Dominion Confidence Checks

The confidence level of your dominion ranges from 1-500 and determines the general populace’s overall satisfaction with your leadership, and how that influences your domain’s productivity. To determine your starting confidence, roll 1d%+ 150 + The total of your attributes.

Confidence “checks” are made at the beginning of each month. Nothing is rolled; your current Confidence score is compared to the chart to see if there are any changes. If not you will receive whatever rewards/penalties apply, as well as any rewards/penalties from the previous standing that were not modified.

450 – 500: Ideal
– All hexes grant +1 RP
– There is a 75% chance that a spy will be revealed to you (If any are present)
– The confidence level cannot drop below 400 during this month
– The confidence level goes up by 25 during the next check
-Upon first reaching this level, you are awarded a title increase, regardless of whether or not you meet its normal criteria (This occurs only once)
-A knight bends the knee to you once each month that your dominion remains Ideal

400-449: Thriving
– Roll d%, a result of a 1-80 nets you an additional RP (roll once per hex)
– There is a 50% chance that a spy will be revealed to you (If any are present)
– You find 10 mercenary volunteers for your army
– The penalty to confidence for any disasters this month is negated by 10 (Min. 1)
-The King appoints an official of your choosing on his own coin (This occurs only once.) Afterward a knight bends the knee to you each month that your dominion remains Thriving

350-399: Prosperous
-Roll d%, a result of a 1-60 nets you an additional RP (roll once per hex)
-There is a 25% chance that a spy will be revealed to you (If any are present)
-Building projects take 1 month less to complete

300-349: Healthy
-Roll 1d%, a result of a 1-25 nets you an additional RP (roll once per hex)
-There is a 25% chance that a spy will be revealed to you (If any are present)

270-299: Steady
-There is a 25% chance that a spy will be revealed to you (If any are present)

230-269: Average

200-229: Unsteady
-Roll 1d6. On a result of a 1, the confidence level drops by 20

150-199: Defiant
-Peasants will form a militia unless an army is present in this hex
-Productivity drops by 1 RP (If a hex produces only 1RP it is lost this month but will continue producing in subsequent months that the confidence remains at Defiant or below)
-Protests, recruiting soldiers will yield only 2 soldiers per RP spent

100-149: Rebellious
-Productivity in all hexes drops to 1 RP
-There is a -5 to confidence for each month the dominion remains below 200 confidence
-Peasants will aide and abet foreign agents
-Peasant uprisings, no new building projects will be completed, no new soldiers may be recruited

50-99: Belligerent
-No RP production
– There is a -10 to confidence for each month the dominion remains below 200 confidence
-All officials, trade caravans, and travelers are in danger of bandit attacks
-Your armies will come under attack from peasant militias, insurgents, etc.
-NPCs of other dominions will not attend any tourneys or special functions
-All independent factions (Dwarven thaigs, elf communities, etc.) close their borders and turn hostile to your dominion

1-49: Turbulent
-Any peasant able to raise a pitchfork against you does so.
-Your stronghold is under siege
-The confidence level will not rise above 100 until a new ruler is installed
-Assassination attempts
-Confidence drops -20 every month until it reaches 100

Dominion Confidence Checks

Test of the Warlords (D&D Next) ryanlucas45