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Industry (Economy)

Legacy Content

Source Kingmaker Adventure Path pg. 525
Industry measures the kingdom’s devotion to the business of building and making things, from basic necessities to luxury goods for trade. It puts people to work creating a prosperous future.
Item Bonuses for Industry - Common Items

Related Feats

To see a list of Feats related to Industry, click here.

Industry Untrained Actions

Trade Commodities

Commerce Downtime 
Source Kingmaker Adventure Path pg. 525
There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity's stockpile by up to 4. Then attempt a basic check. If you trade with a group that you've established diplomatic relations with, you gain a +1 circumstance bonus to the check.

Critical Success At the beginning of the next Kingdom turn, you gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now.
Success At the beginning of your next Kingdom turn, you gain 1 bonus Resource Die per point of stockpile expended from your Commodity now.
Failure You gain 1 bonus Resource Die at the beginning of your next Kingdom turn.
Critical Failure You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.

Industry Trained Actions

Relocate Capital

Downtime Leadership 
Source Kingmaker Adventure Path pg. 525
Requirements One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity.
The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. Attempt a check with a DC equal to the kingdom's Control DC + 5. You cannot Relocate your Capital again for at least 3 Kingdom turns.

Critical Success The move goes off splendidly, with people excited about the new capital and celebrating the leadership's wisdom.
Success The move goes smoothly and with minimal disruption, but some folks are upset or homesick. Increase Unrest by 1.
Failure The move causes unhappiness. Gain 1 Unrest and increase two Ruins of your choice by 1.
Critical Failure The people reject the idea of the new capital and demand you move it back. The move is unsuccessful, and your capital remains unchanged. Gain 1d4 Unrest. Increase three Ruins of your choice by 1 and the fourth Ruin by 3.