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Okay, one of my players wants to build a mercenaries guildhall. Using the Ultimate Campaign rules, we have figured out what rooms she wants and how much it will cost. She wants to hire as many construction teams as possible to build this as quickly as possible. I have figured out that she is building 23 rooms, but by combining rooms it would take 15 teams to build the building in the shortest time possible, which is 30 days. She is going to be building near a city of only 59,000.
My question is about cost. Do you think that a city this size would be able to easily provide 15 construction teams to build this building all at once? Do you think there would be any additional costs?
I know that a lot of this is up to me as the GM. However, I would like to know what others think in order to help shape my decision.

Skrayper |
A city of 59,000 would be classified as a metropolis per Pathfinder settlement rules (it would have over double the minimum population necessary)
https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/
If a construction team is a team of craftspeople (3) and laborers (6), then that's 135 people.
I'm just guessing on the numbers of workers, as I cannot find a specific thing called a construction team anywhere. If you can point me to that, it'd help my opinion. As it stands though, I imagine a city that size could easily accommodate it.

Hugo Rune |

Personally I like to roleplay it. There are four different costs. Labour, materials, influence and magic. Labour and materials are relatively straightforward but influence and magic require gaining favour of the people in power.
How does the city's leadership feel about a mercenary guild being setup? Do the stonemasons guild consent to so many of their members working on the same project. Do the teamsters feel secure transporting the materials. Does the local arcane community want to provide magic for the required rooms?
You could end up having the player negotiate a series of contracts with other guilds and rulers in order to get the place built. As it essentially a rush job, the price should be high.
Some of those contracts could run into problems e.g. your caravan guard service to the teamsters suffers bandit attacks. The bandits will cut the player some slack for the guildhall's resources if the bandits are allowed to attack other caravans unopposed. Does the player go to war with the bandits or become involved in the criminal underworld.
Overall the guidhall should be a great opportunity to introduce the player into the city's politics.

Cevah |

There are rules:
Settlements and Districts: 59,000 population => Metropolis
Spending Limits: Metropolis => 65 Goods, Influence, or Labor per day
Calculate the total of Goods, Influence, and Labor for creating your guildhouse and divide by 65 round up to get the number of days needed to make. Number of teams has no bearing on this.
As you are not *IN* the city, adjust this down. If you are just outside, maybe within a mile, then no penalty. If you are a day's travel away, you take a major hit, but you could throw money at it to overcome the distance.
/cevah