SdF's Kingmaker - The Kingdom of Frieland

Game Master Dreaming Warforged

Where the leaders of Frieland coordinate the growth of their kingdom.

Kingmaker Campaign Thread


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Other Mastermind, and I am correct in thinking that you want us to run one more turn (complete through turn 24) before pausing for the main story again?

Javell, if we do have one more turn to do, would you like to do it? If not, I can do it by tomorrow afternoon (PST).


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Go ahead and roll it out there, bud. I'm already up to late as it is. I've got to turn in and get ready for work tomorrow.

So yeah, go ahead and throw it out there tomorrow. Sounds good.


Yes, let's get to 24. After the next little piece, we'll be able to do another 12 turns, more perhaps.


Annexing the Sootscale kobold increases access to mining resources: add +1 to Economy.


Turn 24

”Servayn, all your time and hard work has paid off. We are officially bringing the Sootscales into the barony, and they are being quite good about it. I think they are seeing the advantages of being included.”

”I have also given instructions for the push toward Tzatzlford to continue. Those brave men set up that town inspired by us, and the sooner we get roads out to them, the sooner we can help protect them and prosper with them.”

”And the castle has been fine for storing grains that we’ve collected in taxes, but with the way we’ve been expanding the farmlands, I think we need to set up granaries here in the city. It will help with collecting harvests to get them to market, and in cast of a drought or famine give us a reserve.”

”And finally, we have already set up the tannery, smithy and stable downwind from the rest of the city. I am going to have the rest of that block dedicated to a dump for the citizenry. It will help keep the city clean as we continue to grow, and the healers tell me it may help ward off diseases.”

Upkeep phase

Control DC: 31; Total BP: 24

1. Stability check: 1d20 + 32 ⇒ (14) + 32 = 46 +1BP
2. Pay Consumption: (+11 size, +1 city, +3 Edicts, -20 Farms) 0BP
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes:
Sootscale Cavern hex.: -1BP
Hills, two hexes east of Tzatzlford.: -1 BP
3. Establish and Improve Cities:
Build Dump -2BP
Build Granary -6 BP
4. Build Roads:
New hill hex toward Tzatzlford -1BP
Sootscale home hex (bridge required, doubles cost) -2 BP
5. Establish Farmlands:
Newly acquired hill hex. -4BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 42 ⇒ (5) + 42 = 47 /4 +11 BP

Events (1-25%):1d100 ⇒ 100 No Event
25% chance next turn

BP spent 17; BP gained 12; Total BP: 19

After Turn 24
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 13
Control DC: 33
Population: 4250 (3250 size, 1000 Providence)
Unrest: 0
Consumption: +0 (+13 size, +1 city, +3 Edicts, -22 Farms)
Treasury: 19 BP
Base Value: 1200 gp (Base, Tavern, Stable)
Defense: +12
Buildings to date:
Farms: x11, -22 to consumption
Roads: x13, +3 Economy, +1 Stability
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Economy: +42 (+23 leadership, +2 edicts, +10 buildings, +2 alignment, +3 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +32 (+13 leadership, +0 edicts, +17 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +34 (+13 leadership, +2 edicts, +18 buildings, +0 alignment, +1 roads, no unrest, events, vacancies or resources)


I'll do my best to provide a map showing the kingdom after two years (turn 24).

I think we should do another whole year of kingdom building. Meanwhile, we'll play the visit to Restov once I've dealt with the objectives of Frieland's leadership.


So, start working to complete through (and including) turn 36? No problem! :) If it looks like I'll have time to do a turn this afternoon, I'll return and drop a note here to prevent duplication of effort. Javell, Set or Geraint, if you want to do a turn today, please just post and let the others know. :)


I'll go ahead and start work on turn 25.

Does annexing a forest have any benefit? I know you can build a road, can you convert it to farmlands? Other benefits?


Turn 25

”It may take some effort, but I think we can finish our commitment to the Abadarans and get roads out to Tzatzlford.”

Upkeep phase

Control DC: 33; Total BP:19

1. Stability check: 1d20 + 34 ⇒ (5) + 34 = 39 +1 BP
2. Pay Consumption: (+13 size, +1 city, +3 Edicts, -22 Farms) 0 BP
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes:
Forest hex directly east of Tzatzlford.: -1 BP
Tzatzlford hex.: -1BP Stability check for annexing a town: 1d20 + 34 ⇒ (8) + 34 = 42 Passed.
3. Establish and Improve Cities:
Build House -3 BP
Build Shrine -8 BP
Build Brothel -2 BP
4. Build Roads:
Forest directly east of Tzatzlford -2BP
Tzatzlford -2 BP
5. Establish Farmlands:
None. -0 BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 51 ⇒ (6) + 51 = 57 /4 +14 BP
Events (1-25%):1d100 ⇒ 26 No Event
75% chance next turn
BP spent 19; BP gained 15; Total BP: 15

After Turn 25
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 15
Control DC: 35
Population: 5750 (3750 size, 1000 Providence, 1000 Tzaztlford)
Unrest: 0
Consumption: +0 (+15 size, +2 city, +3 Edicts, -22 Farms)
Treasury: BP
Base Value:
Providence: 1200 gp, Tzatzlford: 2200 gp
Defense: Providence +12, Tzatzlford
General Kingdom Builds:
Farms: x11, -22 to consumption
Roads: x15, +3 Economy, +1 Stability
Providence Builds:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel: Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
House (x5)
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tzatzlford Builds:

Economy: +51 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzaztlford buildings,+2 alignment, +3 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +20 Providence buildings, +9 Tzaztlford buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +40 (+13 leadership, +2 edicts, +18 Providence buildings, +6 Tzaztlford buildings,+0 alignment, +1 roads, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, it's gonna be tomorrow for I can get to anything at this point. I'm trying to figure out what the Tzatzlford buildings are and how we've got such amazing scores! :)

If you want, go ahead and throw something out there tomorrow also, Mark. I can't tonight and tomorrow night is busy for me. Tomorrow is when I'll try and catch up on where the numbers come from. If I recall I think DW posted some buildings that it had so I'd guess that's where the numbers come from.

I'm thinking we might want to place the buildings for Providence and the buildings for Tzat separately.

You know where you have Tzatzlford Builds: in your above post? It would probably help if we placed what buildings they have underneath said heading. That way, we know which city has what.


Regarding what Tzatzlford has to offer:

Other Mastermind wrote:

Annexing Varnhold: a brewery, an exotic craftsman, a garrison, a granary, an inn, a smith, a tannery, a temple, 3 tradesmen, and 8 houses

Annexing Tzatzlford: Brewery, Brothel, Houses (4), Inn, Library, Shop, Smith, Tavern, Temple, Town Hall, Tradesman.

The Tzatzlford buildings were there under that heading, but apparently I had a cut and paste error. I'll see if I can add a post with it, or repost.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ah. Gotcha. That'll work then. Cool.


Yeah, the closer I look at it, the more I can see there are errors that must have happened when I was previewing and editing (so I could take into account the roll results). Like Providence's new shrine isn't under the building list, and the brothel and castle are run together into one line with the brothel benefits missing. It may be tomorrow early afternoon (PST) before I can fix stuff and throw up the post with the corrections. I'm sorry about that.


Repost of Turn 25

”It may take some effort, but I think we can finish our commitment to the Abadarans and get roads out to Tzatzlford.”

Upkeep phase
Control DC: 33; Total BP: 19
1. Stability check: 1d20 + 33 (rolled 39 in previous post) +1 BP
2. Pay Consumption: (+13 size, +1 city, +3 Edicts, -22 Farms) 0 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes:
Forest hex directly east of Tzatzlford: -1 BP
Tzatzlford: -1 BP [ooc] (rolled 42 in a previous post for annexation control roll).
3. Establish and Improve Cities:
Build House -3 BP
Build Shrine -8 BP
Build Brothel -2 BP
4. Build Roads:
Forest hex directly east of Tzatzlford -2 BP
Tzatzlford -2 BP
5. Establish Farmlands:
None this turn. -0 BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 51 /4 (rolled 57 in previous post) +14 BP
Events (1-25%):1d100 (rolled 26 in previous post No Event
75% chance next turn
BP spent 19; BP gained 15; Total BP: 15

After Turn 25
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 15
Control DC: 35
Population: 5750 (3750 size, 1000 Providence, 1000 Tzatzlford)
Unrest: 0
Consumption: +0 (+15 size, +2 city, +3 Edicts, -22 Farms)
Treasury: 15 BP
Base Value: Providence: 1200 gp, Tzaztlford 2200 gp
Defense: Providence: +12, Tzaztlford +0

General Barony Builds:
Farms: x11, -22 to consumption
Roads: x15, +3 Economy, +1 Stability
Providence Builds:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tzaztlford Builds:
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x4): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.

Economy: +51 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlford buildings, +2 alignment, +3 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzaztlford buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +40 (+13 leadership, +2 edicts, +18 Providence buildings, +6 Tzaztlford buildings, +0 alignment, +1 roads, no unrest, events, vacancies or resources)


A quick question on houses. When a building requires an adjacent house, is that house dedicated to that building, or can that house serve at the adjacent requirement for two buildings. For example, a shop and an inn both require a house adjacent; could the same house be adjacent to both to meet the requirement, or does the shop and inn each need their own dedicated house for purposes of that rule?

And Javell (or anyone else, for that matter), how big of a BP reserve do you think we need to build up as a hedge against events, wars, etc.?


Not sure...

For simplicity's sake, can we say that, on average, a house can be adjacent to two buildings?

Javell might know...


Also, I am looking at the process for developing and selling magic items now that we've jumped from 1 minor item slot per month to 4. Did we do any changes to the rules on those, or are we administering them per the rules in the Campaign Info tab?


I'm going to try and see what this would look like to generate and sell magic items in this system.

For example:
Turn 25
Upkeep Phase, 3.
Minor Item Slot 1: 1d100 ⇒ 74, 1d100 ⇒ 28, a scroll with 1 1st level spell, CL 1.
Minor Item Slot 2: 1d100 ⇒ 34, 1d100 ⇒ 30, a potion, 1st level, CL 1.
Minor Item Slot 3: 1d100 ⇒ 68, 1d100 ⇒ 68,
a scroll with 1 2nd level spell, CL 3.
Minor Item Slot 4: 1d100 ⇒ 70, 1d100 ⇒ 24, a scroll with 1 1st level spell, CL 1.

So, the rules say successfully selling one of those items is a DC 20 Economy check, and a minor item increases Treasury by 2 BP. A first level potion giving the same bump as 8,000 gp cash? Not right. There is a chance for items at this level for 4,000 gp or more (which would make sense to gain a BP for), but we need to clear slots for them. We can make one Economy roll per city district (we have two now, one in each city).

So to empty slot one, Economy DC 20 1d20 + 51 ⇒ (7) + 51 = 58, empty second slot 1d20 + 51 ⇒ (9) + 51 = 60. So both would be clear.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

As per the house issue, that actually never is defined clearly in the Kingmaker AP. So technically, we could roll with it however we want to.

BUT, look at this:

Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can't be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.

In the new rules of Ultimate Campaign, they actually make it clear that if a building requires a house to be adjacent to it, then you HAVE to build it. Any building that calls for a house next to it requires it's own personal house.

My guess is, this was probably an issue that got brought up on the boards and that's why it got covered in the UC book.

Which is fine with me because that actually seems like that's how it should be anyway.

But I can roll with it either way.


Ok, so one house one building then. We build them together.

What do you guys prefer for magic items. What Kalsgrim mention echoes what I've read on the boards. It can be abused.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Probably not gonna get a shot at looking at it tonight. Busy, busy day. I'm gonna try to take a glance at it tomorrow.

But as far as BP, seeing how we only have 15, we may wanna do something small so we can build up some over the next couple turns.

Man oh man if we can get our Kingdom up to a 21, then your Charisma score will affect 2 of our statistics. That'll be cool.

As per the magic items issue DW just mentioned, I'm still not real clear on how that works. I had it down at one time but I haven't looked at it in forever. So, at this point, I'm not really sure on how to answer that question. :P


No rush on the magic items. I am just looking ahead for when we start getting higher end items. And if we come up with something that would help we can always retcon the magic item rolls and sales, and add the resulting BPs to the Treasury.

Give what JdL found on houses in UCa, it does sound like their intent was a house per dependent property without sharing. Thanks to you both for helping clear that up.

I'll work on a turn during my breaks today and get it posted a little later.


Turn 26

Upkeep phase
Control DC: 35; Total BP: 15
1. Stability check: 1d20 + 40 ⇒ (18) + 40 = 58 +1 BP
2. Pay Consumption: (+15 size, +2 city, +3 Edicts, -22 Farms) 0 BP [/b]
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes:
Tuskgutter’s Lair: -1 BP
Stag Lord’s Fort: -1 BP
3. Establish and Improve Cities:
NA
4. Build Roads:
Tuskgutter’s Lair-2 BP
Stag Lord’s Fort -2 BP
5. Establish Farmlands:
Stag Lord’s Fort. -4 BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 51 ⇒ (5) + 51 = 56 /4 +14 BP
Events (1-75%):1d100 ⇒ 98 No Event
75% chance next turn
10 BP spent ; 15 BP gained ; Total 20 BP:

After Turn 26
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 17
Control DC: 37
Population: 6250 (4250 size, 1000 Providence, 1000 Tzatzlford)
Unrest: 0
Consumption: +0 (+17 size, +2 city, +3 Edicts, -24 Farms)
Treasury: 20 BP
Base Value: Providence: 1200 gp, Tzaztlford 2200 gp
Defense: Providence: +12, Tzaztlford +0
General Barony Builds:
Farms: x12, -24 to consumption
Roads: x17, +4 Economy, +2 Stability
Providence Builds:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tzaztlford Builds:
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x4): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Economy: +52 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlford buildings, +2 alignment, +4 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzaztlford buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +42 (+13 leadership, +2 edicts, +18 Providence buildings, +6 Tzaztlford buildings, +0 alignment, +2 roads, no unrest, events, vacancies or resources)


The old Stag Lord fort has some structure that would help in case you'd wish to build a city there at some point.


Other Mastermind wrote:
The old Stag Lord fort has some structure that would help in case you'd wish to build a city there at some point.

Thanks. It may be a while before we are ready to found another city, but that seems like a decent spot; on the lake, defending our southern border area, etc.

Not much of a BP bump that round, but we'll see what happens next round. If we have some grasslands revealed to the east toward Varnhold, that will be less expensive to take on then doing farms on all of these hills.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Dangit I swear, it seems like all we ever roll is single digits here lately when it comes to generating income. Man that stinks.

Yeah the Stag Lord fort hex would be awesome as a city. Especially with it being adjacent to water. Something to look forward to for sure.


The Barony of Frieland, two years after it's birth.


The map looks great! Thank you for the update. I'll start on another turn. It is somewhat quiet here today (ahead of a three day holiday weekend).


Turn 27

”The instability in Brevoy has me concerned. I am going to have roads and farms pushed out to the territory by Fort Serenko, just to help keep the lines of commerce open. And I am giving direction to start settling more adjacent territory so that we aren’t too far spread out. Let’s keep a tighter rein on the treasury, for a little while at least.”

Upkeep phase
Control DC: 37; Total BP: 20
1. Stability check: 1d20 + 42 ⇒ (18) + 42 = 60 +1 BP
2. Pay Consumption: (+17 size, +2 city, +3 Edicts, -24 Farms) 0 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes:
Grassland directly west of Fort Serenko: -1 BP
Hill hex directly west of cache hex: -1 BP
3. Establish and Improve Cities:
NA
4. Build Roads:
New Grasslands hex-1 BP
New Hills hex -2 BP
5. Establish Farmlands:
New Grasslands hex -2 BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 52 ⇒ (17) + 52 = 69 /4 +17 BP
Events (1-75%): 1d100 ⇒ 4 Event!
Event is 1d100 ⇒ 65 Political Calm. Reduce unrest, no impact.
25% chance next turn
7 BP spent ; 18 BP gained ; Total 31 BP:
After Turn 27
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 19
Control DC: 39
Population: 6750 (4750 size, 1000 Providence, 1000 Tzatzlford)
Unrest: 0
Consumption: +0 (+19 size, +2 city, +3 Edicts, -26 Farms)
Treasury: 20 BP
Base Value: Providence: 1200 gp, Tzaztlford 2200 gp
Defense: Providence: +12, Tzaztlford +0
General Barony Builds:
Farms: x13, -26 to consumption
Roads: x19, +4 Economy, +2 Stability
Providence Builds:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tzaztlford Builds:
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x4): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Economy: +52 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlford buildings, +2 alignment, +4 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzaztlford buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +42 (+13 leadership, +2 edicts, +18 Providence buildings, +6 Tzaztlford buildings, +0 alignment, +2 roads, no unrest, events, vacancies or resources)


Turn 28

”Let’s keep the progress going toward Kriger Pass. I’m not sure how things are going to work out politically, but the closer we are to Varnhold, the quicker we can respond should they need us again.”

Upkeep phase
Control DC: 39; Total BP: 31
1. Stability check: 1d20 + 42 ⇒ (18) + 42 = 60 +1 BP
2. Pay Consumption: (+19 size, +2 city, +3 Edicts, -26 Farms) 0 BP
3. Fill Magic item slots: NA
4. Unrest: 0
Improvement Phase
1. Select Leadership: NA
2. Claim Hexes:
The hills around Crooked Falls: -1 BP
The hills directly west of the Sootscale Cavern: -1 BP
3. Establish and Improve Cities:
NA
4. Build Roads:
Crooked Falls hex (bridge required) -2 BP
West of Sootscales hex (bridge required) -2 BP
5. Establish Farmlands:
Crooked Falls hex -2 BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)
Income Phase
1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 53 ⇒ (19) + 53 = 72 /4 +18 BP
Events (1-25%): 1d100 ⇒ 23 Event!
Event is 1d100 ⇒ 7 Bandit activity! Stability roll to stop 1d20 + 42 ⇒ (14) + 42 = 56
25% chance next turn
8 BP spent ; 19 BP gained ; Total 42 BP:
After Turn 28
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 21
Control DC: 41
Population: 7250 (5250 size, 1000 Providence, 1000 Tzatzlford)
Unrest: 0
Consumption: +0 (+21 size, +2 city, +3 Edicts, -28 Farms)
Treasury: 42 BP
Base Value: Providence: 1200 gp, Tzaztlford 2200 gp
Defense: Providence: +12, Tzaztlford +0
General Barony Builds:
Farms: x14, -28 to consumption
Roads: x21, +5 Economy, +2 Stability
Providence Builds:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: Defense Modifier +4.
Dump: A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Granary: A place to store grain and food. Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tzaztlford Builds:
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x4): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Economy: +53 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlford buildings, +2 alignment, +5 roads, +2 resources (mine, kobold clan), no unrest, events or vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzaztlford buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +42 (+13 leadership, +2 edicts, +18 Providence buildings, +6 Tzaztlford buildings, +0 alignment, +2 roads, no unrest, events, vacancies or resources)


Okay, two things.

First, I made a mistake. I just noticed in the rules that by putting a farmland in the Stag Lord fort hex, we couldn't build a city there later. Can we change that claim and farm to another hex (maybe the hills directly east of that hex) and then claim the fort hex next turn?

Second, that last turn puts us from a barony to a duchy, at least according to the rules. The main difference is that Kal's charisma bonus can now apply to Loyalty or Stability in addition to Economy. Any thoughts on what we should declare there? With the ruler's bonus, it won't change once we select it.


No problem on the hex claiming.

Congrats Duke Lodovka!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'd go with Stability. That's my vote.

Have we built in the swamp right next to Tzatzlfjord yet?


Thanks! I'm looking forward to that crown, but that's a size 80+ area!

And thank you for letting us switch that hex so we can eventually build at the Stag Lord's Fort.

Yeah, since so many kingdom rolls are based on Stability, that's probably best.

And no, we haven't built in the swamp yet. In addition to what is on the updated post Turn 24 map, we have:
The forest east of Tzaztlford with a road,
Tzaztlford with a road,
Tuskgutter's Lair with a road,
Hills directly east of Stag Lord's Fort with road and farm,
Grassland directly west of Fort Serenko with road and farm,
Hill hex directly west of cache hex with road,
The hills around Crooked Falls with road and farm,
The hills directly west of the Sootscale Cavern with road.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

What kind of terrain is Tuskgutter's Lair? Well, all that terrain around Tzatzlfjord pretty much. Is that forest or swamp?

And I say we make our way to Varnhold. Just follow the river from Crooked Falls. Well, maybe the hex directly west of it and then follow the river that way we don't move into Brevoy. That probably wouldn't be a good idea. :)


Except that I don't know that we have jurisdiction to take over those lands east of us. We have our original edict, plus an extension to the south. I don't know that we've gotten anything that allows us to extend further east or west.

And hey, if the political turmoil in Brevoy gets too bad, maybe we'd be doing them a favor by taking some disrupted hexes off their hands... :)

Edit: And I think Tuskgutter's Lair is forest. I don't know that we have any swamp in our territory. Unless part of what I'm seeing as forest in Narlmarches is actually swamp.


Duchy of Frieland (turn 28)

You can always claim those hex, without jurisdiction, but it might lead to trouble.

Time for a visit to Restov?


I left it in 4711, but it should now read 4712! It will be adjusted on the next map.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
markofbane wrote:
Except that I don't know that we have jurisdiction to take over those lands east of us. We have our original edict, plus an extension to the south. I don't know that we've gotten anything that allows us to extend further east or west.

Ah, I see. I didn't even realize that. I just figured all we had to do is avoid the red colored hexes of Brevoy. Gotcha.


Given that you saved Varnhold from annihilation, we can presume it won't be a problem. Please go ahead in this thread, while the Campaign one will deal with the how.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I got Tzatzlfjord's base value at 1900g. 1700g due to buildings and all cities start out with 200g. Let me know if I've missed the 300g from somewhere.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I finally figured out the dang population. We actually have 15,750 folks within our Kingdom.

I'm trying to get a turn done but it'll be this afternoon. Got some errands to take care of.

I'm gonna take over that blank hex to the west of Crooked Falls because it bugs me and also Deadeye cascade hex.


Sounds good. I'll do some checking on numbers and population and such to see where I went wrong. We can probably get those locked down by turn 30 or so. Those aren't really affecting play or kingdom building just yet, so if you have time to knock out a turn or two later today, it would work just fine.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Will do.

I'm also gonna be adding these buildings to Tzat:

Other Mastermind wrote:

Annexing Tzatzlford: Brewery, Brothel, Houses (x4), Inn, Library, Shop, Smith, Tavern, Temple, Town Hall, Tradesman.

The ones in bold I do not see on the list. So I'll add those in in the upcoming turn.

Edit: I'm also gonna go ahead and add your Charisma bonus to Stability. Let me know if that's no good.


Stability sounds good to me.

And again, I apologize for the cut and paste error with the missing buildings. I do my turn in Word and then copy over to post it. Once it happened with that first turn, it carried over to the rest. I think the math is still right, but just not the summaries.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

No worries. You're right, the math is correct. It's all good.

Edit: That's it! That's where I was missing the 300g on Tzat's base value. So technically it's 2400g. Seeing how a city's base value starts out at 200g. Cool.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Turn 29

Upkeep phase

Control DC: 41; Total BP: 42

1. Stability check: 1d20 + 46 ⇒ (4) + 46 = 50 +1BP
2. Pay Consumption: (+21 size, +2 city, +3 Edicts, -28 Farms) 0BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes:
Hex west of Crooked Falls: -1BP
Hex of Deadeye Cascade: -1BP
3. Establish and Improve Cities:
(Tzatzlfjord)Build house -3BP We've got 1 to many buildings and not enough houses. Just clearing it up with this.
4. Build Roads:
Hex west of Crooked Falls: -1BP
Hex of Deadeye Cascade(Bridge req.): -2BP
5. Establish Farmlands:
Hex west of Crooked Falls: -2BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 53 ⇒ (17) + 53 = 70/4 +17BP

Events (1-25%):1d100 ⇒ 68; No event for this month
(75% chance next turn)

BP spent -10; BP gained +18; Total BP: 50

After Turn 29
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 23
Control DC: 43
Population: 17,750 (Providence: 7750; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+23 size, +2 city, +3 Edicts, -30 Farms)
Treasury:
Base Value: Providence: 1200g; Tzatzlfjord: 2400g
Defense: Providence: +12; Tzatzlfjord: 0

General Barony Builds:
Farms: x15, -30 to consumption
Roads: x23, +5 Economy, +2 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4.
Dump: Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Economy: +53 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +5 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +46 (+18 leadership, +2 edicts, +18 Providence buildings, +6 Tzatzlfjord buildings, +0 alignment, +2 roads, no unrest, events, vacancies or resources)


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Turn 30

Upkeep phase

Control DC: 43; Total BP: 50

1. Stability check: 1d20 + 46 ⇒ (14) + 46 = 60 +1BP
2. Pay Consumption: (+23 size, +2 city, +3 Edicts, -30 Farms) 0BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA

2. Claim Hexes:
Hex directly east of Crooked Falls -1BP
Hex directly southeast of Deadeye Cascade -1BP

3. Establish and Improve Cities: NA

4. Build Roads:
Hex directly east of Crooked Falls(bridge req.) -2BP
Hex directly southeast of Deadeye Cascade -1BP

5. Establish Farmlands:
Hex directly southeast of Deadeye Cascade -4BP

6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 54 ⇒ (19) + 54 = 73/4 +18BP

Events (1-75%):1d100 ⇒ 35
Event: 1d100 ⇒ 14 (Disaster!) 1d6 ⇒ 2
Stability vs. DC 45: 1d20 + 47 ⇒ (3) + 47 = 50
Stability vs. DC 45: 1d20 + 47 ⇒ (8) + 47 = 55
(25% chance for next turn)

BP spent -9; BP gained +19; Total BP: 60

After Turn 30
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 25
Control DC: 45
Population: 18,250 (Providence: 7750; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+25 size, +2 city, +3 Edicts, -32 Farms)
Treasury: 60
Base Value: Providence: 1200g; Tzatzlfjord: 2400g
Defense: Providence: +12; Tzatzlfjord: 0

General Barony Builds:
Farms: x16, -32 to consumption
Roads: x25, +6 Economy, +3 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4.
Dump: Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, Unrest -1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Economy: +54 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)
Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +47 (+18 leadership, +2 edicts, +18 Providence buildings, +6 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay that was close. I almost destroyed our city blocks.

After one more turn and at least one more claimed hex, we can build 5 new buildings, claim 3 hexes, build 3 roads, and build 2 farms at a time.

We're sitting at 60BP. That's pretty good.

And just so you know, we've only got 5 squares left to build in Providence. Next time we build something big(or marginally so), we'll have to add a new district. Which would add to our Control DC.

Mostly we've got spots for single square buildings is all. We have 1 area to where we could build a two square building or a 1 square building with a house. But that's it.


I was loosely keeping an eye on how much of the city block we were using up; I have an Excel sheet with a representation that I've been keeping. The engineer in my wants to have a city block dedicated to religion (with a cathedral of Erastil in the center) and a block dedicated to shops with a marketplace in the middle.

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