
Halvagor |
1e version was really easy to game mechanically to have zero consumption and by the end of Book 3 to have only a 5% chance of failing any important check.
2e Kingdom rules are trying to be slightly more realistic in depicting a developing land by gatekeeping some buildings and abilities behind the Trained skills or the Level of the kingdom. What this is trying to depict is the fact that cities don't grow overnight, and that towns don't grow immediately from villages. If not for the artificial Level requirements on moving from 1 block of 4 lots to a second block, the PC's capital would probably fill two entire blocks within the first year - and that's a bit unrealistic for growth, to go from an empty site in the wilderness to a developing Town in less than 12 months. So to expand from 1-block village to 2-block (small) town, the rules requires the Party to spend probably 2-3 years of Kingdom-running just to get to a Level 3 kingdom.
The artificiality / game-balance requirement to not hit a second 4-building block until Level 3 is clearly frustrating, but it is more realistic in timelines of how long it can take a village to expand - even one located in as potentially useful a spot as on the site of the Stag Lord's fort - than was the 1e Kingdom rules where by the 20th turn the kingdom might have 15 hexes and multiple settlements.
Rome, after all, wasn't built in a day.
I solved this problem by house-ruling a partial return to the 1e system - the hex holding a Settlement can have one other terrain enhancement (other than roads) - so a Settlement can have any type of Work Site and roads, but not both Farmland (a work-site equivalent) and a Quarry and a Settlement. And that Villages can have up to 2 blocks of buildings, not hitting Town status until the settlement builds up its ninth lot.