| Radomir Shax |
Want to roll for our Economic Boon? :)
I can just see Radomir rolling around collecting the taxes. Are you sure that's all you have? Seems like this sack is a bit light. See? Now that's how you put country first!
Sure!
economic boon: 1d6 ⇒ 2
| Alexander Orlovsky |
Heh, boon added in for a total of 18 BP in the treasury. Still, better than nothing!
Turn 5 Upkeep Phase:
1. Stability Check: DC 24, roll is at +22 (including the boost from the Natural Blessing!)
Andrea or Radomir, you're up!
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest!
Turn 5 ideas:
I'd suggest we claim [09,04] as we're now into Plains (I think?) and some cheaper Farms. It'll only cost us 3 BP to claim and put a set of Farms there. 3 more BP to set up the Roads in [08,05]. Then we can build a Foundry and even Houses if we want to offset the Unrest. Since we'll need a second set of Houses later for the Market, that's not a bad deal. Total cost would be 17 BP, leaving us only 1 BP in the treasury.
But with that we'll be getting +3 Economy (+1 from the Foundry, +1 from connecting a Mine to the Foundry by Roads, and +1 from having 4 Roads) and another +1 BP per turn. And for the next few turns our Roads and Farms will be super cheap if we build up around Oleg's and those plains hexes.
| Radomir Shax |
Hah! I literally look at this and say "meh I'll get to it when I get out of the shower" and Andrea's already ninja'd the stability roll!! roflmfao
Seriously, though I think it's better if she des
The stability checks, the dice seem to like her more
| Alexander Orlovsky |
Turn 5 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [09,04] [1 BP]
3. Build Terrain Improvements: Road in [08,05], Farm [09,04] [5 BP]
4. Create and Improve Settlements: Houses and Foundry in Voronakholm [11 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Token) (Stability +1, -1BP), Taxation (Light) (+1 Economy, - 1 Loyalty), Holidays (1) (+1 Loyalty, -1 BP)
Note: The Kingdom Worksheet doesn't handle the Foundry being connected to the Mine correctly so I added it in as if the Kingdom has an extra Mine. (So they have a Mine w/ resource and a Mine. This adds up to the same thing as the Mine gives the same benefit as the Mine connected to the Foundry).
Economy roll for Turn 5 is +31 with an additional +3 BP.
| Alexander Orlovsky |
Treasury: 19 BP
Turn 6 Upkeep Phase:
1. Stability Check: DC 25, roll is at +20
Stability: 1d20 + 20 ⇒ (16) + 20 = 36
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest!
Thoughts on Turn 6:
Well, the easy part is a Road in [09,04]. That costs 1 BP. Claiming [09,03] and building Farms there only costs another 3 BP. This leaves us with 15 BP to play with in town. Some things that we should look at:
-Library (6 BP): It gives us Economy and Loyalty and a discount on some good stuff later.
-Theater (12 BP with the Dance Hall discount): It gives us a big boost to Economy and Stability (+2 each!) and gives a discount to some stuff later on.
-Maybe a Stable then Stockyard, but only once we start claiming more hexes around the capital to take advantage of the Stockyard's ability to increase Farm efficiency.
-A Mill is also acceptable. It doesn't give a discount to anything later, but it's not the worst use of 6 BP.
| Radomir Shax |
hmm.. a theater sounds funny... but it makes the most sense. it's a big ticket item, but the returns over time will make up for it.
| Othniel Laurentius |
Radomir is currently the Warden.
Warden: The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
I'm guessing that Kesten Garess, our current General, essentially works for Radomir. I picture it as Radomir in charge of the elite forces and guards throughout the Kingdom. Othniel is the Royal Enforcer (or Royal Assassin). That's more of an individual job (though it could easily be turned into a leader of an assassin's guild or secret police-type thing.)
If you'd prefer to be the General, we can easily switch that around. Othniel can't be the Warden because it's a Str/Con based role, and that would be...bad for him. The General role is a Str/Cha role, so Radomir can easily switch back and forth between the two as he wishes. Kesten's Str will make him a fit for either.
And BP has been updated for Turn 4: 12 from Taxes, +2 Income.
Total BP in treasury: 16
Okay, that was what I thought.
Also, geez, you guys have been busy over the weekend. Need me to do anything? I'm still new to the Kingdom Building Rules side of things.
| Finnegan "Devilbow" Rook |
The Theater actually might not be a bad idea. The Economy and Stability boost would be useful. Plus, we can keep the people distracted from the fact we have a pleasant arrangement with the mites and a green dragon.
| Alexander Orlovsky |
Othniel: Yeah, we're really trying to push forward since we've got to get through a year of Turns. If you've got ideas for what to build, let us have 'em!
As for the Theater, that's what I was thinking. With the discount it's both mechanically good as well as thematically appropriate.
Now, the question is what to do about Oleg's fort over in [09,03]. We can start a second settlement. Our GM said if we build a settlement there we can incorporate Oleg's as a free Shop, Stable, or Watchtower. A Stable then Stockyard there could be *very* valuable (and we did just sell him a bunch of horses!.) The question is how soon do we want to start on that settlement. We're ahead on Consumption and our control DCs, so we really could afford to do it now if we wanted to.
| Finnegan "Devilbow" Rook |
It seems a natural spot for a settlement to form, given that it does have a pre-existing structure and is the first sign of inhabitance you see when coming from Brevoy. Plus, since the Rulers technically have to live inside the borders of the kingdom to do their job, Oleg and Svetlana could actually stay at home instead of traveling to Voranakholm.
| Alexander Orlovsky |
In that case, I'd suggest that we go ahead and pen that up now.
Turn 5 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [09,03] [1 BP]
3. Build Terrain Improvements: Road in [09,04], Farm [09,03] [3 BP]
4. Create and Improve Settlements: Create a settlement at [09,03] [1 BP], Theater in Voronakholm [12 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Token) (Stability +1, -1BP), Taxation (Light) (+1 Economy, - 1 Loyalty), Holidays (1) (+1 Loyalty, -1 BP)
This gives us an Economy roll of +34 with a +3 BP income.
If we build up some farms near Olegton (or whatever we name that place), and put in a stockyard, we'll be rolling in negative consumption. At that point we could finally afford to build up a small "army" for defense.
So, names for our new Settlement?
Novyi Svet - Literally it means 'new world', or 'new community'. But it could also mean 'new light'. It can also be named in honor of Svetlana, Oleg's wife.
| Finnegan "Devilbow" Rook |
I think I've seen on the boards a lot of people just name it Olegton. Novyi Svet sounds like a good name to be a little different.
Again, Eduard can make this Economy roll.
| Othniel Laurentius |
I was going to say Leveton for the new town. It sounds like a town, with the -ton ending, and can be seen as honoring Oleg and Svetlana. But Novyi Svet is good too.
| The Winds of Fate |
Rolling for Event for Turn 6:
1d100 ⇒ 38 We have an Event.
1d100 ⇒ 68 Beneficial settlement event.
1d100 ⇒ 88 Visiting celebrity. (seriously?)
Visiting Celebrity (Settlement): A celebrity from another kingdom visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
1d6 ⇒ 5 Treasury increases by 5 BP.
Your visiting celebrity is the very famous, Allain Adale, roaming bard and entertainer of nobles and wealthy patrons wherever he travels. He is sure that the tales of your founding a new kingdom will provide him with new material for his songs and in return he is more than willing to provide some entertainment during his time here. He will help to christian your new Theater in Voronakholm.
His traveling court includes no less than 6 young bards who hang on every word uttered by Allain, 3 manservants (one each for hair, clothing and makeup), private cook, a dozen guardsmen, and several young and incredibly wealthy nobles who have nothing better to do with their time.
After word of his arrival spreads, many others visit your foundling city for a chance to hear the famed Allain perform.
| Alexander Orlovsky |
And we just built a Theater. What good timing! I'm sure Alexander will be happy to sponsor a little competition and draw in some extra entertainment. He is, after all, also a bard! :)
Treasury: 26 BP (That was a rather large jump from what I expected!
Turn 7 Upkeep Phase:
1. Stability Check: DC 26, roll is at +22
You're up Andrea!
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest!
Turn 7 Stuff:
How about claiming [10,04] (1 BP) and building farms there (2 BP), and roads in [09,03] (1 BP). Leaves us with 22 BP. A library at Voronakholm is pretty cheap and useful. A Dance Hall (that might actually be more Dance Hall than Brothel) at Novyi Svet is also a good idea. I think we can still only build one building a turn even if we have two settlements. A Stockyard at Novyi Svet would also be good. I'm open to just about any suggestions this turn. We've got a lot of options.
| Othniel Laurentius |
The hexes sound good. I like the Stockyard for Novyi Svet more than a Dance Hall. It seems like that's something Oleg would want.
Agreed.
| Alexander Orlovsky |
That seems fine by me. The Stockyard comes with a bit of a Stability hit, but our Consumption increase, even now, is pretty big. Though we shouldn't underestimate the need for small economy boosting buildings there. After the stockyard we could look into building the same first few builds as in our main settlement. Smithy/Dance Hall/Inn are a good cheap start.
We can also start thinking about building an army up. 100 Human Fighters (level 3) would cost 4 BP a Turn, which, with our consumption bonus at the moment would keep us even. It's not an amazing army, but it's a start. And by the end of the year we might get them mounted, and maybe have a small unit of kobold rangers. We could also do 200 Human Warriors (level 4), though it seems better to start small and elite-ish. Only taking the best to start out and then, when we grow larger start recruiting people to fill up ranks and work as town guards.
If we don't do the army we'll have to do some crazy stuff with Promotion and Holidays to use up all that Consumption increase that we get. Which is fine. It's really just a matter of whether we think we want to start getting some soldiers this early.
| Alexander Orlovsky |
I'm all for that as well. Though we can only build one building this Turn. I'm fine with doing some crazy holiday/promotion stuff for one month then building a Granary. We don't really *need* troops just yet. I think by the end of the year we should have some town guards and a small elite mounted force (cavaliers or rangers, or some class along those lines). If we've got some BP left over we could get two small units of Mites and Kobolds for flavor.
Let's do the Granary plan and start thinking about what sort of military groups we'd like eventually. That way it doesn't slow us down for now.
| Alexander Orlovsky |
Turn 7 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [10,04] [1 BP]
3. Build Terrain Improvements: Road in [09,03], Farm [10,04] [3 BP]
4. Create and Improve Settlements: Stockyard in Novyi Svet [10 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Aggressive) (Stability +3, -4BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 12 BP
This gives us an Economy roll of +37 with a +3 BP income.
Looks like we're adding in a fertility festival!
And next Turn we can build a Granary in either settlement.
| Alexander Orlovsky |
Yep. Technically Cavaliers and Fighters are the same cost (same CR at the same level). But there are rules for paying for mounts. It's not actually clear whether Cavaliers would get their mounts for free (as it's a class ability), but I would guess so? And Cavaliers of the Order of the Dragon seem like exactly what we'd want for our elite troops.
And yeah, npc warrior classes as our "core" troops would be good. There we're looking for numbers and we can always outfit them well. But we don't need actual class levels on town guards. Maybe a secret police of Inquisitors eventually. ;)
The mass combat unit creation rules are a mess, but we should be able to work through them. I think the goal would be to have a decent main army of npc warrior types and several small orders of elite troops and monsters.