Tork: Unanswered Settlement Related Questions


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Goblin Squad Member

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From TEO Cheatle in Episode 16: Low Place Like Home

So, the questions that I have right now are....

1) What slots does the Keep, Tavern, and Auction House cover?

2) Can we convert a Large into 2-3 medium plots? Can we Convert a Medium into 2 small plots of land?

3) Do we get anything outside of those 19 slots? There looks to be some more room within the town to place things, and there is also room outside of the town perimeter itself.

4) Have you considered allowing some buildings to be built outside the perimeter, but within the hex?

5) When placing buildings do we get a measure of control where they go? Or do they have predetermined plots?

6) I believe you said there was a limit to 10 of the Index Boosting items/structures, Is this still accurate? If so are we limited in where they can be placed?

7) Do you have different types of architecture for these buildings? Or are we stuck to just the current look?

8) Can you give us a run down on the aesthetic difference we can see between settlements?

9) When will we be able to see walls? Can we place them or are they predefined?

10) Can we close the door to our settlement?

11) Do defenses, like walls, take up a different set of slots than the 19 we get?

12) What all buildings do you have planned without training options?

Note: If you negate the first three buildings it actually looks like
you converted the 3 large land plots into medium buildings, and 3 mediums into half a dozen small.

And a few from me:

Reference: Settlement Structures and Plots of Land

1- Where do the Architect, Officer, Seneshal and Soldier train; and how big are those structures?

2- Is there any information you can share on large scale engineering projects such as Fortifications, Roads, Bridges, Walls; and what skills, trainers and structures' will be needed to build them?

3- Is the following information correct?

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

Brothels?

Siege engines are usually constructed at a siege camp, within or close to the battlefield.

The settlement might need an Engineer's Shop, for crafting mechanisms like traps, grenades, and later.... Fire arms.

Goblin Squad Member

@Bluddwolf

You are correct, I will be expanding the list of "Requested" later. There are a few forum threads with lists of suggestions based on the Kingmaker AP here, I just haven't had a chance to do research yet.

Later, tonight I hope. :)

CEO, Goblinworks

Tork is out of the office this week.

Goblin Squad Member

@Ryan

Thanks for the heads up, I'll ask again next week ;)

Goblin Squad Member

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This replaces the questions above, for when Tork gets back from Gen Con and/or returns to the office. :)

POI & Outposts:
- Is the information above on POI/Outposts correct?

- Do you have any more information to add the known POI/Outposts?

- What additional POI/Outposts can be added to the ones already mentioned?

- Does a POI have to be built before any Outposts can be built?

- Does GW have a baseline of how many people, resources and hours it takes to build each of the POI and Outposts?

- Does GW have a baseline of how many people, resources and hours it takes to build each phase for settlement expansions?

- With a baseline of 500 people in a settlement and a reasonable distribution of x10 companies of 50 people, and six hexes surrounding each settlement (that’s 6 POI and 12 Outposts max), will there be enough companies to “outsource” ownership to each of those structures?

-If a settlement is small, would it be possible for one company to be able to build 1 POI and 2 outposts in the same hex?

Settlements Plots & Structures:
- What slots does the Keep and Auction House cover?

- Can we convert a Large into 2-3 medium plots? Can we convert a Medium into 2 small plots of land?

- Do we get anything outside of those 19 slots? There looks to be some more room within the town to place things, and there is also room outside of the town perimeter itself.

- Have you considered allowing some buildings to be built outside the perimeter, but within the hex?

- When placing buildings do we get a measure of control where they go? Or do they have predetermined plots?

- I believe you said there was a limit to 10 of the Index Boosting items/structures, Is this still accurate? If so are we limited in where they can be placed?

- Do you have different types of architecture for these buildings? Or are we stuck to just the current look?

- Can you give us a run down on the aesthetic difference we can see between settlements?

- When will we be able to see walls? Can we place them or are they predefined?

- Can we close the door to our settlement?

- Do defenses, like walls, take up a different set of slots than the 19 we get?

- What all buildings do you have planned without training options?

- Where do the Architect, Officer, Seneschal, Blacksmith, Carpenter and Soldier train; and how big are their training structures?

- What skills, effects and contributions do each of the above professions add to a settlement?

General:
- Is there any information you can share on large scale engineering projects such as Fortifications, Roads, Bridges, Walls; and what skills, trainers and structures' will be needed to build them?

- What information do you have on creating, changing and implementing Settlement Charter, Management, Training allocation and Taxes?

- Will settlements be able to create a quest/task board for missions, crafting requests, community activities, notification and the like?

- For many settlements having their members have some kind of identification or uniform is a high priority. What information do you have on company and settlement guild banners, clothing, vestments, heraldry and so forth?

Goblin Squad Member

Giorgo wrote:

Settlements Plots & Structures:

- What slots does the Keep and Auction House cover?

I don't know about the auction house, but every settlement will have a keep. In the blog entry Player Created Buildings and Structures it is explained that a fortress is built in a hex, then upgraded/advanced to a settlement - that's the keep. Because it isn't optional, the keep likely doesn't fill a slot.

Goblin Squad Member

Urman wrote:
I don't know about the auction house, but every settlement will have a keep. In the blog entry Player Created Buildings and Structures it is explained that a fortress is built in a hex, then upgraded/advanced to a settlement - that's the keep. Because it isn't optional, the keep likely doesn't fill a slot.

Agreed with what you wrote, that is why on my list above the very first item is:

Default, no slots:
Keep

Yet I didn't find a direct blog or dev quote that made it "official" as far as I could see, and TEO Cheatle asked the question so I left it there for Tork to see. :)

Goblin Squad Member

@Urman,

Re-reading the blog you linked, I can see I missed Forts.

New Question: Is a Fort considered a POI or a "unslotted building" like a Keep (as it is the first step in actually creating a settlement)?

Goblin Squad Member

Bump, hopefully Tork is in this week and can share some answers. :)

CEO, Goblinworks

I haven't read this in detail, but 90% of what I skimmed is "tbd".

Goblinworks Game Designer

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Phew, thats a lot of questions. Ryan is correct - a lot of this is TBD. I'll have a whizz through and answer what I can...

1) Keep and auction house are large. Taverns are medium.
2) Nope. Slots are fixes sizes. NO SUBSTITUTIONS!!
3) Nope. Possibly in the future, but it is unlikely.
4) No/yes/no. Probably not in the short/medium term.
5) At EE they are in set locations. Once we get to beta you pick where everything goes.
6) 10 is the limit. There will likely be more that 10 possible slots in a settlement all organised in a way that looks nice and you can pick which 10 to use as you build.
7) Current look until art can make more. That will be a while.
8) Nopey. But I hopefully will be able to in the next few weeks. Its somewhere down Mike's art list but pretty far down.
9) It will be a while before walls appear. Likely not until we have settlement PvP/war in.
10) Yes.
11) No - they have their own '20th' slot.
12) Very few. Basically EVERY building with cover some training of some kind.

Then onto the next lot...

1) Architect: Keep (large)
Officer: Barracks (large)
Seneschal: Keep (large), Guild House (medium)
Soldier: Barracks (large), Training Field (medium)
2) I cannot. That stuff is WAAAAYYY off to be honest :/
3) That seems correct to me. There are more and eventually we will release a building list but I'm forever tweaking it right now so you'll need to wait a bit on that!

PoIs and Outposts

1) I'm not sure what you are referring to...
2) Still working on those!
3) Yes.
4) POIs are designed for companies of between 10 and 20 people to run. It will be some weeks of gathering/building to complete one.
5)I believe so. That is a very hard question to answer at this stage. Projections say yes.
6) Yes, probably. The difficult part would be defending these and managing upkeep for both settlement and PoI. You would also need a pretty big company (20+ members) to run a PoI AND 2 outposts.

Sorry to be vague on some of this but lots of it is pretty TBD/outline only.

Goblin Squad Member

Tork Shaw wrote:
Sorry to be vague on some of this but lots of it is pretty TBD/outline only.

Tork, thank you very much for taking the time to answer all those question, it is very much appreciated! I understand a lot is TBD, but I feel better informed then I was before you replied. :)

Goblin Squad Member

@Tork,

If I wanted to specialize a company in the area of construction of POI, Outpost and Settlement structures, would the correct skill choices be (when implemented):

Architect , Engineer, Stonemasonry, Carpentry and Blacksmith?

TBD is a fair answer of course. :)

(There is a dwarven settlement hanging on your every word, no pressure...)

Goblin Squad Member

Thank you Tork for answering these questions!

When I asked the original set they were pretty buried in another thread.

Goblin Squad Member

20+ company members to run an entire hex. Definitely something to think about.

Goblin Squad Member

Please disregard question on post #14 above, I made a separate thread and included it there.

@TEO Cheatle, if you have any new or follow-up questions, feel free to post them in the new thread. :)

Goblin Squad Member

Tork Shaw wrote:
4) POIs are designed for companies of between 10 and 20 people to run. It will be some weeks of gathering/building to complete one.

What kind of ratio should we expect to see between the time to gather and build, and the time to capture or destroy?

Goblinworks Executive Founder

Giorgo wrote:

@Tork,

If I wanted to specialize a company in the area of construction of POI, Outpost and Settlement structures, would the correct skill choices be (when implemented):

Architect , Engineer, Stonemasonry, Carpentry and Blacksmith?

TBD is a fair answer of course. :)

(There is a dwarven settlement hanging on your every word, no pressure...)

That's too many skills to specialize in. Select fewer skills, and specialize in a smaller aspect of construction.

Goblin Squad Member

I think there is too much TBD right now...

What I would like to see is Lists of what they will have at the MVP stage, PoI stage, and then Settlement stage.

Scarab Sages Goblin Squad Member

TEO Cheatle wrote:

I think there is too much TBD right now...

What I would like to see is Lists of what they will have at the MVP stage, PoI stage, and then Settlement stage.

I suspect some things are still migrating among those three lists, so we won't see any of the lists for a couple more weeks.

Goblin Squad Member

I listed Temple in both the Medium and Small size buildings, can someone please confirm which is correct?

Goblin Squad Member

Temple is the medium training facility for Clerics. We have not been given the names of any small class support structures yet.

Goblin Squad Member

If the existing Sotterhill is an indicator, I'd guess the Seminary.

Goblin Squad Member

The Seminary is a "feat school" which contains training common to several different roles. Training from the Seminary will be useful for clerics, druids, and other divine casters. Compare to the Dreadnaught school for heavy melee, the Skirmisher for light melee and archery, and the War Wizard and Occultist schools for arcane casters.

Goblin Squad Member

2) A quick example : The Cleric training facility is the Temple. It is a medium sized structure. The Temple can be leveled up to offer Cleric specific feats up to 1st, 2nd, then 3rd tier.

The Cleric support structure is called the Graveyard. It is a SMALL sized structure. It too can be leveled up to support Cleric specific feats to 1st, 2nd, then 3rd tier.

The building that trains Cleric (and paladin and likely druid/ranger/oracle) orisons/spells is called the Seminary. It is a medium sized structure. It can be leveled up to offer Wizard specific feats up to 1st, 2nd, then 3rd tier.

The support structure for the Seminary is called the Mission. It is a SMALL sized structure. It too can be leveled up to support Seminary skills (including all the classes the seminary supports) specific feats to 1st, 2nd, then 3rd tier.

I haven't found anything else about small plot support structures.

Goblin Squad Member

Temple is medium (1 god upgradeable to 3) and Cathedral is large which provides for 3 gods and presumably more on upgrades. God/domain limits not present at start of EE.
Get one or the other.

Seminary is the second cleric school and basic cleric support.

@Guurzak, rightly you mention need for Dreadnaught or Skirmisher for weapon use.

The 4 core roles have training sites:
Academy/University, War Wizard School and Occultist 3 (?)
Temple/Cathedral and Seminary -- 2
Dreadnaught/Skirmishers/??? and Fighter school -- 2
Thieves guild -- 1 (?)

Commoner and Expert have multiple training small buildings for their basic feat and it is not obvious yet they need a second school. Where will they train armor? They will train arms at Dreadnaught or Skirmisher for weapon use.

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