Urban Grid Size


Kingmaker Second Edition


When building a metropolis, how many urban grids can fit in a hex?


I don't think it's stated since it's largely irrelevant. If a hex is 12 miles across that's a big size (something like 124 square miles) but I suppose you could look at real life metropolises and extrapolate if you really wanted to.


Back in the first edition rules for kingdom building, the stated size for a District Grid (their version of the Urban Grid) was just under one square mile.

Then again, in the first edition KB rules, they specifically called out that a "Building" in a settlement was almost always NOT just ONE big building, but rather a GROUP of like-minded buildings nestled together. They appear to have rescinded this understanding with the new version (for all but the Houses and Tenements structures).

Franklin

Sovereign Court

In practice you won't get more than 3-4 Urban Grids for a Metropolis. So fitting in one hex is fine.

That section IS still in 2e.

Kingmaker 2e, Page 543 under Structures:
When you build in a lot within one of your settlements, you’re rarely literally constructing a single building. While an arena or cathedral might stand alone as a towering edifice, most lots represent a number of buildings whose focus is to support the type of improvement that lot supports. For example, a brewery could represent a collection of brewers and bottlers and the families who support them, while a luxury merchant would represent
several specialized stores. Even sprawling, sizable improvements like dumps, cemeteries, or parks might include nearby dwellings or cottages for those who tend and manage the area or live along its margins.


Good. Thanks, Vance.

I was basing my comment upon the requirement to now specify the TYPE of business for a Guild Hall and/or Trade Shop structure.

But they HAVE removed any and all references to s specific size for the Urban Grid (including any references to the size of its component Blocks and/or Lots), haven't they?

Franklin

Sovereign Court

I wouldn't say removed since the 2e system is completely new, it's not just an update of the 1e rules. It might take some inspiration but it's really a whole new system. I know you're well vested in the 1e rules but I'd recommend keeping this in mind.

The 2e system does seem like it doesn't specify the size of lots/blocks/urban grids. It can just be whatever you want I guess.

Paizo Employee Creative Director

The size of the lots and blocks in the urban grid is up to the GM and players to decide, and that size can be different for different cities. It's meant to be an abstraction of a city, not a detailed map... but you can absolutely use an urban grid as a rough draft to create a detailed map of a city.


As long as we've got Mr. Jacobs' attention, and on this topic... ;-)

Having an abstract Urban Grid works OK for a city, but only up to the point where that city becomes a metropolis, if it also had walls or is an island. In this case, what happens then? Do the walls on the borders get retroactively redistributed? Same question for the Water borders of an island city.

Personally, I like the idea of having the "old city" be enclosed in a set of inner walls, with the "new city" outside of said walls. And for an island, I'd prefer to predetermine the size of the grid(s) that can be fit on it, to give the players and the GM the opportunity to plan ahead.

Thanks!
Franklin

Paizo Employee Creative Director

FWCain wrote:

As long as we've got Mr. Jacobs' attention, and on this topic... ;-)

Having an abstract Urban Grid works OK for a city, but only up to the point where that city becomes a metropolis, if it also had walls or is an island. In this case, what happens then? Do the walls on the borders get retroactively redistributed? Same question for the Water borders of an island city.

Personally, I like the idea of having the "old city" be enclosed in a set of inner walls, with the "new city" outside of said walls. And for an island, I'd prefer to predetermine the size of the grid(s) that can be fit on it, to give the players and the GM the opportunity to plan ahead.

Thanks!
Franklin

If you want your metropolis to have walls/rivers around each district, then build walls/place water on all four borders of each urban grid. If you want your metropolis to have only one wall/water border, then place them so that when you put all of your multiple urban grids down that their borders where they connect do not have walls or rivers. If you already built walls there, you'll need to demolish them. That said, having a metropolis that still has internal walls where it outgrew its original size is something that happens all the time in real world history, as well as being an element in Golarion city maps now and then.

That all said, the whole kingdom building and settlement building rules are meant to be tools to help you tell parts of the story that the Core rules don't work for, and depending on the type of story you and your table prefer, you should absolutely adjust the rules as works best for your group. There's lots of great suggestions on these boards for how to adjust or fine-tune the kingdom/city/army rules that I'm largely and intentionally NOT taking direct part in because I don't want to foster the idea that there's only one "correct" interpretation for them.

But I stepped in to answer the question about the urban grid because in that case I felt comfortable sharing my take.


Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
FWCain wrote:

As long as we've got Mr. Jacobs' attention, and on this topic... ;-)

Having an abstract Urban Grid works OK for a city, but only up to the point where that city becomes a metropolis, if it also had walls or is an island. In this case, what happens then? Do the walls on the borders get retroactively redistributed? Same question for the Water borders of an island city.

Personally, I like the idea of having the "old city" be enclosed in a set of inner walls, with the "new city" outside of said walls. And for an island, I'd prefer to predetermine the size of the grid(s) that can be fit on it, to give the players and the GM the opportunity to plan ahead.

Thanks!
Franklin

If you want your metropolis to have walls/rivers around each district, then build walls/place water on all four borders of each urban grid. If you want your metropolis to have only one wall/water border, then place them so that when you put all of your multiple urban grids down that their borders where they connect do not have walls or rivers. If you already built walls there, you'll need to demolish them. That said, having a metropolis that still has internal walls where it outgrew its original size is something that happens all the time in real world history, as well as being an element in Golarion city maps now and then.

That all said, the whole kingdom building and settlement building rules are meant to be tools to help you tell parts of the story that the Core rules don't work for, and depending on the type of story you and your table prefer, you should absolutely adjust the rules as works best for your group. There's lots of great suggestions on these boards for how to adjust or fine-tune the kingdom/city/army rules that I'm largely and intentionally NOT taking direct part in because I don't want to foster the idea that there's only one "correct" interpretation for them.

But I stepped in to answer the question about the urban grid because in that case I felt comfortable sharing my take.

Always happy to hear your take for anything you're willing to give it on! Thanks for the input!

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