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Post by CommJunkee on Jul 17, 2011 18:12:57 GMT -6
Post here for all kingdom building related desicions...
There is a dice roller under the 'add tags' function when posting a message or reply. Just modify as needed to reflect the die type. Kingdom variables for the various rolls (stability, loyalty and economy) are under the kingdom chart post.
[dice=20] [dice=20+10][dice=20+31] etc...[rand=32222728157072366006306845495239355809288581304923110957277495713524]
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Post by CommJunkee on Jul 17, 2011 18:32:23 GMT -6
Upkeep Phase 1. Determine Kingdom Stability - A stability check to reduce Unrest (Current DC - 29) 2. Pay Consumption - Pay for kingdom’s upkeep (Current: 0)[/color] 3. Fill Vacant Magic Item Slots - Randomly roll new magic items 6 - Minor; 1 - Medium 4. Unrest - Lose a hex if Unrest is 11 or higher
Improvement Phase 1. Select Leadership - Fill or change leaders 2. Claim Hexes - Increase your kingdom size 3. Establish and Improve Cities - Start cities or build new buildings within a city 4. Build Roads - Add roads in your nation 5. Develop Open Space - Build farms or other improvements 6. Edicts - Set or change level of taxes, festivals and promotions
Income Phase 1. Deposits - Add your own wealth to the treasury 2. Withdrawals - Remove money from the treasury 3. Sell Valuable Item - Roll to see if an expensive magic item can be sold off 4. Income - Roll to determine taxes collected
Event Phase 1. Kingdom Event - Roll to determine which random event happens in your kingdom.
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Post by fronjavier on Jul 21, 2011 15:52:42 GMT -6
1. Determine Kingdom Stability - A stability check to reduce Unrest (Current DC - 29) [dice=20+30] 2. Pay Consumption - Pay for kingdom's upkeep (Current: 0) No Change 3. Fill Vacant Magic Item Slots 1. Minor Item - [dice=100] - Potion, [dice=100] - Spell Level 0 - Caster Level 1, [dice=5] - Sorcerer, [dice=3] - Resistance. Potion of Resistance 2. Minor Item - [dice=100] - Potion, [dice=100] - Spell Level 2 - Caster Level 3, [dice=7] - Paladin, [dice=5] - Owl's Wisdom. Potion of Owl's Wisdom 3. Minor Item - [dice=100] - Wand, [dice=100] - Spell Level 2 - Caster Level 3, - [dice=7] - Ranger, [dice=12] - Speak with Plants. Wand of Speak with Plants (50 Charges) 4. Minor Item - [dice=100] - Scroll, [dice=100] - Spell Level 2 - Caster Level 3, - [dice=7] - Druid, [dice=26] - Warp Wood. Scroll of Warp Wood 5. Minor Item - [dice=100] - Scroll, [dice=100] - Spell Level 0 - Caster Level 1, [dice=5] - Druid, [dice=13] - Mending. Scroll of Mending 6. Minor Item - [dice=100] - Wondrous Item, [dice=100] - Belt of Incredible Dexterity +2 1. Medium Item - [dice=100] - Wand, [dice=100] - Spell Level 2 - Caster Level 3, [dice=7] - Cleric, [dice=32] - Make Whole. Wand of Make Whole (50 Charges) 4. Unrest - Lose a hex if Unrest is 11 or higher. N/A[rand=711661677879868196025958105964864143343988907969311759456803009027]
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Post by fronjavier on Jul 21, 2011 20:13:02 GMT -6
I would definitely like to have the Belt of Incredible Dexterity +2 would cost 4,000gp from treasury. Also, as a Heads up will all need to plan on upgrading our weapons in some fashion to prepare for the upcomming troll encounters, and or purchase items that will prevent them from regening.
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Post by fronjavier on Jul 21, 2011 21:00:56 GMT -6
Improvement Phase:
1. Select Leadership - Fill or change leaders Recommend No change here 2. Claim Hexes - Increase your kingdom size Recommend claiming the hex to the left of our city with Narthropple's Base Camp forest hex. This would cost 1BP, and increase our Kingdom Size to 10 (2,400xp), which would affect our consumption via Size 10 + City 1 + Edict 3 - Farms 14 - Forest 1 - Beehive 1 = -2(0). This would also increase our Economy by 1 due to 4 Rivers in our kingdom. The camp already in the hex if counted would also increase Economy and Stability by +1 3. Establish and Improve Cities - Start cities or build new buildings within a city. No New city to be built yet. Recommend Building a Baker (6BP) at Row 1, Column 4 this would increase Economy by +1, and Stability by +1 New Stats E - 34, L - 20, S - 32, and BP - 6, DC = 30, size = 10 4. Build Roads - Add roads in your nation Hex NorthEast of the Gold Mine (1BP)- Working to link the Main road with our kingdom - 5 BP's left 5. Develop Open Space - Build farms or other improvements No Development at this time 6. Edicts - Set or change level of taxes, festivals and promotions No Changes
Income Phase 1. Deposits - Add your own wealth to the treasury None 2. Withdrawals - Remove money from the treasury None 3. Sell Valuable Item - Roll to see if an expensive magic item can be sold off N/A 4. Income - Roll to determine taxes collected [dice=20+34]/5 = 8 rounding up (7 if rounding down)
Event Phase 1. Kingdom Event - Roll to determine which random event happens in your kingdom [dice=100] - If a previous kingdom event has taken place then no kingdom event this time around, if there was no kingdom event last time then an event will take place and here are the rolls for it. Type of Event - [dice=4] - Adventurer Event - [dice=4] - Monster Nuissance - Unrest -1, BP -1
Also, looking to create Vassals out of the Kobolds, and Lizardmen. We can look into this tomorrow.[rand=2333601147246429523923030854370726882866819786098519133241772742]
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Post by CommJunkee on Jul 24, 2011 12:59:33 GMT -6
Vassals: Lizardfolk - BPs: [dice=6] Kobolds - BPs: [dice=6]
Total Kingdom BPs: 29[rand=26004250867643066374537091855659139258487982385323555633935640089]
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