Colony Management System - SF2E/PF2E Hybrid Rules

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.md Section 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

  1. Colony Creation (10 Steps)
  2. Four Colony Ability Scores
  3. Charter Types
  4. Government Types
  5. Eight Leadership Roles
  6. Colony Advancement Table
  7. Colony Size Progression
  8. Four Degradation Types
  9. Morale System
  10. Settlement System
  11. Resource Types
  12. Colony Turn Structure
  13. Colony Experience
  14. Notoriety and Prestige
  15. Terrain and Sectors
  16. Resource Dice and Points
  17. Colony Skills
  18. Colony Feats
  19. 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:

CharterBoostsFlawTheme
Conquest+Morale, free boost-TechnologyMilitary expansion through force
Expansion+Technology, free boost-InfrastructureRapid growth and development
Exploration+Infrastructure, free boost-EconomyFrontier discovery and settlement
Grant+Economy, free boost-MoraleCorporate/government sponsorship
OpenOne free boostNo flawIndependent self-determination

Step 3: Choose Heartland

Select a claimed sector providing one ability boost:

TerrainBoostDescription
Asteroid Field/Debris+TechnologyRich in salvage and minerals
Habitable Zone/Agricultural+MoraleComfortable living conditions
Nebula/Trading Route+EconomyStrategic commercial location
Fortified/Ancient Ruins+InfrastructureDefensible or buildable foundations

Step 4: Choose Government

Provides three ability boosts and determines proficiencies:

GovernmentAbility BoostsSkillsStarting FeatTheme
Despotism+Infrastructure, +Economy, free boostIntrigue, WarfareCrush DissentAuthoritarian corporate rule
Feudalism+Infrastructure, +Technology, free boostDefense, TradeFortified HoldingsHierarchical fiefdoms
Oligarchy+Morale, +Economy, free boostArts, IndustryInsider TradingCouncil of wealthy elite
Republic+Infrastructure, +Morale, free boostEngineering, PoliticsPull TogetherDemocratic representation
Technarchy+Economy, +Technology, free boostResearch, TechnologyPractical InnovationAI/scientific governance
Cooperative+Morale, +Technology, free boostAgriculture, ExplorationMuddle ThroughWorker 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

AbilityPF2E EquivalentFunction
TechnologyCultureScientific advancement, R&D, education, innovation; technological sophistication
EconomyEconomyIndustrial productivity, trade, commerce; colonist work ethic and financial health
MoraleLoyaltyTrust, camaraderie, colonists' response to laws/threats; sense of community
InfrastructureStabilityLife 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

RoleKey AbilityVacancy PenaltyFunction
AdministratorMorale-1 all checks; +1d4 Morale; Control DC +2Chief executive, ceremonies, diplomacy, signs directives, appoints leaders
AdvisorTechnology-1 Technology checksLiaison between government and colonists; research analysis
CommanderInfrastructure-4 Warfare activitiesLeads military/security forces and manages defense commanders
DiplomatMorale-1 Morale checksManages foreign policy, intelligence operations, political intrigue
ResearcherTechnology-4 Warfare activitiesOversees R&D and promotes scientific advancement
FinancierEconomy-1 Economy checksMonitors finances, business growth, taxation, market fairness
SurveyorEconomy-1 Infrastructure checksPlans expansion and infrastructure development
WardenInfrastructure-4 Sector activitiesMonitors safety, manages scouts/patrols, oversees defense/health

Leadership Status Bonuses

Invested roles grant status bonuses to checks based on key ability:

Colony LevelStatus Bonus
1-7+1
8-15+2 (Experienced Leadership)
16-20+3 (Experienced Leadership)

Colony Advancement Table

LevelControl DCFeatures
114Charter, government, heartland, proficiencies, Favored Terrain, outpost construction
215Colony feat
316Station construction, skill increase
418Expansion Expert (+2 Claim Sector, 2/turn), Comfortable Living, Colony feat
520Ability boosts (2), Degradation resistance, skill increase
622Colony feat
723Skill increase
824Experienced Leadership +2, Colony feat, Degradation resistance
926Expansion Expert (3/turn), colony construction, skill increase
1027Ability boosts (2), Colony feat, Luxury Living
1128Degradation resistance, skill increase
1230Civic Planning, Colony feat
1331Skill increase
1432Colony feat, Degradation resistance
1534Ability boosts (2), megastructure construction, skill increase
1635Experienced Leadership +3, Colony feat
1736Degradation resistance, skill increase
1838Colony feat
1939Skill increase
2040Ability 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)TypeResource DieControl DC ModifierStorage Max (per resource)
1-9Territoryd4+04
10-24Networkd6+18
25-49Systemd8+212
50-99Sector Allianced10+316
100+Dominiond12+420

Size Milestone XP Awards

MilestoneXP Award
Size 1040 XP
Size 2560 XP
Size 5080 XP
Size 100120 XP

Four Degradation Types

DegradationOpposesRepresentsSF Theme
GraftTechnologyCorruption, forbidden research, data destructionCorporate corruption, illegal modifications, suppressed innovation
PiracyEconomyTheft, smuggling, black marketsSmuggling rings, embezzlement, organized crime
EntropyInfrastructureNeglect, system failures, degradationLife support failure, hull breaches, equipment breakdown
MutinyMoraleTreachery, sabotage, infighting, violenceLabor 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

  1. 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.
  2. Repair Reputation Activity: Reduces Degradation penalties at a slower rate through colony activities.
  3. 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 LevelStatus 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:

  1. Gain 1d10 Degradation points (distributed among four Degradation types)
  2. 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

TypeColony LevelModulesPopulationConsumptionMax Item BonusInfluence
Outpost1st1≤4001+10 sectors
Station3rd2-4401-2,0002+11 sector
Colony9th5-92,001-25,0004+22 sectors
Megastructure15th10+25,001+6+33 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

MovementTime
Adjacent module or border crossing15 minutes
Adjacent module with Transit System5 minutes
Space border without docking port1 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

ResourceUsesProduction Methods
FoodConsumption payment, famines, disasters, wartimeHarvest Crops, Aquaponics, Livestock, Replicators
MaterialsBuilding structures, repairsResource Extraction Sites (mines, salvage yards)
LuxuriesSpecialized structures, high-stakes encountersAdventuring, Craft Luxuries activity, events
PowerInfrastructure maintenance, advanced facilitiesPower Generation Sites (reactors, solar arrays)
DataResearch, technology upgradesResearch 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:

  1. Spend Food Resources (1 Food per 1 Consumption)
  2. Spend 5 RP per point of Consumption
  3. 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:

SourceXP Award
Random event occurred30 XP
First turn spending 100 RP80 XP (milestone, once)
Unspent RP conversion1:1 ratio, max 120 XP per turn

Step 4: Increase Colony Level

When colony XP exceeds 1,000 and not at max level:

  1. Increase colony level by 1
  2. Subtract 1,000 from XP total
  3. Apply all features gained at new level

Colony Experience

Sector Claim XP Awards

AchievementXP Award
Claiming each sector10 XP
First Waypoint claimed40 XP
First Strategic Location claimed40 XP

Milestone XP Awards

MilestoneXP Award
First outpost (Step 8)40 XP
Size 1040 XP
First diplomatic relations60 XP
First station60 XP
All 8 leaders assigned60 XP
Size 2560 XP
First trade agreement80 XP
First colony80 XP
Size 5080 XP
First turn spending 100 RP80 XP
First megastructure120 XP
Size 100120 XP

Event XP Awards

SourceXP Award
Random event resolved30 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):

TerrainRP CostExamples
Gravity Wells12 RPNear massive planets, stars
Nebula/Ion Storms8 RPHazardous space phenomena
Asteroid Fields4 RPDense debris, mining sites
Orbital Zones2 RPPlanetary orbits
Open Space1 RPStandard 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 SizeResource 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

LevelColony Feat
1stStarting feat from government
2ndColony feat
4thColony feat
6thColony feat
8thColony feat
10thColony feat
12thColony feat
14thColony feat
16thColony feat
18thColony feat
20thColony 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 TypeBase DCExamples
Friendly Corporation12Abadar Corp, Eox Academic Collective
Neutral Settlement15Independent stations, free traders
Pact Worlds Government18Absalom Station, Castrovel authorities
Suspicious Faction20Xenowardens, separatist groups
Hostile Entities22Pirates, rival colonies
Alien Civilization24-32Varies by species and culture
Criminal Syndicate26Kuthites, smuggling rings
Ancient AI28-36Rogue 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

  1. Upkeep Phase
    • Earn 1 Notoriety/Prestige
    • Assign Leadership Roles
    • Adjust Morale
    • Resource Collection (roll Resource Dice)
    • Pay Consumption
  2. Commerce Phase
    • Collect Taxes
    • Approve Expenses
    • Tap Resources
    • Manage Trade Agreements
  3. Activity Phase
    • Leadership Activities (2-3 per PC leader)
    • Sector Activities (3 total)
    • Civic Activities (1 per settlement)
    • Military Activities (during wars)
  4. 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

AbilityOpposes DegradationGovernment BonusesCharter BonusesCommon Uses
TechnologyGraftExpansion, Feudalism, Oligarchy, Technarchy, CooperativeExpansion CharterResearch, innovation, education, communications
EconomyPiracyDespotism, Grant, Oligarchy, TechnarchyGrant CharterTrade, industry, finance, resource extraction
MoraleMutinyConquest, Oligarchy, Republic, CooperativeConquest CharterPolitics, diplomacy, culture, internal security
InfrastructureEntropyDespotism, Exploration, Feudalism, RepublicExploration CharterEngineering, defense, life support, logistics

Quick Reference: Sci-Fi Terminology Conversions

PF2E TermSF2E TermNotes
KingdomColonyCan be station, outpost, network, or megastructure
HexSector12-mile cubic space sector or planetary region
VillageOutpostSmall forward base or settlement
TownStationSpace station or established settlement
CityColonyMajor population center
MetropolisMegastructureRing world, dyson sphere component, massive station
CultureTechnologyScientific advancement and innovation
LoyaltyMoraleCitizen satisfaction and cohesion
StabilityInfrastructurePhysical systems and life support
UnrestMoraleUnrest renamed to match sci-fi terminology
CorruptionGraftCorporate/governmental corruption
CrimePiracySpace piracy and smuggling
DecayEntropySystem degradation and equipment failure
StrifeMutinyInternal violence and sedition
FamePrestigePositive galactic reputation
InfamyNotorietyNegative galactic reputation
gpcredits1:1 currency conversion
FarmlandAgricultural ZoneFood production sector
Lumber/Ore/StoneMaterialsGeneralized construction materials
Work SiteResource Extraction SiteMining, 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 stats
  • packs/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:

  1. Maintain PF2E mechanical integrity - Using the robust PF2E Kingdom Building system as the foundation ensures balanced, tested mechanics
  2. Provide sci-fi immersion - All terminology, structures, and themes are reflavored for Starfinder
  3. Scale appropriately - Colonies can grow from tiny outposts to galaxy-spanning dominions
  4. Integrate with starship rules - Trade, travel, and warfare systems connect to existing SF1E/SF2E starship mechanics
  5. Support multiple playstyles - Whether players want to run a peaceful research station or an aggressive pirate haven, the system accommodates their choices
  6. Create meaningful choices - Every decision about structures, activities, and policies has consequences
  7. 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.