Kingdom Building


Kingmaker

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Scarab Sages

Adventure Path Charter Subscriber

I'm sure this has been answered before. Please label me as lazy for not going through the pages and pages of answers..

I want to make sure that I am doing this correctly. The party in the Kingmaker game that I run has a size 20 Barony so far. The Control DC for this Kingdom is 40?

The E/L/S is 29/18/23 so does that mean the rolls need to be 11/?/17 to pass. For the Loyalty, they cannot make it, unless they roll a 20?

Am I calculating Control DC wrong? It seems very high.


@Mactaka

My group's kingdom has a size of 15, DC 35 and 32/23/25 for their rolls. Economy is 4 higher until the next phase due to an event though.

I think your group needs to prioritize more if they want to succeed on Loyalty checks, either by building buildings and/or by changing where the Ruler or Spymaster gives their bonus. Claiming hexes with Landmarks also help.

Sovereign Court

Mactaka wrote:

I'm sure this has been answered before. Please label me as lazy for not going through the pages and pages of answers..

I want to make sure that I am doing this correctly. The party in the Kingmaker game that I run has a size 20 Barony so far. The Control DC for this Kingdom is 40?

The E/L/S is 29/18/23 so does that mean the rolls need to be 11/?/17 to pass. For the Loyalty, they cannot make it, unless they roll a 20?

Am I calculating Control DC wrong? It seems very high.

It's very easy to let loyalty slip because the checks aren't monthly. For some reason I think the DC should be higher if there are towns/cities, but I could be thinking of consumption. With modifiers so low, my advice would be build more and clear less hexes. Put every BP into raising those scores and steer the party toward quests with BP or permanent modifiers as rewards.

Sovereign Court

Ok. I started reading the kingdombuilding rules from Chap 1 and 2 of the KM AP, and wow... lots to keep track of.

When is the KM (tm) tracking software coming out, or in the interim, does someone have a decent Excel spreadsheet that can take it all in???

I have yet to start reading this thread from the beginning, so bear with me... but I'm starting to think that the best way ahead is to setup two columns in Excel (like accounting: accounts receivable/payable // BP income/BP costs)

Thoughts?

PS: expect a lot more dumb questions ahead... sorry.. just getting into it.


Purple Dragon Knight wrote:

Ok. I started reading the kingdombuilding rules from Chap 1 and 2 of the KM AP, and wow... lots to keep track of.

When is the KM (tm) tracking software coming out, or in the interim, does someone have a decent Excel spreadsheet that can take it all in???

I have yet to start reading this thread from the beginning, so bear with me... but I'm starting to think that the best way ahead is to setup two columns in Excel (like accounting: accounts receivable/payable // BP income/BP costs)

Thoughts?

PS: expect a lot more dumb questions ahead... sorry.. just getting into it.

There's an Excel sheet here that you could try.

My players use one they made themselves which automates most of the process, and updates a chart each month to see how they progress. They felt that'd make them more familiar with the whole thing rather than using some one else's sheet.

It's also better for me as a GM, that they control the whole kingdom building process (with the exception of events), as then I can just make sure they have the right number and focus on running the adventure. :)

edit: for exploration I use Fantasy Grounds II (we play online) in combination with Campaign Cartographer 3 to keep track of what they see and which hexes are explored etc.

Sovereign Court

Ok, I just caught up with the thread and rules.

Question: the bigger 1 per city only buildings halve the cost for most smaller buildings (thanks Disenchanter for the building BP cost spreadsheet btw!). Same idea for mid-sized buildings...

Is the idea behind these to enable *additional* construction of smaller buildings in say, other districts? Organic growth and initial budget would dictate that the PCs can only afford the small buildings first. For example, is it even possible to "save up" for an arena or castle *before* building anything else?


Purple Dragon Knight wrote:

Ok, I just caught up with the thread and rules.

Question: the bigger 1 per city only buildings halve the cost for most smaller buildings (thanks Disenchanter for the building BP cost spreadsheet btw!). Same idea for mid-sized buildings...

Is the idea behind these to enable *additional* construction of smaller buildings in say, other districts? Organic growth and initial budget would dictate that the PCs can only afford the small buildings first. For example, is it even possible to "save up" for an arena or castle *before* building anything else?

You can build a castle in the stag lord ruins at half cost, and purchase it as your first building with the 50 BP gift. I don't think this is necessarily optimal, but I suspect a lot of groups do it. It would take a round or 2 more to recover, but it can be done. Also, if you have money and are founding a new city, one of the large buildings first is not a bad plan.


A crude spreadsheet where you can record what happens each month and it will update the total for economy, stability, loyalty, and treasury.

ftp://www.paladinpgm.com/Nehwon/Kingmaker.xls

Grand Lodge

DMFTodd wrote:

A crude spreadsheet where you can record what happens each month and it will update the total for economy, stability, loyalty, and treasury.

ftp://www.paladinpgm.com/Nehwon/Kingmaker.xls

I'm having a huge problem with there not being a town on a resource hex especialy mines. A town would absolutely spring up around the mine. Historicly speaking it would definitely be that way. Can we still give the resource bonus and build a town there? I know it would be double dipping but I could see my pcs would absolutely wanting to build baracks,smiths,stores,taverns,inns,houses,brothel,etc. What does anybody else think? I havent even started this AP yet still running Forgoten Realms but I'm getting ready to and I know my pcs.

thnx,
PJ

Scarab Sages

I remember, a month or so ago, seeing a chart describing a few different NPCs and the different leadership roles they could fill. Where was this? I can't seem to find it again.

Shane

Sovereign Court

Caineach wrote:
Purple Dragon Knight wrote:

Ok, I just caught up with the thread and rules.

Question: the bigger 1 per city only buildings halve the cost for most smaller buildings (thanks Disenchanter for the building BP cost spreadsheet btw!). Same idea for mid-sized buildings...

Is the idea behind these to enable *additional* construction of smaller buildings in say, other districts? Organic growth and initial budget would dictate that the PCs can only afford the small buildings first. For example, is it even possible to "save up" for an arena or castle *before* building anything else?

You can build a castle in the stag lord ruins at half cost, and purchase it as your first building with the 50 BP gift. I don't think this is necessarily optimal, but I suspect a lot of groups do it. It would take a round or 2 more to recover, but it can be done. Also, if you have money and are founding a new city, one of the large buildings first is not a bad plan.

Half price Castle>Half Price Nobles Villa> Half Price Exotic Craftsman sets a group up quite nicely.

RPG Superstar 2015 Top 16

I've been searching but can't seem to find it anywhere...

What is the major use of the Kingdom's Loyalty?
The only things I've found is Withdrawals (income phase)...but as suggested in this forum, I've recommended that players avoid mixing their own finances with the Kingdom's.

There are also a few random Kingdom Events that use loyalty, but because you don't use it every month like Stability and Economy, my players have learned not to worry about it (e.g. they are setting their Taxation levels to 'overwhelming' and laughing all the way to the bank).

Thanks for any help pointing out something I have obviously missed....


It is mainly events at the start. However, it becomes more of an issue once you start going to war……… with a very low loyalty, you can probably wave your armies goodbye…….


James Jacobs:
(edited)
Some queries:
1) Can roads be built in hexes with cities? (And do roads built in hexes with cities count towards the extensiveness of the road network for economy/stability generation?)
2) Would it be reasonable to have a 'no more than one of these per city district' rule for some features such as dumps to encourage diversity of buildings in districts?
3) Do Mansions or Noble Villas each count as '1 house' for the purposes of other buildings? Just because the rich and their households live there, it doesn't mean that they're not interested in providing custom to support things like a Market or Stable.
4) May I post questions/comments regarding the army rules in #34/#35 here? To some extent (particularly with the raising, mantenance, and disbanding of armies) it seems to me that these are things which could be fairly considered for mention on a thread about Kingdom building?

I have the details of the buildings entered into a spreadsheet, for analytical purposes, and am about to put in your official corrections for the Graveyard and Watchtower/Barracks.
(further edit) Oops! Missed the Exotic Craftsman update there. Now entered.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Charles Evans 25 wrote:

James Jacobs:

(edited)
Some queries:
1) Can roads be built in hexes with cities? (And do roads built in hexes with cities count towards the extensiveness of the road network for economy/stability generation?)
2) Would it be reasonable to have a 'no more than one of these per city district' rule for some features such as dumps to encourage diversity of buildings in districts?
3) Do Mansions or Noble Villas each count as '1 house' for the purposes of other buildings? Just because the rich and their households live there, it doesn't mean that they're not interested in providing custom to support things like a Market or Stable.
4) May I post questions/comments regarding the army rules in #34/#35 here? To some extent (particularly with the raising, mantenance, and disbanding of armies) it seems to me that these are things which could be fairly considered for mention on a thread about Kingdom building?

I have the details of the buildings entered into a spreadsheet, for analytical purposes, and am about to put in your official corrections for the Graveyard and Watchtower/Barracks.
(further edit) Oops! Missed the Exotic Craftsman update there. Now entered.

On your last point, I think the mass combat thread would be more appropriate.

At the very least, people have been using it as such!


Hmm. Still no answers. :-?
Okay, well I've been looking at the maps and assume that since places such as Restov clearly have roads in their hex, and since there Isn't a prohibition on building cities in hexes with roads, that the reverse is okay, and it's possible to build roads (and count for the road network) in a hex with cities. (Not too clear if this logic extends to farmlands though, not least because I don't think there are pre-existing examples of hexes with cities and farmlands.)

In addition to my earlier questions, I now have a further road-related query:
1a) If there's a road running down the middle of a line of hexes between two cities, how much extra is it to build a fork off it to start a new road in one of those hexes? Since hexes are pretty big, (eleven miles from edge to edge at the narrowest point if I recall correctly) I assume that there are additonal costs for putting a fork off from the centre of a hex to one of the four boundaries with other hexes not yet connected to by a road? Otherwise that's approximately five and a half miles of road that's just been built out of nowhere apparently 'for free'? (Although I also assume any 'halved' costs for crossing half a hex would be rounded up so as to avoid fractional BP costs.)

And a couple of new questions which have occured to me:
5) Is it possible to build just an isolated building in a hex which is part of your kingdom, without going through all the rigmorale (including a possible wait of several months) and paying the full costs for clearing an area to build a whole city district? I'm assuming that this would most likely be a watchtower or castle to represent outlying military garrisons/posts to watch strategic points in a kingdom and provide secure bases for a kingdom's agents to otherwise operate from in outlying areas (saving overnight camping in the wilds), and it would makes sense to me if they still eat a consumption point every turn to maintain as if they were a regular city district, since whilst they're not as extensive as a city district, it probably takes as much to maintain the monthly supplies to them without a supporting city base.
(And sort of related to this, but Kingmaker #1 spoiler):

Spoiler:
5a) If it is possible for the building of outlying castles/watchtowers sans city districts, could the boggard's lair hex in Kingmaker #1 be considered a suitable ruin (and thus give discount) for such an outlying watchtower, once the hex has otherwise been explored and incorporated into a kingdom?

6) Just to check that my understanding is correct that to build a second (or subsequent) city district in a hex, as part of the process of extending a city, that the 'clear the ground' process has to be gone through each time before building additional districts?

7) Bridges are frequently referred to in the text as 'landmarks' - even the rickety bridge in Kingmaker #1. Does this mean that pre-existing bridges count towards the loyalty bonus of a kingdom, or do only sites marked with the landmark symbol on the actual map count as landmarks?
(And does the Wyvernstone Bridge in Kingmaker #4, which does seem to be something special, count as an official landmark?)


Charles, I will answer what I can without my books on me.

1) Not sure, but think you can build roads on cities.

1a) The rules have no additional costs. Those hexes are assumed to have a network of roads, even if this does not make the most sense.

2) I really like this idea, especially after some people have commented that their players are making all dumps and brothels.

3) Technically no, but if it makes sense for your game I don't see why you can't. I would argue that they have their own small stable, and thus do not need to use a public one.

4) There is annother stickied thread for mass combat questions.

5) No, but there are some custom rules floating arround here for villages that you may want to look at. They can be used to add watchtowers in the middle of nowhere.they can be found here

5a) If it makes sense to you to reward your players with it, I'd roll with it. I would make the players come up with the idea though, and not just give it to them for free.

6) To my knowledge, each hex must only be cleared once.

7) The term landmark is used for 2 different things. It is used to reference things that are obviously found while exploring and can be avoided, and it is used to reference things that will give you a bonus to loyalty. Only things marked on the map as landmarks give solid bonuses to loyalty.

Paizo Employee Creative Director

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Turns out that the triple whammy of Gen Con + flu + getting a 25-year-old crown replaced = James not having a LOT of time to post on the boards. But most of that's now behind me... so here goes!

"Charles Evans 25 wrote:
1) Can roads be built in hexes with cities? (And do roads built in hexes with cities count towards the extensiveness of the road network for economy/stability generation?)

Roads can be built in hexes with cities. That's kind of the point of roads; to connect cities. The cost of a road is based solely on the hex terrain; the presence of a city does not impact a road's cost. They DO count toward the extensiveness of the road network for eco/sta generation though.

"Charles Evans 25 wrote:
2) Would it be reasonable to have a 'no more than one of these per city district' rule for some features such as dumps to encourage diversity of buildings in districts?

Absolutely. A better solution: Too many dumps = your city now has a rat/wererat/otyugh/plague problem.

"Charles Evans 25 wrote:
3) Do Mansions or Noble Villas each count as '1 house' for the purposes of other buildings? Just because the rich and their households live there, it doesn't mean that they're not interested in providing custom to support things like a Market or Stable.

They do not count as a house prerequisite for other buildings. Only houses and tenements do.

"Charles Evans 25 wrote:
4) May I post questions/comments regarding the army rules in #34/#35 here? To some extent (particularly with the raising, mantenance, and disbanding of armies) it seems to me that these are things which could be fairly considered for mention on a thread about Kingdom building?

Post questions regarding mass combat in the Mass Combat sticky thread.

Paizo Employee Creative Director

1 person marked this as a favorite.
Charles Evans 25 wrote:
1a) If there's a road running down the middle of a line of hexes between two cities, how much extra is it to build a fork off it to start a new road in one of those hexes? Since hexes are pretty big, (eleven miles from edge to edge at the narrowest point if I recall correctly) I assume that there are additonal costs for putting a fork off from the centre of a hex to one of the four boundaries with other hexes not yet connected to by a road? Otherwise that's approximately five and a half miles of road that's just been built out of nowhere apparently 'for free'? (Although I also assume any 'halved' costs for crossing half a hex would be rounded up so as to avoid fractional BP costs.)

Roads only care about hexes. A road that goes 2 microns into a hex costs the same as a hex that's completely paved over with roads. ONce you pay for roads in a hex, you can put as many roads as you want into that hex, but until you pay for roads in a hex, you can't put ANY in there.

Charles Evans 25 wrote:


5) Is it possible to build just an isolated building in a hex which is part of your kingdom, without going through all the rigmorale (including a possible wait of several months) and paying the full costs for clearing an area to build a whole city district? I'm assuming that this would most likely be a watchtower or castle to represent outlying military garrisons/posts to watch strategic points in a kingdom and provide secure bases for a kingdom's agents to otherwise operate from in outlying areas (saving overnight camping in the wilds), and it would makes sense to me if they still eat a consumption point every turn to maintain as if they were a regular city district, since whilst they're not as extensive as a city district, it probably takes as much to maintain the monthly supplies to them without a supporting city base.

Nope. If you're putting just a single building in, you need to build a city hex. Building stand-alone buildings is not supported by these rules; if you want to do something like that, you'll need to houserule it. It's a good expansion, adding additional standalone buildings to improve hexes... just not something we had room to cover.

Spoiler:
Charles Evans 25 wrote:


5a) If it is possible for the building of outlying castles/watchtowers sans city districts, could the boggard's lair hex in Kingmaker #1 be considered a suitable ruin (and thus give discount) for such an outlying watchtower, once the hex has otherwise been explored and incorporated into a kingdom?

The boggard lair counts as a lair, and that's pretty much all.

Charles Evans 25 wrote:


6) Just to check that my understanding is correct that to build a second (or subsequent) city district in a hex, as part of the process of extending a city, that the 'clear the ground' process has to be gone through each time before building additional districts?

Each district costs a new batch of BP, yes.

Charles Evans 25 wrote:

7) Bridges are frequently referred to in the text as 'landmarks' - even the rickety bridge in Kingmaker #1. Does this mean that pre-existing bridges count towards the loyalty bonus of a kingdom, or do only sites marked with the landmark symbol on the actual map count as landmarks?

(And does the Wyvernstone Bridge in Kingmaker #4, which does seem to be something special, count as an official landmark?)

A landmark only counts as a landmark if it has the landmark symbol on the map. No bridge has that symbol, so no bridge counts as a landmark for increasing loyalty. This includes the Wyvernstone Bridge.

Sovereign Court

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Charles Evans 25 wrote:

James Jacobs:

2) Would it be reasonable to have a 'no more than one of these per city district' rule for some features such as dumps to encourage diversity of buildings in districts?

I like your thinking. As it is, the gnome player who has been a very vocal proponent of adding nothing but dumps because they're cheap to build and fun for his sick, disgusting eidolon to play in has become a feature in Grigori the Critic's tirades about the rulers of the Kingdom. It's fairly easy to turn metagamed decisions about the PC's city into fodder for Grigori. I highly recommend everyone who's stumped for material for his tirades think back to every building their PCs chose and decide whether they were roleplaying or metagaming. It's very rare to have an avenue for criticizing players for placing game stats above story without coming off like a vengeful GM...let Grigori be your friend. :)


James Jacobs:
Further Query:
8) It says on page 57 of Rivers Run Red: '...Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city's roads and buildings...'
What exactly happens if the PCs (and perhaps even players) thought that they had explored and cleared a hex, but there was Hidden stuff which for whatever reason (failed perception check?) they missed? I assume that if it's a passive encounter, like a buried treasure hoard, too bad and it gets paved over and forgotten about, but does it cause unrest or otherwise threaten loyalty/stability/economy if the PCs missed something like a monster lair and aforementioned monsters retaliate to the attempts to prepare the ground for a city just outside their front door?

And thanks for all the answers so far. :)

Sovereign Court

Charles Evans 25 wrote:

James Jacobs:

Further Query:
8) It says on page 57 of Rivers Run Red: '...Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city's roads and buildings...'
What exactly happens if the PCs (and perhaps even players) thought that they had explored and cleared a hex, but there was Hidden stuff which for whatever reason (failed perception check?) they missed? I assume that if it's a passive encounter, like a buried treasure hoard, too bad and it gets paved over and forgotten about, but does it cause unrest or otherwise threaten loyalty/stability/economy if the PCs missed something like a monster lair and aforementioned monsters retaliate to the attempts to prepare the ground for a city just outside their front door?

And thanks for all the answers so far. :)

Let me add to his question because what I'm wondering is in the same vein: can the PCs claim a hex that has encounter survivors? Say they encounter a will-o-the-wisp and it lives to fight another day, does that mean they can't claim the hex until they track and kill the hostile? What if they dispense mercy to one of the tatzlwyrms in the tatzlwyrm den and let it flee with it's life? Is the hex considered clear?

Paizo Employee Creative Director

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Charles Evans 25 wrote:

8) It says on page 57 of Rivers Run Red: '...Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city's roads and buildings...'

What exactly happens if the PCs (and perhaps even players) thought that they had explored and cleared a hex, but there was Hidden stuff which for whatever reason (failed perception check?) they missed? I assume that if it's a passive encounter, like a buried treasure hoard, too bad and it gets paved over and forgotten about, but does it cause unrest or otherwise threaten loyalty/stability/economy if the PCs missed something like a monster lair and aforementioned monsters retaliate to the attempts to prepare the ground for a city just outside their front door?

A missed Hidden encounter remains an encounter. It doesn't get "paved over" because a city district hex is a tiny dot on the expanse of a full 12-mile-across Kingmaker Hex. If by providence the PCs pick the spot where the hidden encounter is located as the place they want to build their city, I'd say they pretty much automatically discover the Hidden encounter as part of the scrutiny and attention they pay to an area they're diligently preparing for a city grid.

Paizo Employee Creative Director

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Warforged Gardener wrote:
Let me add to his question because what I'm wondering is in the same vein: can the PCs claim a hex that has encounter survivors? Say they encounter a will-o-the-wisp and it lives to fight another day, does that mean they can't claim the hex until they track and kill the hostile? What if they dispense mercy to one of the tatzlwyrms in the tatzlwyrm den and let it flee with it's life? Is the hex considered clear?

If they drive out the monsters and then claim the hex, the hex is considered clear.

If at a later point you roll up a "monster" encounter or something like that as an event during a kingdom's event phase, it'd be cool to have the "monster" be a returning critter, perhaps with reinforcements, come to reclaim his lair.

Sovereign Court

James Jacobs wrote:
Warforged Gardener wrote:
Let me add to his question because what I'm wondering is in the same vein: can the PCs claim a hex that has encounter survivors? Say they encounter a will-o-the-wisp and it lives to fight another day, does that mean they can't claim the hex until they track and kill the hostile? What if they dispense mercy to one of the tatzlwyrms in the tatzlwyrm den and let it flee with it's life? Is the hex considered clear?

If they drive out the monsters and then claim the hex, the hex is considered clear.

If at a later point you roll up a "monster" encounter or something like that as an event during a kingdom's event phase, it'd be cool to have the "monster" be a returning critter, perhaps with reinforcements, come to reclaim his lair.

Neat. I was already thinking of their wisp foe joining forces with the gaggle of unslain or uncaptured foes they've let slip between their fingers. At one time I considered Nyrissa spurring the alliance of villains toward creating their own competing kingdom, but this seems like a lot of work for something that doesn't fit smoothly into the AP. It would likely be an earlier than planned test of the mass combat rules, but otherwise it's just extra work for something that could be simulated by having Nugrah, the wisp, and Nettles allying with Pitax.


The vacancy penalty for the treasurer includes "the kingdom cannot collect taxes". What exactly does this mean?

  1. the tax edict is fixed at "None", including the Loyalty bonus; or
  2. you get whatever tax edict you had in place previously but you only get the Loyalty penalty and not the Economy bonus; or
  3. you get effectively a special "non-edict" with no bonus or penalty; or
  4. you skip the Economy check in the Income phase?

Now you can make an income roll even if your tax edict is None, so evidently the income roll is not (only) tax income. So it's probably not (4). (1) seems obvious, but surely you shouldn't get a bonus for the vacancy (even if it is offset by the direct -4). (3) seems more plausible but there's no suggestion I can see in the rules that that's what happens. I can imagine (2) being the case if your tax collectors just continue what they were doing with no one to tell them otherwise, but with no one to actually take the collected tax and put it in the treasury, it just disappears into their pockets or something.

Similarly, with no councillor you "cannot gain benefits from festivals" and with no Grand Diplomat "cannot issue Promotion edicts". Does this mean the edict previously in place remains there but with the bonuses not applying, or is there a sort of non-edict with no bonus or penalty, or does the lack of someone to set it mean the edict is automatically None?

For now, if this situation turns up in my campaign I think I'll go with the None option, except that you don't get the Loyalty bonus for no taxation (since it's not a deliberate policy to have no tax).

On a completely unrelated matter, is there any chance of tables for random potions / scrolls / wands? Lack of these in the core book is rather annoying, and you can't quite use the 3.5 DMG (which I fortunately have access to) because the spell lists have changed.

Paizo Employee Creative Director

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Hairy Dude wrote:
The vacancy penalty for the treasurer includes "the kingdom cannot collect taxes". What exactly does this mean?

It means that for that particular edict, you have no choice but to take the "none" option, which incurs the appropriate penalty.

Hairy Dude wrote:
On a completely unrelated matter, is there any chance of tables for random potions / scrolls / wands? Lack of these in the core book is rather annoying, and you can't quite use the 3.5 DMG (which I fortunately have access to) because the spell lists have changed.

Yup! Those tables appear in the GameMastery Guide.


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

When figuring the city's DM, are the walls additive? It looks like you need to buy four walls to enclose a single grid, so that would be a +16 DM.

If the city is larger than a single grid, does it continue adding? Say a four grid city having 8 discrete walls (one for each outside edge of a grid) for +24 DM?

Is a castle in the city additive on top of the walls, or would it be considered separately in the attack? Ie, take the walls, then move in and take the castle, or one roll and all the defenses of the city are added?

Yeah, my PCs are planning on besieging a city that I have to generate.

Thanks!


James Jacobs wrote:
Charles Evans 25 wrote:

8) It says on page 57 of Rivers Run Red: '...Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city's roads and buildings...'

What exactly happens if the PCs (and perhaps even players) thought that they had explored and cleared a hex, but there was Hidden stuff which for whatever reason (failed perception check?) they missed? I assume that if it's a passive encounter, like a buried treasure hoard, too bad and it gets paved over and forgotten about, but does it cause unrest or otherwise threaten loyalty/stability/economy if the PCs missed something like a monster lair and aforementioned monsters retaliate to the attempts to prepare the ground for a city just outside their front door?
A missed Hidden encounter remains an encounter. It doesn't get "paved over" because a city district hex is a tiny dot on the expanse of a full 12-mile-across Kingmaker Hex. If by providence the PCs pick the spot where the hidden encounter is located as the place they want to build their city, I'd say they pretty much automatically discover the Hidden encounter as part of the scrutiny and attention they pay to an area they're diligently preparing for a city grid.

So the PCs don't actually have to eliminate any monsters 'detailed' as inhabitants of the hex? They just have to spend however many days is appropriate to the terrain type and their land speeds exploring the hex, spend the BP to claim it for their kingdom, and if the hex happens to also contain in one corner a cave system packed with goblins/kobolds/drow that the PCs never found it doesn't in anyway hamper the process of clearing the ground and building a city?

Hmm. I suppose you could always have a 'take a stability check to eliminate an unexpected problem' option as if a 45-49 had shown up on the Kingdom Events table.

New Questions:
9) Where a pre-existing site such as Oleg's Trading Post can be incorporated into a new city, as a free, specific, type of buildings, what happens if doing so might violate normal requirements for city building?
In the specific example of Oleg's Trading Post it can be incorporated into a new city in that hex as 'a free Shop, Stable, or Watchtower' (Rivers Run Red, page 8), but both the Shop and Stable have a 'must be adjacent to 1 house' requirement. In this case, if the PCs want to build a city and make Oleg's a Shop or Stable, are they required to build at least one house, before they can declare that they have used Oleg's to place a free Shop or Stable on the city grid?

10) What happens when multiple 'halve the cost of building xxx' effects are in effect? For example if the PCs have already built a Cathedral on a city sited in a hex where there is a ruined temple, can they build one temple at quarter BP cost? (Having a Cathedral halves the cost of building a temple, having a ruined temple already there halves it again?)

11) Can multiple cities be built in the same hex? (I know this may seem a weird question, when in many cases it might make sense to simply expand a pre-existing city, but in circumstances where there is a natural feature such as a river running down the middle of a hex, for one reason or another PCs might want a city on each bank of the river in that hex.)


James Jacobs wrote:
"Charles Evans 25 wrote:
3) Do Mansions or Noble Villas each count as '1 house' for the purposes of other buildings? Just because the rich and their households live there, it doesn't mean that they're not interested in providing custom to support things like a Market or Stable.
They do not count as a house prerequisite for other buildings. Only houses and tenements do.

They don't count as a House even for the purpose of building a Luxury Store? :)

(This one's sort of only half-serious...)


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Cross-posted from another thread since it seems to me it has some relevance for this one: (Edit: *Link to that thread*)

James Jacobs wrote:

One of the most complex elements to make work for the kingdom rules is the economy, to be honest. That's why we went with a new unit of currency, the "BP" instead of gold pieces.

The core game's economy, basically, works ONLY for magic items. It's very difficult to price things like houses or castles or cities or ships, since if you make them "properly expensive" so that a low or mid-level character would have trouble affording, then non-adventurers could NEVER own a house and building a castle would bankrupt most kingdoms.

But if you make those things more affordable according to the common folk, suddenly it's possible for mid-level characters to buy all sorts of houses and castles and stuff, and that's a bit weird too.

I went back and fort many times on whether I wanted to include a method for the PCs to convert BP to gp, and to convert gp to BP. For a LONG time there WAS no support for that—BP was purely a currency used to build and maintain kingdoms. In that case, a kingdom that was run VERY well would be healthy and not have to worry about most expenditures and sudden calamities, but the PCs running the kingdom wouldn't be able to withdraw BP and turn them into gp and suddenly be able to afford ridiculously overpriced gear and items for their level.

But that also meant that if a kingdom was failing, it was impossible for PCs to go out and adventure and get lots of treasure and then bail out their kingdom with the treasure, and that was an option I really wanted to be available.

So in the end, the ability to convert BP to gp went in the game.

As for magic items... the intent there was to have them PRIMARIALLY be a place for the PCs to buy magic items while at the same time combating the "magic shop" mentality. The ability to cycle through magic items by selling them off was a late addition, and it's one that I think probably needs a bit more looking at so as to avoid a self-perpetuating money-printing machine.

Now, if your players are having fun with a super-rich kingdom, that's cool. Keep on going! You can use the events table to help moderate things if you wish, and if the players are suddenly withdrawing all sorts of BP in order to buy +5 keen holy swords at 6th level, you DO need to make some adjustments. In this case, I'd suggest changing the rules so that BP can't be turned into gp; once currency becomes BP, it stays that way.

If/when I update these rules for inclusion in a hardcover (which, hopefully, I will be able to do someday), the magic item shop/sale system will be getting a major overhaul. The point of that system is to provide the PCs with options, not to bloat a kingdom's Economy.

It also strikes me that another relatively elegant solution is to place soft caps on a kingdom's stats. One of the following solutions might work:

1) A kingdom's Economy, Stability, and Loyalty modifiers can never be further than 10 points apart. Increases that would make one of these scores rise more than 10 points above any other are lost. Decreases that lower a score below 10 points also reduce the higher point total so that the decrease never creates a gap of more than 10 points.

or

2) A kingdom's Economy, Stability, and Loyalty modifiers can never be higher than the kingdom's Command DC – 5. This system ensures that there's always a bit of a chance for failure, and encourages the PCs to build their kingdom's size up, but does kind of stagnate things since there's always a hard limit to how successful a kingdom can get.

If anyone wants to try out some of these alterations to the rules, I'd love to hear how they play out!

Paizo Employee Creative Director

Alatariel wrote:

When figuring the city's DM, are the walls additive? It looks like you need to buy four walls to enclose a single grid, so that would be a +16 DM.

If the city is larger than a single grid, does it continue adding? Say a four grid city having 8 discrete walls (one for each outside edge of a grid) for +24 DM?

Is a castle in the city additive on top of the walls, or would it be considered separately in the attack? Ie, take the walls, then move in and take the castle, or one roll and all the defenses of the city are added?

Yeah, my PCs are planning on besieging a city that I have to generate.

Thanks!

Nope; you only need to buy walls once per grid.

Paizo Employee Creative Director

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Charles Evans 25 wrote:
So the PCs don't actually have to eliminate any monsters 'detailed' as inhabitants of the hex?

If the PCs somehow manage to avoid discovering a Hidden feature after spending enough time in a hex to fully explore and claim and develop it, then yes. But this will probably be a relatively unusual situation—the Hidden features are more or less set up so that super scrutiny of a hex will usually result in that Hidden location being found.

Charles Evans 25 wrote:
9) Where a pre-existing site such as Oleg's Trading Post can be incorporated into a new city, as a free, specific, type of buildings, what happens if doing so might violate normal requirements for city building?

A free shop, stable, or watchtower is just that. A free, bonus structure that you don't have to build. It's there already. And since it's there already, it doesn't need to be adjacent to a house. If the PCs want to build a SECOND shop, stable, or whatever, they WILL need to build a house to support it. But that first one is free.

Charles Evans 25 wrote:
10) What happens when multiple 'halve the cost of building xxx' effects are in effect? For example if the PCs have already built a Cathedral on a city sited in a hex where there is a ruined temple, can they build one temple at quarter BP cost? (Having a Cathedral halves the cost of building a temple, having a ruined temple already there halves it again?)

Multiple "halve the cost" buildings overlap. They do not stack. You can't reduce the cost of a building by more than half its normal cost in this manner.

Charles Evans 25 wrote:
11) Can multiple cities be built in the same hex? (I know this may seem a weird question, when in many cases it might make sense to simply expand a pre-existing city, but in circumstances where there is a natural feature such as a river running down the middle of a hex, for one reason or another PCs might want a city on each bank of the river in that hex.)

Yes. If you build multiple cities in one hex, you can choose to have them be attached (in which case it's one city with multiple districts) or separate, in which case it's two cities. This isn't normally a very good idea, though, because if you lose control of that hex, you'll lose control of ALL of that hex's cities at once.


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
James Jacobs wrote:
Alatariel wrote:

When figuring the city's DM, are the walls additive? It looks like you need to buy four walls to enclose a single grid, so that would be a +16 DM.

If the city is larger than a single grid, does it continue adding? Say a four grid city having 8 discrete walls (one for each outside edge of a grid) for +24 DM?

Is a castle in the city additive on top of the walls, or would it be considered separately in the attack? Ie, take the walls, then move in and take the castle, or one roll and all the defenses of the city are added?

Yeah, my PCs are planning on besieging a city that I have to generate.

Thanks!

Nope; you only need to buy walls once per grid.

So multiple grid cities have additive wall? A 2 grid city would be +8 DM?

And so on.

Paizo Employee Creative Director

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Alatariel wrote:

So multiple grid cities have additive wall? A 2 grid city would be +8 DM?

And so on.

Nope; that gets out of control too fast.

Multiple grids each need their own walls, but a whole city can't get more DM from walls than the basic wall bonus.

THAT SAID, multiple walls CAN help defend inner districts, if you get down to the nitty gritty and track mass combat attacks on a district-by-district basis rather than just a whole city at once.


James Jacobs wrote:
...
Charles Evans 25 wrote:
9) Where a pre-existing site such as Oleg's Trading Post can be incorporated into a new city, as a free, specific, type of buildings, what happens if doing so might violate normal requirements for city building?

A free shop, stable, or watchtower is just that. A free, bonus structure that you don't have to build. It's there already. And since it's there already, it doesn't need to be adjacent to a house. If the PCs want to build a SECOND shop, stable, or whatever, they WILL need to build a house to support it. But that first one is free.

...

9a) So is the 'adjacent House' just a requirement for constructing that type of building on a city grid? If a Shop or Stable which was 'free' can exist without a House adjacent, can you build a House, build an adjacent Shop, then demolish the House and put something else there, and the Shop will continue to function normally, just as a 'free' Shop can function without an adjacent House?

Or are free buildings exceptional in some way (in which case might it be an idea to have some means to keep track on the city grid which buildings (if any) were free)?


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
James Jacobs wrote:


Nope; that gets out of control too fast.

Multiple grids each need their own walls, but a whole city can't get more DM from walls than the basic wall bonus.

THAT SAID, multiple walls CAN help defend inner districts, if you get down to the nitty gritty and track mass combat attacks on a district-by-district basis rather than just a whole city at once.

Are the bonuses for barracks/watchtowers also treated like that, or do multiples stack?


James Jacobs wrote:
...
Charles Evans 25 wrote:
11) Can multiple cities be built in the same hex? (I know this may seem a weird question, when in many cases it might make sense to simply expand a pre-existing city, but in circumstances where there is a natural feature such as a river running down the middle of a hex, for one reason or another PCs might want a city on each bank of the river in that hex.)
Yes. If you build multiple cities in one hex, you can choose to have them be attached (in which case it's one city with multiple districts) or separate, in which case it's two cities. This isn't normally a very good idea, though, because if you lose control of that hex, you'll lose control of ALL of that hex's cities at once...

(edited, tidied up)

Partially my thoughts here are that with more advanced kingdom rules perhaps coming in a book further down the line, where natural obstacles such as rivers intervene it might be possible to have mixed control of a hex, with an invading army coming in and capturing one side of a hex and any cities there, but not having the means (probably in the face of an opposing defending force, but maybe they're an army of vampires who have problems crossing running water or something) to cross a river running down the middle of the hex to take over any cities on the other side and establish complete control of the hex.
Anyway, that's more one for the future. :)


Rivers Run Red, Page 56 wrote:
...Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom's Stability by 1...

12) There aren't any 'cave hexes' marked on the Stolen Lands hex maps as far as I know. Is the intention here to indicate hexes with 'Lairs' in which use a sort of cave symbol, or does it mean any hex which is described as having a cave, mine, or other subterranean feature in gives +1 Stability when claimed?


James Jacobs wrote:
Hairy Dude wrote:
The vacancy penalty for the treasurer includes "the kingdom cannot collect taxes". What exactly does this mean?
It means that for that particular edict, you have no choice but to take the "none" option, which incurs the appropriate penalty.

Right. Thanks for clarifying.

James Jacobs wrote:
Hairy Dude wrote:
On a completely unrelated matter, is there any chance of tables for random potions / scrolls / wands? Lack of these in the core book is rather annoying, and you can't quite use the 3.5 DMG (which I fortunately have access to) because the spell lists have changed.
Yup! Those tables appear in the GameMastery Guide.

Ahh, I suppose I'll just have to go and buy it then :)

Now for a bit of feedback. My players really enjoyed "Stolen Land" - it's a refreshing change from the usual railroaded dungeon crawl. One character used some of his own money to start refurbishing the Temple of the Elk and surveying the two mines even before they got the new charter. The actual kingdom-building hasn't started yet (they're going to start next session).

They are a bit frustrated by the fact that the rules assume a kingdom; they'd prefer a sort of joint rulership between all five PCs while still taking their own leadership positions (marshal, general etc.). I suggested rotating it, or just having the "ruler" be considered a figurehead or chairman, but they prefer having a council of five in the ruler slot. Normally one character can't fill two positions, but since the work is spread out I reckon it could work: they use their average Charisma modifier, and at least 3 members must spend an extra 3 days per month each on running the kingdom to avoid the vacancy penalty. This is suboptimal compared to just picking the best PC for the job (a Cha 19 sorcerer) but they're the type of people who think Good Kings are still Bad Things, so hopefully it works for them.


Hairy Dude wrote:
James Jacobs wrote:
Hairy Dude wrote:
The vacancy penalty for the treasurer includes "the kingdom cannot collect taxes". What exactly does this mean?
It means that for that particular edict, you have no choice but to take the "none" option, which incurs the appropriate penalty.

Right. Thanks for clarifying.

James Jacobs wrote:
Hairy Dude wrote:
On a completely unrelated matter, is there any chance of tables for random potions / scrolls / wands? Lack of these in the core book is rather annoying, and you can't quite use the 3.5 DMG (which I fortunately have access to) because the spell lists have changed.
Yup! Those tables appear in the GameMastery Guide.

Ahh, I suppose I'll just have to go and buy it then :)

Now for a bit of feedback. My players really enjoyed "Stolen Land" - it's a refreshing change from the usual railroaded dungeon crawl. One character used some of his own money to start refurbishing the Temple of the Elk and surveying the two mines even before they got the new charter. The actual kingdom-building hasn't started yet (they're going to start next session).

They are a bit frustrated by the fact that the rules assume a kingdom; they'd prefer a sort of joint rulership between all five PCs while still taking their own leadership positions (marshal, general etc.). I suggested rotating it, or just having the "ruler" be considered a figurehead or chairman, but they prefer having a council of five in the ruler slot. Normally one character can't fill two positions, but since the work is spread out I reckon it could work: they use their average Charisma modifier, and at least 3 members must spend an extra 3 days per month each on running the kingdom to avoid the vacancy penalty. This is suboptimal compared to just picking the best PC for the job (a Cha 19 sorcerer) but they're the type of people who think Good Kings are still Bad Things, so hopefully it works for them.

What I have been advocating for groups like this is taking other rulership positions and combining them or modifying them to be what the group wants. For instance, take the Ruler, Diplomat, and Advisor positions and combine them into 3 Councilmember positions and you have a tribunal. Divide the bonuses that those 3 positions would have had evenly between the 3 people playing these positions. I'm guessing you did something like this based off of your comment, but I just wanted to put this idea out there again.


And more queries:
13) In situations where it takes a month or longer to clear the ground for a new city district, do you raise consumption to account for the new district immediately, or do you wait until the district comes 'on line' and (if you have the BP) you can put buildings there before increasing consumption? Whilst I assume the resources usually required to run a city district wouldn't be needed during this period, it seems you could make a case that all those builders/labourers levelling the ground and putting in the sewer systems are eating up BP, unless this is assumed to have been covered by the initial outlay to prepare the site.
14) Is there a limit on the number of hexes which can be abandoned in the 'claim hex' step of the Improvement Phase? (Rivers Run Red, Page 61.) If a hex is deliberately abandoned in this step, does it destroy all roads and farmlands in it as if it had been lost in step 4 of the Upkeep Phase to high Unrest?
14a) Does loss of a hex due to Unrest in the Unrest step of the Upkeep Phase cause Unrest as if the hex had been abandoned in step 2 of the Improvement Phase?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Charles Evans 25 wrote:

And more queries:

13) In situations where it takes a month or longer to clear the ground for a new city district, do you raise consumption to account for the new district immediately, or do you wait until the district comes 'on line' and (if you have the BP) you can put buildings there before increasing consumption? Whilst I assume the resources usually required to run a city district wouldn't be needed during this period, it seems you could make a case that all those builders/labourers levelling the ground and putting in the sewer systems are eating up BP, unless this is assumed to have been covered by the initial outlay to prepare the site.
14) Is there a limit on the number of hexes which can be abandoned in the 'claim hex' step of the Improvement Phase? (Rivers Run Red, Page 61.) If a hex is deliberately abandoned in this step, does it destroy all roads and farmlands in it as if it had been lost in step 4 of the Upkeep Phase to high Unrest?
14a) Does loss of a hex due to Unrest in the Unrest step of the Upkeep Phase cause Unrest as if the hex had been abandoned in step 2 of the Improvement Phase?

For 13, it's not a city until you use the "found a city" action, which you can't do until *AFTER* you finish clearing the hex. Hence, you wouldn't have city consumption until then. You'd still pay consumption for the hex itself, of course.


James Jacobs:
The positioning of the Random Events phase of the Kingdom Turn cripples the value of some of the 'good' events whilst making bad ones more of a pain. In particular I'd like to highlight the two 'harvest' events on the table, where there's no chance to respond to either minimise the damage or take advantage of the opportunity before the next Upkeep Phase rolls around and consumption has to be dealt with.

Would it make sense to maybe move the 'set edicts step' to the very end of the turn, so that they can at least be used as a tool to in some way respond to the effects of random events, instead of setting edicts in the Improvement phase? (In this case, the effects of edicts are paid for in the next upkeep, which will follow immediately at the start of the next turn, and the edicts will then apply to everything throughout the next turn, up to the end of that turn when they will be set again...)


Further Questions:
15) What happens to a kingdom if a single hex which connects one part of the kingdom to another becomes lost to a random event, effectively splitting the kingdom into two pieces?

16) Can the designated capital city be changed, if for one reason or another it becomes more desirable to have the capital be a city in the kingdom other than that which it currently might be? (A new kingdom, for example, might be founded with the capital at Oleg's Trading Post, or the Temple of the Elk, but on expanding down to Tuskwater, the site of the Stag Lord's Fort offers specific bonuses to a kingdom if a city located there is the designated capital.)
And don't forget, a centralised capital city could perhaps offer bonuses in the rules when the hardcover comes out...

17) Can the official alignment of a Kingdom be altered? Does this perhaps risk unrest?

By the way, I suspect one reason the the Stolen Lands might be ignored is because there's so little grassland around for easy farming... Oh yes, and there are a lot of trees which get in the way and are useless for supplying Consumption. How the main River Kingdoms further south survive I have no idea - grain handouts arranged by the Druman merchant lords maybe? They're quite fond of hiring merceneries if I recall correctly?

Edit:
18) What effect do hexes with designated plants of interest in them (EG 'The Radish Patch') have on a kingdom which controls such hexes? Given that at least one of these hexes is forested, anything which requires building farmland in the hex isn't going to be always possible...

19) Do special rules apply to founding/running cities in isolated locations such as that occupied by Candlemere Tower? (Candlemere tower is on an island in the middle of a lake...) Or is it assumed that no extra consumption is needed to do anything like run ferry services, and that somehow regular transport will become available?

Paizo Employee Creative Director

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Charles Evans 25 wrote:
Rivers Run Red, Page 56 wrote:
...Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom's Stability by 1...

12) There aren't any 'cave hexes' marked on the Stolen Lands hex maps as far as I know. Is the intention here to indicate hexes with 'Lairs' in which use a sort of cave symbol, or does it mean any hex which is described as having a cave, mine, or other subterranean feature in gives +1 Stability when claimed?

Lairs are the same as cave hexes, since a Lair is symbolized as a cave.

Paizo Employee Creative Director

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Charles Evans 25 wrote:

James Jacobs:

The positioning of the Random Events phase of the Kingdom Turn cripples the value of some of the 'good' events whilst making bad ones more of a pain. In particular I'd like to highlight the two 'harvest' events on the table, where there's no chance to respond to either minimise the damage or take advantage of the opportunity before the next Upkeep Phase rolls around and consumption has to be dealt with.

Would it make sense to maybe move the 'set edicts step' to the very end of the turn, so that they can at least be used as a tool to in some way respond to the effects of random events, instead of setting edicts in the Improvement phase? (In this case, the effects of edicts are paid for in the next upkeep, which will follow immediately at the start of the next turn, and the edicts will then apply to everything throughout the next turn, up to the end of that turn when they will be set again...)

Putting the events phase at the end of the kingdom turn is important, because that allows all of the non-roleplay intensive elements of the kingdom phase to happen relatively quickly. It's too disruptive to put the events anywhere else, because they're the part of the whole system most likely to cause the PCs to derail into an adventure, after all. And the fact that there's no chance to minimize the damage or take advantage of some events is what makes them unexpected boons or dooms, after all. Allowing for folks to react to them in the same turn they occur in that way kind of defeats the purpose.

Paizo Employee Creative Director

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Charles Evans 25 wrote:
13) In situations where it takes a month or longer to clear the ground for a new city district, do you raise consumption to account for the new district immediately, or do you wait until the district comes 'on line' and (if you have the BP) you can put buildings there before increasing consumption? Whilst I assume the resources usually required to run a city district wouldn't be needed during this period, it seems you could make a case that all those builders/labourers levelling the ground and putting in the sewer systems are eating up BP, unless this is assumed to have been covered by the initial outlay to prepare the site.

Consumption is raised ONLY once the new district is complete.

Charles Evans 25 wrote:
14) Is there a limit on the number of hexes which can be abandoned in the 'claim hex' step of the Improvement Phase? (Rivers Run Red, Page 61.) If a hex is deliberately abandoned in this step, does it destroy all roads and farmlands in it as if it had been lost in step 4 of the Upkeep Phase to high Unrest?

Nope; you can abandon as many hexes as you want. Abandoning a hex effectively destroys all the stuff in that hex, since a month of abandonment means that a lot of overgrowth and monster activity and bandit vandalism and the like can undo things a lot faster than they can be built.

Charles Evans 25 wrote:

14a) Does loss of a hex due to Unrest in the Unrest step of the Upkeep Phase cause Unrest as if the hex had been abandoned in step 2 of the Improvement Phase?

No; the unrest is already accounted for in this case.

Paizo Employee Creative Director

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Charles Evans 25 wrote:
15) What happens to a kingdom if a single hex which connects one part of the kingdom to another becomes lost to a random event, effectively splitting the kingdom into two pieces?

You have two kingdoms that need to be run separately. That can get complicated pretty quickly. Once they're reattached, it's up to the GM to decide if enough time has passed for the kingdoms to rejoin into one without any problems, or if there's gonna be a mess.

Charles Evans 25 wrote:

16) Can the designated capital city be changed, if for one reason or another it becomes more desirable to have the capital be a city in the kingdom other than that which it currently might be? (A new kingdom, for example, might be founded with the capital at Oleg's Trading Post, or the Temple of the Elk, but on expanding down to Tuskwater, the site of the Stag Lord's Fort offers specific bonuses to a kingdom if a city located there is the designated capital.)

And don't forget, a centralised capital city could perhaps offer bonuses in the rules when the hardcover comes out...

There's no rules to support a changed capital city, so I'd say at this time no. Might be cool to allow a capital change that causes some unrest, I suppose. Probably something like 1d6 points, since that's a pretty huge change to the nation and not likely to instill confidence in the people.

Charles Evans 25 wrote:
17) Can the official alignment of a Kingdom be altered? Does this perhaps risk unrest?

The GM is always free to change a kingdom's alignment if the PCs run it in a way that doesn't match the kingdom's alignment. In this case, an alignment change is reactive, and doesn't cause unrest. The events that forced the GM to change the kingdom's alignment probably caused unrest though.

Charles Evans 25 wrote:
18) What effect do hexes with designated plants of interest in them (EG 'The Radish Patch') have on a kingdom which controls such hexes? Given that at least one of these hexes is forested, anything which requires building farmland in the hex isn't going to be always possible...

Plant hexes have no effect on a Kingdom. If they were intended to have an effect, we would have used the icon for resource or lair or whatever.

Charles Evans 25 wrote:

19) Do special rules apply to founding/running cities in isolated locations such as that occupied by Candlemere Tower? (Candlemere tower is on an island in the middle of a lake...) Or is it assumed that no extra consumption is needed to do anything like run ferry services, and that somehow regular transport will become available?

Nope. If such a hex is controlled (which it has to be before a city's built there), it's assumed that there's enough boats to come and go with ease. Putting a city on an island like that gives it some nice defensive barriers, though, when it comes time to get attacked! (Of course, the barrier of a lake doesn't actually have much impact on the city's raw stats, since if the enemy can reach the city, the lake's no longer a barrier, and if the lake is a strong enough barrier to prevent foes from reaching it, then it's doing its job perfectly and still no need for stat mods.)

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