Reference: Settlement Structures and Plots of Land


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Goblin Squad Member

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Currently researching information on POI/Outposts, Trainers, Skills and Crafting, and something that is much related are structures and plots of lands.

Is there are current reference materials for:

A) Known structures and their plot sizes (current and future)?

B) How many plots of lands a Settlement has available?

C) Information on large scale structures and improves such as Fortifications, Roads, Bridges, Walls, and similar large scale engineering projects?

Goblin Squad Member

We don't have a comprehensive list of building names yet but we've assembled some scraps of data.

PLOTS

The latest design we know about gives each settlement 3 large, 6 medium, and 10 small plots, as well as 10 tiny plots for civic assets/decorations.

ROLE TRAINING AND SUPPORT

Large plot trainers include University for arcane roles, Cathedral for divine roles, a Guild Hall for roguish types, and something for fighterish roles.

There will be a medium plot trainer for each role. We have the names Temple for clerics, Academy for wizards, Fighter College for fighters, and Thieves Guild for rogues; I don't think we have any others.

There are also medium plot buildings for "feat schools", which are collections of abilities common to several different roles. These include Dreadnaught for heavy martial training, Skirmisher for light martial, Seminary for divine, and War Wizard and Occultist for arcane (blasty and nasty, respectively).

There are small plot structures for each role which will offer support for trained skills, but no new training. I don't recall us being given names for any of these structures.

CRAFTING

Small-plot crafting buildings support 2 or 3 related crafting skills, such as a Smeltmill for Mining and Smelting, or a Quartermaster for Armorsmith, Weaponsmith, and Engineer. The buildings we know about from the alpha settlement can be found under "Training Guide" in this reference document.

There are also supposed to be medium-plot crafting buildings that support larger combinations of skills, but we haven't seen those yet.

CIVIC ASSETS / DECORATIONS

These are non-interactable structures which provides small boosts to various Development Indexes: things like statues, wells, piles of skulls, and so forth. We have no final info on what options this list will include.

OTHER

The Keep is the heart of each settlement, is required, and does not occupy a plot.

Taverns occupy a medium plot and permit power recovery.

Marketplaces occupy a large plot. Small or medium markets with limited functionality have been requested and are TBD.

Guard towers, theaters, and wizard's towers were mentioned in an older dev blog without explanation or detail; they may or may not remain part of the design.

DEFENSE AND INFRASTRUCTURE

We know next to nothing about walls, fortifications, road construction, or any other major engineering projects.

Goblin Squad Member

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Damn, Guurzak! You musta graduated from at least the third grade of Orc Elementary! You're doin' good at learnin' and splainin'!

Goblin Squad Member

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Me wooda blahd all dat in a orcy aksent, but nubwun wooda grukd wut me wuz blahin.

Me wuz kickd outa skool wen me choppd up da principul wif me ax on Show an Tell day.

Goblin Squad Member

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v2

PLOTS
The latest design we know about gives each settlement 3 large, 6 medium, 10 small plots, as well as 10 tiny plots for civic assets/decorations.

Default, no slots:
Keep

Large; Three Slots:
Cathedral
Guild Hall
University
Market Place

Medium; Two Slots:
Academy
Dreadnaught School
Fighter College
Occultist School
Seminary
Skirmisher School
Temple
Thieves Guild
War Wizard School

Small; One Slot:
Alchemist Lab
Apothecary
Arcanist's Workshop
Artificer's Workshop
Enchanter
Geologist
Iconographer
Jeweler
Leatherworker
Loom
Quartermaster
Sawmill
Smeltmill
Tailor
Tannery
Tavern
Temple
Woodshop

Unknown:
Auction House
Guard tower
Theaters
Wizard's tower

Requested:
Aqueducts
Bridges
Fortifications
Market Place (of Medium and Small sizes)
Roads
Siege Engine Workshop
Walls

Goblin Squad Member

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Next Update:

Default, no slots:
Fort
Keep (upgrade to Fort)
Walls

Large; Three Slots:
Auction House
Barracks
Keep

Medium; Two Slots:
Guild House
Training Field

Tiny; One Slot; max 10
Unknown Index Boosting items/structures

Notes:
1- Moved Tavern to Medium.
2- Will add summary of Tork’s Q&A.
3- Pending training structures for Stonemason, Blacksmith and Carpenter.

Goblin Squad Member

Wher's me overstuffed storage facility? Why is market and AH seperate?

Goblin Squad Member

"3 slots, 2 slots, 1 slot": I'm not sure where you're getting these numbers. Large training halls can be upgraded to train 3 roles, but mediums can train only 1. If you're referring to plot size slots in some way, those numbers are invented and meaningless because a large plot is not 3 small plots; it's just a large plot.

Goblin Squad Member

Guurzak wrote:
"3 slots, 2 slots, 1 slot": I'm not sure where you're getting these numbers. Large training halls can be upgraded to train 3 roles, but mediums can train only 1. If you're referring to plot size slots in some way, those numbers are invented and meaningless because a large plot is not 3 small plots; it's just a large plot.

I think I may be using an old reference when I added that, I see your point. Next update will remove that, and instead just indicate max plots per size category (example: Large; Max 3 plots).

Would that make more sense?

Goblin Squad Member

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Alpha Build 6 (8/22/14)

PLOTS
The latest design we know about gives each settlement 3 large, 6 medium, and 10 small plots, as well as 10 tiny plots for civic assets/decorations.

Default, no slots:
Fort
Keep (upgrades a Fort; Trade: Architect, Trade: Seneschal )
Walls

Large; max 3/6:
Auction House
Barracks [Martial Roles?, Trade: Officer, Trade: Soldier]
Cathedral [Divine Roles]
Guild Hall [Rogue-ish? Roles, Trade: Seneschal]
University [Arcane Roles]
Market Place

Medium; max 6/12:
Academy [Wizard Role]
Dreadnaught School [Feat school heavy martial / STR & heavy weapons]
Fighter College [Fighter Role]
Guild House
Occultist School [Feat school for Wizard & Sorcerer Roles]
Seminary [Feat school for Cleric, Druid, Paladin, Ranger?, and Oracle? Roles]
Skirmisher School [Feat school for light martial/DEX & light + ranged weapons)
Tavern [Socializing and Power Recovery]
Temple [Cleric Role]
Thieves Guild [Rogue Role]
Training Field [Trade: Soldier]
War Wizard School [Feat school for Wizard & Sorcerer Roles]

Small Buildings; max 10/16:
Alchemist Lab [Profession: Dowser, Craft: Alchemist]
Apothecary [Profession: Forester, Profession: Apothecary]
Arcanist's Workshop [Profession: Dowser, Profession: Sage]
Artificer's Workshop [Profession: Dowser, Craft: Artificer, Knowledge: Geography]
Enchanter [Profession: Dowser, Spellcraft ]
Geologist [Profession: Miner, Profession: Gemcutter, Trade: Stonemason]
Iconographer [Profession: Dowser, Craft: Iconographer]
Jeweler [Profession: Scavenger, Craft: Jeweler]
Leatherworker [Craft: Leatherworker]
Loom [Profession: Scavenger, Profession: Weaver]
Quartermaster [Craft: Armorsmith, Craft: Engineer, Craft: Weaponsmith]
Sawmill [Profession: Forester, Profession: Miner, Profession: Sawyer, Trade: Carpenter]
Smeltmill [Profession: Smelter]
Tailor [Profession: Scavenger. Craft: Tailor]
Tannery [Profession: Tanner, Knowledge: Nature]
Woodshop [Craft: Bowyer, Trade: Carpenter]

Note: Support only small buildings for each Role will exist, but unnamed at this time.

Tiny Buildings (Index Boosting items/Structures); max 10/?
Unknown List ?

Unknown, mentioned:
Guard tower
Theaters
Wizard's tower

Requested:
Apiary
Aqueducts
Bridges
Fortifications
Market Place (of Medium and Small sizes)
Roads
Walls
Border Crossing
Brothel
Engineer Shop
Landmark
Signal Tower
Vineyard
Winery

Change log:
1- Moved Tavern to Medium sized building.
2- Added new buildings, added descriptions.
3- Pending summary of Tork’s Q&A.
4- Pending training structures for Stonemason, Blacksmith and Carpenter.

Goblin Squad Member

I still think there should be a Craft Hall as a large structure and some sort of medium, lesser equivalent. This would let craft focused settlements use smaller plots to support roles.

Goblin Squad Member

We've been told that there are medium crafting halls that support multiple trades, but we haven't seen those yet.

I don't imagine many settlements will build those, though. Feat schools and taverns will be too important to build crafting capabilities in mediums when you can get the same functionality from smalls.

Goblin Squad Member

No settlement will be able to stand alone able to train everyone everything. You're going to have a friendly settlement that will hopefully coordinate with yours to ensure everyone has a place to train anything possible to train.

Your 'sister settlement' will be nearly as important to your character as his own.

Goblin Squad Member

Any Updates on buildings that can be made post-Cataclysm.

Goblin Squad Member

The information above is still valid, I am waiting for new information before I update this thread. Here is hopping that the soon to arrive POI/Outpost blog is very informative. :)

In the meantime; Tork Shaw wrote something very interesting...

Goblin Squad Member

Update:
Lisa Stevens

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