The Colony of Varas--A Kingdom Building Game

Game Master Eragar


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Male Human Cleric (cardinal) 3 | Councilor

We should make sure we leave space next to the barracks to upgrade it to a garrison. Eventually we'll build larger armies, and we'll want to garrison them to avoid Consumption. The rest looks good.


Dengorin Kaltaneos wrote:
We should make sure we leave space next to the barracks to upgrade it to a garrison. Eventually we'll build larger armies, and we'll want to garrison them to avoid Consumption. The rest looks good.
Qazag Qoroshúk wrote:
N - Expansion space to turn Barracks into a Garrison

Yeah, got that one.

The question is how many army units can a garrison support? Over time we may end up building several.


Male Human Cleric (cardinal) 3 | Councilor

Whoops, missed that one. A garrison holds 500 soldiers, so as many units as it takes to make that up. Whether that's one huge army or 5 medium is up to us.

Scarab Sages

Qazag Qoroshúk wrote:

?

If you meant to put things in spoilers for this post it looks like you forgot:

I was actually referring to the fact that Qazag has no idea it's animals in N3. I don't actually care if people look at every spoiler, but I'm still gonna call you out on it.

As for the city, you are absolutely right. I had the coastal borders as a placeholder at the beginning and forgot to change it.

The Councilor is probably the person who would be in charge of city planning, so Dengorin--if you want to edit the doc and move those buildings around, feel free to. In the future I'll just mention which buildings are being built and let you place them as appropriate.


Male Lt. Junior Grade. Stress 12/18

Eragar we're sending out people to explore, although I was too lazy to bother looking up what they key meant I was assuming it was something we got back in our reports from the groups exploring that we have been sending out.


Male Human Cleric (cardinal) 3 | Councilor

I will do so. Could I please have edit access? I currently only have the ability to view it.


Male Human Cleric (cardinal) 3 | Councilor

Okay, I modified building placement. Does that look about like it should, based on what we discussed?


Eragar wrote:
I was actually referring to the fact that Qazag has no idea it's animals in N3.

Ah, in the other thread. Yeah, My bad. Kurhat doesn't post that often and I was impatient.

Dengorin Kaltaneos wrote:
Okay, I modified building placement. Does that look about like it should, based on what we discussed?

Pretty much.

It's up to you whether you like having the tenement next to the shrine or the house.

Speaking of which:
GM: do we need to dedicate each shrine/temple to a specific deity? If so, will we be using the optional rule for temples with alignment-based bonuses (based on what god they are for)? It is in the Optional Rules part of the Ultimate Campaign rules.

Since our High Priest is a priestess of Sarenrae, would that be the first temple?


Male Human Cleric (cardinal) 3 | Councilor

Dengorin would likely grumble at that, and insist on the construction to a shrine to Abadar as soon as is feasible.

That tenement isn't going to be a tenement for long, is it? Like, we're going to upgrade it to a House right?

Scarab Sages

No, we won't worry about dedicating specific shrines and temples to specific gods. Not really worth the extra micromanagement.

Kurhat, I do need to know what the Tax Edict for turn 3 will be.


Eragar wrote:
No, we won't worry about dedicating specific shrines and temples to specific gods. Not really worth the extra micromanagement.

I actually like it thematically, but it's up to you.


Male Human Cleric (cardinal) 3 | Councilor

I like it thematically, but I think it's something you do once the city is bigger purely for RP purposes. For the initial settlement, a multi-faith shrine works. We'll build more of them, so I imagine we'll be able to declare each one dedicated to a specific deity eventually.


Male Lt. Junior Grade. Stress 12/18

I suspect ones specific for Abadar, Saranrae, Erastil and Shelyn will all be built eventually.


Queen Abalia Human Sorceress 3/ Co-Ruler (+6 to Economy)

I would like a Shelyn one.


empiricism 3. magister and spymaster

Looks up from his task of quietly building a shrine to Norgorber, oh yes... uh go Shelyn.


Naturally, Qazag would want a temple of Gorum. Since we will have a lot of mines in the area a temple of Torag might make sense.

It's worth mentioning that a temple gives you a discount on a shrine. So build a shrine, upgrade to a temple, get a shrine at a discount, upgrade it to a temple, get another shrine at a discount, rinse, repeat.

In my solitaire game I decided to have a "temple district" in my capital.

You can only ever have one cathedral per city though, so I set my kingdom up so that each city had a cathedral dedicated to a different god and was the "headquarters" for a specific faith.


Queen Abalia Human Sorceress 3/ Co-Ruler (+6 to Economy)

It would make things easier to have a "temple district". Also easier to know where all the healers are.

Would the Cathedral have to be dedicated to only one deity? Not like a Cathedral that has a small shrine to each?


I supose you could have a cathedral that serves a pantheon rather than a single deity, but then why would those other deities bother having their own temples?

Technically the term "cathedral" means the church that is also the seat of a bishop or archbishop.


Male Human Cleric (cardinal) 3 | Councilor

Hence why we should totally have one dedicated to Abadar. In fact, I propose we work towards building one sooner rather than later. It is absolutely necessary.

(Says the Abadarian Bishop)


empiricism 3. magister and spymaster

Continues building a cathedral to Zon-Kuthon

"I thought Abadarian cathedrals were called banks..."


According to Inner Sea Gods Abadarian bishops and archbishops are actually called bankers and archbankers.

Scarab Sages

Samuel or Abalia, what are you setting the Promotion Edict to?

Are you guys building anything this round?

Kurhat messaged me about the taxation level, but now I need him to roll for it (+29).
I'm going to start the Event Phase right now in the gameplay thread.

Dice:

1d100 ⇒ 72
1d100 ⇒ 16
1d100 ⇒ 50
1d100 ⇒ 47
1d100 ⇒ 63
1d9 ⇒ 8


Male Lt. Junior Grade. Stress 12/18

Oh ok. I suspect we will be building roads and other items dependent on what we actually get from our first round of taxes.

@Abalia, Standard for the moment for promotions? Increase it once we can afford it perhaps, what do you think?


Actually, since the demand for roads happens in the event phase after the edict phase, we can build them on Turn 4 and satisfy the people. This is because we jumped ahead a bit.

Though I would still be inclined to spend the 3 BP to build a road in the turn 3 edict phase since from now on we can only build two terrain improvements in any turn for the next while, and it is what we can afford.


empiricism 3. magister and spymaster

I would agree with this push myself. It only makes sense for our kingdom to expand it's reach.


Male Human Cleric (cardinal) 3 | Councilor

I concur, and don't particularly mind building the road this turn. We can't afford anything else, but that's okay.


Treasurer, +7 Economy

Today's taxes are:

1d20 + 29 ⇒ (18) + 29 = 47

And the dwarf brings the bacon! 15 BP gain.


Queen Abalia Human Sorceress 3/ Co-Ruler (+6 to Economy)

@ Samuel: I agree with that.

Scarab Sages

Samuel does make a good point that Unrest should be held off if you're making any progress at all, so I will rule that as long as you build 1 road segment you'll hold off any penalties for that turn.

I also forgot to ask Varden what stat he wanted to add his bonus to. Given that you guys currently only fail kingdom checks on a 1, I'm going to assume he put it on Economy, for an extra 2 BP gained from Taxes.

So +18 BP from Taxes. 47+5=52 -> 52/3=17.33 -> 17 -> +1 from Mine = 18. Treasury is now at 23.


Eragar wrote:
so I will rule that as long as you build 1 road segment you'll hold off any penalties for that turn.

Since we are talking about building in turn 3 before we we even hear about the event, and the possible penalties are in turn 4, We are okay even if we waited, as long as the road is complete in turn 4.

The thing is that we jumped ahead and had the event of turn 3 before the edict phase was finished.


Male Human Level 3 Investigator

Aside from roads and granary's what are people thinking would be good to add?


Male Human Cleric (cardinal) 3 | Councilor

I'd be in favor of adding any of the following: Walls, Inn, Shop, Smithy, Stable, Monument, or Graveyard. We should also build a House every turn, since we can do that without it counting against our build limit. All of those are relatively inexpensive, which means we can have plenty left over for expanding and exploration.


empiricism 3. magister and spymaster

Still waiting around for a library for rp reasons.


GM Eragar:

Eragar wrote:
So +18 BP from Taxes. 47+5=52 -> 52/3=17.33 -> 17 -> +1 from Mine = 18. Treasury is now at 23.

Where did the other 5 come from?

At the start of turn 3 after consumption we had 3 RP.
Then we built 1 section of road for 3 RP so we were at 0.
Then there is taxation and income. So +18... was that a math error or did we receive the other 5 from some kind of event or something?

We will also have to pay consumption in turn 4 (which should be 1 BP) before we get to spend anything.


Dengorin Kaltaneos wrote:
I'd be in favor of adding any of the following: Walls, Inn, Shop, Smithy, Stable, Monument, or Graveyard. We should also build a House every turn, since we can do that without it counting against our build limit. All of those are relatively inexpensive, which means we can have plenty left over for expanding and exploration.

Firstly, aside from our free house we can build one building per turn. We can also build terrain improvements so if we are claiming a hex this turn we need to divide our money between the things we are building in town and out of town.

Strategically, we should try to maximize the opportunities we get for building discounts. Smithies, Stables, Monuments, and Graveyards all have ways we can get discounts on them.

We can't build a house yet; right now we can only build a tenement or upgrade to a house. And building a Tenement costs us 2 unrest. I would prefer to hold off on building a tenement until we know that we can get rid of that unrest right away. And I would rather not upgrade a tenement to a house unless we need a reduction in unrest.

We can only build 1 wall segment at a time, and we need 3 to complete the wall and gain benefits from it. We have a barracks and a contingent of soldiers so I think we can do without for now until we can build 3 things at once.

There is nothing wrong with Inns or shops, though they are somewhat expensive and also there are fundamental needs here. I think the food resources come first.

The granary is a good idea, and the other idea which is similar would be a mill. Both have to do with processing food.

If we are claiming a hex this turn, here's what I envision:

Rural:
1 BP Claim Hex (I'd prefer to claim a hex as often as possible)
4 BP Farm
3 BP Road
That is 8 BP and is the maximum we can do since we can only build 2 terrain improvements per turn. Despite claiming a hex the farm reduces consumption to zero.

Town:
12 BP Granary (+1 LOY, +1 STA, stores food)
OR
6 BP Mill (+1 ECO, +1 STA)

We can only build one thing right now. If we have 17 BP to work with as I suspect then we cannot afford the granary. But if we have 22 BP we can.


The Trouble With Tenements:

If we do build a tenement, this causes 2 unrest. With our building limits it is really hard to build improvements that can get rid of 2 unrest in one turn. But this is how it can be done.

Since we can only build one other thing in a town the second unrest point would have to be absorbed by something we build outside the town.

Such as:

Town:
1 BP: Tenement +2 unrest
2 BP: upgrade existing tenement to house -1 unrest

Rural:
12 BP: Watchtower -1 unrest

So after building a tenement you need to spend at least 14 BP to get rid of the unrest you just created. The upgrading the house part can be replaced with some other building that reduces unrest but anything else is more expensive.

Qazag would be happy to start building watchtowers all over the place but we can't really afford it just yet.


Male Human Cleric (cardinal) 3 | Councilor

I'd be in favor of either Granary or Mill this turn. The reason I brought up the buildings I did is because the Granary was already mentioned and I forgot about the Mill. I also brought them up because, while we can strategically maximize our ROI by building more expensive buildings that give discounts on those four buildings, it also makes more sense for a growing community to build the smaller buildings before building the larger ones that give discounts on those smaller buildings.

Plus, if those living in the second hex are complaining about wanting a road, how long do you think it'll be before they start asking for an inn?

Scarab Sages

Qazag: the extra +5 to Economy comes from the Spymaster. I forgot to ask Varden where he wanted to put it before I had Kurhat roll for taxes, but there's no reason that I know of for him to put it in either Loyalty or Stability, so I stuck it in Economy. Varden, if you really want to you can stick it somewhere else. Just let me know.

Also, you guys can directly build Houses now. The restriction on building upgraded versions of buildings was just for the first two turns.


Eragar wrote:
Qazag: the extra +5 to Economy comes from the Spymaster. I forgot to ask Varden where he wanted to put it before I had Kurhat roll for taxes, but there's no reason that I know of for him to put it in either Loyalty or Stability, so I stuck it in Economy. Varden, if you really want to you can stick it somewhere else. Just let me know.

In that case it looks like you applied it twice - once to the tax roll, and then again to the total wealth afterwards. This is the line from your post:

Eragar wrote:
So +18 BP from Taxes. 47+5=52 -> 52/3=17.33 -> 17 -> +1 from Mine = 18. Treasury is now at 23.

In bold is the adjustment from the spymaster. According to your calculation this brings us to 18. But then you say "treasury is now at 23." Since we had 0 BP left before the tax roll, we should still have 18. Then in turn 4 consumption will be 1 and bring this down to 17.


empiricism 3. magister and spymaster

A few posts to include everyone and start building relationships between characters. If people can keep player and character knowledge separate, feel free to peak in on any spoilers.


Except me. :-(

Is it because I'm a half-orc? :-P


empiricism 3. magister and spymaster

Knew I missed one.

Scarab Sages

Qazag Qoroshúk wrote:
According to your calculation this brings us to 18. But then you say "treasury is now at 23." Since we had 0 BP left before the tax roll, we should still have 18. Then in turn 4 consumption will be 1 and bring this down to 17.

Are you already counting costs for buildings on turn 3? Since I screwed up the turn order I haven't counted anything from turn 3 except for upkeep (which was 0).

Qazag Qoroshúk wrote:

We have 28 BP.

If we build:

Shrine: 8 BP
Barracks 6 BP
Upgrade Tenement to house: 2 BP

That's 16 BP.

...Then that takes care of our unrest and leaves us with 12 BP.

As far as money goes, Consumption was 5 but will go up to 6 this turn because of our town. If we claim a hex and build a farm it goes back down to 5. We also have an income of 1 from the mine, which comes in during the income phase, before our next consumption, so call it 4.

That leaves 8 BP so it looks like we could claim a hex and build a farm (total of 5 BP), and have 3 BP left over.

I think we get 1 BP back for Samuel's lyre of building. Is that correct? So we would have 4 BP left if we get the lyre discount.

Kurhat will be travelling with the explorers again I think, so Exploration will cost us less than normal (is it a 1 BP discount?). So for the 1d4 exploration cost we are covered.

The exploration party did end up costing only 1, so at the end of turn 2 you guys should have had 3 BP left.


Eragar wrote:
The exploration party did end up costing only 1, so at the end of turn 2 you guys should have had 3 BP left.

* At the end of the edict phase of turn 2 we did have 3 BP left.

* The income phase of turn 2 gave us 1 BP (from the mine) so we were at 4.
* The Upkeep phase of turn 3 we had consumption of 1 so we are back at 3 BP.
* In the edict phase of turn 3 we spent the 3 BP on one hex of road (it was all we could afford). That left us with 0 BP.
* So going into the income phase of our first taxation (turn 3) we had 0 BP in the treasury.

Scarab Sages

Qazag Qoroshúk wrote:


* In the edict phase of turn 3 we spent the 3 BP on one hex of road (it was all we could afford). That left us with 0 BP.

That's the part I hadn't counted yet, so it looks like we're on the same page.


Eragar wrote:
Qazag Qoroshúk wrote:


* In the edict phase of turn 3 we spent the 3 BP on one hex of road (it was all we could afford). That left us with 0 BP.
That's the part I hadn't counted yet, so it looks like we're on the same page.

Honestly part of the problem I think is that the turn order isn't very well organized. But we should try to clear up each phase in order.


empiricism 3. magister and spymaster

I'll be on later tonight to post replies. Anyone know if we lost tsiala or evin?

Scarab Sages

Evin's been dealing with finals; I still need to message Tsiala and see what's up with her.


empiricism 3. magister and spymaster

Actually, Kurhat's response raises a good question. How are any of us surviving? None of us could have personally brought any major food supplies. Currency wouldn't really be a big thing right now. I think it was stated we are just assumed to have equipment, but how are we fielding day to day things?

I assumed our early tax is more in the form of conscripted labor and such as we really wouldn't have an economy with what we have going. I'm thinking less western expansion and more Roanoke, hopefully without the collapse.

Scarab Sages

Varden Baile Phuir wrote:

Actually, Kurhat's response raises a good question. How are any of us surviving? None of us could have personally brought any major food supplies. Currency wouldn't really be a big thing right now. I think it was stated we are just assumed to have equipment, but how are we fielding day to day things?

I assumed our early tax is more in the form of conscripted labor and such as we really wouldn't have an economy with what we have going. I'm thinking less western expansion and more Roanoke, hopefully without the collapse.

You're still using the currency that the parent kingdom uses. And a couple supply ships came in at the end of the second month. So kind of a mix between those two, leaning more towards the Oregon Trail side of things (except slower, obviously).

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