Rules that hamper a fledgling kingdom in the AP


Kingmaker Second Edition

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Let's assume the PCs build their capital in the same hex where the CRPG has them doing it...

That is a hex that has both the Landmark and Resource traits. (p. 73)

Your kingdom starts as a Level 1 kingdom, and thus can only have Villages. Villages have an Influence of 0 (p. 542). This means that its influence is limited to the hex that it's built on.

The hex's Resource trait makes it a great place to build a Work Site, to get double Commodities. A Work Site is a Terrain Feature (p. 537). The section on Terrain Features states: "A single hex can contain only one terrain feature. If you want to construct a feature in a hex that already contains a feature, you must first Clear the Hex unless otherwise specified in the text."

Besides Work Sites, Other examples of Terrain Features are Farmlands and Settlements.

Since the capital city is a Settlement, it cannot have a Work Site (a 2nd Terrain Feature) in it. Nor can it have a Farmland.

At the same time, a Farmland can only be built (and it can reduce the Kingdom's Consumption), only if it is located in the area of influence of a settlement. (Establish Farmland activity on p. 522, you reduce Consumption by "the number of Farmland hexes you have within influence range of your settlements" p. 538).

The fact that Villages have influence of 0 means that Farmlands cannot be built before the kingdom advances to 3rd level (2000 XP later), when a Settlement can become a Town to get an influence of 1. In the meantime, it looks like the kingdom is limited to Harvest Crops, Go Fishing, and Gather Livestock to meet its food needs.

Also, given that the kingdom starts 1st level and the party may be at around 4th level at that time, unless I'm missing something I don't know how the party viably gets that first 2000 XP. All the milestones assume some growth ("expand a village into your first town"), and the start is precisely when it's hardest to convert Resource Points into kingdom XP, when you're poorest.

Am I misreading anything here, or is there something I'm forgetting?
If not, is this all intended?

Paizo Employee Creative Director

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That is the intended effect—the hex that you start your kingdom in should be a significant decision in which you have to weigh a lot of elements and factor in a lot of choices. Starting in a hex where you get a free Town Hall, though (which is what happens if...

Spoiler:
...you start your kingdom in hex TW3, where the Stag Lord's Fort is located...

...gets you a very important structure immediately, which will give you a pretty significant advantage even if you have to spend more time looking for food.

That said, it'd be interesting to see if some sort of meta-kingdom-placement thing arises as folks compare notes and suss out which hex in the Stolen Lands is the BEST hex to start your kingdom. Personally, I hope folks don't take that to heart and instead look to start their own kingdom where they prefer to begin rather than feel like they're forced to follow the only best route—had that been the intent, there wouldn't be 100 pages or so of how to build different kingdoms. We would have provided all of those details for you and there'd be no player agency at all!

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I think it might be wise to houserule for a Capital to increase its influence by 1. So the Kingdom can have a bit of easy early growth.


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James Jacobs wrote:

That is the intended effect—the hex that you start your kingdom in should be a significant decision in which you have to weigh a lot of elements and factor in a lot of choices. Starting in a hex where you get a free Town Hall, though (which is what happens if...

** spoiler omitted **

...gets you a very important structure immediately, which will give you a pretty significant advantage even if you have to spend more time looking for food.

That said, it'd be interesting to see if some sort of meta-kingdom-placement thing arises as folks compare notes and suss out which hex in the Stolen Lands is the BEST hex to start your kingdom. Personally, I hope folks don't take that to heart and instead look to start their own kingdom where they prefer to begin rather than feel like they're forced to follow the only best route—had that been the intent, there wouldn't be 100 pages or so of how to build different kingdoms. We would have provided all of those details for you and there'd be no player agency at all!

I am both heartened that it was the intended effect, and challenged by the implications this has for kingdom building! It reminds me of some strategy board games that put a lot of importance on initial decisions.

So long as I might have the team's ear, did the team have a chance to playtest these rules and see how long it would take to reach 3rd level? And the adventure says to let the players get more kingdom turns to get the kingdom level to at least 2 levels below the party's level (preferably closer even). I was surprised that Farmlands are closed off at the beginning, as that runs counter to my years of playing Civilization-type games.

Paizo Employee Creative Director

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The Rot Grub "The Rules Lawyer" wrote:
So long as I might have the team's ear, did the team have a chance to playtest these rules and see how long it would take to reach 3rd level? And the adventure says to let the players get more kingdom turns to get the kingdom level to at least 2 levels below the party's level (preferably closer even). I was surprised that Farmlands are closed off at the beginning, as that runs counter to my years of playing Civilization-type games.

If you find that it's taking too long to level up the kingdom, feel free to increase the XP rewards—one good way to do so might be to increase the XP granted for leftover RP to be 10 XP per 1 RP. You can also just award large story XP for the PCs as they go, or even just abandon the Kingdom XP system and have it auto level up to match the party's level. That last method is the best solution if you find that your players are frustrated with the rate the kingdom is growing XP.

As for a playtest... not really, alas. I did the best I could with a bit of help here and there, but the development of the entire project was mostly just me.


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Thanks. Well my first runthrough of a first turn makes me think that, if I were to run the AP, I would skip forward a year or so (would love to hear from others how long it took them to bring their kingdom to Level 4), and then at some point during each session, handle 1 or 2 kingdom turns so that they're not all back-to-back.

Just an idea. If anyone has experience simulating a kingdom, I'd love to hear how long it took!

Paizo Employee Creative Director

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Kingmaker is 100% for sure an Adventure Path that benefits from a long term passage of time, and taking a year to run 12 kingdom turns between chapters (or even between parts in chapters) so that the kingdom has a chance to grow is sort of the way this campaign feels like it wants to be played, rather than have the PCs go from one encounter to the next non-stop to try to hit 20th level in a month. ;-)

The MAIN thing that should drive the length of Kingdom turns is the players' interest in them. It's very much an optional part of the campaign for a reason, and one that doesn't directly interface with the PCs stats themselves as well, so that if folks want to play with it some sessions and others just skip forward levels, you can do that without impacting the core play experience of the campaign itself.


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So it looks like the "Resource" tag on a Hex (in Chapter 2 at least) just means there's Terrain Feature in that Hex, not that the Hex actually gives a bonus on Commodity production. The rules for the Resource Terrain Feature (on pg. 536) say that the Hex's encounter text will state what Commodity will be doubled if a Work Site is established there, and the vast majority of Hexes with the Resource tag don't say they double the production of a Commodity, but instead say they give a Kingdom a different Terrain Feature. In the case of the specific Hex in question, the Terrain Feature granted is a Structure Terrain Feature, not a Resource Terrain Feature.

The Rot Grub "The Rules Lawyer" wrote:
So long as I might have the team's ear, did the team have a chance to playtest these rules and see how long it would take to reach 3rd level? And the adventure says to let the players get more kingdom turns to get the kingdom level to at least 2 levels below the party's level (preferably closer even). I was surprised that Farmlands are closed off at the beginning, as that runs counter to my years of playing Civilization-type games.

Not Dev team, but I ran through some (very) basic math in the Kingdom XP thread that, following RAW, you're probably looking at at least 18 turns to go from level 1 to level 2. I didn't math it, but level 2 to 3 will likely take longer as 1/3 of 1-2's XP was from one-off Milestones. Later levels can go somewhat faster, if desired, due to larger RP production, but there are a lot of potential variables that can speed up or slow down how long it takes.

Paizo Employee Creative Director

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Mr_Shed wrote:
So it looks like the "Resource" tag on a Hex (in Chapter 2 at least) just means there's Terrain Feature in that Hex, not that the Hex actually gives a bonus on Commodity production. The rules for the Resource Terrain Feature (on pg. 536) say that the Hex's encounter text will state what Commodity will be doubled if a Work Site is established there, and the vast majority of Hexes with the Resource tag don't say they double the production of a Commodity, but instead say they give a Kingdom a different Terrain Feature. In the case of the specific Hex in question, the Terrain Feature granted is a Structure Terrain Feature, not a Resource Terrain Feature.

This is an important point to keep in mind—the hex description is where you want to go to find out exactly what sort of benefit that hex gives you if you incorporate it into a kingdom, and as far as I know, there are no hexes that give multiple benefits in this way.

Paizo Employee Creative Director

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Mr_Shed wrote:
Not Dev team, but I ran through some (very) basic math in the Kingdom XP thread that, following RAW, you're probably looking at at least 18 turns to go from level 1 to level 2. I didn't math it, but level 2 to 3 will likely take longer as 1/3 of 1-2's XP was from one-off Milestones. Later levels can go somewhat faster, if desired, due to larger RP production, but there are a lot of potential variables that can speed up or slow down how long it takes.

There are also a lot of opportunities during the adventure itself to earn Kingdom XP (as well as additional resources) in the same way you earn PC XP and treasure by doing adventures. So actually playing through the adventure will shorten the number of turns it takes as well.


James Jacobs wrote:
It's very much an optional part of the campaign for a reason, and one that doesn't directly interface with the PCs stats themselves as well, so that if folks want to play with it some sessions and others just skip forward levels, you can do that without impacting the core play experience of the campaign itself.

I like the fact that it doesn't interact with player stats. The 1e implementation was very mechanical ("Who has the best Charisma?") instead of it being an RP choice. And this way it is also RPG system-agnostic.

James Jacobs wrote:
There are also a lot of opportunities during the adventure itself to earn Kingdom XP (as well as additional resources) in the same way you earn PC XP and treasure by doing adventures. So actually playing through the adventure will shorten the number of turns it takes as well.

Ah! I'll take a look through the adventure for that then. (A brief scan tells me that about 280 Kingdom XP can be earned while the party is Level 4.)


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I'm worried about the pacing of the kingdom turns too. First read does feel a little slow, and it's a little concerning that it wasn't playtested much, but like James said, if your group is getting tired of it there's nothing stopping you from increasing the XP to RP conversion, or even reducing the kingdom xp to level from like 1000 to 750. Could even start at like 500 xp to level 2. 750 to level 3. 1000 to level 4. And then evaluate to see how the pacing is.

I get where the development was going. It wouldn't make sense to go from a 1 hex village to a multi hex kingdom with several settlements in the span of like a year. That would break verisimilitude. (I guess as much as a player going from a newbie adventurer to a level 20 champion of the multiple planes of existence in a period of a couple months like some other APs.)

I do feel like this AP is going to take extra work and adjustment from the GM to get just right. Also, I think it would be very helpful to check in with the players often and ask how they feel about the kingdom stuff. If the group is bored of the micro management, it might not be a bad idea to just ask them what their plans are at a high level and then you the GM run the kingdom stuff off screen and report back to the players with problems their individual PCs need to step in and handle. I think the AP actually suggests running the kingdom in the background if you can tell the players are getting bored with kingdom management.

Also, I think the players should know what they are getting into, and if you the GM are planning on running the kingdom management RAW, I think you owe the players a session 0 where you set that out and tell them the type of game you're running so they aren't all of a sudden shocked when they show up to game night and it's 4 hours of planning towns, gathering resources, and handling kingdom events.

At the end of the day, I think this AP is going to require a lot of adjusting to the individual group. I can see some groups out there that are Civ 5 buffs who would want to spend their entire time playing kingdom management and not adventure as much, and other groups who don't want to manage the kingdom at all and just want to do traditional adventuring. Check in with your group early and often imo.

Paizo Employee Creative Director

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We're including the full kingdom rules and warfare rules (minus spoiler content, such as the quest sidebars and the details on specific random kingdom events and the unusual armies the PCs might encounter) in the Kingmaker Player's Guide, so every player will have access to those rules for free so they'll be able to know what they're getting into, and will be able to work with the GM about their interest and desire to use the rules in play.

The practice of doing a "How are folks enjoying the campaign so far? question after every session is a good bit of generalized GM advice on its own though. That's something I try to do when I run games—so that if something isn't playing the way I thought it would I can try to adjust things for sessions going forward.

Paizo Employee Creative Director

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Here's another potential solution—you could simply hand out an arbitrary amount of kingdom XP at the end of a turn, regardless of how things went. For example, by handing out 250 XP after every turn then you set a kingdom's growth at 1 level per 4 months. You can adjust that XP award as you go as your players get more or less interested in the kingdom building aspect of the campaign. This ends up being a pretty simple mashup between the XP method and flat out milestones.


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DM_aka_Dudemeister wrote:
I think it might be wise to house-rule for a Capital to increase its influence by 1. So the Kingdom can have a bit of easy early growth.

If the GM feels giving a flat "+1" is too much (especially at higher levels), a more stingy (but still helpful, at low levels) solution is to house-rule that the capital's Influence is a minimum of one hex.

But, yeah, having a "capital" village with zero Influence stinks, big time.

Franklin


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James Jacobs wrote:
The Rot Grub "The Rules Lawyer" wrote:
So long as I might have the team's ear, did the team have a chance to playtest these rules and see how long it would take to reach 3rd level? And the adventure says to let the players get more kingdom turns to get the kingdom level to at least 2 levels below the party's level (preferably closer even). I was surprised that Farmlands are closed off at the beginning, as that runs counter to my years of playing Civilization-type games.

If you find that it's taking too long to level up the kingdom, feel free to increase the XP rewards—one good way to do so might be to increase the XP granted for leftover RP to be 10 XP per 1 RP. You can also just award large story XP for the PCs as they go, or even just abandon the Kingdom XP system and have it auto level up to match the party's level. That last method is the best solution if you find that your players are frustrated with the rate the kingdom is growing XP.

As for a playtest... not really, alas. I did the best I could with a bit of help here and there, but the development of the entire project was mostly just me.

I can understand the reason for this, but agree with the writer of the post. One twelve mile hex in theory has 124.7 square miles of territory. Even if only 10% was usable for agriculture, that would be the equivalent to 7980 acres, enough for 7980 families in theory to feed themselves! Personally I think the one mile square area of a city grid would be more than enough land to feed a village. Personally I would say that villages should not have a consumption cost as they are generally small enough to feed themselves!

Secondly, the Consumables cost for buildings mean that unless you start in a forest hex, or purchase commodities, even one block of houses is off limits, I must admit that without the full game in front of me, the kingdom building rules in the players guide leave me not hopeful that this will be playable, without a separate computer program for kingdom building. I am hoping the game has some way for the kingdom to start off with at least some commodities?


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aiglos wrote:
the Consumables cost for buildings mean that unless you start in a forest hex, or purchase commodities, even one block of houses is off limits, I must admit that without the full game in front of me, the kingdom building rules in the players guide leave me not hopeful that this will be playable, without a separate computer program for...

On Turn One, you are absolutely going to have to Purchase Commodities (as one of your Leadership Activities), to get the Lumber you need for your first Residential building.

Franklin


aiglos wrote:
I am hoping the game has some way for the kingdom to start off with at least some commodities?

As written it doesn't. However, the players acquire a fair amount of treasure at the end of Chapter 3 that's noted as possibly being useful to start their Kingdom (that they found at the start of Chapter 4), so I think it'd be reasonable to either swap some of the treasure for one of each Commodity or to allow them to use the Capital Investment leadership activity (normally unavailable until at least Kingdom level 5) on their first Kingdom turn (or first few turns) to convert some of those treasures into additional RP.


Out of interest, can somebody who has actually got the PDF of the adventure, tell me if the PC's get anything from the Swordlords of Restov, apart from the Charter to found their kingdom? Also will they be 4th or 5th level by then?


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4th Level. As for getting any resources, there is nothing at either the end of Chapter 3 or the beginning of Chapter 4 about the PCs getting any resources besides the charter. There is also nothing in the appendix with the Kingdom Building rules, either. It looks like the only benefit to having Restov's support is the Charter itself, save for the Open charter.

It would not be unreasonable for you to rule that Restov provides some limited material support, such as 1 of each commodity or one or two bonus resource dice for the first couple of kingdom turns.


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Phntm888 wrote:

4th Level. As for getting any resources, there is nothing at either the end of Chapter 3 or the beginning of Chapter 4 about the PCs getting any resources besides the charter. There is also nothing in the appendix with the Kingdom Building rules, either. It looks like the only benefit to having Restov's support is the Charter itself, save for the Open charter.

It would not be unreasonable for you to rule that Restov provides some limited material support, such as 1 of each commodity or one or two bonus resource dice for the first couple of kingdom turns.

So, in all honesty, getting the charter from Restov, is no more use than getting a degree in "Underwater Basket Weaving" by post? Looks like Restov just created another Bandit Kingdom!

Let's hope that Dudemeister is already rewriting the VENTURE CAPITAL rules from the 1st edition Kingmaker.


How about this for another type of government, but only if you choose the OPEN CHARTER:

RIVER KINGDOM

Ability Boosts: Loyalty and two Free Boosts

Skill Proficiencies: Intrigue and one other

Bonus Feat: Any first level one


The value in getting the charter from Restov is useful in that it lets you boost two Kingdom abilities, at the cost of a flaw to one. If that doesn't seem valuable enough for you and your players, I would them bonus resource dice or commodities before creating a new government type.

Given the flexibility provided by River Kingdom government is far greater than any other government, I would rein it in a bit. Stick with Loyalty and Two Free boosts, but define the second skill and the Bonus Feat. Governments are basically like Backgrounds in character creation - they should give clearly defined skills and skill feats. Maybe make the second skill proficiency Trade, and the feat Skill Training. That still provides more flexibility, but it's more in line with other Governments.


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Iirc the 1e AP did give you BP, so I'm surprised to hear 2e gives nothing. Seems like an oversight?


Phntm888 wrote:

The value in getting the charter from Restov is useful in that it lets you boost two Kingdom abilities, at the cost of a flaw to one. If that doesn't seem valuable enough for you and your players, I would them bonus resource dice or commodities before creating a new government type.

Given the flexibility provided by River Kingdom government is far greater than any other government, I would rein it in a bit. Stick with Loyalty and Two Free boosts, but define the second skill and the Bonus Feat. Governments are basically like Backgrounds in character creation - they should give clearly defined skills and skill feats. Maybe make the second skill proficiency Trade, and the feat Skill Training. That still provides more flexibility, but it's more in line with other Governments.

Apart from the Open Charter, the only one I would use is the Conquest Charter, which unfortunately foreshadows Pitax too much! As far as I can see Culture and its associated skills is largely wasted on a beginning kingdom. Maybe Events will make them important, I do not know!

The reason I made the River Kingdom government so flexible is the River Kingdoms themselves. Rereading the River Kingdoms supplement, I realised that most if not all the existing government types had the wrong ability boosts, skills etc to describe nearly all the River Kingdoms. Only Loyalty and Intrigue seemed to be needed for all of them. I would accept that Defence could be the second skill perhaps. The Bonus feat particularly would vary from River Kingdom to River Kingdom, even if they all had the same government type. Take Pitax and Touvette for instance. Both are Despotisms but neither is remotely well covered by the Despotism government type and are very dissimilar


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KawasakiNinja wrote:
Iirc the 1e AP did give you BP, so I'm surprised to hear 2e gives nothing. Seems like an oversight?

Not just an oversight. Without the adventure itself it is difficult to get a full picture, however two things come to mind:

1. There seems to be NOTHING that would seem to make the PC's want to support Restov, apart from one or two of the Backgrounds. Aroden help Restov if the majority of the party are Surtovan Bastards or from an Issian background. No support from Restov except a limp charter, of dubious or spurious legality, which the Surtovans, Ludovkans, Pitax and Mivon are never going to recognise anyway!

2. The Kingdom rules in the PC supplement may scare an awful lot of people off, from using the Kingdom Building rules at all. Playing a full year of Kingdom development may have most groups screaming for an outside trip after about three months of Kingdom building. I estimate that most groups will take about 3-4 three hour sessions to do the first years Kingdom building, assuming there are not major arguments about the direction of the Kingdom. Personally my starting idea for the best mechanical Charter and Government are Conquest and Despotism and that is bound to lead to arguments! The first edition could be time consuming, particularly at later levels, but these rules are far more complicated, and the wrong starting choices could have players quickly going to Kingdom in the background or multiple resets! It is crying out for a Kingdom Building computer program. A simple spread sheet will probably not cut it!


aiglos wrote:
Apart from the Open Charter, the only one I would use is the Conquest Charter, which unfortunately foreshadows Pitax too much! As far as I can see Culture and its associated skills is largely wasted on a beginning kingdom. Maybe Events will make them important, I do not know!

The Arts skill, a Culture based skill, is one of the most used skills for Event resolutions, and the Supernatural Solutions use of Magic (also Culture-based) is one of the best ways to be able to resolve an Event or conduct an activity that requires a skill you aren't at least Trained in.

I did some hypothetical Kingdom turns when I got my PDFs, and thought something similar to what you did regarding Culture, but through 10 turns Culture-based skills ended up being used more often than Stability-based skills, and I was focused on largely boosting Stability.

aiglos wrote:


The reason I made the River Kingdom government so flexible is the River Kingdoms themselves. Rereading the River Kingdoms supplement, I realised that most if not all the existing government types had the wrong ability boosts, skills etc to describe nearly all the River Kingdoms. Only Loyalty and Intrigue seemed to be needed for all of them. I would accept that Defence could be the second skill perhaps. The Bonus feat particularly would vary from River Kingdom to River Kingdom, even if they all had the same government type. Take Pitax and Touvette for instance. Both are Despotisms but neither is remotely well covered by the Despotism government type and are very dissimilar

As for the Government types not reflecting the River Kingdoms, they aren't supposed to. Just like most NPCs are built using different rules than PCs in PF2, PC Kingdoms are built using different rules than NPC kingdoms. That's part of the PF2 design philosophy. Kingdom needs to be an incredibly unstable Republic (like Galt)? Then that's what it is. You don't need to worry about whether or not the stats match up, because NPC kingdoms won't be dealing with Kingdom Building turns the way PC Kingdoms will.


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Legendary Games already said they gonna do an Ultimate line for 2E for the new Kingdom & Warfare rules... Probably going to wait for that before trying to run this.


KawasakiNinja wrote:
Iirc the 1e AP did give you BP, so I'm surprised to hear 2e gives nothing. Seems like an oversight?

Kingmaker 1e gave the PCs 50 BP to start, but the Kingdom turn order also had you generate income after all of your expenditures so it would have been otherwise impossible for a starting Kingdom to do anything of value (like claim their first hex and found their first settlement) on the first turn.

2e's rules have you generate income at the start of the turn, and any leftover RP is converted to XP at the end of the turn, so gaining a bunch of additional RP turn 1 is less useful since there's an effective cap on how much RP a Kingdom can spend in a single turn (they only have so many actions). I think it's still a bit of an oversight given how necessary Commodities are that the Kingdom doesn't start with any, so a GM could pretty comfortably have Rostland give them a few of each Commodity starting out since it'll be at least turn 4 before the Kingdom is seeing production in all of Lumber, Stone, and Ore.


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Mr_Shed wrote:
2e's rules have you generate income at the start of the turn, and any leftover RP is converted to XP at the end of the turn, so gaining a bunch of additional RP turn 1 is less useful since there's an effective cap on how much RP a Kingdom can spend in a single turn (they only have so many actions).

That being the case, giving some RP at the start like in 1E would help with the slow leveling. If you're supposed to spend a year (12 turns) catching the Kingdom level to the party level, consensus seems to be that is impossible RAW.

Also, I messaged Legendary Games and their Kickstart next week for Ultimate Faeries is going to have their take on the 2E Kingdom rules. I'm very interested to see how that turns out, and if they actually had playtesting.


As far as I can make out the 5D4 RP that you get at the beginning of each Kingdom turn are the equivalent of the 50 BP from 1st Edition, representing Labour and Colonists, My problem is that there is no way with the RAW that you start with the other half of the equation, which are the Commodities (Lumber, Ore, Stone, Food and Luxuries) and with no way to purchase any prior to the Command phase of the 1st Kingdom turn (Purchase Commodities). Also, if the PC's start their village at the Stag Lords Fort, the nearest source of Lumber is in an unexplored hex, and Lumber and Food are the two most important commodities at the start.

Next we come to Agriculture, which seems to be a largely useless skill until you get to 3rd Level. Creating Farmland is pointless before 3rd Level when your villages can become towns and benefit from having nearby Farmland. As both Wilderness and Boating can both be used to gather Food , Agriculture is largely useless before 3rd Level.

In terms of starting skills, Trade, Industry, Engineering & Wilderness are imperative. Both Trade and Industry should be Invested which unfortunately means that precludes having the Feudalism or Oligarchy government types. Yeomanry is also precluded because you get Agriculture as a starting skill, which effectively wastes one of your six skill slots. Republic has Politics which is nowhere near as good a skill as Intrigue. This my problem with the Government types as hopefully the players will agree on the form of government that they want their state to be, but the government types may leave them with skills and feats that do not help their preferred government type.

With the RAW, and having run a first year minus events, I estimate it would take 5 campaign years to get to 4th Level, doing nothing but Kingdom turns. In all likelihood the Kingdom will still be 1st level at the end of year 1. After 5 such years the only person still doing the Kingdom building will be the spread sheet fanatic!


aiglos wrote:
As far as I can make out the 5D4 RP that you get at the beginning of each Kingdom turn are the equivalent of the 50 BP from 1st Edition, representing Labour and Colonists, representing Labour and Colonists, My problem is that there is no way with the RAW that you start with the other half of the equation, which are the Commodities (Lumber, Ore, Stone, Food and Luxuries) and with no way to purchase any prior to the Command phase of the 1st Kingdom turn (Purchase Commodities). Also, if the PC's start their village at the Stag Lords Fort, the nearest source of Lumber is in an unexplored hex, and Lumber and Food are the two most important commodities at the start.

In 1e terms that 5d4 RP is actually the Economy check you'd make at the end of Step 3, being the recurring "income" your Kingdom generates for further development. There's no equivalent in 2e to the BP gained in 1e, because there are no story-based awards of resources for the Kingdom starting out.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I wonder if the rules would benefit from splitting the Kingdom into "baronies" under the rulership of each PC that can work together in order to form a kingdom...


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DM_aka_Dudemeister wrote:
I wonder if the rules would benefit from splitting the Kingdom into "baronies" under the rulership of each PC that can work together in order to form a kingdom...

I think that could be interesting -- probably not 1-per PCs, maybe 1 per 2 PCs could work though. Especially if using the Companions to help flesh out some of the ruler positions in the baronies. Can be a bit of "we have different ideas as to how to run a kingdom, lets each experiment" before merging into a single one later when the need more leaders/etc


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Most groups will probably start off in the hex with Stag Lords Fort, granting them a free Town Hall. This seems to be intended. To avoid having an overcrowded settlement, they're also required to build at least 1 residential structure (Houses / Tenements). Assuming they do this on their first Kingdom Turn, that means they've filled up 3 of their lots with structures already.

The rules specify:

Quote:

Village: Settlements start as villages, consisting of a single block of 4 lots. When you Build a Structure (page 518) in a lot, you must select a lot in that block.

Town: Once your kingdom is 3rd level and you’ve filled all four lots in your village, as long as your settlement is not Overcrowded (page 543), the next time you Build a Structure in a lot, you may choose a lot in any block adjacent to your current block. As you do so, your village becomes a town. A town consists of 2 to 4 blocks of 4 lots each. The blocks must be contiguous, but they need not be a square—they could form a T, L, or S shape if you like. When your kingdom gains its first town, gain 60 kingdom XP as a milestone award (page 538).

So if I'm understanding this correctly, until the kingdom reaches level 3 (which will take ~2+ years of in-game time), the PCs are only able to add 1 more structure to their capital. Is this really the intention, or is this a rule that we are better off ignoring, for instance by removing the "your kingdom is 3rd level and" part of the Town description?


tomeric wrote:
So if I'm understanding this correctly, until the kingdom reaches level 3 (which will take ~2+ years of in-game time), the PCs are only able to add 1 more structure to their capital. Is this really the intention...?

In their defense, they have mentioned that they have seeded numerous encounters for boosting the kingdom's XP into the Adventure Path, especially early on.

I would guess this was a deliberate choice -- specifically, how to balance growing your first settlement (your capital) quickly in the beginning, but =without= also speed-growing your subsequent settlements later on. Hence, the rules giving you that delay, but the adventurers encountering lots of kingdom XP.

Just my two coppers' worth. ;-)
Franklin


FWCain wrote:

In their defense, they have mentioned that they have seeded numerous encounters for boosting the kingdom's XP into the Adventure Path, especially early on.

I would guess this was a deliberate choice -- specifically, how to balance growing your first settlement (your capital) quickly in the beginning, but =without= also speed-growing your subsequent settlements later on. Hence, the rules giving you that delay, but the adventurers encountering lots of kingdom XP.

Checking through the AP, it looks like there's only 3 quests that award Kingdom XP that PCs can reasonably complete before Part 2 of Chapter 4 kicks off (by which point the Kingdom is expected to be at least level 3), and they award 30 Kingdom XP each.

Even if those quests awarded 10 times as much XP, it's still likely to take several years in-game for a Kingdom to reach level 3.


Mr_Shed wrote:
Checking through the AP, it looks like there's only 3 quests that award Kingdom XP that PCs can reasonably complete before Part 2 of Chapter 4 kicks off (by which point the Kingdom is expected to be at least level 3), and they award 30 Kingdom XP each.

That I did not know. That changes things...

Thanks for the clarification.
Franklin


FWCain wrote:


In their defense, they have mentioned that they have seeded numerous encounters for boosting the kingdom's XP into the Adventure Path, especially early on.

I would guess this was a deliberate choice -- specifically, how to balance growing your first settlement (your capital) quickly in the beginning, but =without= also speed-growing your subsequent settlements later on. Hence, the rules giving you that delay, but the adventurers encountering lots of kingdom XP.

Just my two coppers' worth. ;-)
Franklin

I hear what you're saying, but I have done the math for the early Kingdom chapters of the AP, and it's not looking good. There is only about ~1500 XP worth of quests, milestones and kingdom events in chapter 4, and 4.1 already assumes your kingdom is level 4 before triggering some of those events. The bulk of your XP as an early kingdom comes from Kingdom Events that occur on average every 2.5 months and grant 30 - 190 XP (Event +4) each (but most will be ~70 XP). Even when converting all of your RP into XP at the end of turn and successfully claiming a Hex each turn, you will still be spending a significant time (2.5-4 years) before reaching Kingdom Level 3.

Now I personally am fine with it taking a year per level, as long as the gameplay is interesting, but all these limits on the early levels (number of structures, no farmlands, low commodity storage) just turns those early turns into very boring ways to waste time. You can't really expand too fast by claiming hexes, because your DCs will go up. You can't stockpile commodities for later turns, because you can only store 4 of them each. You can't build Farmlands, because your Town has 0 influence. You can't build structures. All you're doing for 30-50 Kingdom Turns is hunting/foraging/trading for food to pay consumption and rolling for kingdom events.

Let's also consider what the progression of the Town looks like from the outside. In the first month, the old fort is converted into a Town Hall and we build some houses for the pioneers. In the second month we construct an Inn/Shrine/General Store/etc. And then for YEARS, this growing kingdom doesn't construct anything at all in the capital (keeping the population low) until suddenly they reach Kingdom Level 3 and can finally start building stuff again.


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tomeric wrote:
FWCain wrote:


In their defense, they have mentioned that they have seeded numerous encounters for boosting the kingdom's XP into the Adventure Path, especially early on.

I would guess this was a deliberate choice -- specifically, how to balance growing your first settlement (your capital) quickly in the beginning, but =without= also speed-growing your subsequent settlements later on. Hence, the rules giving you that delay, but the adventurers encountering lots of kingdom XP.

Just my two coppers' worth. ;-)
Franklin

I hear what you're saying, but I have done the math for the early Kingdom chapters of the AP, and it's not looking good. There is only about ~1500 XP worth of quests, milestones and kingdom events in chapter 4, and 4.1 already assumes your kingdom is level 4 before triggering some of those events. The bulk of your XP as an early kingdom comes from Kingdom Events that occur on average every 2.5 months and grant 30 - 190 XP (Event +4) each (but most will be ~70 XP). Even when converting all of your RP into XP at the end of turn and successfully claiming a Hex each turn, you will still be spending a significant time (2.5-4 years) before reaching Kingdom Level 3.

Now I personally am fine with it taking a year per level, as long as the gameplay is interesting, but all these limits on the early levels (number of structures, no farmlands, low commodity storage) just turns those early turns into very boring ways to waste time. You can't really expand too fast by claiming hexes, because your DCs will go up. You can't stockpile commodities for later turns, because you can only store 4 of them each. You can't build Farmlands, because your Town has 0 influence. You can't build structures. All you're doing for 30-50 Kingdom Turns is hunting/foraging/trading for food to pay consumption and rolling for kingdom events.

Let's also consider what the progression of the Town looks like from the outside. In the first month, the old fort is converted into a Town Hall and we build some...

Agreed. This was not well play tested at all. I like the spirit of the rules and what they were going for, but it’s very clear that these rules, and really the AP as a whole, was not well play tested. The treasures awarded doesn’t even comply with the general rules in the GM section. This is going to take a lot of work to run.


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Mr_Shed wrote:

Checking through the AP, it looks like there's only 3 quests that award Kingdom XP that PCs can reasonably complete before Part 2 of Chapter 4 kicks off (by which point the Kingdom is expected to be at least level 3), and they award 30 Kingdom XP each.

Even if those quests awarded 10 times as much XP, it's still likely to take several years in-game for a Kingdom to reach level 3.

Ah, I think this is something that should be clarified, but I think you get XP for an event TWICE. Once for experiencing it (30 XP), and once for resolving it (30-160 XP based on the Event Modifier). This little piece of information is "hidden" in the "Kingdom Event Descriptions" section: The kingdom’s event modifier is the value you apply to the kingdom’s level to determine the event’s level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event’s level is 2).

Snake0202 wrote:
Agreed. This was not well play tested at all. I like the spirit of the rules and what they were going for, but it’s very clear that these rules, and really the AP as a whole, was not well play tested. The treasures awarded doesn’t even comply with the general rules in the GM section. This is going to take a lot of work to run.

To be fair, I'm not sure I share that opinion.

I think the system itself is mostly fine and needs a handful of small rules changes or clarifications to work properly. Removing the level requirement from upgrading to a Town fixes at least a large part of the issues.

The DCs becoming so high that only Trained skills can successfully do skill checks is _not_ an issue in my opinion. Most skill checks can be circumvented with the Supernatural Solution skill (which does require magic), and you can technically train a skill each level by either spending a Skill Increase on them or by taking the "Skill Training" feat.

It might seem boring to take that feat at first, since you probably wouldn't consider it on a PC, but in the Kingdom Building system that we have now, getting training in a skill unlocks new activities for your kingdom, grants you access to new structures and increases your modifier, so it's actually a lot more "fun" than it appears to be at first glance.

I do wish that there was a better mundane alternative to Supernatural Solution. Creative Solution attempts to be that, but it also requires a Culture-based check (Scholarship), and it does not scale (and you usually have a circumstance bonus already). But I also like the idea that big, successful kingdoms on Golarion got that way because of Magic, or by knowledge (Skill Training).

I think the progression of the kingdom being slow is not ideal, but it's easy to fix per table by either increasing the RP to XP conversion rate or by applying an XP multiplier when the kingdom is under levelled (I personally use 3× for a 3-level difference, 2× for a 2-level difference and 1.5× for a 1-level difference, as this follows the XP awards by level table).

But even if you don't fix progression, it's only a "problem" at the lower levels. Once your kingdom grows it will be claiming tons of hexes and generating a lot of RP and just organically level up every year or so. It's just those early years that are slow and boring right now.

So overall, I think the system we got is pretty good and fun once you reach level 3.


tomeric wrote:
Mr_Shed wrote:

Checking through the AP, it looks like there's only 3 quests that award Kingdom XP that PCs can reasonably complete before Part 2 of Chapter 4 kicks off (by which point the Kingdom is expected to be at least level 3), and they award 30 Kingdom XP each.

Even if those quests awarded 10 times as much XP, it's still likely to take several years in-game for a Kingdom to reach level 3.
Ah, I think this is something that should be clarified, but I think you get XP for an event TWICE. Once for experiencing it (30 XP), and once for resolving it (30-160 XP based on the Event Modifier). This little piece of information is "hidden" in the "Kingdom Event Descriptions" section: The kingdom’s event modifier is the value you apply to the kingdom’s level to determine the event’s level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event’s level is 2).

Yeah, that's still kinda unclear as it doesn't actually say that the event awards the Kingdom XP instead of awarding XP for the players, while all other mentions of Kingdom XP awards I can find are explicit that the Kingdom is the one earning XP.

Secondly, I'm referring to encounter/quest rewards that require actual PC involvement, not Kingdom Events that can be resolved with just a d20 roll. Hex encounter KL1 (pg. 78), and chapter 4 part 1's "Event 1" (rewards on pg. 191) and "Event 3" (rewards on pg. 196) are the three quests I was referring to that have Kingdom XP as part of their rewards that the PCs can be expected to do before the Kingdom reaches level 3. And, reading more closely on it, "Event 3" isn't supposed to happen until the PCs are basically ready to start part 2 (by which point the Kingdom is technically supposed to be at least level 3 to stick within the PC level -1 or -2 assumption), so it probably shouldn't have actually been included in the count.


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Having read and digested the Adventure over the weekend, several things have become clear:

1. By the time the Kingdom gets to the Kundal (Werewolf) encounter, the Kingdom needs to be at least 3rd level, if not 4th. The assumptions in the rest of chapter 4 mean the Kingdom must be 4th level. In fact the assumption throughout the book seems to be that the Kingdom should never drop below one level below the PC's, and should in fact be equal.

2. To get to a 4th level Kingdom will probably need to take at least 5 or more Kingdom years, with the Kingdom XP awards as written, although the Kingdom XP awards from Events are not clear as others have pointed out.

3. The Influence section for Farmland, makes no sense in any shape at all. It effectively makes Farmland and the Agriculture skill, largely useless before the Kingdom gets to 3rd Level!

There are a few solutions I would recommend:

1. Until the Kingdom gets to 4th Level, leftover RP gain 10 Kingdom XP, not 1.

2. Villages have 0 Consumption as the one square mile cleared for them will provide more than enough land to feed them, until the Village turns into a Town.

or

3. The Capital settlement can expand into a town before 3rd Level, but it is the only settlement that can, and must follow the rules for creating towns. This only applies to it becoming a town. It becomes a City or better at its normal Level.

1 and 3 are my recommended solutions, as they speed up the play of the game, will keep players interested in Kingdom and Settlement building, and make Farmland and the Agriculture skill relevant before 3rd Level.

Sovereign Court

Pathfinder Rulebook Subscriber
tomeric wrote:


Ah, I think this is something that should be clarified, but I think you get XP for an event TWICE. Once for experiencing it (30 XP), and once for resolving it (30-160 XP based on the Event Modifier). This little piece of information is "hidden" in the "Kingdom Event Descriptions" section: [i]The kingdom’s event modifier is the value you apply to the kingdom’s level to determine the event’s level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event’s level is 2).

I think this is something we should definitely try and get clarification on.

If a 1st Level Kingdom experiences a Level 2 event, what XP/Rewards does it get?

Paizo Employee Creative Director

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Perhaps the easiest solution is to simply have the kingdom auto level up to the party's level—this puts the pacing of the game squarely back on the PCs' progression and doesn't "force" a GM to take in-game years off to have the players play through several kingdom turns. Unless, of course, that's something your group is into! :)


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FWCain wrote:
DM_aka_Dudemeister wrote:
I think it might be wise to house-rule for a Capital to increase its influence by 1. So the Kingdom can have a bit of easy early growth.
If the GM feels giving a flat "+1" is too much (especially at higher levels), a more stingy (but still helpful, at low levels) solution is to house-rule that the capital's Influence is a minimum of one hex.

In order to fix this problem, as well as the problem of one's capital being too small for too long, I have decided on a different house rule that should alleviate these problems more elegantly.

In my game, because of the strategic importance of a kingdom's capital, a PC kingdom may expand their capital into a town BEFORE the kingdom reaches 3rd level. This exception applies ONLY to the capital, however; all other settlements are stuck as villages until the kingdom reaches 3rd level. Furthermore, the capital is NOT allowed to continue expanding into a full-fledged CITY early.

This way, the PCs can continue to develop their kingdom for the first two levels of their kingdom, and (once the capital becomes a town) they can begin establishing Farms (ref.: Influence).

One house rule to fix two separate (yet related) problems. ;-)

Franklin

Sovereign Court

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Pathfinder Rulebook Subscriber

I'm using that House rule in the sim I'm currently running too.

Works out nicely.

I'm considering allowing the Capital to become a City early too but not at the point it'd matter yet.


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I can imagine two simple fixes to the skills issue.
1. Add 'Skill increase' to every level of Kingdom Advance (ala Rogue). The same limits on Expert, Master, and Legendary would apply (levels 2, 7, and 15 respectivly).
2. Add new Feat 'Natural Skill' ala Human Feat of the same name. This would allow kingdoms a faster start on their skills.

I also think that the capital should have an Influence modifuer of +1, allowing that first village to influence adjacent hexes, but latter ones would not be able to.

And one last suggestion for Player Characters in Leadership roles. If a player has a lore skill that matches the key ability of the office, they gain a +1 skill bonus on any of the activities of their office. I realize this would be something that almost all players would take advantage of, but the +1 is a minor bonus as the kingdom levels up, but would help significantly at lower levels.


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I increased the influence of all settlements by one.

I am giving xp according to the event level off the experience table as James Jacobs indicated was the intent.

I'm giving experience for resource points spent. 10 xp per resource point spent levels 1 and 2. Then dropping it to 5 levels 3 to 7 or something. I planned it by the resource dice both quantity and measure.

I like using resource points spent as it simulates learning from building and managing a kingdom.

So far it has improved the experience gain. It was far too slow at the early levels.


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On the matter of Influence versus Farmland, I've decided to "house rule" Farmland, in that it must =either= be within the Influence radius of a Settlement =or= be adjacent to a Settlement. This way, you can now have farms near a village, which is =historically accurate= (as well as being so very helpful for a beginning Kingdom).

Franklin

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