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#796
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Althea, get rid of Mei in a way that suits you and Colb.
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#797
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Sorry to see you go, Mairien.
Last edited by BananaCrackers; 03-02-2012 at 03:18 PM. |
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#798
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Sorry to hear that.
Get rid of? Hmm, so many possibilities. |
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#799
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Awwww...that sucks.Was enjoying the RP. But I do understand work pressure. Finally getting used to the weird hours in my new job. Might even be able to muster up some decent posts from time to time lol.
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#800
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Out of curiousity...is the cache on our kingdom map what we've just discovered? Those BP have me figuring lol. Been looking over kingdom building rules and hatching ideas.
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#801
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I think that cache was where we found that spellbook Col is in love with.
![]() Speaking of our kingdom, I'm thinking we're going to have to start deciding a lot of stuff fairly soon. Like leadership positions, what we want to call our kingdom, what we want to call our cities, etc. Additionally, I've taken Craft Wondrous Items for my level 3 feat if anyone is interested in me making something for them. |
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#802
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The creative inspiration thing ain,t hitting me for domain names lol. Same as for cities...I tend to think either in scandinavain names or else in floridly prosaic terms. For now I still think Col fits the marshal theme. Also looking at BP and building rules...what do we think about starting with a watch tower? Would prefer a location with ready water supply that was within a fairly short ride of the trade route...eventually Col would probably want to set up some kind of waystation or warders' lodge near the spider cave. That hex is high on his exploration list. As is the river crossing and the other hex with caves.The hard part is going to be the struggle for initial BP. Seems like new ones will speed up from the presence of existing stuff but first ones might be pretty slow.
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#803
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Well, if we want to build BP, then we should start building some cheap buildings that can boost our economy bonus. The better that bonus, the more BP we can make in a turn. It also appears that some building can decrease the cost of other buildings. So, building those first could be advantageous. According to the rules, it seems we can place a city anywhere we like, so starting a city at the outpost could work. Or we could start a city at the fort. I do think that we should spend some time exploring the area around whatever hex we pick for our city. We should make sure that we don't have any nasty neighbors nearby.
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#804
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I'm inclined to agree - explore around the fort, cleanse it of the lingering death-worshiper badness, then set up there. It also gives us a bit of space from the outpost, and I'm not convinced Oleg and Svetlana would be that keen on us saying "O HAI WE RULE YOU NOW".
__________________As for leadership positions - Yunnan can contribute to any role where high charisma is valuable; by character inclination he'd be best suited to ruler, councilor or grand diplomat. I'd be inclined to suggest Katerina as another possible ruler, though she'd also be the obvious choice for high priest. |
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#805
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Utilising the ruins is a good plan. We COULD almost turn it into an inn if we get the place explored, turn over pretty much all of the disposable treasure for BP and clear the hex for building. At least that's what I think I am seeing in the kingdom rules. An inn adds some value not sure it adds BP but it IS kind of a logical starting place....kind of...and it's one of the few buildings we could build fairly soon.
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#806
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I don't know what these ruins count as: by my reading of the rules, if it's a ruined temple you can turn it into a temple; if it's a ruined castle (like this one) you get a half-price castle in the city. Though we can't build a castle yet, and probably don't want one, it might be an idea.
__________________Also, won't we need some houses first? We could have a big house for all our happy little party
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#807
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Okay, need to clarify a few things. First, if you build in a hex with ruins, as Yunnan said, it counts as half the price for building that particular building. In the case of the ruined fort, that would half the cost of building a castle. If you started a city at Oleg's outpost (and convinced them to join your budding little nation) then that would be an existing building, in this case, an inn, shop or stables (not all three). Second, building in certain hexes can be advantageous as well. If you build at the fort, the nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense. Third, when building things, you aren't always building just one single building. For example, when you build "a house", it's actually a block of houses, not just a single house.
As you have also probably noted, you have more leadership positions than actual PCs to fill those positions. So, you will need to find NPCs to fill those open positions or the nation will suffer penalties. That being said, you haven't actually been granted any rights to start claiming land yet. These are just things to start thinking about.
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#808
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Fairly said Althea...I'll rein in my ambition a tad lol.
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#809
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Just keep in mind this isn't the Oklahoma land rush. You guys have plenty of time to get things established.
Last edited by Althea; 03-05-2012 at 01:29 PM. |
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#810
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But another point Althea addressed for us...we don't have to RULE Oleg...not if he's a councilor
__________________ Free Inn, beginnings of a town...npc to fill a leadership position. Maybe MORE than one leadership position since we have the leader of the guards as well...
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