Blank Template
Alignment: LG (+2 Economy, +2 Loyalty, +1 Law, +1 Society)
Form of Government:
Size: X (X town, x Farmland)
Control DC:
Population:
Economy: X= {+X(Buildings) +X(Leader) +X Edict+1(Resources) +X(AL) -X(Unrest)}
Loyalty: X= {+X(Buildings) +X(Leader) +X Edict+2(AL) +X (Taxation) -X(Unrest)}
Stability: X= {+X(Buildings) +X(Leader) +X Edict +X (AL) -X(Unrest)}
Corruption: +X= {+X(Buildings) +X(Govt)}
Crime: +X= {+X(Buildings)}
Law: +X= {+X(Buildings)+XAL) -X(Govt)}
Lore: +X= {-X(Govt)}
Productivity: +X= {+X(Buildings)}
Society: +X= {+X(Buildings)+X(AL)+X(Govt)}
Fame: +X= {1+ (-XLore+XSociety)/10)
Infamy: +X= {+XCorruption+XCrime/10)}
Base Value: X (There is a 75% chance that items with a value less than this can be found)
Defense Modifier: X
Unrest: X
Consumption: X = Size (X) + Town (X) + Edict (X) - Farmland X (2 each)
Farmland:
Special Resources:
Edicts:
Bonus Taxes: X
Treasury: X
Leadership
Unrest X, Stability X, Economy X, Loyalty X
Ruler:
Councilor:
General:
Grand Diplomat:**
High Priest:
Magister:
Marshal:
Royal Assassin:
Spymaster:
Treasurer:
Warden:
Enforcer:
Buildings
Towering Oaks Village
City Size: Town; - 8 Lots, -2 Modifier, -5 Danger Pg 232 UC
City Modifiers: Corruption X, Crime X, Law X, Lore X, Productivity X, Society X (Pg 204 GMG, for use with checks made within the city)
Total:
Buildings Outside Towering Oaks / Terrain Improvements
- Onehorn Lumbercamps - Terrain Improvement; up in Oak Forest Hex D6 (Sawmill, 3BP, Stability +1, 1 BP/turn in taxes phase)
Grand Total:
As of 5 April 1446 (End of Game Session 5)