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wakedown wrote:

Unrest isn't really that big of a deal in terms of mechanics.

Our group had already built some housing and a barracks prior to constructing their tenements, so they didn't even notice the +2 unrest when they were constructed.

They were also holding festivals, so eventually a fairgrounds made sense after they had some roleplaying encounters in their town where the aftermath of their festivals resulted in litter/waste through the town's main square. The fairgrounds took another dent out of unrest.

I forget the exact formula I adopted in terms of "housing requirements" but they just made common sense. You can figure many merchants work above their shops and some folks live in the abstract "outskirts" of towns (and work hex improvements). Even still, the population was outpacing housing if they didn't keep building housing or tenement every so often. I believe the stock rules allow for building housing in tandem with other buildings too, so trying to encourage more housing felt natural.

My group has always felt very different about unrest. You start losing hexes at only 11 unrest, and many random events can quickly add 4 or more unrest. They try to keep unrest at 0 and actively work to keep it there. Sure, 2 unrest is hardly noticeable. But that doesn't mean they're going to take it willingly.


Majuba wrote:
Game terms, his "tent towns" that were spontaneously built may have given -4 or -5 unrest, so the tenement would be an improvement.

Well if that was true then why not build a bunch of houses on top of them? Take care of the unrest that way?


wakedown wrote:

~shortened~

This makes sense. Having some population growth that the players have to keep up with puts a bit of pressure on them for these sort of things. But if tenements are needed, why the 2 unrest?


I was building a city for my PC's when I came across the tenement building again. I'm having difficulty realistically ever seeing one built by PC's. I've ran a few kingdom games now and I've never seen them voluntarily build one. Saying they're "three times cheaper" is misleading taking into account how cheap both are in the grand scheme of things.

The only time I could ever see one getting built is very early game where their economy is too poor to be able to handle those two extra build points. But if that's the case, their poor economy certainly isn't strong enough to take a -2 hit from the unrest it brings.

For only saving 2 build points gaining 2 to unrest doesn't seem worth it. Especially since a house reduces unrest by 1!

Thoughts? Ways to make tenements more appealing?


Thanks. I'll have to remember that possess object idea...


You are correct on both accounts. The carbon copy fireball in words of power is 5th level.

Words of power are more about versitility than the standard spell system.


Over on the srd on their siege engine page, they mention near the bottom buildings and their hit points in relation to their sizes. My question is, just what is a large building? Is it your normal 2x2 squares?

Are size categories the same for buildings, and therefore all things, as they are for creatures?


This seems... odd. Why is that?


Is there a way to reduce corruption in a settlement using the kingdom building rules? I scoured the srd and couldn't find anything.


Otm-Shank wrote:

True but they can still dictate what sort of things they want in their castle, they just have to leave it to you to decide the specific dimensions of everything.

Quite right. If they ask for anything, I'll be sure to give it to them.


DonKeebals wrote:
What sort of rooms do YOU include? I thought it was their castle. Let them figure it out.

I'm including a blacksmith, a few bedrooms, some walls of course. The problem with having them figure it out is that I'm the guy who actually makes the maps on maptools. They can't, because they're players.


I'm GMing Kingmaker, and the players have decided to build a castle in their city and live in it. Now, I play in maptools and put a lot of effort into my maps, especially since this is a player home. I'm running into the same problem I often run into when making big buildings. "What on earth is THIS room going to be for?"

I've already found an awesome resource for remembering which rooms go in a castle, which I'd thought I'd share with the rest of you guys! http://www.ancientfortresses.org/rooms-in-a-medieval-castle.htm However, pathfinder is a highly magical setting, so this list is far from complete.

What sort of rooms should I include in their castle?


Bumping. Anybody know the answers to this? :(


I looked up and down on the srd in mass combat, including the side tab specifically about recruitment, but I can't seem to find any restrictions pertaining to recruiting regular armies.

This thought came up as my players decided they needed an army to take care of a problem that they might not have been able to take care of. I couldn't find any rules pertaining to the time needed or the number of armies that you could recruit. We fudge it and just said they recruited them that day. So I have a few questions.

1. For regular armies, is there any kind of restriction on the number of armies you can have, assuming you can keep up the consumption?

2. How long does it take said army/armies to recruit?

3. I noticed that there's several different types of armies in the example stats that the players could feasibly recruit, including "militia" and "commandos".
A. Are there any requirements for these different armies?
B. Other than costs associated, what's to stop the players from recruiting nothing but commandos?
C. At what point would they cross over from militia to a regular army, and from there to commandos?


Bodhizen wrote:
Adam Agnello wrote:
Bodhizen wrote:
The Guide seems to load up just fine for me via the link in the first post. Perhaps you need to update your PDF viewer?

:/ the .pdf is down for me too. And my reader is up to date

The Guide is working properly, and there are currently 14 other viewers. The problem does not seem to be on the hosting site's end.

Hmmm, it looks like the problem is specific to chrome. What's stranger is that only some .pdf's don't work.

So solution for those having problems: use firefox or internet explorer.


Bodhizen wrote:
The Guide seems to load up just fine for me via the link in the first post. Perhaps you need to update your PDF viewer?

:/ the .pdf is down for me too. And my reader is up to date


Wow, this was supposed to be saved for a later date, not posted. Sorry everyone! Ignore this post.

And as for why you pay a professional gm? Same reason you pay anyone for a skill anyone can do. Anyone can sing or cook or dance, but you pay the people who pour their heart and soul (plus 40+ hours a week) into their work, because they produce damn good quality work.

Again, I never intended to post this this early, as the campaign itself is still in development.


-----REDACTED-----

:P posting error


oh. ignore my last comment. I didn't see the folder link.


MadBeard, I don't suppose you have the latest UC kingdom sheet (1.02), as the current link to that one is dead :(