Your kingdom’s alignment reflects its basic outlook and manner of governance, and can be any of the standard nine alignments. It doesn’t need to match with the ruler’s alignment. Alignment has the following effects:
Each part of a kingdom’s alignment affects economy, loyalty or stability; a chaotic good kingdom has +4 loyalty, a neutral kingdom has +4 stability, and a lawful evil kingdom has +4 economy.
These represent your kingdom’s resources, both material (e.g. timber, stone, metal, livestock) and intangible (e.g. goodwill from the populace, favours from allies). You can convert currency into BP by depositing or withdrawing from the treasury during the Resolution Phase. BPs are stored in your kingdom’s treasury.
This is 20 + Size, and is the DC used for most Economy, Loyalty and Stability checks. A high DC reflects a kingdom that’s hard to administrate and control effectively.
Towns and some rural improvements have a Defense value, which is relevant during mass combat.
These are the three main attributes of your kingdom, and are used to make various checks against the control DC. A high Economy means you’ll generate more income, a high Loyalty means that your people will stick by you, and a high Stability means your borders are secure and crime is low.
Leadership roles and improvements increase these attributes, while Unrest applies a circumstance penalty.
This tracks (roughly) how many people live in your kingdom. Each rural hex supports about 250 people, in addition to those living in towns.
Population = (250 x Size) + (25 x (sum of defense, economy, loyalty & stability modifier from towns)
The number of settled hexes in your kingdom.
This attribute describes how much it costs to keep your kingdom running. The basic Upkeep of your kingdom is the population divided by 250 (round down), but this will be heavily affected by improvements and laws.
You need to pay 1 BP per month per point of Upkeep to maintain the kingdom. Additionally, if Upkeep is lower than Size, the kingdom is self-sufficient (which may be relevant if a war closes a major trade route).
This indicates how rebellious the populace are, and is applied as a circumstance penalty to all economy, loyalty and stability checks.
If unrest reaches 11, the kingdom loses 1 hex per month; if it reaches 21, the kingdom collapses into anarchy. Unrest cannot be reduced below 0.