Colony Management System - SF2E/PF2E Hybrid Rules
IMPORTANT: Module Implementation Note
This document describes a full PF2E Kingdom Building adaptation with ability scores, skills, activities, and turn structure. This system is NOT implemented in the pf2e-starships module.
The module implements a simplified settlement tracker instead. For module-compatible rules, see:
quick-references/COLONY-MANAGEMENT-QUICK-REFERENCE.md(implemented system)This document is provided as reference material for GMs who want deeper colony management mechanics.
Quick References Available:
- For colony management cheat sheet:
quick-references/COLONY-MANAGEMENT-QUICK-REFERENCE.md- For complete structure listings:
compiled/COMPILED_ITEM_CATALOG.mdSection 1
Adapted From:
- PF2E Kingdom Building (Archives of Nethys - Kingmaker Adventure Path, Appendix 2)
- SF1E Charter Development (Archives of Nethys - Galaxy Exploration Manual)
- PF2E Fame/Infamy System (Kingdom Building)
- PF2E Unrest/Ruin System (Kingdom Building)
Compiled: 2026-01-14
Currency Standard: SF2E credits = PF2E gp (1:1 conversion)
Table of Contents
- Colony Creation (10 Steps)
- Four Colony Ability Scores
- Charter Types
- Government Types
- Eight Leadership Roles
- Colony Advancement Table
- Colony Size Progression
- Four Degradation Types
- Morale System
- Settlement System
- Resource Types
- Colony Turn Structure
- Colony Experience
- Notoriety and Prestige
- Terrain and Sectors
- Resource Dice and Points
- Colony Skills
- Colony Feats
- Diplomatic Relations
Colony Creation (10 Steps)
Step 1: Colony Concept
Players collaboratively decide their colony's vision, purpose, and character. Is it a corporate mining outpost, a refugee settlement, a military staging ground, or a scientific research hub?
Step 2: Select a Charter
Provides ability boosts to two scores and a flaw to one:
| Charter | Boosts | Flaw | Theme |
|---|---|---|---|
| Conquest | +Morale, free boost | -Technology | Military expansion through force |
| Expansion | +Technology, free boost | -Infrastructure | Rapid growth and development |
| Exploration | +Infrastructure, free boost | -Economy | Frontier discovery and settlement |
| Grant | +Economy, free boost | -Morale | Corporate/government sponsorship |
| Open | One free boost | No flaw | Independent self-determination |
Step 3: Choose Heartland
Select a claimed sector providing one ability boost:
| Terrain | Boost | Description |
|---|---|---|
| Asteroid Field/Debris | +Technology | Rich in salvage and minerals |
| Habitable Zone/Agricultural | +Morale | Comfortable living conditions |
| Nebula/Trading Route | +Economy | Strategic commercial location |
| Fortified/Ancient Ruins | +Infrastructure | Defensible or buildable foundations |
Step 4: Choose Government
Provides three ability boosts and determines proficiencies:
| Government | Ability Boosts | Skills | Starting Feat | Theme |
|---|---|---|---|---|
| Despotism | +Infrastructure, +Economy, free boost | Intrigue, Warfare | Crush Dissent | Authoritarian corporate rule |
| Feudalism | +Infrastructure, +Technology, free boost | Defense, Trade | Fortified Holdings | Hierarchical fiefdoms |
| Oligarchy | +Morale, +Economy, free boost | Arts, Industry | Insider Trading | Council of wealthy elite |
| Republic | +Infrastructure, +Morale, free boost | Engineering, Politics | Pull Together | Democratic representation |
| Technarchy | +Economy, +Technology, free boost | Research, Technology | Practical Innovation | AI/scientific governance |
| Cooperative | +Morale, +Technology, free boost | Agriculture, Exploration | Muddle Through | Worker collective |
Step 5: Finalize Ability Scores
All abilities start at 10; apply boosts (+2 each) and flaws (-2 each).
Step 6: Record Details
- Colony name
- Level: 1
- Size: 1 sector
- Resource Die: d4
- Control DC: 14
- Consumption: 0
- Morale: 0
- All Degradations: 0 (threshold 10)
- Resource storage max: 4 per type
Step 7: Choose Leaders
- Assign PCs/NPCs to eight leadership roles
- Invest four roles with trained proficiency
- Assign trained proficiency to four different colony skills
Step 8: First Outpost
- Gain 40 colony XP
- Skip settlement founding steps 1-2
- Establish capital with any sector structures
Step 9: Calculate Skill Modifiers
Formula: ability modifier + proficiency bonus + status bonus + item bonus - penalties
Proficiency Bonus: colony level + 2 (if trained), or +0 (if untrained)
Step 10: Notoriety or Prestige?
Choose reputation track (maximum 3 points initially).
Four Colony Ability Scores
| Ability | PF2E Equivalent | Function |
|---|---|---|
| Technology | Culture | Scientific advancement, R&D, education, innovation; technological sophistication |
| Economy | Economy | Industrial productivity, trade, commerce; colonist work ethic and financial health |
| Morale | Loyalty | Trust, camaraderie, colonists' response to laws/threats; sense of community |
| Infrastructure | Stability | Life support, defense readiness, maintenance, physical welfare of colonists |
Charter Types
Conquest Charter
- Boosts: Morale, one free boost
- Flaw: Technology
- Theme: Military expansion and territorial control
- Examples: Azlanti Star Empire outposts, Veskarium forward bases
Expansion Charter
- Boosts: Technology, one free boost
- Flaw: Infrastructure
- Theme: Rapid growth and colonization
- Examples: Corporate mining colonies, terraforming projects
Exploration Charter
- Boosts: Infrastructure, one free boost
- Flaw: Economy
- Theme: Discovery and frontier settlement
- Examples: Starfinder Society bases, xenoarchaeology sites
Grant Charter
- Boosts: Economy, one free boost
- Flaw: Morale
- Theme: Corporate or government funded enterprise
- Examples: Abadar Corp franchises, Pact Worlds sponsored colonies
Open Charter
- Boosts: One free boost
- Flaw: None
- Theme: Independent self-determination
- Examples: Free captains' havens, refugee settlements
Government Types
Despotism
- Ability Boosts: Infrastructure, Economy, one free boost
- Trained Skills: Intrigue, Warfare
- Starting Feat: Crush Dissent
- Theme: Authoritarian rule (corporate CEO, military dictator, AI overlord)
Feudalism
- Ability Boosts: Infrastructure, Technology, one free boost
- Trained Skills: Defense, Trade
- Starting Feat: Fortified Holdings
- Theme: Hierarchical control (guild system, corporate divisions, clan structure)
Oligarchy
- Ability Boosts: Morale, Economy, one free boost
- Trained Skills: Arts, Industry
- Starting Feat: Insider Trading
- Theme: Rule by wealthy elite (corporate board, merchant council)
Republic
- Ability Boosts: Infrastructure, Morale, one free boost
- Trained Skills: Engineering, Politics
- Starting Feat: Pull Together
- Theme: Democratic representation (voting councils, representative assemblies)
Technarchy
- Ability Boosts: Economy, Technology, one free boost
- Trained Skills: Research, Technology
- Starting Feat: Practical Innovation
- Theme: Scientific/AI governance (technocratic council, uploaded minds, AI networks)
Cooperative
- Ability Boosts: Morale, Technology, one free boost
- Trained Skills: Agriculture, Exploration
- Starting Feat: Muddle Through
- Theme: Worker collective (union governance, communal ownership)
Eight Leadership Roles
| Role | Key Ability | Vacancy Penalty | Function |
|---|---|---|---|
| Administrator | Morale | -1 all checks; +1d4 Morale; Control DC +2 | Chief executive, ceremonies, diplomacy, signs directives, appoints leaders |
| Advisor | Technology | -1 Technology checks | Liaison between government and colonists; research analysis |
| Commander | Infrastructure | -4 Warfare activities | Leads military/security forces and manages defense commanders |
| Diplomat | Morale | -1 Morale checks | Manages foreign policy, intelligence operations, political intrigue |
| Researcher | Technology | -4 Warfare activities | Oversees R&D and promotes scientific advancement |
| Financier | Economy | -1 Economy checks | Monitors finances, business growth, taxation, market fairness |
| Surveyor | Economy | -1 Infrastructure checks | Plans expansion and infrastructure development |
| Warden | Infrastructure | -4 Sector activities | Monitors safety, manages scouts/patrols, oversees defense/health |
Leadership Status Bonuses
Invested roles grant status bonuses to checks based on key ability:
| Colony Level | Status Bonus |
|---|---|
| 1-7 | +1 |
| 8-15 | +2 (Experienced Leadership) |
| 16-20 | +3 (Experienced Leadership) |
Colony Advancement Table
| Level | Control DC | Features |
|---|---|---|
| 1 | 14 | Charter, government, heartland, proficiencies, Favored Terrain, outpost construction |
| 2 | 15 | Colony feat |
| 3 | 16 | Station construction, skill increase |
| 4 | 18 | Expansion Expert (+2 Claim Sector, 2/turn), Comfortable Living, Colony feat |
| 5 | 20 | Ability boosts (2), Degradation resistance, skill increase |
| 6 | 22 | Colony feat |
| 7 | 23 | Skill increase |
| 8 | 24 | Experienced Leadership +2, Colony feat, Degradation resistance |
| 9 | 26 | Expansion Expert (3/turn), colony construction, skill increase |
| 10 | 27 | Ability boosts (2), Colony feat, Luxury Living |
| 11 | 28 | Degradation resistance, skill increase |
| 12 | 30 | Civic Planning, Colony feat |
| 13 | 31 | Skill increase |
| 14 | 32 | Colony feat, Degradation resistance |
| 15 | 34 | Ability boosts (2), megastructure construction, skill increase |
| 16 | 35 | Experienced Leadership +3, Colony feat |
| 17 | 36 | Degradation resistance, skill increase |
| 18 | 38 | Colony feat |
| 19 | 39 | Skill increase |
| 20 | 40 | Ability boosts (2), Envy of the Galaxy, Colony feat, Degradation resistance |
Key Features by Level
Favored Terrain (1st level): Once per Colony turn during Sector Activities step, attempt two Sector activities simultaneously in same sector with heartland terrain; take -2 penalty to both Colony skill checks.
Comfortable Living (4th level): All PC leaders enjoy Comfortable standard of living free; +1 circumstance bonus to Craft/Earn Income checks.
Expansion Expert (4th level): +2 circumstance bonus to Claim Sector checks; attempt up to 2 per turn. At 9th level, attempt up to 3 Claim Sector per turn.
Degradation Resistance (5th, 8th, 11th, 14th, 17th, 20th levels): Each time gained, choose one Degradation category:
- Increase threshold by 2
- Reset that Degradation's penalty to 0
Experienced Leadership (8th level): +2 status bonus for invested roles. Increases to +3 at 16th level.
Luxury Living (10th level): All PC leaders enjoy Extravagant standard of living free; +2 circumstance bonus to Craft/Earn Income checks.
Civic Planning (12th level): One settlement per turn can attempt 2 Civic activities (second occurs after all other settlements complete their single activity).
Envy of the Galaxy (20th level): First Morale or Degradation increase per Colony turn is ignored. Additional increases cost 1 Notoriety/Prestige point each. Maximum Notoriety/Prestige increases by 1 (to 4).
Colony Size Progression
| Size (Sectors) | Type | Resource Die | Control DC Modifier | Storage Max (per resource) |
|---|---|---|---|---|
| 1-9 | Territory | d4 | +0 | 4 |
| 10-24 | Network | d6 | +1 | 8 |
| 25-49 | System | d8 | +2 | 12 |
| 50-99 | Sector Alliance | d10 | +3 | 16 |
| 100+ | Dominion | d12 | +4 | 20 |
Size Milestone XP Awards
| Milestone | XP Award |
|---|---|
| Size 10 | 40 XP |
| Size 25 | 60 XP |
| Size 50 | 80 XP |
| Size 100 | 120 XP |
Four Degradation Types
| Degradation | Opposes | Represents | SF Theme |
|---|---|---|---|
| Graft | Technology | Corruption, forbidden research, data destruction | Corporate corruption, illegal modifications, suppressed innovation |
| Piracy | Economy | Theft, smuggling, black markets | Smuggling rings, embezzlement, organized crime |
| Entropy | Infrastructure | Neglect, system failures, degradation | Life support failure, hull breaches, equipment breakdown |
| Mutiny | Morale | Treachery, sabotage, infighting, violence | Labor riots, factional violence, sedition |
Degradation Mechanics
Initial Threshold: 10 for all Degradation types
Threshold Increases: Gained through Degradation Resistance feature at certain colony levels
When Degradation Exceeds Threshold: Reduce that Degradation's total points by an amount equal to its threshold, and increase the Degradation's penalty by 1.
Degradation Penalties: Each penalty point applies -1 item penalty to associated ability checks (the ability score the Degradation opposes).
Reducing Degradation
- Degradation Resistance Feature: At 5th level and every 3 levels thereafter (5th, 8th, 11th, 14th, 17th, 20th), choose one Degradation category to either increase threshold by 2 or reset penalty to 0.
- Repair Reputation Activity: Reduces Degradation penalties at a slower rate through colony activities.
- Flat Check: If Degradation points reach zero, attempt a DC 16 flat check to reduce the penalty by 1.
Gaining Degradation
- When Morale reaches 10+, the colony gains 1d10 Degradation points (distributed among the four Degradation types)
- When colony spending would reduce RP below zero, increase a Degradation of the PCs' choice by 1
- Various colony events and failures can increase Degradation
Morale System
Definition
Morale represents unhappiness among the colony's inhabitants, who show their lack of confidence in the leadership by ignoring directives, refusing to follow commands, and disrupting local economies through strikes, walkouts, and refusal to communicate with officials.
Morale Penalty Thresholds
| Morale Level | Status Penalty |
|---|---|
| 1-4 | -1 to all colony checks |
| 5-9 | -2 to all colony checks |
| 10-14 | -3 to all colony checks |
| 15-19 | -4 to all colony checks |
| 20+ | ANARCHY - Colony can only Quell Morale; worsen all check results by one degree |
Morale Crisis at 10+
When Morale reaches 10 or higher:
- Gain 1d10 Degradation points (distributed among four Degradation types)
- Attempt DC 11 flat check or lose 1 sector from colony
Anarchy at 20+
When Morale reaches 20 or higher:
- Colony falls into anarchy
- Only Quell Morale activity is available
- All colony check results worsen by one degree
- Colony faces potential destruction
Gaining Morale
- +1 Morale per overcrowded settlement (during Upkeep Phase)
- +1 Morale if at war (during Upkeep Phase)
- +1d4 Morale if Administrator role is vacant (during Upkeep Phase)
- +1d4 Morale per point of unpaid Consumption (if choosing not to pay with Food or RP)
- Various colony events and critical failures can increase Morale
Reducing Morale
- Quell Morale activity
- Collect Taxes: Attempt DC 11 flat check to reduce Morale by 1
- Various colony activities and events may reduce Morale
- Waypoints: When claimed, reduce Morale by 1d4
Settlement System
Full Structure List: See COMPILED_ITEM_CATALOG.md Section 1.1 for all 108 structures.
Settlement Types
| Type | Colony Level | Modules | Population | Consumption | Max Item Bonus | Influence |
|---|---|---|---|---|---|---|
| Outpost | 1st | 1 | ≤400 | 1 | +1 | 0 sectors |
| Station | 3rd | 2-4 | 401-2,000 | 2 | +1 | 1 sector |
| Colony | 9th | 5-9 | 2,001-25,000 | 4 | +2 | 2 sectors |
| Megastructure | 15th | 10+ | 25,001+ | 6 | +3 | 3 sectors |
Settlement Progression Requirements
Outpost → Station:
- Colony level 3+
- All 4 outpost modules filled
- Not overcrowded
Station → Colony:
- Colony level 9+
- Minimum 2 modules per block in all 4 blocks
- Not overcrowded
Colony → Megastructure:
- Colony level 15+
- Minimum 2 modules per block throughout
- Not overcrowded
Urban Grid System
The Urban Grid divides settlements into a 3×3 arrangement of districts (blocks), with each block containing 4 neighborhood modules (2×2). This is organizational abstraction—settlements need not be literally square.
Urban Grid Organization:
- Outpost: 1 block (4 modules maximum)
- Station: 2-4 contiguous blocks
- Colony: Any arrangement of up to 9 blocks
- Megastructure: Multiple grids (10+ blocks)
Travel Times Within Settlement
| Movement | Time |
|---|---|
| Adjacent module or border crossing | 15 minutes |
| Adjacent module with Transit System | 5 minutes |
| Space border without docking port | 1 hour |
Border Types
Hard Borders: Default transitions to exterior space. Settlements without hard borders take cumulative -1 item penalty on Trade checks (unless they have Docking Ports).
Space Borders: Provide natural defenses; certain structures require adjacency. Space-only settlements (no hard borders) have 0 influence until a Docking Port is built.
Shielded Borders: Boost settlement defense during events and warfare.
Residential Requirements
Settlements require residential structures equal to the number of occupied blocks. A settlement without this minimum number of Residential modules is Overcrowded and generates 1 Morale per colony turn.
Structure Information
Structures occupy 1+ contiguous modules and require Skill checks to construct.
Structure Traits:
- Building/Yard: Indoor vs. outdoor/space focus
- Infrastructure: Benefits entire Urban Grid without occupying space
- Edifice: Grants benefits only once per settlement
- Residential: Houses colonists
- Famous/Infamous: Affects colony reputation scores
Item Bonuses: Structures grant item bonuses to activities within settlement influence (or entire colony if capital). Identical structures stack up to settlement's maximum item bonus.
Resource Types
| Resource | Uses | Production Methods |
|---|---|---|
| Food | Consumption payment, famines, disasters, wartime | Harvest Crops, Aquaponics, Livestock, Replicators |
| Materials | Building structures, repairs | Resource Extraction Sites (mines, salvage yards) |
| Luxuries | Specialized structures, high-stakes encounters | Adventuring, Craft Luxuries activity, events |
| Power | Infrastructure maintenance, advanced facilities | Power Generation Sites (reactors, solar arrays) |
| Data | Research, technology upgrades | Research Labs (Establish Work Site activity) |
Sci-Fi Specific Resources
Power Grid: Represents colony-wide energy distribution
- Required for advanced structures
- Generated by reactors, fusion plants, solar collectors
- Can be traded or sold to other colonies
Life Support: Environmental sustainability
- Oxygen generation, water recycling, climate control
- Critical for non-habitable environments
- Redundancy prevents catastrophic failures
Communications: Information network capacity
- Required for coordination and trade
- Enables faster activity resolution
- Quantum entanglement networks at high levels
Resource Storage
Storage Limits: Determined by colony Size (see Colony Size Progression table). Excess resources beyond capacity are lost.
Default Storage: Unless specialized storage improvements have been built in settlements, storage is limited by Size.
Resource Production
Work Sites: During Upkeep Phase Step 3 (Resource Collection), each Work Site produces 1 Resource of its type.
Resource Sectors: Work Sites in sectors with matching Resource features (Materials/Power/Data) produce 2 Resources instead of 1.
Other Sources:
- Colony events
- Exploration rewards
- Quest completion
- Purchasing from allies
- Trade agreements
Colony Turn Structure
Overview
Each Colony turn represents 1 month of in-game time and consists of 4 phases executed in order.
UPKEEP PHASE
Start: Earn 1 Notoriety or Prestige point.
Step 1: Assign Leadership Roles
- Use New Leadership activity to assign or change leaders
- Any unassigned roles incur vacancy penalties
- If a leader hasn't completed required downtime since last turn:
- Either sacrifice one colony activity during next turn
- Or accept the vacancy penalty
- Mid-turn replacements don't incur penalties if downtime requirements were collectively met
Step 2: Adjust Morale
First Colony Turn: Morale begins at 0
Subsequent Turns:
- +1 Morale per overcrowded settlement
- +1 Morale if at war
- +1d4 Morale if Administrator role is vacant
At Morale 10+:
- Gain 1d10 Degradation points (distributed among four Degradation types)
- Attempt DC 11 flat check; failure means losing 1 sector
At Morale 20+:
- Colony falls into anarchy
- Only Quell Morale activity available
- All colony check results worsen by one degree
Step 3: Resource Collection
Calculate Resource Dice:
Formula: colony level + 4 + bonus dice - penalty dice (minimum 0)
Roll Resource Dice: Total determines Resource Points (RP) available for the turn
Work Site Production:
- Each Work Site generates 1 Resource
- Doubled (2 Resources) in Resource sectors
- Limited by storage capacity
Step 4: Pay Consumption
Consumption Formula:settlement Consumption total + military Consumption total - Agricultural sectors influenced by settlements + modifiers
Payment Options:
- Spend Food Resources (1 Food per 1 Consumption)
- Spend 5 RP per point of Consumption
- Increase Morale by 1d4 per unpaid point
COMMERCE PHASE
Step 1: Collect Taxes
Option A: Attempt Collect Taxes activity to bolster Economy-based checks for remainder of turn
Option B: Attempt DC 11 flat check; success reduces Morale by 1
Step 2: Approve Expenses
Available activities:
- Improve Lifestyle: Enhance colonist living standards
- Tap Treasury: Make withdrawals from available funds
Step 3: Tap Resources
Attempt Trade Resources activity to convert stockpiled Resources to RP for the turn.
Step 4: Manage Trade Agreements
Use Manage Trade Agreements activity to activate previously negotiated commercial partnerships.
ACTIVITY PHASE
This is when the bulk of colony growth occurs.
Step 1: Leadership Activities
Each PC in a leadership role may attempt:
- 3 Leadership activities if capital has Command Center, Administration Complex, or Council Chamber
- 2 Leadership activities otherwise
Step 2: Sector Activities
PC leaders may collectively attempt up to 3 Sector activities
- Players choose who rolls skill checks
- Activities like Claim Sector, Clear Sector, Establish Settlement, etc.
Step 3: Civic Activities
Attempt 1 Civic activity per settlement
At 12th level (Civic Planning): One settlement per turn can attempt 2 Civic activities (second occurs after all other settlements complete their single activity)
Step 4: Military Activities (During Wars)
Rules for fleets and warfare follow starship combat rules with modifications for strategic-scale conflicts.
EVENT PHASE
Step 1: Check for Random Event
Attempt DC 16 flat check:
- Success: A random colony event occurs (roll on Colony Events table)
- Failure: DC decreases by 5 for next turn
- Event Occurs: DC resets to 16
Step 2: Event Resolution
Random Events: Party typically needs to go forth in exploration or encounter mode to deal with challenges (pirates, alien threats, system failures, etc.)
Story Events: Introduced in specific adventure chapters; resolved when they occur, outside standard Colony turn structure.
Step 3: Apply Colony XP
XP Sources:
| Source | XP Award |
|---|---|
| Random event occurred | 30 XP |
| First turn spending 100 RP | 80 XP (milestone, once) |
| Unspent RP conversion | 1:1 ratio, max 120 XP per turn |
Step 4: Increase Colony Level
When colony XP exceeds 1,000 and not at max level:
- Increase colony level by 1
- Subtract 1,000 from XP total
- Apply all features gained at new level
Colony Experience
Sector Claim XP Awards
| Achievement | XP Award |
|---|---|
| Claiming each sector | 10 XP |
| First Waypoint claimed | 40 XP |
| First Strategic Location claimed | 40 XP |
Milestone XP Awards
| Milestone | XP Award |
|---|---|
| First outpost (Step 8) | 40 XP |
| Size 10 | 40 XP |
| First diplomatic relations | 60 XP |
| First station | 60 XP |
| All 8 leaders assigned | 60 XP |
| Size 25 | 60 XP |
| First trade agreement | 80 XP |
| First colony | 80 XP |
| Size 50 | 80 XP |
| First turn spending 100 RP | 80 XP |
| First megastructure | 120 XP |
| Size 100 | 120 XP |
Event XP Awards
| Source | XP Award |
|---|---|
| Random event resolved | 30 XP |
Surplus RP XP Awards
Conversion Rate: 1 RP = 1 XP
Maximum: 120 XP per turn from unspent RP
Notoriety and Prestige
Maximum Points
- Initial: 3 points
- At 20th level (Envy of the Galaxy): 4 points
Earning Notoriety/Prestige Points
Automatic:
- 1 point at start of each Colony turn (Upkeep Phase)
Critical Success:
- 1 point on critical success of any Colony skill check
Structures:
- 1 point when building structures matching Notoriety/Prestige alignment
- Prestigious structures support Prestige (research labs, cultural centers, medical facilities)
- Notorious structures support Notoriety (black markets, weapons factories, surveillance networks)
Other:
- Creating innovations
- Noteworthy acts of heroism or infamy
- Major diplomatic achievements or betrayals
Spending Notoriety/Prestige Points
Spend 1 point:
- Reroll one Colony skill check (must use second result)
Spend all points:
- Prevent Morale from reaching anarchy (when it would reach 20+)
- OR prevent Degradation penalty increase
Notoriety vs Prestige
Prestige Track: Represents positive reputation
- Famous across the galaxy as a beacon of hope
- Attracts idealistic colonists and aid
- Better diplomatic relations with lawful factions
- Harder to engage in morally gray activities
Notoriety Track: Represents negative reputation
- Known as a dangerous or ruthless colony
- Attracts mercenaries, criminals, and opportunists
- Better relations with criminal/militant factions
- Easier to intimidate and coerce others
Terrain and Sectors
Sector Features
Docking Port: Bypasses RP cost increase on Build Transit; settlements with docking ports can build space elevator structures.
Agricultural Zone:
- -1 Consumption per sector (if influenced by settlement)
- Created via Establish Agriculture activity
- Cannot build settlements on Agricultural sectors
Independent Settlement: Non-colony settlement; can join via successful Pledge of Fealty activity.
Waypoint:
- Reduce Morale by 1d4 when claimed
- +2 circumstance bonus to Technology/Economy checks for rest of turn
- Gain 40 XP on first Waypoint claimed
- Examples: Navigation beacons, rest stops, fuel depots
Strategic Location:
- Reduce one Degradation by 1 when claimed
- +2 circumstance bonus to Morale/Infrastructure checks for rest of turn
- Gain 40 XP on first Strategic Location claimed
- Examples: Defensible asteroids, ancient fortifications, natural chokepoints
Resource (Materials/Power/Data): Work Site in this sector produces 2 Resources instead of 1.
Ruins: Can use as settlement structure basis at half cost if cleared.
Settlement: Outpost, station, colony, or megastructure.
Structure: Can be automatically added to founded settlement free.
Work Site: Produces 1 Resource per turn (2 if in Resource sector); generates during Upkeep Phase.
Terrain Building Costs
Certain Sector activities require RP based on sector terrain (use highest cost):
| Terrain | RP Cost | Examples |
|---|---|---|
| Gravity Wells | 12 RP | Near massive planets, stars |
| Nebula/Ion Storms | 8 RP | Hazardous space phenomena |
| Asteroid Fields | 4 RP | Dense debris, mining sites |
| Orbital Zones | 2 RP | Planetary orbits |
| Open Space | 1 RP | Standard vacuum |
Losing Sectors
At Morale 10+: Attempt DC 11 flat check or lose 1 sector
Disconnection: Secondary territory (disconnected from primary territory) incurs -4 penalty; if lost, regain 1d10 Morale
Colony at 0 Sectors: Must claim 1+ sector and establish settlement next turn or colony dissolves
Resource Dice and Points
Resource Dice
Number of Dice: colony level + 4 + bonus dice - penalty dice (minimum 0)
Die Size Progression:
| Colony Size | Resource Die |
|---|---|
| 1-9 (Territory) | d4 |
| 10-24 (Network) | d6 |
| 25-49 (System) | d8 |
| 50-99 (Sector Alliance) | d10 |
| 100+ (Dominion) | d12 |
When Rolled: During Upkeep Phase, Step 3 (Resource Collection)
Resource Points (RP)
Definition: Resource Points represent a combination of the work of a colony's inhabitants and the time spent on jobs, talent, labor, equipment, and funds to handle this toil. They function as an abstraction of available resources rather than literal credits.
Generation: RP totals are determined each Colony turn by rolling Resource Dice, introducing variability based on luck and demand.
Uses:
- Pay for colony activities
- Build structures
- Pay Consumption (5 RP per point)
- Various colony actions and projects
Unspent RP:
- Convert to colony XP at 1:1 ratio at turn's end
- Maximum 120 XP per turn from unspent RP
Deficit Consequences:
- When spending would reduce RP below zero:
- Expend all remaining RP
- Increase a Degradation of the PCs' choice by 1
Colony Skills
Skill System Overview
Every colony has distinct areas of specialization tracked as colony skills. Colonies can be trained in up to 6 skills initially:
- 2 from government type
- Up to 4 from leadership roles (one per invested role)
Skill Check Formula
Check result: d20 + skill modifier
Skill modifier: ability modifier + proficiency bonus + status bonus + item bonus - penalties
Proficiency Bonus:
- Trained:
colony level + 2 - Untrained:
+0
Critical Success: Result is 10+ above DC (gain 1 Notoriety/Prestige point)
Critical Failure: Result is 10+ below DC
Natural 20: Improves result one degree
Natural 1: Worsens result one degree
Colony Skills (16 Total)
Based on PF2E kingdom skills, adapted for sci-fi setting:
Technology-Based Skills:
- Research: Scientific advancement, R&D projects
- Innovation: Technological breakthroughs, patents
- Education: Training programs, knowledge dissemination
- Communications: Information networks, propaganda
Economy-Based Skills:
- Trade: Commercial relations, resource exchange
- Industry: Manufacturing, production capacity
- Finance: Credit management, investments
- Mining: Resource extraction, salvage operations
Morale-Based Skills:
- Politics: Internal governance, factional balance
- Diplomacy: External relations, negotiations
- Culture: Arts, entertainment, community identity
- Security: Law enforcement, internal stability
Infrastructure-Based Skills:
- Engineering: Construction, maintenance, repairs
- Defense: Military readiness, fortifications
- Life Support: Environmental systems, health services
- Logistics: Supply chains, transportation networks
Activity Traits
- Civic: Activities performed at settlement level
- Commerce: Activities during Commerce Phase
- Leadership: Activities performed by leaders
- Sector: Activities affecting sectors and regions
- Upkeep: Activities during Upkeep Phase
Colony Feats
How Colony Feats Work
A colony gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific colony activities or events or allow colonies to perform special activities.
When Colony Feats Are Gained
| Level | Colony Feat |
|---|---|
| 1st | Starting feat from government |
| 2nd | Colony feat |
| 4th | Colony feat |
| 6th | Colony feat |
| 8th | Colony feat |
| 10th | Colony feat |
| 12th | Colony feat |
| 14th | Colony feat |
| 16th | Colony feat |
| 18th | Colony feat |
| 20th | Colony feat |
Total Colony Feats: 11 (including starting government feat)
Feat Selection Rules
When selecting a new feat:
- Must choose one whose level does not exceed colony's current level
- Must meet any prerequisites
Example Feat Conversions (PF2E → SF2E)
Crush Dissent (Government: Despotism)
- Ruthlessly suppress opposition
- Increase Morale by threatening severe consequences
- May increase Mutiny Degradation
Fortified Holdings (Government: Feudalism)
- Defensive structures cost less RP
- +1 circumstance bonus to Defense checks
Insider Trading (Government: Oligarchy)
- Gain bonus RP from Trade activities
- Risk increased Graft Degradation
Pull Together (Government: Republic)
- Citizens unite in crisis
- Reduce Morale more effectively during emergencies
Practical Innovation (Government: Technarchy)
- Research provides direct practical benefits
- Technology structures grant additional bonuses
Muddle Through (Government: Cooperative)
- Colony survives despite setbacks
- Ignore first critical failure per turn
Diplomatic Relations
Establishing Relations
Colonies can establish diplomatic relations with other groups, factions, corporations, and colonies. This requires successful negotiation activities.
Negotiation DCs by Group Type
| Group Type | Base DC | Examples |
|---|---|---|
| Friendly Corporation | 12 | Abadar Corp, Eox Academic Collective |
| Neutral Settlement | 15 | Independent stations, free traders |
| Pact Worlds Government | 18 | Absalom Station, Castrovel authorities |
| Suspicious Faction | 20 | Xenowardens, separatist groups |
| Hostile Entities | 22 | Pirates, rival colonies |
| Alien Civilization | 24-32 | Varies by species and culture |
| Criminal Syndicate | 26 | Kuthites, smuggling rings |
| Ancient AI | 28-36 | Rogue constructs, uploaded minds |
Benefits of Diplomatic Relations
- First diplomatic relations established: 60 XP
- Access to trade agreements
- Potential military alliances
- Cultural/technological exchanges
- Access to unique resources or structures
- Intelligence sharing
- Joint defense pacts
Trade Agreements
Establishing: First trade agreement established grants 80 XP
Managing: Use Manage Trade Agreements activity during Commerce Phase
Benefits:
- Access to resources
- RP bonuses
- Economic advantages
- Diplomatic ties
- Technology sharing
- Reduced travel costs
Additional Mechanics
Control DC
Base: 14 at 1st level
Progression: Increases by colony level (see Colony Advancement Table)
Modifier: +1 per 10 colony Size (+1 Network, +2 System, +3 Sector Alliance, +4 Dominion)
Vacancy Penalty: +2 if Administrator role is vacant
Consumption Calculation
Formula: settlement Consumption total + military Consumption total - Agricultural sectors influenced by settlements + event modifiers
Settlement Consumption:
- Outpost: 1
- Station: 2
- Colony: 4
- Megastructure: 6
Agricultural Reduction: Each Agricultural sector influenced by a settlement reduces total Consumption by 1
Colony Destruction
At 0 Sectors: Colony must claim 1+ sector and establish settlement next turn or colony dissolves
Anarchy: At Morale 20+, colony can only perform Quell Morale activities until Morale is reduced below 20
Special Activities
Favored Terrain (1st level): Once per Colony turn during Sector Activities step, attempt two Sector activities simultaneously in same sector with heartland terrain; take -2 penalty to both checks.
Summary Tables
Quick Reference: Colony Turn Order
- Upkeep Phase
- Earn 1 Notoriety/Prestige
- Assign Leadership Roles
- Adjust Morale
- Resource Collection (roll Resource Dice)
- Pay Consumption
- Commerce Phase
- Collect Taxes
- Approve Expenses
- Tap Resources
- Manage Trade Agreements
- Activity Phase
- Leadership Activities (2-3 per PC leader)
- Sector Activities (3 total)
- Civic Activities (1 per settlement)
- Military Activities (during wars)
- Event Phase
- Check for Random Event (DC 16 flat check)
- Event Resolution
- Apply Colony XP
- Increase Colony Level (if XP ≥ 1,000)
Quick Reference: Ability Score Uses
| Ability | Opposes Degradation | Government Bonuses | Charter Bonuses | Common Uses |
|---|---|---|---|---|
| Technology | Graft | Expansion, Feudalism, Oligarchy, Technarchy, Cooperative | Expansion Charter | Research, innovation, education, communications |
| Economy | Piracy | Despotism, Grant, Oligarchy, Technarchy | Grant Charter | Trade, industry, finance, resource extraction |
| Morale | Mutiny | Conquest, Oligarchy, Republic, Cooperative | Conquest Charter | Politics, diplomacy, culture, internal security |
| Infrastructure | Entropy | Despotism, Exploration, Feudalism, Republic | Exploration Charter | Engineering, defense, life support, logistics |
Quick Reference: Sci-Fi Terminology Conversions
| PF2E Term | SF2E Term | Notes |
|---|---|---|
| Kingdom | Colony | Can be station, outpost, network, or megastructure |
| Hex | Sector | 12-mile cubic space sector or planetary region |
| Village | Outpost | Small forward base or settlement |
| Town | Station | Space station or established settlement |
| City | Colony | Major population center |
| Metropolis | Megastructure | Ring world, dyson sphere component, massive station |
| Culture | Technology | Scientific advancement and innovation |
| Loyalty | Morale | Citizen satisfaction and cohesion |
| Stability | Infrastructure | Physical systems and life support |
| Unrest | Morale | Unrest renamed to match sci-fi terminology |
| Corruption | Graft | Corporate/governmental corruption |
| Crime | Piracy | Space piracy and smuggling |
| Decay | Entropy | System degradation and equipment failure |
| Strife | Mutiny | Internal violence and sedition |
| Fame | Prestige | Positive galactic reputation |
| Infamy | Notoriety | Negative galactic reputation |
| gp | credits | 1:1 currency conversion |
| Farmland | Agricultural Zone | Food production sector |
| Lumber/Ore/Stone | Materials | Generalized construction materials |
| Work Site | Resource Extraction Site | Mining, salvage, or production facility |
Implementation Notes
FoundryVTT Module Implementation
The pf2e-starships module includes a simplified Colony System that provides the core functionality without the full complexity of PF2E Kingdom Building rules:
Implemented Features (colony-structures compendium pack)
- 108 Structure Items adapted from Kingmaker and Strongholds (see COMPILED_ITEM_CATALOG.md Section 1.1 for full list)
- Colony Actor Sheet using PF2E's party actor type
- Scene-Linked Colonies - Each colony can link to a specific scene
- Leadership Tracking - Assign characters to leader roles
- Vendor Registry - Track NPCs as vendors in the colony
- Structure Management - Drag-drop structures with ownership tracking
- Income Calculator - Global income calculation across all colonies
- Shared Treasury - World-level bank for manual deposits/withdrawals
- Sidebar Integration - PF2E Party-style sidebar access
Simplified vs Full Rules
The module implementation omits the following complex systems (which can be run manually using these rules):
- Colony Ability Scores (Technology, Economy, Morale, Infrastructure)
- Colony Skills & Activities
- Colony Feats & Advancement
- Random Events & Event Phase
- Consumption & Resource Dice
- Unrest/Morale/Anarchy system
- Degradation tracking (Graft, Piracy, Entropy, Mutiny)
- Work Sites & Resource production
- Sector claiming & terrain costs
- Army integration
For Full Kingdom-Style Play: GMs can use these written rules alongside the module's structure tracking. The structures provide the physical buildings while GMs track abstract mechanics manually.
Reference Documents:
docs/sf1e-materials/colony-structures-full-reference.md- All 108 structures with statspacks/colony-structures/- Compendium pack with structure items
Additional Compendium Items (For Full Implementation)
This document provides the mechanical framework for the Colony Management System. For GMs who want to implement the FULL system beyond what the module provides, the following additional items would need to be created:
1. Colony Structures (Buildings)
Residential Structures:
- Hab Modules (Outpost level)
- Residential Blocks (Station level)
- Arcology Sections (Colony level)
- Mega-Habitats (Megastructure level)
Economic Structures:
- Trade Depot
- Manufacturing Complex
- Refinery
- Commercial District
- Stock Exchange
- Corporate Headquarters
- Automated Factory
- Research & Development Lab
Infrastructure Structures:
- Life Support Hub
- Power Generator (Fusion/Solar/Antimatter)
- Water Recycling Plant
- Atmospheric Processor
- Shield Generator
- Docking Bay
- Transit System
- Cargo Warehouse
- Medical Facility
- Emergency Response Center
Military/Defense Structures:
- Security Station
- Planetary Defense Grid
- Missile Battery
- Hangar Bay
- Military Academy
- Barracks
- Command Center
- Intelligence Network
- Early Warning System
Technology Structures:
- Research Laboratory
- University
- Data Center
- Communications Array
- Quantum Computer Core
- Prototype Workshop
- Innovation Center
- Tech Archive
Cultural Structures:
- Entertainment Complex
- Museum
- Cultural Center
- Religious Temple/Shrine
- Stadium/Arena
- Media Hub
- Art Gallery
- Virtual Reality Center
Prestigious Structures:
- Medical Research Center
- Xenobiology Institute
- Humanitarian Aid Center
- Environmental Restoration Facility
- Peace Monument
- Diplomatic Embassy
Notorious Structures:
- Black Market
- Weapons Factory
- Surveillance Network
- Interrogation Center
- Clone Facility
- Bioweapon Lab
- Slave Quarters
2. Colony Infrastructure Improvements
- Transit Network (Paved Streets equivalent)
- Space Bridges/Elevators
- Shield Arrays (Walls equivalent)
- Communication Networks
- Power Grid Upgrades
- Redundant Life Support
- Quantum Entanglement Communicators
3. Colony Feats
Level 1 (Starting Government Feats):
- Crush Dissent (Despotism)
- Fortified Holdings (Feudalism)
- Insider Trading (Oligarchy)
- Pull Together (Republic)
- Practical Innovation (Technarchy)
- Muddle Through (Cooperative)
General Colony Feats (2nd-20th level):
- Advanced Logistics
- Automated Systems
- Black Ops Division
- Corporate Espionage
- Crisis Management
- Cybernetic Integration
- Deep Space Mining
- Diplomatic Corps
- Emergency Protocols
- Enhanced Security
- Experimental Technology
- Export Economy
- Fleet Coordination
- Frontier Expansion
- Genetic Engineering
- Industrial Automation
- Intelligence Network
- Megaproject Construction
- Military-Industrial Complex
- Nano-Manufacturing
- Neural Network
- Orbital Superiority
- Propaganda Machine
- Quantum Computing
- Rapid Response
- Research Priority
- Resource Efficiency
- Scientific Breakthrough
- Strategic Reserves
- Surveillance State
- Synthetic Population
- Technological Superiority
- Terraform Specialists
- Trade Dominance
- Underground Economy
- Vertical Integration
- War Economy
- Xenodiplomatic Relations
4. Colony Activities
Leadership Activities:
- Establish Trade Route
- Negotiate Alliance
- Research Breakthrough
- Military Mobilization
- Crisis Response
- Diplomatic Mission
- Propaganda Campaign
- Intelligence Operation
- Corporate Merger
- Technology Transfer
Sector Activities:
- Claim Sector
- Clear Sector (remove hazards/enemies)
- Establish Settlement
- Establish Work Site
- Survey Resources
- Build Transit Route
- Establish Agriculture
- Fortify Position
- Deploy Outpost
- Terraform Region
Civic Activities:
- Build Structure
- Demolish Structure
- Upgrade Structure
- Establish Trade Post
- Host Event
- Cultural Festival
- Scientific Conference
- Military Parade
- Repair Infrastructure
- Improve Life Support
Commerce Activities:
- Collect Taxes
- Trade Resources
- Manage Trade Agreements
- Improve Lifestyle
- Tap Treasury
- Financial Investment
- Resource Conversion
- Market Manipulation
Upkeep Activities:
- New Leadership
- Quell Morale
- Repair Reputation
- Emergency Maintenance
- System Diagnostics
5. Colony Events
Random Events (by type):
- Economic: Market crash, trade boom, resource discovery, embargo
- Technology: Scientific breakthrough, system failure, hacking attempt, AI awakening
- Military: Pirate raid, border skirmish, military coup, peace treaty
- Social: Labor strike, cultural revolution, immigration wave, emigration crisis
- Environmental: System malfunction, solar flare, asteroid threat, plague outbreak
- Diplomatic: Alliance opportunity, border dispute, espionage discovered, summit invitation
- Criminal: Smuggling ring, corruption scandal, organized crime, terrorism
6. Colony Skills (Full Descriptions)
Each of the 16 colony skills needs full descriptions including:
- Associated ability score
- Typical DCs by level
- Example activities that use the skill
- Critical success/failure effects
- Synergies with other skills
7. Resource Conversion Tables
- RP costs for structures by level
- Resource exchange rates
- Build Point (BP) conversions for trade
- Consumption costs by settlement size
- Commodity storage limits
8. Colony Sheet Templates
- Main colony tracking sheet
- Settlement grid layouts
- Resource tracking sheet
- Leadership roster
- Diplomatic relations tracker
- Military forces roster (for warfare)
9. NPC Leaders
Pre-generated NPC leaders for each role with:
- Ability scores
- Skill proficiencies
- Special abilities
- Role bonuses
- Personality traits
- Loyalty modifiers
10. Sample Colonies
Pre-built colony templates for different themes:
- Corporate Mining Colony
- Military Outpost
- Research Station
- Refugee Settlement
- Criminal Haven
- Religious Commune
- AI-Governed Megastructure
- Xenophile Cultural Center
- Isolationist Bunker
- Trade Hub
11. Diplomatic Faction Templates
Pre-defined factions with:
- Base attitude
- Negotiation DCs
- Available trade goods
- Technology level
- Military strength
- Cultural values
- Special benefits when allied
12. Colony Hazards and Threats
Environmental and hostile threats:
- Space phenomena (radiation belts, ion storms, gravity wells)
- Hostile aliens (raiders, monsters, sapient threats)
- System failures (life support, power, communications)
- Political threats (coups, secession, espionage)
- Economic threats (debt, embezzlement, market collapse)
Design Philosophy
This Colony Management System is designed to:
- Maintain PF2E mechanical integrity - Using the robust PF2E Kingdom Building system as the foundation ensures balanced, tested mechanics
- Provide sci-fi immersion - All terminology, structures, and themes are reflavored for Starfinder
- Scale appropriately - Colonies can grow from tiny outposts to galaxy-spanning dominions
- Integrate with starship rules - Trade, travel, and warfare systems connect to existing SF1E/SF2E starship mechanics
- Support multiple playstyles - Whether players want to run a peaceful research station or an aggressive pirate haven, the system accommodates their choices
- Create meaningful choices - Every decision about structures, activities, and policies has consequences
- Generate emergent storytelling - The event system, degradation mechanics, and diplomatic relations create dynamic narratives
End of Document
For detailed structure costs, feat prerequisites, and activity DCs, consult the Archives of Nethys (PF2E Kingdom Building) and adapt as needed for sci-fi context using the conversion tables above.
This document provides the rules framework. Implementation in FoundryVTT requires creating the compendium items listed in the Implementation Notes section.