Harad Navar
Goblin Squad Member
|
I'm not sure when it will be feasible to actually walk around in settlements, but after the war mechanics are working it should not be much of a stretch to be able to do that. What kind of buildings would you like to see in PC settlements? Or in NPC settlements for that matter.
I would like to see a specialty food shop called Creature Meats. It could have a really interesting Door.
Come to think of it, I would probably pay RL skymetal for a 3D artist to make a store front for my building, if GW would allow it to be part of the PFO world (with the model scrubbed of scripts, of course). If that were allowed there might be a good market for player architects (3D modelers) to be hired to build PC structures.
Nihimon
Goblin Squad Member
|
I'd like the defenders of your settlement to key to the kinds of some of your buildings.
Already confirmed.
From Video FAQ 1 (Video Transcript):
A lot of the buildings we're currently looking at designing for settlements have a high-end upgrade that gives you settlement guards that are high-end extra-planar beings. So temples would have angels, then devils and demons. And the Sorcerer training facilities would eventually have elemental bloodline things like elementals. And the Fey Embassy which lets you have First World creatures.
Right now, we're not sure of the balance concerns or the AI concerns for having them actually leave the city, but we're pretty sure they're going to be available at least as guards when you do that.
Gloreindl
Goblin Squad Member
|
Libraries!
Yes! Thank you.
I'd also like to see Alchemical labs and places for spellcasters to research spells and possibly enchant items Crafters make, if that is part of the magical item Crafting/Enchanting system. I also want my Wizard's Tower, with ledge for my Dragon landing pad ;)
Grain silos, hay barns, animal stables, jewelers, gemcutters, smithies of all sorts, and other economic buildings that will entice bandits to try and rob them would be fun too.
Vancent
Goblin Squad Member
|
To be a proper Pathfinder game, we'll need lots of inns, taverns, and pubs!
I'd also like to see jails and prisons. Less so for holding PCs but more for holding captured NPCs and monsters.
Obviously we'll need defenses too, walls, towers, keeps, moats, and barracks for the soldiers. In a world with flying characters and dragons and such too we'll also need anti-air ballista turrets, as well as perhaps gigantic fixed location catapults/trebuchets (see the battle of Minas Tirith).
Options for graveyards and memorials, statues and fountains, plants and decorations, would also be good. To give the cities more flavor.
I assume players will also be able to build/buy personal houses. In which case they should come in many different variations, not just in size and quality, but in look and layout.
Gloreindl
Goblin Squad Member
|
I can suggest the Kingmaker players guide, it has quite a list of possible buildings, it is a free download on this site
http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide
Other than the things already mentioned, maybe some sort of banking would be useful.
Sebastian, thanks for reminding me! I bought the .pdf last year for a game that I ended up having to drop out of, and didn't think of it till you just posted. It is a great resource, and well worth the price of the .pdf.
Sebastian Hirsch
Goblin Squad Member
|
Sebastian Hirsch wrote:Sebastian, thanks for reminding me! I bought the .pdf last year for a game that I ended up having to drop out of, and didn't think of it till you just posted. It is a great resource, and well worth the price of the .pdf.I can suggest the Kingmaker players guide, it has quite a list of possible buildings, it is a free download on this site
http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide
Other than the things already mentioned, maybe some sort of banking would be useful.
Glad to be of service, I just have to mention, beeing free, the .pdf is worth rather more than the price^^
Gloreindl
Goblin Squad Member
|
Gloreindl wrote:Glad to be of service, I just have to mention, beeing free, the .pdf is worth rather more than the price^^Sebastian Hirsch wrote:Sebastian, thanks for reminding me! I bought the .pdf last year for a game that I ended up having to drop out of, and didn't think of it till you just posted. It is a great resource, and well worth the price of the .pdf.I can suggest the Kingmaker players guide, it has quite a list of possible buildings, it is a free download on this site
http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide
Other than the things already mentioned, maybe some sort of banking would be useful.
LOL, it was free? I buy too many .pdf's from Paizo to remember which I have was paid for and which were free on the store's website!
Carbon D. Metric
|
I would like to everything in this product.
I bought this when I got into kingmaker, and it is FULL of additional material for kingdom development.
Decorus
Goblin Squad Member
|
I agree, diety specific temples. I would also like to see different levels of temple. If you didnt invest in a temple you could have say a small shrine or something, but if you invest in it you could have a grand cathedral.
Just one temple?
Try Seven arranged in a star pattern in the center of the city.Bah giant golems are passe we need a shapechanging insane sentient castle that has complete control over the entire town with a murderous sense of humor.
Sebastian Hirsch
Goblin Squad Member
|
I agree, diety specific temples. I would also like to see different levels of temple. If you didnt invest in a temple you could have say a small shrine or something, but if you invest in it you could have a grand cathedral.
Obviously Calistria gets a nice wasp hive temple (Queen of Throns has a nice description), some other gods are easier some are hard.
Cayden Cailean: this one is easy it's a tavern with some religious scriptures on the wall. Big temples might have their own brewery.
Abadar :I am pretty sure that they will take care of banking and safe deposit boxes, they are very respectable when it comes to that. So they are likely to look like a bank.
Asmodeus: Maybe this one will look like a court of justice or a barristers office (you know tasteful leather chairs, maybe some summoning circles) with lots and lots of books about the law filling covering almost every wall.
Gorum: A mix between an armory and a fort with a big stature of Gorum in the middle (it doesn't always have to be an iron golem)
Sebastian Hirsch
Goblin Squad Member
|
Subways with secret passage to the Underdark ?
Actually, could we somehow do without a subway and sewers? They will only attract monsters and worse. And of course the compost heaps will be very useful.
I would like to everything in this product.
I bought this when I got into kingmaker, and it is FULL of additional material for kingdom development.
I have heard a lot of good things about that product.
leperkhaun wrote:I agree, diety specific temples. I would also like to see different levels of temple. If you didnt invest in a temple you could have say a small shrine or something, but if you invest in it you could have a grand cathedral.Just one temple?
Try Seven arranged in a star pattern in the center of the city.Bah giant golems are passe we need a shapechanging insane sentient castle that has complete control over the entire town with a murderous sense of humor.
Well if anything, the seven pointed star pattern is sooooo passe, some guy tried to bring it back, but was killed by adventurers just in time.
The castle idea might work, but it really doesn't scream defense to me. Maybe something like a giant life force powered cannon on top of our city. That should have enough range to shoot all the way to the north pole. I “did” (found) some concept artwork:We might have to import some skilled crafters from Alkenstar...
Being
Goblin Squad Member
|
Decorus wrote:... and occasional bouts of depression where everything in the settlement suddenly stops working for a week.
Bah giant golems are passe we need a shapechanging insane sentient castle that has complete control over the entire town with a murderous sense of humor.
...umm, hate to say but when everything in a settlement stops working that isn't depression, exactly.
Pro tip: Stay out of the sewers and stormdrains in such an event and get to higher ground.
Gloreindl
Goblin Squad Member
|
I would like to everything in this product.
I bought this when I got into kingmaker, and it is FULL of additional material for kingdom development.
Quite an interesting product there :) I do hope the Devs look into it, if they haven't already. I also wish the GM who ran the Kingmaker AP I was part of had purchased this product, as he did little prep work, but that is a story for another time.
Vancent
Goblin Squad Member
|
Bah giant golems are passe we need a shapechanging insane sentient castle that has complete control over the entire town with a murderous sense of humor.
We must summon... Alexander!
| Arlock Blackwind |
heres an idea. have new ways to challenge players as the weather/seasons change. I forgot where I read it but there is a type of sewer spider or drain spider that floods the streets when the sewer systems get flooded and anytown that has the (upgrade) -sewer systems- could get this to hapen to them if they do not send tarvelers (or go themselves) to (clean their sewers from spiders) from time to time. cleche I know but very alluring when you think about it.
as for what building I want it would be a temple to Urgathoa with the main hallway leading to the main diningroom with the actuall servic/worshipping in the further back of the building almost hidden one might say. lol. of course have to have the graveyard atachment right next to it. prefurably underneith it kinda like the layout plan from elder scrolls 4 oblivion. or you could write it up as a early french catacomb installment like a monument that opens into a cave like network of natueral and worked stone tombes. verrying from peasent and slaves to minor landlord and merchant king.
Tatertoad
Goblin Squad Member
|
I'm hopeful that they make the super powerful, fantastical buildings difficult to obtain or require specialization to get: i.e. only one deity's temple can reach max level, high level wizard/sorceror/druid buildings would be mutually exclusive (just saying this for example's sake), etc.
My rationale is that if every building is accessible by every settlement (or most settlements in the case of evil/good), then it makes for a bland setting. Think of the possibilities of a merchant-themed city becoming a hub for trade, but relying on militaristic friends to keep the peace.
Morgen
Goblin Squad Member
|
I'd like to see a building for every kind of resource refinement. Lumbermills, Blacksmithies, Tanneries, Goldsmiths, Silver smiths, etc.
Seriously like 100's of different types of buildings. I want this to be a primary focus of the game and look like it is. From huge multi-building custom keeps to tiny little guard posts.
Being
Goblin Squad Member
|
I hope that once a settlement reaches a certain stage in development that new sites open up outside the seetlement where players can establish farms and other kinds of personal residences in a planned-community template while will avoid that ugly UO sprawl and leave roads clear for travelling.
Perhaps when a settlement is eligible they can submit a zoning plan and auction off parcels to the highest bidders, adding to the treasury, increasing the town's ability to maintain and upgrade without increasing resident taxes. Then after each upgrade is fulfilled in the town the next level can be preceded by a similar parcel auction to achieve its new developmental goal.
DarkOne the Drow
Goblin Squad Member
|
I hope that once a settlement reaches a certain stage in development that new sites open up outside the seetlement where players can establish farms and other kinds of personal residences in a planned-community template while will avoid that ugly UO sprawl and leave roads clear for travelling.
Perhaps when a settlement is eligible they can submit a zoning plan and auction off parcels to the highest bidders, adding to the treasury, increasing the town's ability to maintain and upgrade without increasing resident taxes. Then after each upgrade is fulfilled in the town the next level can be preceded by a similar parcel auction to achieve its new developmental goal.
Definitely an interesting approach to prevent ugly urban sprawl.
Sebastian Hirsch
Goblin Squad Member
|
I'm hopeful that they make the super powerful, fantastical buildings difficult to obtain or require specialization to get: i.e. only one deity's temple can reach max level, high level wizard/sorceror/druid buildings would be mutually exclusive (just saying this for example's sake), etc.
My rationale is that if every building is accessible by every settlement (or most settlements in the case of evil/good), then it makes for a bland setting. Think of the possibilities of a merchant-themed city becoming a hub for trade, but relying on militaristic friends to keep the peace.
Sorry I don't really care for the idea.. Limiting the temples, will cause quite a bit of conflict in the settlement. If you are worried about everything looking the same, you could just require a certain number of players with the required skill set in the settlement, in order to be able to build high tier building.
I don't think this will be necessary though, if the highest tier buildings are expensive enough it will take quite a long time for settlements to cover all their bases, and everyone sets their priories differently.| Valandur |
I hope that once a settlement reaches a certain stage in development that new sites open up outside the seetlement where players can establish farms and other kinds of personal residences in a planned-community template while will avoid that ugly UO sprawl and leave roads clear for travelling.
Perhaps when a settlement is eligible they can submit a zoning plan and auction off parcels to the highest bidders, adding to the treasury, increasing the town's ability to maintain and upgrade without increasing resident taxes. Then after each upgrade is fulfilled in the town the next level can be preceded by a similar parcel auction to achieve its new developmental goal.
I like the idea. As settlements grow and the size of facilities like production and refining buildings grow as well, it's possible that buildings will need to be demolished to allow room for larger municipal buildings, bigger factories and governmental facilities to be built. Templates could work well here laying out what can be built, and what needs to be built for the upgrade. I'm thinking of what happens in Sim City where buildings increase in size, taking over areas where smaller buildings were. I believe this will work to prevent the funky UO sprawl.
Does that make sense?
Sebastian Hirsch
Goblin Squad Member
|
I'd like the defenders of your settlement to key to the kinds of some of your buildings. A town armory produces men-at-arms. An archery range produces archers to man your walls. A mage's tower provides wizards to defend the town.
Like Heroes of Might and Magic, but less ostentatious. More tasteful.
Actually I really liked the Heroes of Might and Magic 5 city screen:
Nice place to live.Actually other than the giant statue, this seems quite possible in a world with acces to magic like Golaron.
Do you have a better, example how cities should look? I would love to see it.
Being
Goblin Squad Member
|
Being wrote:I hope that once a settlement reaches a certain stage in development that new sites open up outside the seetlement where players can establish farms and other kinds of personal residences in a planned-community template while will avoid that ugly UO sprawl and leave roads clear for travelling.
Perhaps when a settlement is eligible they can submit a zoning plan and auction off parcels to the highest bidders, adding to the treasury, increasing the town's ability to maintain and upgrade without increasing resident taxes. Then after each upgrade is fulfilled in the town the next level can be preceded by a similar parcel auction to achieve its new developmental goal.
I like the idea. As settlements grow and the size of facilities like production and refining buildings grow as well, it's possible that buildings will need to be demolished to allow room for larger municipal buildings, bigger factories and governmental facilities to be built. Templates could work well here laying out what can be built, and what needs to be built for the upgrade. I'm thinking of what happens in Sim City where buildings increase in size, taking over areas where smaller buildings were. I believe this will work to prevent the funky UO sprawl.
Does that make sense?
It makes sense to me. I only worry that as buildings increase in girth there will either be not enough room for everything or that the urban area expandes more than the design intends.
Also if a larger building displaces someone's place of business or residence we introduce a potential source of internal dissent.
| Valandur |
It makes sense to me. I only worry that as buildings increase in girth there will either be not enough room for everything or that the urban area expandes more than the design intends.Also if a larger building displaces someone's place of business or residence we introduce a potential source of internal dissent.
I had considered people's businesses, or even houses being impacted by a settlements expansion. Perhaps the owner could be either paid off, in a manner more humanly dealt with then most cities use when they displace people today, or have his building relocated. The thing is I'm not sure how much control we will have on buildings within a settlement. Will it even be possible for an individual to own a shop, or a dwelling within a settlement? Will we get to choose what a buildings function is? By that I mean when setting up a settlement, will we get to say 'this building will be a blacksmith, next to it a house (dwelling), and next to that a temple'. I'm unsure whether we will have that sort of control of what goes where.
Visionseer
Goblin Squad Member
|
Meadhall (Yeah, I'm kind of northern-culture biased), transportation hubs (Stable, Harbor/Warf, ???), Guildhalls for the crafts, libraries for the researchers,...
Maybe some sort of government building that can be adapted: Palace/Keep for your despots and monarchs and warlords, Council Chambers for oligarchy or democratic/representative governments, Tower with Audience Chamber for your magocracy, could be a basic thing with "attachments" that alter the purpose/look/function.
Must have a Suq or other open market thing, with someplace near to stable the camels/horses/mastodons.
Tatertoad
Goblin Squad Member
|
I like the idea of different types of buildings based on terrain or location, like: waterwheels, water-driven mills, docks for river towns (as mentioned above). Large harbors and docks for coastal towns, fisheries maybe. Interior towns would have tanneries, smelters, lumber mills, etc. based on what resources were in plentiful supply nearby.
LordDaeron
Goblin Squad Member
|
I would like to see not just buildings but entire secret settlements such as a secret elven settlement hidden by magic in the woods and/or a secret underground dwarven or gnome settlement hidden behind secret doors in some cave, and stuff like that. It would allow lots of interesting PvE possibilities and even some PvP interaction. Maybe only people of those races would know that settlements and eventually allys or people involved in some npc quests.
Sebastian Hirsch
Goblin Squad Member
|
Sebastian Hirsch wrote:Fair enough -- as you say, it will likely require a lot of time and player coordination to make the more powerful buildings. If that is the case, I will be satisfied.
Sorry I don't really care for the idea.. <snip>
Actually, the fear that ever kingdom will just end up buying all the possible upgrades is certainly legit, but I think there are some factors the prevent this:
Alignment: If your settlement is LG, that could seriously limit the number of gods with temples in those cities, the question is just where you draw the line. Of course the despicable evil undead nation might build bone pits to store their undead armies, ready to reform into skeletons when they are needed. Farms for the living cattle (it's a Geb thing, imagine braid dead people ready to use for vampire and ghoul food) and huge spires that cloud the area in permanent darkness (so all the vampires are happy). Maybe a black market or two.
Race: Elven/Druid settlements made of living threes would be amazing. Dwarfs could build mighty fortress cities with the mine right in the middle. Halflings …. well not holes in the in the green hills... obviously... ^^
Different cultures could affect the style of your kingdom buildings. Of course when you loot at other nations in the area, you will find, that a lot of them use wood as the primary building material. The capital city of Brevoy for example has only quite few buildings made of stone, since the mountains are quite far away (which should prove a really nice idea in case red dragons show up ...again).
My point is that we don't have access to big sources of stone yet. So let's look around, in the west we have crazy cultist, above them barbarians with access to robots, drugs that leak out of a buried space ship and skymetals. Not much architectural help in that direction. Amongst the other river kingdoms in the area Pitax and Mivon seem to be good choices when it comes to searching for architectural inspiration. Of course things could be influenced by the Kingmaker AP.