Kingmaker - Kingdom Ruler - Compilation of Clarifications, Errata, Alternate Rules and Expansions


Kingmaker

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Junior Halfling wrote:
In Part 1, p 57 under Movement in the Stolen Lands it says:

Hiya,

There's a massive discussion on this somewhere in the boards, but I can't point you to it sorry.
All I remember is that the general consensus from designers & third aprties was that it
didn't really matter & just to do what you felt was right...
Cheers


I remember the distance of 12 miles being quoted as being "between the centers of two hexes", though I can't find the post.

Grand Lodge

Junior Halfling wrote:

In Part 1, p 57 under Movement in the Stolen Lands it says:

"Each hex on the map ... is 12 miles across (between opposite corners) and covers just under 150 square miles of area."

This seems like a mistake - if the hex is 12 miles from corner to corner, that would only be 93.5 square miles. If the hex is 12 miles across from face to face, it would be about 124.7 square miles. Was there ever any official errata about this? (I looked but didn't find any - I found this forum topic instead! :) Or is my math wrong?

Ref: area of a hex: if d is from corner to corner: d * d * 3 * sqrt(3) / 8
if d is from side to side: d * d * sqrt(3) / 2

I'm trying to adapt the exploration rules to an old homebrew map with different hex sizes so I was going to use the area to scale the time costs.

Thanks!

Damn how come no one ever caught that?

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

It was caught, and discussed, at least twice. If I can find the links I will post them.

Grand Lodge

CalebTGordan wrote:
It was caught, and discussed, at least twice. If I can find the links I will post them.

Hmm, I can't find the official errata.

Sovereign Court

here is maybe helpful
hex link


Berhagen wrote:

Hello All, I have tried to compile a list of all the different alternate rules, errata, clarifications and expansions posted on these messageboards by many people. (And especially by James Jacobs and Jason Nelson). I hope this overview helps people who are looking for answers & ideas.

Included are:

Errata and Clarifications
Questions & Answers
Alternate Rules
Non-City Expansions

Nive thread thanx.


In the Kingmaker game i am running. My players have decided to make a dwarven kingdom. THey asked me if they could build their cities under the ground. I think the idead would be interesting. Are there any rules that would allow a city district to be built (under the ground), (floating in the air), (on the water).

Another question: my players have asked me to find rules or create house rules that would allow them to build...up... stacking one district antop of another, to make a city of towers. It is a neat idea.

So far i have not been able to find any rules for this. i would think that it would be the matter of increasing duration of preparing a city, and buildings. for example it takes 8 months i think to prepare a city in the mountines i think. So if the players want it to be under the ground would it be double the duration? Also BP's i would assume that if house rules were made up or found for any of this. Would it be a good idea to increase the BP cost of these buildings to build them?


A decent guide would be to increase the costs of the buildings by a couple of points per square that it takes up to represent the extra labour and the like that it will take up. I must admit that I personally don't follow the time constraint side of preparing the site, it is too much work for me.


Talon Moonwalker wrote:
A decent guide would be to increase the costs of the buildings by a couple of points per square that it takes up to represent the extra labour and the like that it will take up. I must admit that I personally don't follow the time constraint side of preparing the site, it is too much work for me.

Personally, this seems to follow along the lines of "punishing the players for a cool idea"

If you do this, you should give them something for free, like say, the kingdom has city walls for free since the city is surrounded by stone.


Absolutely. The building cost increase makes sense to me on the basis of having to move all that dirt, but giving them free city walls seems to make perfect sense


"Underground" is probably even better than "free city walls."

I'd have preparation of the site cost lots (x3 or something), and construction cost double unless you have significant magical support. But the defense bonuses to underground cities are incredible. Free full walls, probably +8 Def for an underground site on top of that, and likely immunity from some disasters.

Dwarves build for the long haul.


Don't know about underground - I'm still trying to figure out how to
accomodate my PCs wanting to make a tree city... :)

However - the 'building up' idea is one that I can wade in on...

To add a second story actually costs less money per square meter than
the cost of building the ground floor. (In the real world)
So taking that into account with other factors e.g. traders & clients
having to traipse up & down multiple flights of steps, potential bridges
between towers etc - I think you could probably do each 'floor' for
the same price as the first. Or maybe a small increase for some other
trade-off benefit as you see fit...

Hope that helps.

Grand Lodge

Philip Knowsley wrote:

Don't know about underground - I'm still trying to figure out how to

accomodate my PCs wanting to make a tree city... :)

However - the 'building up' idea is one that I can wade in on...

To add a second story actually costs less money per square meter than
the cost of building the ground floor. (In the real world)
So taking that into account with other factors e.g. traders & clients
having to traipse up & down multiple flights of steps, potential bridges
between towers etc - I think you could probably do each 'floor' for
the same price as the first. Or maybe a small increase for some other
trade-off benefit as you see fit...

Hope that helps.

Cool ideas!


Do bridges HAVE to be built on every hex with a river?

Grand Lodge

CommandoDude wrote:
Do bridges HAVE to be built on every hex with a river?

Your call. I say yes.


I love how my players had the drive and creativity to build their first city under ground. I did go with my first idea, also adding in some other ideas from people. by digging down it would take longer to prepare. I treated the time length to be the (terran type) time plus mountine time. But that is each district as per the rules. So it took them 8 months to prepare the city district site. I also doubled the BP cost. It turned out great. I did not increase the cost of buildings. My thinking is they could use the stone/ earth or just carve them right out of the wall. The only increae cost to buildings i did was to the waterfront and docks, and locks. I have not come up with a sytem for building up yet. My players are having fun digging down. Now their first district is complete and they want to go further down. Should i increase the Time/BP Cost for the new district that will be under the one thats already underground !! Or should i leave it the same?

Grand Lodge

Spartacus Conrad wrote:
I love how my players had the drive and creativity to build their first city under ground. I did go with my first idea, also adding in some other ideas from people. by digging down it would take longer to prepare. I treated the time length to be the (terran type) time plus mountine time. But that is each district as per the rules. So it took them 8 months to prepare the city district site. I also doubled the BP cost. It turned out great. I did not increase the cost of buildings. My thinking is they could use the stone/ earth or just carve them right out of the wall. The only increae cost to buildings i did was to the waterfront and docks, and locks. I have not come up with a sytem for building up yet. My players are having fun digging down. Now their first district is complete and they want to go further down. Should i increase the Time/BP Cost for the new district that will be under the one thats already underground !! Or should i leave it the same?

leave it the same. They're having fun -- you are too -- all is good.


Does anyone know if they have Hex maps for the rest of the Golarion? My players wants to take over the world. I would be a bad DM if i were to restrict them of their dreams.


Why my players don't have this atitude... :(

My players only want to live in peace and safety for their people, they even cut all conections to Brevoy to not being pulled into the upcomming civil war.

Scarab Sages

1 person marked this as a favorite.

@Spartacus- Players taking initiative and getting creative really do make this AP come alive. Sounds like you have a great game going there.

@Tryn,

I suggest fixing that "problem". Cutting all ties and avoiding civil war only work if you live on an island or another planet. The two sides in a civil war usually see you as an untapped resource or a potential enemy force that can't be left undisturbed. Have the forces in Brevoy "make them an offer they can't refuse" or two. If they don't negotiate, have one side make a Pearl Harbor type run against them, trying to take them out in one quick nasty sneak attack. Something like a spy to open the gates in the middle of the night combined with an assasination strike on the leader(s).

If you really want to get twisty, have the attackers all dressed as the other side's forces and then have an envoy for the disguised forces follow up immediately with your PCs, express outrage and offer to assist against the now "common foe". Make your spymaster and diplomat work for their titles }:>

Most PCs absolutely hate getting pushed around and bullied by NPCs, so they should make some sort of response one way or the other :)

Grand Lodge

redcelt32 wrote:

@Spartacus- Players taking initiative and getting creative really do make this AP come alive. Sounds like you have a great game going there.

@Tryn,

I suggest fixing that "problem". Cutting all ties and avoiding civil war only work if you live on an island or another planet. The two sides in a civil war usually see you as an untapped resource or a potential enemy force that can't be left undisturbed. Have the forces in Brevoy "make them an offer they can't refuse" or two. If they don't negotiate, have one side make a Pearl Harbor type run against them, trying to take them out in one quick nasty sneak attack. Something like a spy to open the gates in the middle of the night combined with an assasination strike on the leader(s).

If you really want to get twisty, have the attackers all dressed as the other side's forces and then have an envoy for the disguised forces follow up immediately with your PCs, express outrage and offer to assist against the now "common foe". Make your spymaster and diplomat work for their titles }:>

Most PCs absolutely hate getting pushed around and bullied by NPCs, so they should make some sort of response one way or the other :)

Red, I want to play in your campaign instead of running mine. :)

Scarab Sages

I am not always that creative, but evidently after reading and watching enough Game of Thrones, "WWWTLD (What Would Tywin Lannister Do?) seems to come to mind fairly readily. Perhaps its the fact that my alarm clock is set to play "The Rains of Castomere". I am still trying to figure out a way to work that song into my game storylines, but no luck so far so that it has some special significance to the PCs.

The fact that NONE of my players has read or seen Game of Thrones almost makes my diabolical plotting seem unfair, if it wasnt for the fact that I gave it to them as recommended reading.

I thought I would mention another source of political intrigue, a set of books called Brother Initiate and Gatherer of Clouds, which is set in a fantasy version of Feudal Japan. The entire plot revolves around a huge kingdom spanning double cross and plots within plots. The coolest part is that everyone has multiple agendas and only the reader can see them all and guess how they will come together.

Grand Lodge

redcelt32 wrote:

I am not always that creative, but evidently after reading and watching enough Game of Thrones, "WWWTLD (What Would Tywin Lannister Do?) seems to come to mind fairly readily. Perhaps its the fact that my alarm clock is set to play "The Rains of Castomere". I am still trying to figure out a way to work that song into my game storylines, but no luck so far so that it has some special significance to the PCs.

The fact that NONE of my players has read or seen Game of Thrones almost makes my diabolical plotting seem unfair, if it wasnt for the fact that I gave it to them as recommended reading.

I thought I would mention another source of political intrigue, a set of books called Brother Initiate and Gatherer of Clouds, which is set in a fantasy version of Feudal Japan. The entire plot revolves around a huge kingdom spanning double cross and plots within plots. The coolest part is that everyone has multiple agendas and only the reader can see them all and guess how they will come together.

Who's the author?

Scarab Sages

1 person marked this as a favorite.

Sean Russell...

Brother Initiate

Gatherer of Clouds

One of my favorite series. Characters stop to ponder which type of paper to send a note on becase of the subtle innuendo implied by its origins. Or who stop in the middle of a war to comtemplate cherry blossoms falling from the trees. Plus Lord Shonto, one of the main characters sort of = Sun Tzu.

IMO required reading for a Oriental Adventures type campaign.


Hi.

Since English is not my native language I might be interpreting the Discount for buildings in a wrong way.

DISCOUNT:
Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

"This cost reduction applies only to the first constructed building of the types listed in this line."

Does that mean I get to choose only one building on the list that will have it's cost halved.

First Example:
1st turn I build a University (78 BP): Discount list -> Academy, Bardic College, Museum, Library, Magical Academy, Military Academy

2nd turn I build a Library (3 BP)

3rd turn my discount is spent and I have to pay full price for Academy or any other building on University discount list.

Or does it mean I get the discount for each of the buildings on the list but only once (or until another building gives me that discount again)

Second Example:
1st turn I build a University (78 BP): Discount list -> Academy, Bardic College, Museum, Library, Magical Academy, Military Academy

2nd turn I build a Library (3 BP)

3rd turn I build an Academy (26 BP)

4th turn I build an another Academy (52 BP)

I'm asking because in the Overlords Guide to Kingdom Building it's heavily implied that 2nd example is the case, and my GM doesn't see it that way.

Overlords Guide:
Building Discounts

"It's a trap!" Admiral Ackbar

Don't get suckered into getting discounts with building chains in the early game. Keep it simple and just use a core list of cheap buildings. Buying an expensive building that gives you discounts early on will use all your BP and you will likely never catch up with the delay incurred.

Of course once you have BP to spare and start to add variety then take full advantage of all the discount chains. For example once you have a Castle then certainly build a Town Hall as this opens up cheaper Dumps, Barracks and Watchtowers, which you will be buying a lot of.


Strus wrote:


"This cost reduction applies only to the first constructed building of the types listed in this line."

Does that mean I get to choose only one building on the list that will have it's cost halved.

First Example:
1st turn I build a University (78 BP): Discount list -> Academy, Bardic College, Museum, Library, Magical Academy, Military Academy

2nd turn I build a Library (3 BP)

3rd turn my discount is spent and I have to pay full price for Academy or any other building on University discount list.

Or does it mean I get the discount for each of the buildings on the list but only once (or until another building gives me that discount again)

Second Example:
1st turn I build a University (78 BP): Discount list -> Academy, Bardic College, Museum, Library, Magical Academy, Military Academy

2nd turn I build a Library (3 BP)

3rd turn I build an Academy (26 BP)

4th turn I build an another Academy (52 BP)

It's the second option. Under building descriptions on page 214 under Building Name it states: "The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice."

The keyword is "type". You get a discount for the first building of it's type from the discount list, meaning Library is one type, Museum is another and so on.


Strus wrote:

Since English is not my native language I might be interpreting the Discount for buildings in a wrong way.

"This cost reduction applies only to the first constructed building of the types listed in this line."

Does that mean I get to choose only one building on the list that will have it's cost halved.

<snip>

Or does it mean I get the discount for each of the buildings on the list but only once (or until another building gives me that discount again)
I'm asking because in the Overlords Guide to Kingdom Building it's heavily implied that 2nd example is the case, and my GM doesn't see it that way.

I feel like this was just asked here recently, but I can't find the thread now. I thought it was the 2nd example, but apparently it's the 1st. As far as I know, your GM is correct.


The Overlord's Guide to Kingdom Building was written in 2011, and is based on the kingdom building rules published in Rivers Run Red. You can tell because it also refers to the magic item economy. Ultimate Campaign was published in 2013 with updated kingdom building rules.

In the RRR rules as written, the half-price discount applied indefinitely and for all the listed buildings in the same city, not just once for the first of them you build - hence "Dumps, Barracks and Watchtowers". A single Academy for example "Halves cost of Caster's Tower, Library and Magic Shop in same city". There was no suggestion that the discount went away after you'd used it once - note the use of the word "and".

I'm not sure if James added the "only once" additional rule in the discussion thread about kingdom building as a clarification of the intent of the rules, but certainly it's there in the Ultimate Campaign version of the kingdom building rules, as you quoted.

I think your GM's interpretation of the rule as written is correct - you're supposed to only get the discount once over all the buildings listed. That said, you might be able to get your GM to agree to allow you to choose whether you apply the discount or not each time it might apply, so you don't blow it on a 6 BP Library rather than a 52 BP Academy you're planning on building later.


Okay - can't find it anywhere...so am asking my gaming buds! :)

Roads into highways.
As written, they each give the same benefit.

It seems logically that a highway replaces a road & therefore the road benefits
no longer apply.

However, if you do that, then (mechanically) what is the point of building highways?

I've gone with stacking benefits. Does anyone else have any sensible ideas?

Cheers all.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Faster overland movement (see Chapter 7 of the CRB).


Cheers Chemlak, I'd guessed that one though. (I should probably have written it
in when I asked.)
Thanks for the reply though. It confirms to me that there's no extra bonus. :)


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