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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?


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?


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


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?


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?


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