The Kingdom is the territory ruled by the Monarch and is where most of the action in The Sims Medieval takes place. At the start of the game, the player chooses a Kingdom Ambition (the overall goal they want the kingdom to attempt to achieve) and a name. The kingdom has no canonical name and goes by whatever the player chooses for it.
You are the Watcher and this is your home.
It is a land of limitless potential. Over millenia, you have the land grow and mature, waiting for the first people to arrive. They would become your followers. Your powerful gaze gave the people inspiration: they began to build and prosper. You marvelled as they became a civilization. You were revered above all else; there was even a great statue erected in your honour.
For a time the people were happy, but it could not last. For all their good intentions, the people lacked judgement. You watched as their civilization was overwhelmed with violence, disease, famon and dire chinchillas.
Reflecting on these events, led you to an epiphany: People...are dumb. Merely watching them was not enough. If you could just reach out, give a gentle push in the right direction, would it not lead the people to a better fate?
But how to direct an entire civilization? What you really lacked were heroes: men and women that the others would follow. These heroes would become your hands with which to mould a new world. You had only to wait for the right people to arrive...
A young lord is on his way to build a new kingdom. He and his allies posses the ambition you seek. With your influence, they would give rise to a glorious civilization...
When a kingdom first starts, it consistsonly of a Castle, a Village, some Docks, and a lonely hill and monster-filled pit used as a "Judgement Zone." Nearby is a Forest, a Cave, a river, and a field that's used as the Town Square.
The hotkeys Alt+1 through Alt+5 aim The Watcher Camera at the Royal Ridge District, the Cliffs of Arcana District, the Town Square District, the Court Commons District, and the Watcher's Bluff District respectively.
New Buildings Edit
There are new buildings that can be added by the use of Resource Points:
- The Barracks
- The Tavern
- The Monastery
- The Cathedral
- The Clinic
- The Wizard's Tower
- The Market
- The Kingball Court
- The Smithy
- The Spy Quarters
- The Mill
- A Lighthouse
- The Watcher Pavilion
Some buildings are built automatically:
Along with the land the Monarch rules directly, the kingdom starts with two regions already under it; Tredony and Crafthole. The kingdom can increase its size and influence by annexing more Territories. To do this, Resource Points must first be spent on allying with a territory, after which a unique quest involving an issue the region has been experiencing will appear in the Quest Menu. Successfully completing a territory's quest will annex the region, granting the kingdom its benefit(s).