Hex / Settlement Feats and Favorites.


Pathfinder Online


As one of the abilities to building custom towns and cities in Pathfinder a type of feats and bonuses can be given. we know a city will have six stat scores related to how safe functional and well facilitated the hex is. bout how about Feats or skill marks maybe some of us can call them perks. made prior to a hex being claimed or even chosen upon claiming it. If memory serves a town feat can consist of almost anything from being demographicly isolated to being a focal point in arcane enegies. or a site of a holy relic or socialy intolorable to a certin species or all species except a few chosen special.

My question is. Who would want to see these implemented and if so how would you want to see it done? Would you want to see them made part of the hex unchangable by any means or would you prefer to choose them as you evolve your civilization in the hex.

Goblin Squad Member

I'm very anxious to hear the devs' plans for how we customize and advance our Settlements. Personally, I tend to prefer to brainstorm minor tweaks to the devs' plans simply because I don't want to get attached to an idea that is completely at odds with their plans. I'm not saying this to try to stop anyone else from speculating or brainstorming.

Goblin Squad Member

Arlock Blackwind wrote:

As one of the abilities to building custom towns and cities in Pathfinder a type of feats and bonuses can be given. we know a city will have six stat scores related to how safe functional and well facilitated the hex is. bout how about Feats or skill marks maybe some of us can call them perks. made prior to a hex being claimed or even chosen upon claiming it. If memory serves a town feat can consist of almost anything from being demographicly isolated to being a focal point in arcane enegies. or a site of a holy relic or socialy intolorable to a certin species or all species except a few chosen special.

My question is. Who would want to see these implemented and if so how would you want to see it done? Would you want to see them made part of the hex unchangable by any means or would you prefer to choose them as you evolve your civilization in the hex.

I would prefer to see the examples you list as properties of the geography, before settlements even exist. These shouldn't be things you pick out of a list whenever and wherever you found your settlement, you should have to find them first and decide to build your settlement there.

That said, I'm not sure that such things will even exist in the game, but it would add some interesting things to consider in choosing a location besides proximity to resources and other settlements.

Goblin Squad Member

Like Tuoweit said, it sounds like each time you discover a spot within a hex that is able to be developed, you should get an in-game prompt saying "This site is suitable for construction, although you sense a strange energy emanating from the ground here." Something like that. MAybe you would not get the prompt regarding the oddity unless you had a skill tipping you off to the issue. But that should be a known quantity before you starting pitching your tent there.

Goblin Squad Member

interesting idea,

I would prefer if such 'traits' give a start-up bonus but become inconsequential as settlements grow. A cheaper building or a higher starting value for one of the attributes is ok, but bonuses that scale with the power level make me very sceptical.

Kickstarter guilds could well start out with charters from their selected npc factions giving them a 'trait' to start with.

if a settlement is torn down, the hex should get the 'ruins' trait and rebuilding should be faster but not without its risks.

Liberty's Edge

Will there be a surveyor skill which would yield greater knowledge of the properties of the hex you explore?

Goblin Squad Member

I had thought about some of these types of skills. Say you are in a hex...you can see a nice stand of timber and an area for a rock quarry, so normally you could set up a Wood Harvesting Camp" of a "Rock Quarry Camp".

But, if you have the Survey skill and a dicining rod, you could find the otherwise undiscoverable Silkworm Nest and set up a Silkworm Harvesting Camp" which would yield a rare material no one esle without the survey skill could find.

Saying that, you could (and probbly would) be found out harvesting silkworm silk and the new guy would now know about it and could attack you and try to harvest it for himself, as it is a rare resource.


what about random buff bonuses for a hex or debuffs as it were.

buffs examples
A famous bard decides to visit + economy for three days
Exellent vintage of wine produced this season +trade this month
an inventor has made a discovery in your hex + development time for buildings
a rush of settlers decides to join you + population and development

debuffs
A rivaling merchant family have a land dispute - economy
A bloodthirsty warcheif invades your teritory and burns several villages befor he leaves - development
Feuding nobles demand petty cash for compensation of disclosed blackmailing - national funds
a member of your high court is accused of a crime -security

this events any many more could happen once a month or once every several months and could benefit (harm) at random.

Goblin Squad Member

I'm pretty sure there will be more than enough emergent effects on settlements from the actions (or inactions) of the hundreds or thousands of players around them that there won't be a need for random events at the settlement level to make things interesting.

Besides, stuff like that which might seem entertaining from the perspective of a 5-player gaming table playing Kingmaker comes across as heavy-handed and arbitrary when you start applying it to a settlement with hundreds of players who have invested hundreds of hours into it.


I dunno. It would make a fun cosmetic look on a hex sheet. I do see your point though.

Goblin Squad Member

Hardin Steele wrote:

I had thought about some of these types of skills. Say you are in a hex...you can see a nice stand of timber and an area for a rock quarry, so normally you could set up a "Wood Harvesting Camp" or a "Rock Quarry Camp".

But, if you have the Survey skill and a divining rod, you could find the otherwise undiscoverable "Silkworm Nest" and set up a "Silkworm Harvesting Camp" which would yield a rare material (Silken Thread) no one else without the survey skill could find.

Saying that, you could (and probably would) be found out harvesting the Silkworm Nest and the new guy would now know about it and could attack you and try to harvest it for himself, as it is a rare resource.

(Just editing my poorly spelled post. Could't edit it. :( )

Goblin Squad Member

Hardin Steele wrote:

I had thought about some of these types of skills. Say you are in a hex...you can see a nice stand of timber and an area for a rock quarry, so normally you could set up a "Wood Harvesting Camp" or a "Rock Quarry Camp".

But, if you have the Survey skill and a divining rod, you could find the otherwise undiscoverable "Silkworm Nest" and set up a "Silkworm Harvesting Camp" which would yield a rare material (Silken Thread) no one else without the survey skill could find.

Saying that, you could (and probably would) be found out harvesting the Silkworm Nest and the new guy would now know about it and could attack you and try to harvest it for himself, as it is a rare resource.

(Just editing my poorly spelled post. Couldn't edit it. :( )

Goblin Squad Member

Hardin Steele wrote:

I had thought about some of these types of skills. Say you are in a hex...you can see a nice stand of timber and an area for a rock quarry, so normally you could set up a "Wood Harvesting Camp" or a "Rock Quarry Camp".

But, if you have the Survey skill and a divining rod, you could find the otherwise undiscoverable "Silkworm Nest" and set up a "Silkworm Harvesting Camp" which would yield a rare material (Silken Thread) no one else without the survey skill could find.

Saying that, you could (and probably would) be found out harvesting the Silkworm Nest and the new guy would now know about it and could attack you and try to harvest it for himself, as it is a rare resource.

I had the impression that you'd have to have certain skills to find certain resources, but I couldn't an actual reference or quote in the blogs. I imagine that will be the case, though, to encourage explorer types.

Goblin Squad Member

Quote:


I had the impression that you'd have to have certain skills to find certain resources, but I couldn't an actual reference or quote in the blogs. I imagine that will be the case, though, to encourage explorer types.

What came to my mind here was the function in EVE that allows an Explorer type character to use a skill set that searches a solar system to find rare gas clouds and mining deposits, ancient ruins in space and higher level NPC Encounters.

In PFO this could be translated into something similar where "Diviners" or "Surveyors" could find rare mineral deposits, small amounts of rare herbs or other crops, a very tiny stand of rare hardwoods, a gemstone deposit, or any other gatherable, but higher on the normal scale for what you would easily find within that hex for characters not having the Survey skill.

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