
Nikita Diira |

Given the conversation over here, I would like to see the ability to make an arena for "safe" pvp with available seating, gambling, perhaps supplies of equipment for the combatants, refreshments, etc. That does sound like a lot of fun.

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I'm just thinking aloud...its easy to focus on the purpose of a given building, but in theory making a building could be generic, and the stuff put in there would determine what roles the building could support. i.e a furnace, smithy, oven for baking bread, anvil, etc.
So if you build a boat you could in theory put in an oven for making bread and start a river bakery :)

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Rather than "here's a list of buildings," I'd like to see some thought on how buildings would be functional. "Greenhouses" purely as decoration don't do much for me, but if they were linked to alchemical skill, then that's a different story.
Temples for divine training
Barracks for melee training
Range for ranged training
Greenhouse for alchemical training'
Library for arcane training
Some kinda huggable tree for druidic training
etc.

Nikita Diira |

Rather than "here's a list of buildings," I'd like to see some thought on how buildings would be functional.
I'm fairly certain mention has already been made of buildings (garrisons? walls? towers? etc) that would be used to enhance defenses of settlements by spawning npc defenders.
I'd like to see barbershops, also, to change hair style/color.
I'd also love to see some kind of "secret" indicator that can be attached to any kind of building that marks it as a front for a rogue guild offering training in stealth, forgery, disable device, possibly use and making of poisons, etc. I suppose there would be less need for secrecy in openly evil/chaotic settlements, but I bet there will be more than a few neutrals in the LG areas that may be interested in pursuing some of these less-than-wholesome skills.
"Greenhouses" purely as decoration don't do much for me, but if they were linked to alchemical skill, then that's a different story.
Small side note: I don't see greenhouses affecting alchemical skill other than perhaps providing materials. Perhaps horticulture skill or "herbing," as we all called it in WoW.

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Horned dilemmas yes: certain skills only trainable if your settlement has buildings that in turn require certain settlement attributes.
ex. to train sneak attack above a certain level, you need a building that is not available if the hex has too little crime. Certain combat maneuvers only trainable if you belong to a settlement that has a Gorum temple. High level druid training in groves not available if the hex is too civilized(!), etc

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I will try to make a list of buildings/structures that might be used in PFO, but before I do so, has anyone already made a transcript or list from the crafting related dev blogs?
I have this huge list from the document I mentioned, I sure hope it doesn't run into any right issues, but since I'm not listing the building benefits to the PnP kingdom building system I think I should be in the clear. By the way when I say huge, I mean it.
Alchemist
Arena
Aviary
Arena
Baker
Arena
Bank
Barracks
Black Market
Brewery
Brothel
Butcher
Carpenter
Caster's Tower
Castle
Cathedral
City Wall
Dump
Exotic Craftsma
Fairgrounds
Foreign Quarter
Fort. of the Faith
Fletcher
Garrison
Granary
Graveyard
Guild Hall
Herbalist
House
Inn
Jail
Keep
Library
Luxury Store
Magic Shop
Mansion
Market
Mill
Millpond
Monastery (Study)
Monastery (Monk)
Monument
Noble Villa
Office, City Guard
Park
Piers
Shop
Shrine
Siege Works
Smith
Stable
Tannery
Tavern
Temple
Tenement
Theater
Town Commons
Town Hall
Tradesman
Training Site
University
Watchtower
Waterfront
Weaver
Witch's Hut
Also, I have a list of Hex improvements you can make in areas without settlement present.
Apiary (with Farm)
Aqueduct
Border Crossing
Camp
Camp (resource)
Cave
Farm
Forest w/in 5 hexes of City
Forest w/in 5 (with Camp)
Fort
Fortress (Large)
Lair
Landmark
Mine
Mine (resource)
Reservoir
River
Road
Royal Reserve
Signal Tower
Special Resources
Vineyard
Winery
Again, all credit for this goes to Jon Brazer Enterprises and the Book of the River Nations: Complete Player's Reference for Kingdom Building. I recommend not only to Ryan Dancey and his team to review the document, but to integrate as MUCH of the ideas as they can from it.

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I read somewhere that there will not be auction houses.
There will almost certainly be places that conveniently list all the items for sale on the market. They will differ from standard "auction houses" in that, when you buy something, it won't get mailed to you - you'll have to actually go pick it up and then transport it to where you want it.

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George Velez wrote:... has anyone already made a transcript or list from the crafting related dev blogs?I haven't. You might check the wiki, but I'm somewhat doubtful Dakcenturi's done so either.
I have the crafting and harvesting aspects pretty well documented in the wiki. Still working on processing and trading.

Arlock Blackwind |
I would also assume people will use common sense when moving around looking for choice items. like for example go to a church for healing potions or go to a dwarfs home even if he is a farmer and ask directions to a good sword smith. a kind of basic tenants of rpg will always come to pass in a new generation of gaming. just lean back and remeber the time you first slew a giant rat using a pathetic rusty sword, or cast your first magic missle only to realize you are now completly worthless until you sleep again. sorry getting a little nastalgic.

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I really do not mind what buildings so long as each settlement can set a standard "look" for its buildings and possibly NPC's.
I want to be able to tell I have just entered the Settlement of the Chartered Company of Chaotic Evil Naked Elven Sorcerors by the funky black and purple elven looking buildings with all the naked NPCs wandering about.

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Taverns made of wood, inns made of wood or stone and with two stories, stables made of wood, farmhouses made of wood, barns made of wood, small cottages hidden out in the woods made out of wood and only in one story, mad wizards towers made out of stone but crumbling due to neglect and they are also probably several centuries old, Apple headquarters made out of glass and steel.

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I really do not mind what buildings so long as each settlement can set a standard "look" for its buildings and possibly NPC's.
I want to be able to tell I have just entered the Settlement of the Chartered Company of Chaotic Evil Naked Elven Sorcerors by the funky black and purple elven looking buildings with all the naked NPCs wandering about.
Would all the naked people give you kind of a hint?

Arlock Blackwind |
Taverns made of wood, inns made of wood or stone and with two stories, stables made of wood, farmhouses made of wood, barns made of wood, small cottages hidden out in the woods made out of wood and only in one story, mad wizards towers made out of stone but crumbling due to neglect and they are also probably several centuries old, Apple headquarters made out of glass and steel.
Now this is an intersting concept. in a few MMo that had the ability to make your own homes the materials were brought up in many layers. RPGworlds had stone wood and i beleive straw houses maybe metal cannot remeber. UO had wood and stone houses and I believe stone toweres how many people put a layer of wall just inside your doorway so no can see inside your house when you opened the door lols.
anyhoo the point is , GW we want more than just simple straw huts or 1 rom houses make it avalible we just make building by putting up wals/floors and then adding (workshops/labs) then just lable the build whatever we want this will save you the hundeads of thousands of hours developing the coutles building modles you will see everyone asking for. just let us build them ourselves. an easy way to limit the size of the building simple make us pick a land plot and it has to fit in X spance and no more than 2-4 floors and as we expand our teritory we can make bigger (better) and more buildings. yes this will have it's own problems like a person trying to fit a forge, smith, furnace, and who knows what else in the same small 10ft room but oh well if they can afford it let then do it. you could say it takes x amount of iron to make an anvil x stone x steel x iron x wood to make a forge x wood x water to make a water clock. if you alow us to pick and choose what a building looks like and what we have in the building your job now become to make more home asesories for us to customise our domicilies with not make blueprints for us to say we have the best whatever and you don't. this could also chain in your idea to have certin kinds of facilities to certin areas. certin kinds of building materials could be limited in hexes and forsome to want forien materials to make exodic (for thier hex) homes would have to pay a pretty copper coin for it.
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The Shameless One wrote:Taverns made of wood, inns made of wood or stone and with two stories, stables made of wood, farmhouses made of wood, barns made of wood, small cottages hidden out in the woods made out of wood and only in one story, mad wizards towers made out of stone but crumbling due to neglect and they are also probably several centuries old, Apple headquarters made out of glass and steel.Now this is an intersting concept. in a few MMo that had the ability to make your own homes the materials were brought up in many layers. RPGworlds had stone wood and i beleive straw houses maybe metal cannot remeber. UO had wood and stone houses and I believe stone toweres how many people put a layer of wall just inside your doorway so no can see inside your house when you opened the door lols.
anyhoo the point is , GW we want more than just simple straw huts or 1 rom houses make it avalible we just make building by putting up wals/floors and then adding (workshops/labs) then just lable the build whatever we want this will save you the hundeads of thousands of hours developing the coutles building modles you will see everyone asking for. just let us build them ourselves. an easy way to limit the size of the building simple make us pick a land plot and it has to fit in X spance and no more than 2-4 floors and as we expand our teritory we can make bigger (better) and more buildings.
Did you miss my joke or wasn't sure if it was a joke? /sad

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I would like to see personal hideouts. A simple version of bandits hideouts but just smaller , w/o detection features or robbery stuff. Just some quiet and very well hidden place (even better than traditional hideouts as it is much smaller) for my ranger use as a rest plsce and even stock some stuff he needs in the forests.
I also would like to see hunting lodges in some places of the wilderness.

Valandur |

I would like to see personal hideouts. A simple version of bandits hideouts but just smaller , w/o detection features or robbery stuff. Just some quiet and very well hidden place (even better than traditional hideouts as it is much smaller) for my ranger use as a rest plsce and even stock some stuff he needs in the forests.
I also would like to see hunting lodges in some places of the wilderness.
Both would be very nice. They would have to have chests in both areas that you could store stuff in. If someone comes along and pilfers your stash? Well maybe they will leave some good stuff. Having no pop containers really adds to the feeling of a lodge or hiding place.

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A building that I did not see mentioned anywhere, and that I think is a must, is a guild hall or something simmilar (maybe a Chartered company hall?). Because most chartered companies will not buid settlements or watching towers. Some will not want it.
A building like that to be a company headquarters inside a settlement (with the authorization of settlement leaders) would be extremely interesting. It could provide wearhouse, workplaces for crafting, training spaces, a library that could be upgraded and updated with member journals, stable, a shared armory, some NPC workers (as low level healers, guards, cookers etc), alchemic lab etc. Simmilar to a fortress but smaller, different in architeture , as it will be an insde town building needing not to be very fortified. This build would be upgradeable as other mentioned and would start with few features increasing after each update. Maybe the most advanced would allow chars soulbinding to them and returning there after death in field.
Only one of these buildings would be allowed to each chartered company.
Edit>> I forgot to suggest that the companies could choos a name to those "halls" . Such as "The Golden hall", "Hall of the Brave", " Shadow Hall", "House of Mysts" and stuff like that.

Valandur |

A building that I did not see mentioned anywhere, and that I think is a must, is a guild hall or something simmilar (maybe a Chartered company hall?). Because most chartered companies will not buid settlements or watching towers. Some will not want it.
A building like that to be a company headquarters inside a settlement (with the authorization of settlement leaders) would be extremely interesting. It could provide wearhouse, workplaces for crafting, training spaces, a library that could be upgraded and updated with member journals, stable, a shared armory, some NPC workers (as low level healers, guards, cookers etc), alchemic lab etc. Simmilar to a fortress but smaller, different in architeture , as it will be an insde town building needing not to be very fortified. This build would be upgradeable as other mentioned and would start with few features increasing after each update. Maybe the most advanced would allow chars soulbinding to them and returning there after death in field.
Only one of these buildings would be allowed to each chartered company.
Edit>> I forgot to suggest that the companies could choos a name to those "halls" . Such as "The Golden hall", "Hall of the Brave", " Shadow Hall", "House of Mysts" and stuff like that.
Actually when EE begins settlements will not be implemented in game. Those guilds who participated in the land rush will receive a guild hall type building which will serve as their initial construction until they do add settlements.
Here is a snip from the land rush thread...
The First Settlements
During Early Enrollment we will not have the Territorial Control game mechanic implemented. During this period, Settlements will not face the threat of being displaced by hostile forces. Near the end of Early Enrollment we will be expanding the territory in the game to include a lot of unclaimed Hexes where players will be able to create new Settlements even if they were not participants in this Promotion. After a suitable interval, the Territorial Warfare system will be introduced, and Settlements will begin to vie with one another for Territorial Control.
You'll be provided with a Guild Lodge in your Hex that you can restrict access to and probably some other early buildings as the Settlement system matures.
The entire Settlement system will be implemented incrementally during Early Enrollment so issues of Settlement Charters, Settlement Alignments, Settlement Management, etc. will all be determined later as a part of the Crowdforging process and you need not worry about them for the purposes of this promotion. Until the system is more robustly implemented, these initial Settlements will not affect a character's ability to train skills and gain character abilities.

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DarkOne the Drow wrote:Can I get a floating small island with little grove on it? Pretty please.It's just a personal pet peeve, and I hope that the existing canon and lore are honored, but I really hate floating islands, as exemplified by the following images:
No floating islands in the lore, unless we move to a different plane. =)

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Nihimon wrote:No floating islands in the lore, unless we move to a different plane. =)DarkOne the Drow wrote:Can I get a floating small island with little grove on it? Pretty please.It's just a personal pet peeve, and I hope that the existing canon and lore are honored, but I really hate floating islands, as exemplified by the following images:
There is lore for floating cities...

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Dakcenturi wrote:There is lore for floating cities...
Quote:Many modern scholars now believe that the tales of the Shory cities' ability to fly to be nothing more than fanciful exaggeration.Hrm... "Modern Experts"... I suppose it's a safe bet the Shory Flying Cities were real, then. Oh well.
It goes on to say that there is still one flying city.
In the current age, only one last outpost of the Shory empire survives: the stranded sky-city of Yjae, hovering over the desert of Shaguang in Tian Xia.
I can't remember which Pathfinder book I read it in, but it said somewhere that people or an organization were trying to hunt down the secrets and re-create the technology.

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Nihimon wrote:I have the same issue with Superhero movies that are more "super" than "hero". I'm not interested in spectacle. I want substance.I'm not seeing the logic in your argument that a floating city would have no substance. And fantasy is about being spectacular not being ordinary.
Maybe so, but the River Kingdoms is about as ordinary as it comes, remote outposts, bandits, squabbling minor fiefdoms perpetually at war. I would not really expect to see too much in the way of majestic fairy tale castles, magical flying cities etc. as its basically frontier wilderness.
I would say do not ban this stuff completely but too much will be totally out of character with the setting.

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Yeah I don't think this would be something you would see in PFO until they maybe did some expansions. If they went up to the N/NW just a little bit you go into Numeria which has robots and all sorts of crazy stuff. See picture here: Numerian Mecha Scorpion

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I don't really care if we have a flying city, it just bugs me when someone says "I don't like flying cities so don't make one". It doesn't really take anyone else into consideration.
You shouldn't bug. We are just stating oppinions here and saying what we wnnt or not see as buildings in the game. No one is trying to force nothing. At least i did not see any post like that here.
It will be pretty weird if I say: "I don't like floating cities so please do it" Don't you think? LOL