Hex Development

Unexplored Hex - All of the land on the map started out as Unexplored and anything you haven’t mapped stills counts as Unexplored. However, that doesn’t mean it is completely unknown. There are large scale maps and you are aware of the general terrain types (Plains, Hills, Trees, Mountains, Swamp) and all of the main rivers are shown along with the names for major landmarks – but that is about it. An unexplored hex may contain unrecorded settlements of one sort or another – there maybe small ‘pioneer’ type settlements or even barbarian, bandit or non-human domains in any given area. Nor is it completely untraveled – you could meet hunters, trappers, bandits, mercenaries, traders, explorers, loggers, prospectors and adventurers all moving through those hexes as they go about their own business. You even k

Explored Hex - This is an area that you has been properly explored and mapped, so that you know about local landmarks, residents and special features. In some cases you might be able to send a group of henchmen to explore an area on your behalf or you might be able to beg, borrow, steal or copy a map that has been produced by someone else. That doesn’t (necessarily) mean that the hex is safe and free from monsters - just that you know ‘the lay of the land’ in that area. An Explored Hex must be cleared of any known hazards before it can be properly claimed as part of your kingdom.

Claimed Hex – Once a hex has been explored, and cleared of any hazards, it may be claimed as part of a kingdom in accordance with the Kingdom Building rules. There is always a 1bp initial cost and a 1bp/month maintence cost for a claimed hex. That represents the cost of making regular patrols through the area (See the Marshal’s role in the leadership Roles section) to ensure that it remains secure. Unless you specifically designate it as a ‘No Development’ area, a Wild Hex will attract various itinerant workers such a Logging Camps, Charcoal Burners, Hunters and Trappers who make their living from the wilds. (There could be between ten and twenty people in the hex at any one time)

Settled Hex - However if you build a road through a hex, or there is a navigable river, the hex becomes a lot more attractive to settlers. Because communications and transport are much more straightforward a number of small settlements (Thorpe) spring up close to the road or river. Each thorp is a small group of huts or cabins where the settlers make a ‘subsistence’ living from farming, hunting, gathering, fishing and similar small scale activities. A Settled Hex adds between twenty and fifty people to the size of your kingdom, however much of the land in the hex is still quite wild and it is still patrolled by Marshals.

Note: If you want a hex to contain a city, town or village - go straight to the Rural development phase as any country developments will be lost when you eventually build your town or village.

Country Hex - If you make the right investments you can turn settled hex into a country hex by building a hamlet there. The hamlet contains a proper house for a skilled worker who really understands how to work the local countryside, who can help organise the local settlers. That leads to more settlers working more effectively and they start to contribute towards the kingdom’s economy. The hex is still patrolled by marshals and there is rarely any sort of regular guard, but a normal country hex adds about a hundred people to your nation’s population.
However, once things are organised you can (if you choose) add other buildings to the hamlet to provide better local facilities. However, development is restricted to quite a small list of suitable buildings. Developing a hamlet can add up to fifty people to the population of a hex.

Note: If you want a hex to contain a city, town or village - go straight to the Rural development phase as any country developments will be lost when you eventually build your town or village.

Rural Hex – is any hex that contains a medium sized settlement such as a small town or a village that acts as a trade or market hub for the community. This attracts even more settlers to the hex, and thorps and hamlets develop spontaneously around the hex. However, there is no specific benefit for these minor developments as they are all ‘rolled up’ in with the benefits of the town or village. The main settlement will probably have a ‘Town Guard’ of their own and will support extra marshals for patrolling their farm lands and commons. A rural Hex adds between 200 and 2000 people to the population, depending on how well developed it is.

Note: A Rural Hex converts to a City Hex when you have so enough building that you NEED a second city district.

City Hex – Contains a Large Town or a City that acts as a hub for the whole region. It will have its own town guard and extensive farmlands surrounding it, there are hamlets and thorps scatters widely across the hex. Normally the whole hex is heavily worked (one way or another) and there is little space for commons or unclaimed land, although it is still regularly patrolled by the marshals. A city hex will add 2000 or more people the population.

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