This is an outstanding find. Alrich states as the whispers grow faint. is the resource considered to be in the square we are in or in an adjacent one. If so, which. Thanks. Fortunately, we have a mill. However, I suggest we ensure that this resource is preserved rather than squandered or wasted. I suggest we continue or explorations around our home with haste.
My thoughts are to go after the critters. I'm itching for a fight and I have never eaten wolf or worg. Never knew when my next meal would be growing up and I can't really say that I know now. The skins could keep the less well-off of our community warm when the winter comes around and I am sure we could use the meat for jerky and the sinews for making bows. But, to be honest, I am itching for a fight.
@ Korvin, Yes. See spoiler Spoiler: Mechanics Haunted Curse
I have made the faint noises into whispers and taken the liberty of having their volume increase from time to time. No mechanical effect but I like the story aspect. Also, Alrich has the possessed archetype with the fluff that these spirits following him are the ones melded to his soul and occasionally "bleeding" out. For note, Alrich is a possessed (archetype), haunted (curse) oracle of the ancestor mystery.
Alrich looks toward the curious looking dog and the voices grow almost completely quiet and he speaks... Do you speak common? and then continues in another language Spoiler:
in Orc Orc perhaps?
and then another language Spoiler:
in Draconic Would you happen to speak Draconic? When he finishes speaking, the voices grow louder once more and words from a great variety of languages can be picked out but without intelligible sentences.
"Claiming the hex and building a farm and apiary will generate and average of 2.75BP/rd after consumption, though with a start of cost of 9BP, a cost that would be made up over about 7 rounds. There would be a 25% chance of generating unrest on the stability roll." mechanics: The above was assuming 1.5 BP per round. Decreasing consumption by a net 2 without taking into account the change in weighted contributions of the die rolls would make the net result 3.5 BP per round I think the result of changing the DC by one using your numbers that gave the 3.5 BP, 1.5 after consumption, would leave a lot more than 2.75 BP Using my numbers above: average 3.2 BP from economy, average 0.6 BP from stability and consumption of 2 BP, changed to 1 BP the round that the hex is annexed and farm is built, and zero after the apiary is built adding one hex will remove the weighted economy contribution for a die roll of 4 (0.1 BP) and the weighted stability contribution for a die roll of 9 (0.05) Results
Of course, there will be a turn or two where that is 2.65 BP before the apiary is built and there is the increased potential for unrest that would reduce the chances of success (thus removing some of the economy contributions and some of the stability contributions), a potential that I have not factored in. @ Falger
As stated previously numerous times, I support the annexation, farm, and apiary.
After a moment when the whispers grow into an angry chorus and the wind whips about his shoulders, he adds emphatically We claim this land for New Celtara. he states and places a small stake in the ground. A stake with a string of bones tied to it. Yes, yes, it is ours now he continues more quietly and the chorus hushes itself to a low whisper once more. If we are not going to claim this land, just say so. :P To DM Patcher, I didn't officially have that on my equipment list but impromptu added it as the villagers gave us some supplies
Alrich laughs and the symphony of whispering voices surrounding him grow completely silent for the first time. Despite my instinctive desire not to, I find that joke remarkably entertaining. After a moment's pause, the whispering begins anew. So, per First Lord Jarix's request and that of my fellow High Lord, Korvin, I suggest we move off to investigate the plains to our west without further delay. Any other suggestions? That would be the plains hex without a road to the immediate west of the one we are in and bordering the forest.
Note that inspection reveals the following for current city/kingdom: Average Economy BP produced each turn from economy roll is 3.2
Let it be noted that I have been playing with the numbers "outloud" but support the annexation, farm, and apiary. mechanics: In general, I prefer to use formulas but having cut-off points instead of formulas that approach zero make things more complicated and thus inspection is often easier... For the economy roll
A die roll of 1,2, or 3 (a 15% chance, or 0.15) results in roll total of <11 and a weighted contribution of zero. A die roll of 4,5 (a 10% chance or 0.10) results in a roll total of 11 or 12 for 2 BP with a weighted contribution of 0.2 A die roll of 6-10 (25% or 0.25) results in a roll total of 13 to 17 for 3 BP and a weighted contribution of 0.75 BP A die roll of 11 to 15 (25% or 0.25) results in a roll total of 18 to 22 for 4 BP and a weighted contribution of 1.0 BP A die roll of 16 to 20 (25% or 0.25) results in a total roll of 23 to 27 for 5 BP and a weighted contribution of 1.25 BP Combining these weighted possibilities gives an average contribution from the Economy roll of 3.2 For the stability roll
Consumption
Average BP Yield for a Month
Did I make an error in here that anyone sees? Note: A formula can be created to give the result in a manner similar to combining piece meal functions.
:P I think it best to put these in spoilers so as not to clutter up the thread too much. But, to be clear, as a player I am partial to the idea of annexing the land and building a farm. Spoiler: About this: "Or another argument: to get what 1 farm provides the economy after 3 months, you would need to spend 30BP (6BP buildings that earn +1 economy [+5 economy]). Or, on the cheaper end, a Town Hall at 22BP with proper bonuses." The above fails to take into account there is a potential for failure and just works with the straight numbers of one roll (economy roll divided by five) while completely ignoring chance of failing the economy roll possibly failing the stability roll and the fact that many events require for a loyalty roll to avoid dire consequences. Something else important to take into account is that at some point (based upon our levels) DM Patcher is going to bump up the control dC by 5. We currently have a base 10 with one for size and one for a city added to that giving us a total of 12. Once that is bumped up, that extra +5 to the economy would all be the difference between a successful roll and unsuccessful roll, not to mention that farther on down the line it will be bumped up again to a base of 20. Justy another thought. But, to be clear, as a player I am partial to the idea of annexing the land and building a farm. Important note separate from jawing around
Is a carpenter a prereq for something important I have missed or does it seem a very bad idea as it only affects the city it is in?
Korvin wrote:
I'm fine with that and was just throwing out food for thought. Of course, this will cost 3 BP to get the hex and farm which means we will need to have all of our checks (two per turn) not affected by that 5% for three turns to break even for the BP spent. Any failure on stability (due to that 5%) would push us back a turn in recouping the spent BP. Any failure on economy (due to the 5%) would push us back two turns in recouping our spent BP before we begin to gain from having less consumption. Plus, the BP spent on the hex and farm could possibly be spent to purchase something else and increase our economy (and possibly stability) further. Thus, that 5% difference in economy success may be 10% difference (and possibly the same for stability) not to mention that an extra bonus to economy may be enough to not only pass but push to a higher bracket giving an additional plus one BP. I'm just pointing out that when calculating totals based upon continued success, the chance of success drops and by dropping the chance each time, the overall chance sinks at an increasing rate.
Dax Thura wrote:
Each month, except month zero, starts with the upkeep phase (stability, pay consumption, magic items-modified, unrest, in that order) unless DM Patcher has decided something different. In the improvement phase, hexes can be claimed. Per DM Patcher's above post, it appears he is approaching this in a more fluid manner and allowing us to claim hexes now without having completed the upkeep phase. But, we haven't made a stability check to reduce unrest (currently zero) or gain a BP (a successful result with no unrest).
Korvin wrote:
That "effective" plus five to the economy (+1 BP) is one that would be applied if and only if the economy roll (1d20+E) beat the control DC (10+size) of currently 11 but would be 12 with the annexation of another hex. If that roll is not successful, zero BP is gained. Also, a successful stability roll (made each turn, IIRC) gives 1BP (if no unrest) or reduces unrest by one if it exists. There are two chances to fail each and every turn: income (economy roll) and stability check (stability roll). Increasing the control DC increases the difficulty of both those rolls. Just a thought to keep track of, but perhaps I am overthinking. The thought is comparing the surety of having one fewer BP of consumption each turn versus the potential each turn that the change of one on the DC for each die roll (stability, economy) would be the difference in losing all BPs for economy and/or not gaining one BP for stability. Just a thought.
I've been rethinking some things. Annexing the hex will raise consumption. So, we can raise our consumption by one (for the cost of 1 BP) so that we can lower it by two (for the cost of 2 BP more) while simultaneously increasing the difficulty of all our checks by one. Point being that this will raise the difficulties of ALL our rolls by one. Would it be better to build more bonuses into our rolls (more buildings that give bonuses to economy, loyalty, stability) before we increase the difficulty of our rolls? Just a thought.
I am working under the assumption that we can explore this hex in one day due to the speed of our mounts. Time is of the essence, in my opinion. I say we should push on throughout the day, exploring. Then, I tink we should rest and determine our new direction, if any change is required, in the morning. Any other suggestions? What say you, First Lord? Alrich asks as the winds begin to whip around him.
This may seem an odd question, but I am curious as to how we will be counting days and travel. From the River Kingdoms book for a party with a speed of twenty: explore grassland 2 days
So, when we move from our starting hex to explore the sw hex (or, se for that matter), do we have to travel eight hours to go from here to there or is that included in the 2 days time? IOW, would it require 2 days per hex in grasslands (3 days for a forested hex) while going in a circle or will we need to calculate travel time (center of one hex to center of another, etc.) separate from exploring time for the same hex? (As opposed to merely counting travel time when passing through a hex without exploring it...) I am just hoping to ensure that we calculate correctly and return on time.
Msosth the Grey wrote:
I thought it was a mill and a smith?
Alrich pauses a moment and then speaks. Soldiers do not go hungry unless it is winter and they are at war with someone in a better position than they. Otherwise, they just take someone else's food. Alrich finishes his statement with a laugh and then continues. But, I see your point. I wish to be a part of something greater than a nomadic tribe like those roaming Belkzen. There is work to do now to bring that about. The unexplored wilds to the west of us could contain any number of dangers waiting to threaten our toehold and should be explored. The plains surrounding us on all other sides should be annexed quickly, in my opinion, so that we can grow that food we will need before the winter arrives. Also, controlling the old road will allow us to establish a trade route. What else do we see before us, High Lords?
Falger Ortio wrote:
I will echo Falger's choice, here at post 68. This leads to my following choices for those mentioned by DM Patcher: step 1.
step 3.
Water on the east border ok? step 6.
The result will be: E+7
and 3 BP Could you guys your post agreement or preference for another choice?
Korvin wrote: I've been doing my duties as a spymaster and noticed that the other settlement is about to leave for the Kobold's claw. We may not have such close neighbors soon. Excellent work, Korvin. This should give us a leg up in building since each hex must have a road before being developed and there are no roads in their vicinity.
Irikar Vareth wrote:
Something to think about is that characters will often fill a niche within the party as well as a ruling position. So, unless we all switch characters at the same time, if one of use decides to switch characters that will leave the same party niche and same ruling position open. But, our party is large enough and with enough overlap in casting power that it might not matter. Just a thought.
Also to be noted is that, unless I am mistaken, a road must be built in an area before it can be developed. But, going straight downriver we can develop without spending BP on roads. Plus, once those first four (with road and river in each hex) have been claimed, we will get S+1 and E+2 as a bonus. @ DM Patcher
Falger Ortio wrote:
A Royal Reserve (10BP) gives S+2 and reduces consumption by 1. A forest is good place to add these in since it might be a waste in spaces where other developments could be added.
farm building would be open space development Step 2 - Claim hexes. This is where you claim the hex you'll be staying in. Since you've already decided where your village is, this step is completed. Step 5 - Open Space development. This step will not be possible during Month Zero as you cannot have open space development in the same tile as a city.
DM Patcher wrote:
Step 1. Who is going to be our ruler?Step 3.
I am for a Smith. Any other suggestions or preferences? Step 6.
The lack of taxation cancels the lack of festivities and our Stability will increase by one for a total cost of 1BP. This would leave us with 2BP to pay upkeep next turn. Any other suggestions for step 6?
So, what are everybody's ideas for a ruler? Unless I'm mistaken, I think that we need to pick that first. At least some of our group does not wish to make extra characters. So, given that there will be open spots, we need a ruler type, and some people were willing to make extra characters if need be, would we rather add another player, Dax with Jarix, a sorcerer with an 18 charisma; have some of us make extra characters one of which would be the ruler; use an NPC for a ruler (Elise), or choose Alrich because he is the only current character with a charisma over ten. My vote:
Note: If DM Patcher agreed to Falger's suggestion, post 35 (I think), the best we would start with would be a +3 (same as Alrich but less than Elise (+5) and Jarix(+4) although some would bump to a +4 before Alrich but still be behind Elise and bump to a five after Jarix would.
Falger Ortio wrote:
Silly me didn't even realize Kezzin had floated that when I posted "my" idea for first among equals, the exact words used by Kezzin.
Msosth the Grey wrote:
I think Brewery is Tier 2. Have we figured out what to do about the ruling position?
what title to use?
Any other ideas?
Korvin wrote:
I think we would need to get a ruling on that. Buildings affect unrest once and only once.Unlike economy, stability, and loyalty which are added up each turn and recalculated, unrest carries over and is adjusted every turn by what new happens (new buildings, events, edicts etc.). Buildings affect unrest only for the turn they are created. So, (I think that) if a tenement is built in one turn it affects unrest by 2 that turn and upping it to a house would not remove that penalty other than the one change in unrest awarded for building a house. A I understand it (quite possibly incorrectly), it is best to purchase buildings that cause unrest in the same turns as those that reduce it: for instance a tenement in the same turn as a temple or perhaps a house in the same turn as a brothel. Purchasing buildings such as houses and temples when there is no unrest wastes their ability to reduce it as unrest cannot have a negative score and buildings only modify unrest the first time after creation. But, perhaps DM Patcher will rule it as you describe. Even if he does rule it as retroactively removing the penalty, the first time we make a roll we will have a -2 penalty to all the rolls (economy and loyalty and stability) DM Patcher has us make. Failure on economy will lead us with no BP in the next turn. Not building the tenement, would make our economy roll two higher, not to mention that if that penalty would cause us to fail we would gain no BPs. Also, unspent BP carry over. Depending upon how DM Patcher intends to adjudicate the rules, I would go with building the mill (6 BP, E+1, S+1, a prerequisite for a carpenter IIRC, T2?) with either a smith (6 BP, E+1, S+1, note that a number of buildings match that criteria) or a butcher (6 BP, E+1, L+1) if we would wish to spread the non-economic bonus up instead of concentrating it. Further, with limited leadership positions in use, I don't know if the starting DC will be 20... Does that make sense? Was there some reason as to really want the shop to get that +500 base value on the first turn? I am not fully familiar with all the rules, so perhaps I am missing something.
DM Patcher wrote:
I approve of these methods! :D A while back I cam to the conclusion that leveling players at differing times ends up making the game not fun for those leveling behind. since then, I have basically run where I leveled the party every other or every third time. Very similar to the above methods. Thanks for the link by the way. I hadn't seen that particular system before.
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