paizo.com Recent Posts in Buildingspaizo.com Recent Posts in Buildings2011-12-01T17:36:05Z2011-12-01T17:36:05ZRe: Forums: Pathfinder Online: BuildingsGedichtewichthttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#942013-07-02T16:13:38Z2013-07-02T16:13:38Z<div class="messageboard-quotee">Bringslite wrote:</div><blockquote> <div class="messageboard-quotee">Gedichtewicht wrote:</div><blockquote>and pardon my spelling/typing errors :/</blockquote>If you promise to pardon mine, it is a deal! ;) </blockquote><p>what errors? i see none, so yes, let`s have a deal :)Bringslite wrote:Gedichtewicht wrote:and pardon my spelling/typing errors :/
If you promise to pardon mine, it is a deal! ;) what errors? i see none, so yes, let`s have a deal :)Gedichtewicht2013-07-02T16:13:38ZRe: Forums: Pathfinder Online: BuildingsBringslitehttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#932013-07-02T14:31:25Z2013-07-02T14:31:25Z<div class="messageboard-quotee">Gedichtewicht wrote:</div><blockquote>and pardon my spelling/typing errors :/</blockquote><p>If you promise to pardon mine, it is a deal! ;)Gedichtewicht wrote:and pardon my spelling/typing errors :/
If you promise to pardon mine, it is a deal! ;)Bringslite2013-07-02T14:31:25ZRe: Forums: Pathfinder Online: BuildingsGedichtewichthttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#922013-07-02T14:22:31Z2013-07-02T14:22:31Z<div class="messageboard-quotee">Marlagram wrote:</div><blockquote> <div class="messageboard-quotee">Gedichtewicht wrote:</div><blockquote><br />
<br />
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills? </blockquote><p>So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I had a hammer" blogs on goblinworks.com.
</p>
So I think full progression as an expert will take also about 2,5 years.
<br />
But things can change, ofc. And I may be wrong with my guess. </blockquote><p>Thanks, i obviously have to go over some blogs in more deatil.
<p>and pardon my spelling/typing errors :/</p>Marlagram wrote:Gedichtewicht wrote:
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?
So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I...Gedichtewicht2013-07-02T14:22:31ZRe: Forums: Pathfinder Online: BuildingsMarlagramhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#912013-07-02T07:10:29Z2013-07-02T07:10:29Z<div class="messageboard-quotee">Gedichtewicht wrote:</div><blockquote><br />
<br />
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills? </blockquote><p>So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I had a hammer" blogs on goblinworks.com.
</p>
So I think full progression as an expert will take also about 2,5 years.
<br />
But things can change, ofc. And I may be wrong with my guess.</p>Gedichtewicht wrote:also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?
So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I had a hammer"...Marlagram2013-07-02T07:10:29ZRe: Forums: Pathfinder Online: BuildingsGedichtewichthttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#902013-06-30T21:15:38Z2013-06-30T21:15:38Z<p>Ok, as far as wishlists go, and seeing that undergroundbuilding is already mentioned,</p>
<p>how about "growing" a town?
<br />
elven treeptop villages/druid settlements; might need fewer ressources, but require more builders(the whole village) and more time?</p>
<p>also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?</p>Ok, as far as wishlists go, and seeing that undergroundbuilding is already mentioned,
how about "growing" a town?
elven treeptop villages/druid settlements; might need fewer ressources, but require more builders(the whole village) and more time?
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?Gedichtewicht2013-06-30T21:15:38ZRe: Forums: Pathfinder Online: BuildingsXeenhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#892013-06-29T05:42:27Z2013-06-29T05:42:27Z<p>Thats why each nation will control multiple settlements. It will happen once the player number rises.</p>Thats why each nation will control multiple settlements. It will happen once the player number rises.Xeen2013-06-29T05:42:27ZRe: Forums: Pathfinder Online: BuildingsKitNyxhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#882013-06-29T04:34:13Z2013-06-29T04:34:13Z<div class="messageboard-quotee">HalfOrc with a Hat of Disguise wrote:</div><blockquote> I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way</blockquote><p>I would just like to point out that these are not necessarily mutually exclusive. Limiting the number of buildings which create specializations/bonuses creates settlement limitations, limiting construction that does not offer training or mechanical benefits does not...it just frustrates those who enjoy continuing to see the rewards of working to the common good through continued communal expansion/upgrade.
<p>For instance...I would like be able to work toward having the most powerful settlement in game...as opposed to just maxing out at tier x...like every other relatively stable settlement in game.</p>HalfOrc with a Hat of Disguise wrote:I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way
I would just like to point out that these are not necessarily mutually exclusive. Limiting the number of buildings which create specializations/bonuses creates settlement limitations, limiting construction that does not offer training or mechanical benefits does not...it just frustrates those who enjoy continuing to see the rewards of working to the...KitNyx2013-06-29T04:34:13ZRe: Forums: Pathfinder Online: BuildingsHalfOrc with a Hat of Disguise (alias of HalfOrcHeavyMetal)https://paizo.com/threads/rzs2n7ji&page=2?Buildings#872013-06-29T02:45:57Z2013-06-29T02:45:57Z<p>I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way, leading to alliances between Hexes as people realise that the various towns need to work together.</p>
<p>Towns A, B and C might have to work together, even if their Leaders don't particularly like each other, simple because town A has everything to train Wizards and Clerics, but town B has the easiest access to the materials to keep those Training Halls running, while Town C has focused upon training Warriors but has access to the rare ingredients and potions that the Alchemy and Rogue-Focused Twon B needs to function at full capacity, while Town A has access to the iron mines needed to produce weapons and armor for both.</p>
<p>I would like to see Sewer-Systems intergrated into the game at one stage, but before that, I'd like to see 'Secret Rooms and Tunnels', so that people who own several buildings and have the right skills can secretly expand under their own buildings to create hidden treasure rooms, 'private holding facilities' and personal escape-routes from the town in case of an angry mob with torches and pitchforks/enemy army invasion/smuggling route.</p>
<p>But otherwise, I'm really liking the current display video, although I'm hoping that's just a display of 'sections' of a town, not a town itself.</p>
<p>Also hoping we're able to build outside of a Settlement without needing to 'dominate' the Hex, but with obvious (and painful) penalties.</p>
<p>The Tavern out of the city, along the trade-route, makes for an excellent stop-over point for Players who like to go dungeon-delving, and a prime place for merchants to come and buy those wares without having to risk getting outbid back at town. It also makes a mouth-watering target for Bandits. Loot <i>and</i> Mead?</p>
<p>The Lumber Mill should be situated near a Forest, naturally, but that also puts it right in range of angry Fey, Druids and possibly Dragons too.</p>
<p>I'm still hanging out to hear about the 'Farm'-Building Mechanics. What's the time-frame for planting, growing and harvesting? What sort of Farms can we build? How necessary are they to Players, or are they just there to raise Development Indexes?</p>I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way, leading to alliances between Hexes as people realise that the various towns need to work together.
Towns A, B and C might have to work together, even if their Leaders don't particularly like each other, simple because town A has everything to train Wizards and Clerics, but town B has the easiest access to the materials to keep those Training Halls running, while Town C has focused upon...HalfOrc with a Hat of Disguise (alias of HalfOrcHeavyMetal)2013-06-29T02:45:57ZRe: Forums: Pathfinder Online: BuildingsDeciusBrutus (alias of Daniel Powell 318)https://paizo.com/threads/rzs2n7ji&page=2?Buildings#862013-06-28T20:32:27Z2013-06-28T20:32:27Z<p>That's one way to encourage sewers; but putting DI bonuses directly against strategic concerns is very hard to balance. Or maybe very easy...</p>That's one way to encourage sewers; but putting DI bonuses directly against strategic concerns is very hard to balance. Or maybe very easy...DeciusBrutus (alias of Daniel Powell 318)2013-06-28T20:32:27ZRe: Forums: Pathfinder Online: BuildingsBeinghttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#852013-06-28T19:00:03Z2013-06-28T19:00:03Z<div class="messageboard-quotee">DeciusBrutus wrote:</div><blockquote><p>...Yes, but it seems like a case of "is would be awesome if X" leads to "nobody ever does X". </p>
<p>The weakness created by such a system is a reason to not build it, so there would have to be a really good reason to build those sewers or storm drains. Or it could simply be required, in which case every city has essentially the same possible attack avenues. </blockquote><p>Perhaps the morale of the NPCs populating the settlement would rise, increasing the development index and possibly productivity if they could flush away their problems. If we were going to have weather I could generate a case for storm drains.
<p>It has to go somewhere, and that is likely outside the town.</p>DeciusBrutus wrote:...Yes, but it seems like a case of "is would be awesome if X" leads to "nobody ever does X".
The weakness created by such a system is a reason to not build it, so there would have to be a really good reason to build those sewers or storm drains. Or it could simply be required, in which case every city has essentially the same possible attack avenues.
Perhaps the morale of the NPCs populating the settlement would rise, increasing the development index and possibly...Being2013-06-28T19:00:03ZRe: Forums: Pathfinder Online: BuildingsDeciusBrutus (alias of Daniel Powell 318)https://paizo.com/threads/rzs2n7ji&page=2?Buildings#842013-06-28T18:43:29Z2013-06-28T18:43:29Z<div class="messageboard-quotee">Being wrote:</div><blockquote> <div class="messageboard-quotee">DeciusBrutus wrote:</div><blockquote><p> I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.</p>
<p>You can send adventuring parties OUT, or you can send them IN.</p>
<p>It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that. </blockquote>There is potential for under-settlement sewers/storm drains to be a point of ingress/egress in PvP and possibly smuggling. </blockquote><p>Yes, but it seems like a case of "is would be awesome if X" leads to "nobody ever does X".
<p>The weakness created by such a system is a reason to not build it, so there would have to be a really good reason to build those sewers or storm drains. Or it could simply be required, in which case every city has essentially the same possible attack avenues.</p>Being wrote:DeciusBrutus wrote:I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.
There is...DeciusBrutus (alias of Daniel Powell 318)2013-06-28T18:43:29ZRe: Forums: Pathfinder Online: BuildingsBeinghttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#832013-06-28T17:20:53Z2013-06-28T17:20:53Z<div class="messageboard-quotee">DeciusBrutus wrote:</div><blockquote><p> I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.</p>
<p>You can send adventuring parties OUT, or you can send them IN.</p>
<p>It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that. </blockquote><p>There is potential for under-settlement sewers/storm drains to be a point of ingress/egress in PvP and possibly smuggling.DeciusBrutus wrote:I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.
There is potential for...Being2013-06-28T17:20:53ZRe: Forums: Pathfinder Online: BuildingsKitNyxhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#822013-06-28T13:25:20Z2013-06-28T13:25:20Z<p>Well, I assumed the specialization would come from a limited number of "specialized building plots". For instance, you might have to choose 3 out of 12 large buildings, 10 out of 20 medium plots, and small plots are more expandable (here is where the soft cap comes in), but the return is only such things as living space and storage.</p>
<p>Each level the settlement expands down only adds (for example) 3 medium plots and again the x number of small plots...again only adding character, and storage.</p>
<p>So the settlement is still required to choose carefully and specialize since the larger buildings provide the greatest impact.</p>
<p>My fear, and what I hope GW prevents, is that I hate having the option to build a city/town in a game....my guild spends two months gathering materials and upgrade it. Then we reach the inevitable arbitrary cap and have nothing else to build. I hate that...I hope instead that GW designs the cities so that they "Appear" infinitely expandable but use soft caps, increasing the cost of building. The means of increasing cost could be done several ways, simple distance of the plot from some central point (this would include down), or even just as x percent of a hex is built upon.</p>Well, I assumed the specialization would come from a limited number of "specialized building plots". For instance, you might have to choose 3 out of 12 large buildings, 10 out of 20 medium plots, and small plots are more expandable (here is where the soft cap comes in), but the return is only such things as living space and storage.
Each level the settlement expands down only adds (for example) 3 medium plots and again the x number of small plots...again only adding character, and storage.
...KitNyx2013-06-28T13:25:20ZRe: Forums: Pathfinder Online: BuildingsDeciusBrutus (alias of Daniel Powell 318)https://paizo.com/threads/rzs2n7ji&page=2?Buildings#812013-06-28T02:37:45Z2013-06-28T02:37:45Z<p>I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.</p>
<p>You can send adventuring parties OUT, or you can send them IN.</p>
<p>It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.</p>I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.DeciusBrutus (alias of Daniel Powell 318)2013-06-28T02:37:45ZRe: Forums: Pathfinder Online: BuildingsKitNyxhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#802013-06-28T01:13:57Z2013-06-28T01:13:57Z<p>Oh, good call...I would love to have underground build spots too. Lots of races built underground. I would love to have the option. Make each progressively lower level cost x multiple more for initially preparing each build spot.</p>Oh, good call...I would love to have underground build spots too. Lots of races built underground. I would love to have the option. Make each progressively lower level cost x multiple more for initially preparing each build spot.KitNyx2013-06-28T01:13:57ZRe: Forums: Pathfinder Online: BuildingsXeenhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#792013-06-28T00:33:50Z2013-06-28T00:33:50Z<div class="messageboard-quotee">Marlagram wrote:</div><blockquote> dwarven cleric </blockquote><p>HEY HEY!!! Get out of my builds lol. One of my main character plans. I dont know the gods of the world though.
<p>I think we have alot of cool build ideas for buildings.</p>
<p>I am sure most of them will not be in EE. Reskins will be in OE Im sure, since they will want to have some variety on each settlement. </p>
<p>Also what we need... Dungeons under the castles. Sewers under the towns. </p>
<p>The sewers and maybe the dungeons fill up with monsters over time. (kinda like the NPC settlement plans)</p>Marlagram wrote:dwarven cleric
HEY HEY!!! Get out of my builds lol. One of my main character plans. I dont know the gods of the world though. I think we have alot of cool build ideas for buildings.
I am sure most of them will not be in EE. Reskins will be in OE Im sure, since they will want to have some variety on each settlement.
Also what we need... Dungeons under the castles. Sewers under the towns.
The sewers and maybe the dungeons fill up with monsters over time. (kinda like the NPC...Xeen2013-06-28T00:33:50ZRe: Forums: Pathfinder Online: BuildingsMarlagramhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#782013-06-27T15:16:25Z2013-06-27T15:16:25Z<p>This is my wishlist for the time somewhere in the middle of EE era :) And this is my list with my dwarven cleric of Abadar in mind.
<br />
Tavern - relaxation/information hub with built-in tools for forming groups and access to the quest list, generated by PC and NPC alike.
<br />
Church of Abadar with infirmary and small school/library - as place of worship, respawn point, debuff-removing facility, small training facility for scholar, clerical and social skills.
<br />
Foundry - crafting and training center for all experts in all things metal.
<br />
The Free-Mason Hall - to train masons and store our resources before our new project starts.
<br />
Town hall/town vault - to plan how to buid other things an to store our valuables.
<br />
Stone walls with stone towers with crenellations. few catapults on these towers, few guards in the barracks nearby... </p>
<p>Hmm... brewery, slaughterhouse and sausage-making facility will be next step :)</p>This is my wishlist for the time somewhere in the middle of EE era :) And this is my list with my dwarven cleric of Abadar in mind.
Tavern - relaxation/information hub with built-in tools for forming groups and access to the quest list, generated by PC and NPC alike.
Church of Abadar with infirmary and small school/library - as place of worship, respawn point, debuff-removing facility, small training facility for scholar, clerical and social skills.
Foundry - crafting and training center for...Marlagram2013-06-27T15:16:25ZRe: Forums: Pathfinder Online: BuildingsBringslitehttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#772013-06-27T14:50:39Z2013-06-27T14:50:39Z<p>I am not a programmer by anyone's longest stretch of imagination. If GW were to design skins for structures, how much work would each skin take?</p>
<p>Wouldn't they have to be different for each structure shape?</p>
<p>In order to be different and add that "uniqueness" desired, wouldn't the Devs need 100's of different skins at the least?</p>
<p>If there isn't enough variety, then what is the use? Seems like a lot of effort for a few sales of each skin in any cash shop.</p>
<p>IMO, player designed would be they way to go. Either a toolset to design for everyone (possibly too chaotic in results), or player submitted skins for GW approval.</p>I am not a programmer by anyone's longest stretch of imagination. If GW were to design skins for structures, how much work would each skin take?
Wouldn't they have to be different for each structure shape?
In order to be different and add that "uniqueness" desired, wouldn't the Devs need 100's of different skins at the least?
If there isn't enough variety, then what is the use? Seems like a lot of effort for a few sales of each skin in any cash shop.
IMO, player designed would be they way...Bringslite2013-06-27T14:50:39ZRe: Forums: Pathfinder Online: BuildingsBeinghttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#762013-06-27T14:28:43Z2013-06-27T14:28:43Z<p>The topic has been broached before and I was one of the proponents, very interested in being able to build a secluded tower or hidden bower. My recollection is that there are currently no plans to include such independent constructions in the design.</p>
<p>Consequently I am all for making it clear that these are considered high on the 'desirable' list.</p>The topic has been broached before and I was one of the proponents, very interested in being able to build a secluded tower or hidden bower. My recollection is that there are currently no plans to include such independent constructions in the design.
Consequently I am all for making it clear that these are considered high on the 'desirable' list.Being2013-06-27T14:28:43ZRe: Forums: Pathfinder Online: BuildingsSadurianhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#752013-06-27T11:35:44Z2013-06-27T11:35:44Z<p>I'm keen to have a 'home' because the dilapidated cottage right on the edge of town is <i>de rigueur</i> for your average nature witch.</p>
<p>I don't really mind if the interior is shown as a basic abstract, even just as a pop-up utility screen showing what can be done. What I am more interested in is having the exterior scream 'this is the cottage of a witch'. That doesn't really work if all PC houses look like a mock-Tudor three-bedroom in the suburbs.</p>
<p>I don't really know how you could allow personalisation of the exterior. Skins might be the answer, so that a basic house shape could look like a log cabin, shaped stone stronghouse, or run-down cottage.</p>I'm keen to have a 'home' because the dilapidated cottage right on the edge of town is de rigueur for your average nature witch.
I don't really mind if the interior is shown as a basic abstract, even just as a pop-up utility screen showing what can be done. What I am more interested in is having the exterior scream 'this is the cottage of a witch'. That doesn't really work if all PC houses look like a mock-Tudor three-bedroom in the suburbs.
I don't really know how you could allow...Sadurian2013-06-27T11:35:44ZRe: Forums: Pathfinder Online: BuildingsXeenhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#742013-06-27T07:49:12Z2013-06-27T06:01:45Z<div class="messageboard-quotee">Bringslite wrote:</div><blockquote><br />
<br />
And, for Me, a Grand Palace. With licorice ice cream always on hand, served buy intelligent man-sized hamsters....</p>
<p>Oh! And a popcorn machine!</p>
<p></blockquote><p>In modern times, we make ice cream from anti-freeze. (seriously its disgusting)
<p>In PFO times Ice cream is made from Frost Giant ______!!! You fill in the blank lol.</p>Bringslite wrote:And, for Me, a Grand Palace. With licorice ice cream always on hand, served buy intelligent man-sized hamsters....Oh! And a popcorn machine!
In modern times, we make ice cream from anti-freeze. (seriously its disgusting) In PFO times Ice cream is made from Frost Giant ______!!! You fill in the blank lol.Xeen2013-06-27T06:01:45ZRe: Forums: Pathfinder Online: BuildingsBringslitehttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#732013-06-27T05:44:09Z2013-06-27T05:44:09Z<p>For simplicity and for space conservation, I would like to see all of the CC "Rooms" in a single "Great Hall" type building. With upgrades allowing room for more CCs, storage, private meeting rooms, etc... Maybe, someday, a large room where all the CCs hang their banners.</p>
<p>A public storage for non company affiliated citizens, traveling merchants, maybe combined with the City's storage.</p>
<p>Small buildings that could serve as volunteer fire depts., guard posts, P.O. Box, city maintenance sheds, etc... Places where citizen's skills could be put to use while offline.</p>
<p>Stables (future dreams) to park your ride, rent/repair wagons, buy/sell mounts, etc...</p>
<p>And, for Me, a Grand Palace. With licorice ice cream always on hand, served buy intelligent man-sized hamsters....</p>
<p>Oh! And a popcorn machine!</p>For simplicity and for space conservation, I would like to see all of the CC "Rooms" in a single "Great Hall" type building. With upgrades allowing room for more CCs, storage, private meeting rooms, etc... Maybe, someday, a large room where all the CCs hang their banners.
A public storage for non company affiliated citizens, traveling merchants, maybe combined with the City's storage.
Small buildings that could serve as volunteer fire depts., guard posts, P.O. Box, city maintenance sheds,...Bringslite2013-06-27T05:44:09ZRe: Forums: Pathfinder Online: BuildingsXeenhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#722013-06-27T05:29:53Z2013-06-27T05:29:53Z<p>Excellent choice in necro.</p>
<p>A company barracks sounds good. It would be good to have a place for allies that are not part of the nation. Mercenaries and such. Everyone will want to have these. I know my guild will be small time with a few buddies, and probably not welcome to be a part of the larger nations (usually the case in territory games like Eve)</p>
<p>Library, yep good for scholarly skills and even for wizards, maybe a wizards keep instead but a library can be a duel role.</p>
<p>Militia Barracks for recruiting npc's. Maybe a limited recruitment per day. Only able to use once a settlement reaches a certain size.</p>
<p>Of course the usual town buildings, mill, blacksmith, tavern, stables, temple, etc.</p>
<p>I need to read up in the thread a bit and see what all has been said.</p>Excellent choice in necro.
A company barracks sounds good. It would be good to have a place for allies that are not part of the nation. Mercenaries and such. Everyone will want to have these. I know my guild will be small time with a few buddies, and probably not welcome to be a part of the larger nations (usually the case in territory games like Eve)
Library, yep good for scholarly skills and even for wizards, maybe a wizards keep instead but a library can be a duel role.
Militia Barracks...Xeen2013-06-27T05:29:53ZRe: Forums: Pathfinder Online: BuildingsKitNyxhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#712013-06-27T04:50:53Z2013-06-27T04:50:53Z<p>So, in resurrecting this old post, we can see where some of these ideas found root...and I was hoping to branch to a new topic:</p>
<p>What buildings would we like to see made available and what role/purpose/benefit would each have?</p>
<p>Some I hope we can choose to build:</p>
<p>Company Barracks/Hall: Companies would be able to rent these facilities from the settlement, they would have the same role as guildhalls in other MMOS, offering communal storage and a place to call home (or whatever other use they want to put it to).</p>
<p>Library: old bias, maybe allow certain (more scholarly) skills to be trained.</p>So, in resurrecting this old post, we can see where some of these ideas found root...and I was hoping to branch to a new topic:
What buildings would we like to see made available and what role/purpose/benefit would each have?
Some I hope we can choose to build:
Company Barracks/Hall: Companies would be able to rent these facilities from the settlement, they would have the same role as guildhalls in other MMOS, offering communal storage and a place to call home (or whatever other use they...KitNyx2013-06-27T04:50:53ZRe: Forums: Pathfinder Online: BuildingsHalfOrcHeavyMetalhttps://paizo.com/threads/rzs2n7ji&page=2?Buildings#702011-12-28T00:39:55Z2011-12-28T00:39:55Z<p>Onishi, that is brilliant. It prevents Guild Leaders from going nuts with power but I would add that a Guild cannot be 'disbanded' by any one person, especially a Guild Leader (King) who knows the vote is coming and decides to dissolve the Guild and takes off with the best stuff.</p>
<p>Perhaps a Guild cannot be dissolved without the King and at least three officers agreeing and putting out a 48 hour vote? It prevents the 'I'll take you all down with me' scenario, and like a great many things, such as the thumbs up/thumbs down system, it's tied to your account. One vote per account, to avoid Alt-Spamming to the course a small number of people may want?</p>Onishi, that is brilliant. It prevents Guild Leaders from going nuts with power but I would add that a Guild cannot be 'disbanded' by any one person, especially a Guild Leader (King) who knows the vote is coming and decides to dissolve the Guild and takes off with the best stuff.
Perhaps a Guild cannot be dissolved without the King and at least three officers agreeing and putting out a 48 hour vote? It prevents the 'I'll take you all down with me' scenario, and like a great many things, such...HalfOrcHeavyMetal2011-12-28T00:39:55Z