notes for theoretical TURN ONE


Kingmaker Second Edition


Based on my reading of the Player's Guide, here are my notes on what a new kingdom's first turn should probably go like. Have I missed anything? (I'm especially concerned that the PCs don't have much they can do to directly help, in the Leadership Activity step.)

Thanks,
Franklin

Turn 001: Upkeep Phase, Step 1 - Assign Leadership

  • (Already done)

Turn 001: Upkeep Phase, Step 2 - Adjust Unrest

  • (n/a)

Turn 001: Upkeep Phase, Step 3 - Resource Collection

  • (Roll our Resource Dice)

Turn 001: Upkeep Phase, Step 4 - Pay Consumption

  • (n/a)

Turn 001: Commerce Phase, Step 1 - Collect Taxes

Turn 001: Commerce Phase, Step 2 - Approve Expenses

Turn 001: Commerce Phase, Step 3 - Tap Commodities

  • (n/a)

Turn 001: Commerce Phase, Step 4 - Manage Trade Agreements

  • (n/a)

Turn 001: Activity Phase, Step 1 - Leadership Activities

  • Leadership Activity #1
  • (We need Lumber for building -- RIGHT NOW...)
  • Purchase Commodities
  • Leadership Activity #2 and above
  • (Nothing else looks to be of immediate or near-term usefulness...)

Turn 001: Activity Phase, Step 2 - Region Activities

  • Region Activity #1
  • (We need Food for next turn's Consumption...)
  • Any one of: Gather Livestock; Go Fishing; Harvest Crops
  • Region Activity #2
  • (We need a source of (future) Lumber...)
  • Claim Hex
  • Region Activity #3
  • (Because we had to Purchase Commodities, we probably can not afford to also Establish Work Site this turn)

Turn 001: Activity Phase, Step 3 - Civic Activities

  • Build Structure: Houses
  • (Because we did not yet have any Residential buildings, our capital would have been Overcrowded next turn, during Upkeep)

Turn 001: Activity Phase, Step 4 - Army Activities

  • (n/a)

Turn 001: Event Phase...

  • (TBD)


Leadership activities: On turn one PCs should have a group available to Send Diplomatic Envoy to and, on a success, can use Establish Trade Route (setting themselves up to be able to Manage Trade Agreements on turn 2 for additional RP/Commodities on turn 3) and optionally use Request Foreign Aid for additional RP this turn (or the next).


The caveat to that is that it's only an option if the PCs have Statecraft as one of their Trained Skills - Send Diplomatic Envoy is Trained Only for Statecraft.


Phntm888 wrote:
Send Diplomatic Envoy is Trained Only for Statecraft.

Yup. ;-)

My other thought on this idea was, since we are just a beginning kingdom, most other kingdoms won't be interested in us, just yet. We have not yet made it onto the game board, if you will. Once we've had a year or two, and started amassing surplus Commodities to trade, then we may be of interest to other kingdoms.

Additionally, I'm presuming the DC for diplomatic affairs will be comparable to the Control DC of the kingdom in question. So, in the beginning, the only other kingdoms we'd have a reasonable chance of liaising with would be Varn and Drelev.

But I thank you for the comments. ;-)
Franklin


FWCain wrote:

Turn 001: Activity Phase, Step 1 - Leadership Activities

  • Leadership Activity #1
  • (We need Lumber for building -- RIGHT NOW...)
  • Purchase Commodities
  • Leadership Activity #2 and above
  • (Nothing else looks to be of immediate or near-term usefulness...)

Actually . . .

I can have the other PC leaders all perform Focused Attention, to help the one PC leader who is doing Purchase Commodities.

Then, *that* PC leader can, in turn, do Focused Attention, to help with the capital's Build Structure activity.

Have I got this right? ;-)

Franklin


FWCain wrote:

Region Activity #3

(Because we had to Purchase Commodities, we probably can not afford to also Establish Work Site this turn)

Actually . . .

Quote:
  • Purchase Commodities... 4 RP
  • Claim Hex... 1 RP
  • Establish Work Site... 4 RP, for a Forest hex
  • Build Structure... 3 RP, for Houses

    Subtotal: 12 RP
    Rolling 5d4 gives average of 12.5 RP

  • . . . maybe we can. ;-)

    Have I missed any other expense for Turn 1?

    Thanks,
    Franklin


    Supernatural Solution is a pretty good fallback for resolving Events that use skills you are Untrained in, and that could carry a 1d4 RP - 2d6 RP cost. However, you won't be able to Establish a Work Site, because your capital's Influence is 0. You can't establish a work site until your settlement's influence is at least 1, and becomes a Town at Kingdom level 3.

    You can't build a farm, either, until then.

    If you don't want to build houses, the Inn is also a Residential building that qualifies for relieving Overcrowding.


    Phntm888 wrote:

    Supernatural Solution is a pretty good fallback for resolving Events that use skills you are Untrained in, and that could carry a 1d4 RP - 2d6 RP cost. However, you won't be able to Establish a Work Site, because your capital's Influence is 0. You can't establish a work site until your settlement's influence is at least 1, and becomes a Town at Kingdom level 3.

    You can't build a farm, either, until then.

    If you don't want to build houses, the Inn is also a Residential building that qualifies for relieving Overcrowding.

    Where does it say you can't Establish Work Site outside a Settlement's Influence? Because while Establish Farmland clearly says it can't be done unless the hex is in a Settlement's Influence, I can't find where Establish Work Site is under the same restriction.


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    Phntm888 wrote:
    you won't be able to Establish a Work Site, because your capital's Influence is 0.

    While Farmlands are limited by Influence, Work Sites are *not*. Please check page 28 again.


    You are correct - I guess I just combined the two in my head, since I wasn't looking at either the PG or my Kingmaker PDFs at the time.

    I guess that begs the question "Why does Farmland have to be within the area of influence of a settlement, but a Work Site does not?"


    In "Real Life [tm]" farms are (by necessity) spread out over large swaths of acreage, whereas a mine, or quarry, or lumber mill is just a localized center of activity. Therefore, the farmers need to be within the protective umbrella of a community (i.e. a Settlement's Influence), whereas a Work Site does not; the Work Site is small enough and concentrated enough that it can (theoretically) defend itself without relying upon a guardian community.

    At least, that would be this armchair historian's interpretation behind the game mechanics. ;-)
    Your mileage may vary, as they say.

    Franklin


    Here is my revised proposal for Turn One. ;-)

    Thanks,
    Franklin

    Upkeep Phase

    Turn 001: Upkeep Phase, Step 1 - Assign Leadership

  • Already done... 5 PCs, plus 3 NPCs

    Turn 001: Upkeep Phase, Step 2 - Adjust Unrest

  • (N/A)

    Turn 001: Upkeep Phase, Step 3 - Resource Collection

  • Roll 5d4... (Please be 12 or more!!)

    Turn 001: Upkeep Phase, Step 4 - Pay Consumption

  • (N/A)

    Commerce Phase

    Turn 001: Commerce Phase, Step 1 - Collect Taxes

  • ?...

    Turn 001: Commerce Phase, Step 2 - Approve Expenses

  • ?...

    Turn 001: Commerce Phase, Step 3 - Tap Commodities

  • (N/A)

    Turn 001: Commerce Phase, Step 4 - Manage Trade Agreements

  • (N/A)

    Turn 001: Activity Phase, Step 1 - Leadership Activities

  • PC #1, 1st activity: Purchase Commodities, Lumber, using Focused Attention bonuses (below)
  • PC #2, 1st activity: Focused Attention, Trade, helping PC #1
  • PC #3, 1st activity: Focused Attention, Trade, helping PC #1
  • PC #4, 1st activity: Focused Attention, Trade, helping PC #1
  • PC #5, 1st activity: Focused Attention, Trade, helping PC #1

  • PC #1, 2nd activity: Focused Attention, Wilderness, helping PC #5
  • PC #2, 2nd activity: Focused Attention, Agriculture, helping PC #1
  • PC #3, 2nd activity: Focused Attention, Agriculture, helping PC #1
  • PC #4, 2nd activity: Focused Attention, Agriculture, helping PC #1
  • PC #5, 2nd activity: Focused Attention, Agriculture, helping PC #1

  • PC #1, 3rd activity: Focused Attention, Engineering, helping PC #5
  • PC #2, 3rd activity: Focused Attention, Industry, helping PC #1
  • PC #3, 3rd activity: Focused Attention, Industry, helping PC #1
  • PC #4, 3rd activity: Focused Attention, Industry, helping PC #1
  • PC #5, 3rd activity: Focused Attention, Industry, helping PC #1

    Turn 001: Activity Phase, Step 2 - Region Activities

  • 1st activity: Harvest Crops, rolled by PC #1 using Focused Attention bonuses (above)
  • 2nd activity: Claim Hex, (Forest hex), 1 RP, rolled by PC #5 using Focused Attention bonus from PC #1 (above)
  • 3rd activity: Establish Work Site, Lumber, 4 RP (Forest), rolled by PC #5 using Focused Attention bonus from PC #1 (above), *if* we rolled at least 12 RP during Resource Collection (above)

    Turn 001: Activity Phase, Step 3 - Civic Activities

  • Settlement #1: Build Structure, Houses, 3 RP, rolled by PC #1 using Focused Attention bonuses (above)

    Turn 001: Activity Phase, Step 4 - Army Activities

  • (N/A)

    Turn 001: Event Phase...

  • (TBD)


  • FWCain wrote:


    +
    In "Real Life [tm]" farms are (by necessity) spread out over large swaths of acreage, whereas a mine, or quarry, or lumber mill is just a localized center of activity. Therefore, the farmers need to be within the protective umbrella of a community (i.e. a Settlement's Influence), whereas a Work Site does not; the Work Site is small enough and concentrated enough that it can (theoretically) defend itself without relying upon a guardian community.

    At least, that would be this armchair historian's interpretation behind the game mechanics. ;-)
    Your mileage may vary, as they say.

    Franklin

    As good an explanation as any, and one that at least makes sense. Thanks!

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