Explain the Land Rush Event to Me


Kingmaker


I rolled this up for my group's kingdom. Supposedly it's a beneficial event, I guess in the sense that you might eventually get a free farm/mine/etc., but it certainly hurts in the short-term. Anyway, that's not my issue. What I don't get is the resolution of the event:

PRD wrote:
Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. <kingdom penalties, Unrest> If you construct an identical improvement in an adjacent hex during your next Edict Phase, remove this event's <kingdom penalties>.

Why is the solution to a gold rush to build a mine (or whatever) in an adjacent hex? It doesn't make any sense to me.

Have you had this event in your game? How did you explain it to the players?


Clear and decisive ownership?

I believe the idea is the penalties come from there being no clear ownership of the hex. There are fights breaking out between the land grabbers, etc. By building the exact same improvement right next to you it makes things stabilize because the officially sanctioned hex looks more appealing then the chaotic battle torn improvement. Likely it leads to the other improvement going defunct like when two stores build right next to each other. One of them is going to take a blow that forces them to shut down eventually. I dunno, that is just how I view it.


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I view it as the hatfields and the mccoys fighting over the same area, and by building the 2nd one adjacent one of the pair moves into it and the conflict cools.

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