intrigue: This represents the political scheming and capability for intrigue within a kingdom.
Religion: This represents the religious strength and ties within the kingdom.
Derived attributes are attributes which are derived or taken from the Kingdom's SENMIR attributes, or are new attributes which do not follow SENMIR (such as Wealth).
Population: Population is an abstract representation of the population of the Nation, and is Size + ((Stability * Economy)/2)
Troops: Maximum Troops commanded at once is equal to equal to Military.
Prestige: Prestige starts at 0, and the maximum Prestige is equal to Stability + Negotiation.
Crime: Crime starts at 0, and the maximum Crime is equal to Intrigue + (Stability * 1.5)
Wealth: Starting wealth is equal to Economy + (Tax * Size). If the Tax is a dice roll, take the average die roll.
Piety: Piety starts at 0, and the maximum is equal to Religion.
Unrest: Unrest starts at 0, the maximum Unrest is equal to Stability * Military.
Size: 2 at Kingdom Creation
Kingdoms receive a Small City settlement free at the beginning of the game (this is the Capital until otherwise changed), and a number of additional free settlements of Village level or lower equal to half their starting Size.
The settlement designated as the kingdom's Capital costs half as much for upkeep and upgrading (rounded down).
Settlements (except for Thorpes) start with Houses.
Settlement levels go as follows (from smallest to largest):
Thorpe
Building Capacity: 1
Build Cost: 4 Wealth
Upgrade Cost: 2 Wealth
Upkeep: 0
Hamlet
Building Capacity: 2
Build Cost: 8 Wealth
Upgrade Cost: 5 Wealth
Upkeep: 1
Village
Building Capacity: 3
Build Cost: 14 Wealth
Upgrade Cost: 9 Wealth
Upkeep: 3
Small Town
Building Capacity: 6
Build Cost: 28 Wealth
Upgrade Cost: 18 Wealth
Upkeep: 5
Large Town
Building Capacity: 8
Build Cost: 35 Wealth
Upgrade Cost: 22 Wealth
Upkeep: 8
Small City
Building Capacity: 10
Build Cost: 50 Wealth
Upgrade Cost: 28 Wealth
Upkeep: 12
Large City
Building Capacity: 14
Build Cost: 75 Wealth
Upgrade Cost: 35 Wealth
Upkeep: 15
Metropolis
Building Capacity: 18
Build Cost: 100 Wealth
Upgrade Cost: -- Wealth
Upkeep: 18
Upgrading and building Settlements as part of kingdom creation doesn't take time however after kingdom creation is done, building/upgrading takes 1 month per 5 Wealth spent (round down, minimum of 1 month / 1 turn).
Building a Metropolis for example would take 20 months, or 1 year and 8 months, which equates to 20 turns. Upgrading from a Large City to a Metropolis would take 7 months.
Upkeep takes place at the beginning of the month, and represents the kingdom managing its society's infrastructure. Upkeep always costs Wealth unless otherwise specified.
Kingdoms who are reduced to 0 Wealth due to Upkeep increase Unrest by the amount they failed to pay if Upkeep rolls over beyond 0. Kingdoms are also free to refuse paying their Upkeep costs, however doing this increases Unrest by the amount that goes unpaid and also costs half that number in Prestige.
Upkeep is determined by the Kingdom's Size and Settlements within their kingdom as well as raised Troops.
Trading occurs between two or more kingdoms exchanging resources. These usually come from a kingdom's Assets it can trade. Trading occurs on one's turn and involves an exchange of goods for wealth or vice versa.
One asset (fitting into categories such as "Farming Goods" or "Wooden Goods") has a base value of 2 Wealth; however some kingdoms may wish to pay more or less for certain goods. For example a kingdom with a lack of metal goods will pay more for it, however if they have an abundance of fishing goods they may pay less. For a general rule, kingdoms which desire a certain asset will pay 4 Wealth, and kingdoms which have an abundance of an asset will only pay 1 Wealth.
Players wishing to trade with other players may only trade at a rate of 1 wealth per trade good. The DM may decide to set this higher if they wish or may even allow the players to set prices.
An abundance is considered to be 100 or more of a trade good for Kingdoms of 10 or more squares, 20 is an abundance for any kingdom smaller that 10 squares.
Claiming a square as belonging to your kingdom is simple (assuming the square is uncontested and does not possess any natives), in order to claim a new square on their turn they must spend 5 Wealth and the land must be adjacent to a kingdom square.
The exception to this rule is if you annex another kingdom's land. If this kingdom is completely defeated by you, you can choose to take their land as your own. Depending on the conditions of defeat and your de jure land, you may gain some or all of their territory. Gaining all of their territory counts them as being annexed.
Players may offer NPC Kingdoms they share borders with wealth in exchange for land, it is up to the player to decide how much they are willing to offer per square. Typically however, kingdoms are unwilling to part with their own territory without substantial gains and/or good reason to abandon potential land.
Prestige is how well respected the ruler or the citizens of the kingdom is, and acts as a social currency similar to how Piety is a currency spent on deities.
If Prestige would be reduced below 0, the negative Prestige is included on any Stability or Negotiation-based rolls.
Wealth is a summation of a kingdom's combined money, resources, and valuables which can be used to purchase a variety of goods and services as well as buildings and soldiers.
The devotion of the kingdom and its inhabitants to a particular faith, and is able to be spent each turn. Spending Piety allows the kingdom to achieve great, unnatural, and extraordinary tasks. Amassing Piety however also grants bonuses to the kingdom, keeping the populace happy and in-touch with their religion.
Spending Piety too much can lead to the citizenry becoming too comfortable, constantly wishing for the gods to handle their issues for them rather than taking it upon themselves to undertake tasks. Amassing too much Piety however can lead to unforeseen circumstances such as serving as a breeding grounds for cults, or making the gods less willing to grant help.
If Piety would be reduced below 0, the negative Piety is included as a penalty to all checks the Kingdom attempts to make.