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Post by Sentar(Spade) on Sept 27, 2013 17:41:15 GMT
What sort of buildings/purposes do you guys want? Do you want a training ground for exp gain, do you want stables to store mounts, or maybe even a tavern to get drunk at.
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Post by Silver on Sept 27, 2013 17:45:56 GMT
Training grounds would be 1st thing ppl want id say. Then some way to hire more troops Then messanger service to transport things
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Post by Aegis Gram on Sept 27, 2013 18:48:40 GMT
Ports and taverns are a must.
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Del
Heraldry of Nise
Listening to the floating lady in the sky...
Posts: 128
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Post by Del on Sept 27, 2013 19:06:44 GMT
I would like to see:
Questing board of sorts.
Some way to earn personal gold (perhaps from questing boards both kill and crafting quests?).
Country ranking system. (based on size, improvements, completed quests etc)
Overhaul of mundane materials vs special materials (How can you obtain wood for crafting that isnt special dark or green wood) -I suggest using buildings like sawmil, gardens, quarries on non special resources hexes to explain mundane materials.
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Qi'sa al-Quatir
Yesadi
The fires of rebellion are meant to be stamped out.
Posts: 52
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Post by Qi'sa al-Quatir on Sept 27, 2013 19:56:25 GMT
Personally, I'd like to see ones that offer utility, tie into current (and planned) features, and follow the upgrade model we have now; it encourages in investment in the infrastructure in order to provide better benefits. Some examples: Ship Building (Requires River or Coastline in Town Hex)
- Fishery: Allows for the building of Tier 1 Ships (Caravel)
- Port: Allows for the building of Tier 2 Ships (Warship), Reduces Cost of lower tiers by 25%
- Drydocks: Allows for the building of Tier 3 Ships (Galley), Reduces Cost of lower tiers by 50%
Training/Militia
- Military Post: Allows the hiring of npc militia from the city
- Barracks: Allows the hiring and training of npc militia (reduced hiring costs or increased # hirable)
- Military Academy: Allows the hiring and training of npc militia as well as training of PCs (further reduced hiring costs or increases in # hirable)
Entertainment
- Tavern: Increases weekly income generated by settlement (+x village, +y Town, +z City)
- Theatre: Further increases weekly income generated by settlement
- Amphitheatre: Increases weekly income generated by settlements and improvements in this settlement's hex (mines, sawmills, quarries, etc)
Construction* (New structures include other City Buildings, Fortifications - such as Towers/Keeps, and Economic Improvements- such as Mines)
- Labor Camp: Reduces the cost to build new structures on this settlement's hex by 25%
- Worker's Compound: Reduces the cost to build new structures on this hex by 50%, Reduces cost of upgrades by 25%
- Architecture School: Reduces new buildings/upgrades on hex by 50%, reduces upkeep on hex by 50%
*Alternately, maybe reduce time to build instead of costs?
Crafting (exempt: Craft - Seige Engines)
- Workshop: Permits PC crafting within the settlement.
- Guild Hall: Permits crafting and storage of excess RM (up to a cap) within the settlement
- Tradesman's College: Permits crafting and storage, treated as having MW tools (+2 bonus) to one craft (chosen when building) in this settlement
Religious Buildings (must remain in the city for the full day of rest to gain benefit)
- Church: Increases healing when full rest by +1 hp per day
- Monastery/Temple: Increased healing when full rest by +2 hp per day
- Cathedral/Pagoda: Increased healing when full rest by +4 hp per day
Secular Buildings (Transcription limited to 1 per week)
- School: Arcane spellcasters can transcribe any spell as per share spellbook (highest spell level -1)
- Library: Arcane spellcasters can transcribe any spell as per share spellbook (highest spell level)
- Wizard's Academy: Arcane spellcasters can transcribe any spell as per share spellbook (highest spell level +1)
Siege Construction
- Tinkerer's Shop: Allows the purchase of Large Siege Engines, Close Combat type only from this city
- Siege Workshop: Allows the purchase of Large or Huge Siege Engines, Close or Indirect Fire type
- Machinery: Allows the purchase of Large, Huge, or Gargantuan Siege Engines; Close, Indrect, or Direct Fire type
Cities are limited to 1 building type +1 per level of development (2 total for village, 3 for town, 4 for city), and the upgrade tier cannot exceed the tier of city development (i.e. if building in a town, you could build the first two tiers of buildings, but would need to upgrade to a City before being able to improve to the third tier)Obviously this is just a draft brainstorming, but these are some ideas thrown out that can either be grabbed from or disregarded at leisure.
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godmode
Blackspear Legion
Posts: 111
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Post by godmode on Sept 27, 2013 20:35:19 GMT
Ok I have been thinking about this for a while and here's what I would like to put for for consideration, but first a explanation.
You can build multiples of some buildings like Churches, Taverns and Circuses and their effects would stack or allow for more uses
Example: A Cathedral allows for a player to be resurrected each week, heaving 2 Cathedrals would allow for 2 players to be resurrected each week All the normal cost and rules for resurrection apply, but instead of needing a player, its a NPC casting it...for a fee of course.
Second I have listed things below in a systematic fashion. the cascade is the required build order. You must have a Church in order to build a temple and a temple in order to build a cathedral. Items with a "+" next to them are a add-on with the number of "+" being the minimum step that can be added to and their effects only work on what they were added to. Example: You can not add Extra stalls to a Stable until you upgrade the Stable to a Large Stable but A Training Arena can be added to ether a Stable or a Large Stable.
Church- Allows for PCs to be healed by NPCs --Temple- Allows for PCs to be cured of sicknesses by NPCs ----Cathedral- Allows for NPCs to cast Resurrection +Monument- Allows for training of Clerics OR Paladins in the Army, Choose one +Shrine- Allows for training of Druids in the Army
Barracks- Housing and producing A Class of Martial troops for army (Choose one) --Armory- Allows units to be armed with martial weapons ----Military Academy- New units start at 1000 xp ++Arsenal- Allows for unites to be armed with exotic weapons
Circus- Increases citizen moral or happiness Colosseum- Same as Circus effects stack Amphitheater- Same as Circus effects stack Theater- Same as Circus effects stack Opera House- Same as Circus effects stack
Granary- Increases the effectiveness of farms in relation to population caps. Water Mill- Same as Granary but must be in a city next to a river, effects stack. Aqueduct- Same as a Granary, but only in city at least 5 tiles from a body of water, effects stack Windmill- Same as a Granary, but can not be built in mountains, effects stack
Library- gives a +4 on Knowledge checks for 2 subjects --Grand Library- upgrade to normal Library giving 2 more subjects ----Great Library- Upgrade to the Grand Library the Bonus increases to +5 ------Royal Library- Upgrade to the Grand Library but only in the Capital and only 1 can exist it provides a +6 to all knowledge checks
Stone Works- Speeds the production of constructs of primarily stone, also makes nearby quarry more productive. Wood Works- Speeds the production of constructs of primarily wood, also makes nearby quarry more productive. Betel Works- Speeds the production of constructs of primarily mettle, also makes nearby quarry more productive.
Earth Walls- Duh? Wood Walls- Duh? Stone Walls- Duh? Mettle Walls- Duh?
Market- Allows the purchase of goods up to 5000gp over normal limit --Bazaar- Allows the Purchase of goods up to 10000gp over normal limit, stacks with market ----Mint- Doubles effectiveness of Market and Bazaar, must be built in capital. ++Caravansary- Allows for the creation of Trade routs, Stable is required first.
Blacksmith- Duh? +Forge-Allows for the crafting of special materiel mettle
Stable- Allows for storage 25 mounts and mounts to be up to large size and eliminates the cost to feed while housed here. --Large Stable- Upgrade to Stable for 25 extra stalls and up to Huge sized mounts and mounts to be +Training arena- Gives a +2 circumstance bonus to handle animal checks to train mounts or teach tricks +Flight Cage- erects a large cage over the stable to allow for housing of untrained flying mounts ++Extra Stalls- allows for 10 more mounts to be housed up to large size.
Workshop- Speeds production of ships OR artillery units by 10% effect is chosen at creation and is permanent. --Factory- Upgrade to workshop, new rate is 25%
Seaport- Speeds ship repair rate by 50%
Harbor- Allows for water going trade routs
School- Allows for Wizards OR Magus in the Army (choose one) --Collage- Allows for 1 other arcane base/core class in the army as well as alchemist. ----University- allows for prestige class army NPC officers.
Tavern- GP Production +Inn- Extra GP production.
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Post by Colin Clout on Sept 27, 2013 22:18:44 GMT
I think what everyone has shown us, especially Qi'sa, is a good base for a fundamental city building system. More advanced buildings can be added after as the content arises in the form of Modulars. (Of which I have, for the record, elected to postpone until the game has a solid history and core player base/ set of GMs.)
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godmode
Blackspear Legion
Posts: 111
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Post by godmode on Sept 27, 2013 23:26:20 GMT
>< She must have posted hers just after I started writing mine cause it took me about an hour to wright and that's how far apart our post are lol.
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godmode
Blackspear Legion
Posts: 111
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Post by godmode on Sept 27, 2013 23:27:54 GMT
I would Love to be of any help I can be in making, implementing and Improving the city system. I would even be willing to and would Love to be the magistrate that oversees the city system.
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Post by Sentar(Spade) on Sept 28, 2013 1:21:21 GMT
I was also wanting to know things hat would go in the 3rd category of each hex this includes the fisheries and lumber mills that have been mentioned in the rulebook. What else would you guys like to see in that 3rd spot?
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godmode
Blackspear Legion
Posts: 111
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Post by godmode on Sept 28, 2013 2:24:01 GMT
Stone Works- Speeds the production of constructs of primarily stone, also makes nearby quarry more productive. Wood Works- Speeds the production of constructs of primarily wood, also makes nearby quarry more productive. Metel Works- Speeds the production of constructs of primarily mettle, also makes nearby quarry more productive. Fishery- Like farm but on water Flood Dikes- Aids in productivity of farms Lumber Mills- Aids in productivity of forest.
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Wyatt
Blackwater Pirate
Posts: 214
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Post by Wyatt on Sept 28, 2013 4:49:37 GMT
Leona demands a brothel
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Post by Sentar(Spade) on Sept 28, 2013 11:11:12 GMT
And what should this brothel do?
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Perkins
Blackwater Pirate
Always trust your spirit.
Posts: 234
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Post by Perkins on Sept 28, 2013 11:13:37 GMT
Incease the morale of soldiers in the hex? Aka a small bonus to attack rolls due to the men being happy to have something to vent on other than their wives?
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Post by Aegis Gram on Sept 28, 2013 15:17:47 GMT
ok i like a lot of what you two have going here but i have one thing I want added to the ports. They have to let you connect your nation to other hexes with port. I think someone had the idea of trade routes, and I know I said they should need a dedicated boat. By having ports connected it would make island nations a viable option. Because right now there is no way to gain the income from an island hex.
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