Settlement Cross-training - allowable?


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Goblin Squad Member

My understanding from the last Gobbocast with Lee is while only LG settlements will have paladin training (all tiers, not just 3rd), that any god within a step of the settlements alignment will also have a temple in the city. Clerics aren't nearly as anal about alignment as paladins, even in the TT, so it would make logical sense that the 'gods of the people' of the settlement would be able to be recognized. I'm still not certain if every god will automatically get a temple, or if you have to choose which gods get one by your own building slot choices, but either way representation of gods/clerics and representation of paladins aren't really the same thing.

Goblin Squad Member

Lam wrote:

Is there any allowance for a settlement to have a support structure 2 steps from alignment? You commented that the Paladin tier 3 Chapter training house would have to be on LG. Does that hold for Religious houses. Must the highest training temple match the alignment of the settlement. How close do tier 3 religious support structures need to be to settlement alignment? This may require some clerics to shift settlements at this point.

Can religious shrine POI have structure support for tier 3 for that cleric? Can a Shrine have two gods of same alignment? Of different alignment? What about described affinity from PF TT?

I have gotten the impression (maybe it's wishful thinking) from somewhere that Settlements will have the equivalent of the "slots" that characters have. A settlement may (for example) have 10 "slots" and could choose to have a tier 3, cleric, fighter, and ranger facility and a tier 1 rogue; or might have three tier 3 fighter facilities and a tier 1 cleric; or five different tier 2 facilities.

So a NG settlement could have an LG Cleric facility and a CG Cleric facility

Goblin Squad Member

There is one fighter facility (not one for archers and one for swords and one for pole weapons). There will be one rogue facility (not one for scouts and one for pickpockets and one for assassins). There will be one wizard facility (not one for each of the types of magic). There will be 9 separate cleric facilities. It puts a strain on that role, not on other roles. Even to support clerics of two gods will be a challenge to a settlement.

Goblin Squad Member

Lam wrote:
There will be one rogue facility (not one for scouts and one for pickpockets and one for assassins). There will be one wizard facility (not one for each of the types of magic).

I actually got a different impression.

I thought there would be a Large Plot Facility that covered all Wizard training, and various Medium or even Small Plot Facilities that would cover focused subsets.

That might be based on a misreading of this, though:

While a large building might support several related character roles, a standard-sized building normally provides training for one specific character role.

Goblinworks Game Designer

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Larges generally cover essentially the bases of three mediums. A medium is enough to handle the training for a role, so larges will commonly train three roles with some level of similarity (e.g., fighter, barbarian, ranger). You might have to take various upgrade paths to get some of the higher end specializations of a role, but for the majority of the time a Rogue training building is a Rogue training building is a Rogue training building.

We've relatively recently added additional medium-plot buildings that teach large groups of general feats that are useful to multiple roles (e.g., the Dreadnaught School which teaches a lot of attacks for larger melee weapons, hit point upgrades, fortitude-related effects, etc.), as opposed to duplicating them across multiple role facilities that might all want them. That is, rather than putting attacks for Greatsword on the schools for Fighter, Barbarian, and anyone else that would want it, instead they're consolidated in the Dreadnaught School. So there might, say, be a difference in training available in a town that has a Dreadnaught School but not a Skirmisher School; even if they train Fighters, those Fighters will have easier access to heavy melee and will have to train somewhere else for archery and light melee.

Clerics are, indeed, a little weird, owing to temples being sort of a combo role building and faction building. That is, they won't ultimately just be a rehash of each other; an Iomedae temple will have a lot of crossover with a Sarenrae temple, but also unique elements that if offers. And the large-plot cathedrals are intended to support multiple deities.

Goblin Squad Member

Ahhh, that helps clear up a bit how temples will work... and a Cathedral sounds like good times to me.

Goblin Squad Member

Woohoo, miniblogs! :D

Scarab Sages

By some sort, will buildings respect any sort of alignement or pre-req to be built?

It's unwanted (imho) a Chaotic or Evil settlement have a Paladin training building (of course) or a Lawful having a Barbaric one. But a Neutral one, could have none or both?

Is there Good - Evil skills to be trained in diferent settlements?

Goblin Squad Member

Neutral Settlements won't be able to build Paladin-related buildings, as there's a Lawful Good requirement. I assume the non-Lawful restriction would allow a Neutral Settlement to support Barbarians, though.

Goblin Squad Member

T7V Jazzlvraz wrote:
Neutral Settlements won't be able to build Paladin-related buildings, as there's a Lawful Good requirement. I assume the non-Lawful restriction would allow a Neutral Settlement to support Barbarians, though.

We've heard hints that GW is considering tightening up the Barbarian hosting requirement from "non-Lawful" to "Chaotic", so maybe not. We'll have to wait and see.

Goblin Squad Member

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Yes. Good to hear the clerics are getting some love.

So, and I hate to beat you over a stick with this, but is there any hope for druidic themed PoIs, or rather "Nature"-themed ingeneral? Like, I don't know, a wildlife sanctuary/preserve?

Just asking.
There are a lot of mechanics that I would like to see as a de facto leader of The Viridian Circle (of mostly druids)

Goblin Squad Member

I remember something being mentioned about druid groves back during one of the kickstarters, and I think it's a great idea. Who better to watch over resources before you harvest them then druids?!

Goblinworks Executive Founder

Stephen Cheney wrote:

Larges generally cover essentially the bases of three mediums. A medium is enough to handle the training for a role, so larges will commonly train three roles with some level of similarity (e.g., fighter, barbarian, ranger). You might have to take various upgrade paths to get some of the higher end specializations of a role, but for the majority of the time a Rogue training building is a Rogue training building is a Rogue training building.

We've relatively recently added additional medium-plot buildings that teach large groups of general feats that are useful to multiple roles (e.g., the Dreadnaught School which teaches a lot of attacks for larger melee weapons, hit point upgrades, fortitude-related effects, etc.), as opposed to duplicating them across multiple role facilities that might all want them. That is, rather than putting attacks for Greatsword on the schools for Fighter, Barbarian, and anyone else that would want it, instead they're consolidated in the Dreadnaught School. So there might, say, be a difference in training available in a town that has a Dreadnaught School but not a Skirmisher School; even if they train Fighters, those Fighters will have easier access to heavy melee and will have to train somewhere else for archery and light melee.

Clerics are, indeed, a little weird, owing to temples being sort of a combo role building and faction building. That is, they won't ultimately just be a rehash of each other; an Iomedae temple will have a lot of crossover with a Sarenrae temple, but also unique elements that if offers. And the large-plot cathedrals are intended to support multiple deities.

I like the concept of having a large building have a finite number of available slots that are each medium buildings; in this example it might be that a cathedral provides all of the common training that every temple does, advanced cleric training, and can be upgraded with four or five shrines, each of which adds the domain training and other features of a particular temple.

If you only want one or two gods' worth of training, it uses less land to build one or two temples to those gods and upgrade one to provide advanced training.

Goblin Squad Member

What are the building spaces in a POI?

I assume there is some upgrade there also.

Can a POI support two types of buildings?

Goblin Squad Member

We've been given to understand that a PoI is a single building. If you build an inn, you cannot also build a watch tower.

We also know that terrain will limit your choices, I.e. a dock can only be built in a water hex.

Goblin Squad Member

I believe Lam was asking if a single Manor, for example, might be able to construct one building to support Aristocrat Feats and another to support Wizard Feats.

Goblin Squad Member

Lam wrote:

What are the building spaces in a POI?

I assume there is some upgrade there also.

Can a POI support two types of buildings?

Responding to myself after some vaguely recalled discussion:

Generally there will not be other buildings at a POI unless related to purpose of POI. A shrine may have a religious SUPPORT building to tier 1 or possibly 2, but not training and not to 3. POI are not a means to extend support (let alone training) of settlements.

Goblin Squad Member

Tork,

Have we seen the full seven theoretical settlement templates posted yet? you have a post earlier in this thread with three; a crafting focused template, a class training template, and a balanced template.

What are the other four?

Goblin Squad Member

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The "seven templates" are for the War of the Towers. These are not full settlement designs, they're prebuilt off-the-rack settlement role preferences. You can choose to have training for any two of the four basic combat roles, or to focus on crafting, leading to 7 possible templates:

Fighter-Cleric, Fighter-Wizard, Fighter-Rogue, Cleric-Wizard, Cleric-Rogue, Wizard-Rogue, Crafters

The 3 settlement designs Tork posted in that older thread- not really "templates" so much as example DI budgets- are for post-Cataclysm settlement planning when you have real choices to make about what structures to place. We haven't been given any more detail about that system yet.

Goblin Squad Member

Xeen wrote:
...how much value is there going to be...

Doesn't that depend entirely upon the values held by each player?

A multiplayer game environment is a constellation of integral elements. Each of those elements will evaluate differently for various players. What one player values highly may not be so highly valued by others.

'Dominant' players can and often do promote their sense of values as dominant values, but not everyone is an unthinking follower.

Goblin Squad Member

Based on the video interview with Tork Shaw, the answer to the question is "Yes". As king as your reputation and alignment allow you to enter a settlement, you can train there.

Goblin Squad Member

hmm...

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