Kingdoms increase in level by gaining kingdom experience points (XP). At each new level, a kingdom improves attributes and focus areas beyond those provided by its basic background and the specific choices made at the time of its founding.
At the end of a Kingdom turn, if the kingdom has at least 1,000 XP and has not yet reached its maximum level (see below), increase the kingdom's level by 1 and deduct 1,000 from its current XP total. (The kingdom's level can't increase by more than 1 on a single Kingdom turn.) Note the kingdom's new level on the kingdom sheet. If the kingdom has any leftover XP, they are retained and count toward gaining the next level.
The kingdom's maximum level is equal to the party's level; it can never exceed the level of the PCs themselves. So, for example, if the PCs are still 1st level when the kingdom reaches 1,000 XP, the kingdom cannot level up yet; it will level up at the end of the first Kingdom turn after the PCs have reached 2nd level. (It's possible for a kingdom to accumulate a large reserve of XP, at which point the party's level effectively determines when that kingdom levels up rather than just XP accumulation. This is fine.)
When your kingdom gains a level, each army you have gains a level as well. See
Appendix 3 for additional details on armies.
As the kingdom advances, it gains the abilities described on these two pages. Abilities gained at levels higher than first list the level at which they are gained next to their name.
Kingdom Advancement
| Level | Control DC | Kingdom features |
| 1 | 14 | Charter, government, heartland, initial proficiencies, favored land, settlement construction (village) |
| 2 | 15 | Kingdom feat |
| 3 | 16 | Settlement construction (town), skill increase |
| 4 | 18 | Expansion expert, fine living, Kingdom feat |
| 5 | 20 | Ability boosts, ruin resistance, skill increase |
| 6 | 22 | Kingdom feat |
| 7 | 23 | Skill increase |
| 8 | 24 | Experienced leadership +2, Kingdom feat, ruin resistance |
| 9 | 26 | Expansion expert (Claim Hex 3 times/turn), settlement construction (city), skill increase |
| 10 | 27 | Ability boosts, Kingdom feat, life of luxury |
| 11 | 28 | Ruin resistance, skill increase |
| 12 | 30 | Civic planning, Kingdom feat |
| 13 | 31 | Skill increase |
| 14 | 32 | Kingdom feat, ruin resistance |
| 15 | 34 | Ability boosts, settlement construction (metropolis), skill increase |
| 16 | 35 | Experienced leadership +3, Kingdom feat |
| 17 | 36 | Ruin resistance, skill increase |
| 18 | 38 | Kingdom feat |
| 19 | 39 | Skill increase |
| 20 | 40 | Ability boosts, envy of the world, Kingdom feat, ruin resistance |
The more powerful a kingdom grows, the more difficult it becomes to control it. The base Control DC for your kingdom is set by the kingdom's level—fortunately, as you increase in level, your ability to successfully utilize your skills grows as well.
At 3rd level and every 2 levels thereafter, your kingdom gains a skill increase. You can use this to increase your rank to trained in one skill in which your kingdom is untrained, or to increase your rank to expert in one skill in which your kingdom is trained.
Starting at 7th level, you can use your skill increases to increase your kingdom's proficiency to master in a skill in which your kingdom is already an expert. Beginning at 15th level, you can use them to increase your proficiency to legendary in a skill in which your kingdom is already a master.
At 5th level and every 5 levels thereafter, you boost two different kingdom ability scores. You can use these ability boosts to increase your kingdom's ability scores above 18. Boosting an ability score increases it by 2 if it starts out below 18, or by 1 if it's already 18 or above.
Your kingdom is one of the world's prominent nations. The first time in a Kingdom turn when your kingdom would gain Unrest or Ruin, ignore that increase. You can ignore additional increases to Unrest or Ruin later in the same turn as well, but you must spend a Fame or Infamy point each time you do so. Your maximum Fame or Infamy point total increases by 1.