Canals (i.e. Navigable Waterways) vs. Engineering


Kingmaker Second Edition


The Engineering Activity "Irrigation" offers kingdoms a way of getting water from one hex that does have water, to another hex that does not have water (as per the Requirements for that activity). This activity allows one to build aqueducts and/or (irrigation) canals. But it says *nothing* about how navigable any such resulting canals may be.

I am looking to build canals in a kingdom *specifically* for use as navigable waterways. As such, I need to be able to build such a network going *from* a water source, to wherever else I need, even if it is just within that *same* hex (i.e. to bypass a waterfall or a rapids). Thus, the written restrictions on the Irrigation activity are worded to specifically *forbid* this concept (i.e. the activity *demands* we build from one hex and go into another).

FWIW, I did try to bring up this problem in a previous message (see below), but that message did not get me any answers.
https://paizo.com/threads/rzs43pyz?Irrigation-vs-whitewater-rapids

I plan to "house rule" this problem with a new Activity: "Build Navigable Waterways". This Trained Engineering Activity will cost twice as much as the Irrigation activity (i.e. use the base cost for the most expensive type of terrain in the hex, and then double that value to get the final cost).

Thoughts?
Franklin

Sovereign Court

Honestly I'd just add it to the existing Irrigation action.

Just add that Irrigation can be used for navigable waterways too but the cost is doubled.

RP costs are weird anyway.

It costs more to build a bridge on one side of a settlement (6 RP)
than for roads and bridges in a whole plains hex with a river (4 RP)


VanceMadrox wrote:

Honestly I'd just add it to the existing Irrigation action.

Just add that Irrigation can be used for navigable waterways too but the cost is doubled.

RP costs are weird anyway.

It costs more to build a bridge on one side of a settlement (6 RP)
than for roads and bridges in a whole plains hex with a river (4 RP)

Is this something you guys are addressing in your redone rules?

I read that you had been working on something and I'd really like to see what has been done! I am running a party through Kingmaker now and trying to incorporate more of an in-depth kingdom element already, but I've been reading the default rules and it's clear that some adjustments are necessary (skills stick out the most but I've not done enough simulated turns to know everything).

Sovereign Court

It's not something we're adding in our fixes because our goal is to fix the rules to make them work and tried not to add too much of our own.

I have the docs all typed up to share, we're just working on formatting/readability. Should have things posted this week.

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