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Post by Rigil Kent on Feb 9, 2018 13:26:55 GMT -6
My personal recommendation is to do this (presuming the Treasury allows it) in the coming months: JUNE
- Claim E,17 & E16 - 2 BP. This puts us at 13 Hexes.
- Because of our size, we can do 3 improvements so I recommend: Build a Farm (A,19) - Svetlanagrad hex (2 BP); Build a Road in 2 hexes (F18, E18) (looks like 1 BP each)
- With our size, we can make two building upgrades (plus a House) so I recommend: In Fort Voronkov, build a Graveyard (4B); in Fort Voronkov, build a Tavern (12BP); in Tatzlford, build a House (3BP).
JULY - Claim G,16 & G,15 (2 BPs) - this includes the ruined Elven castle which we absolutely need to get repaired and rebuild for the stat bumps. Size is pushed to 15.
- Because of our size, we can do 3 improvements: I recommend two Roads (E18, D18) (looks like 2 BP each) and a Farm or Fishery at D18 (Farm is only 2 BP here, Fishery is 4 ... but we can actually build both in that hex so ... farm first then fishery next month?) Note that 4 hexes of Road gives us a +1 bump to Economy.
- Because of our size, we can make two building upgrades (plus a House) so I recommend: in Fort Voronkov, build a Bordello (aka Brothel) (4BP) and a Shrine (8BP) plus a House either here or at Svetlanagrad or Tatzlford
- Build House in Tatzlford (3 BP)
AUGUST - Claim H,15, I15 (2 BPs) - this includes the ruined Dwarvish watchtower) Size is pushed to 17
- Because of our size, we can do 3 improvements; I recommend repair dwarven watchtower (3 BPs) - this is actually not a "Building" but rather a Terrain Improvement - 1 Road (C19) and prepare Hex B19 (1BP, since it's a Plains hex, we can build immediately) then build another Road (B19). This gives us 6 hexes of road and at 8 hexes, we get a +1 bump to Stability.
- Because of our size, we can make two building upgrades plus a house, so I suggest a Shop in capital (8 BP) and an Inn (10BP) in Tatzlford, plus a House at one of the three. If we can swing it, however, rather than that Inn, I'd recommend investing in getting that elven castle back up and running.
Those are my thoughts at this moment. Also? Man. That hex map is hard to read with the crappy numbers all blurred out. I'm going to try and fix that...
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Post by Rigil Kent on Feb 9, 2018 22:43:50 GMT -6
MONTH THIRTEEN (JUNE) of KINGDOM BUILDING:
Kingdom Stability check (12). Unrest increase by 1 (to 0). Pay consumption of 6 (Treasury becomes 51). Made Walays the Spymaster, Melikova as Diplomat. Two territorial claims (2 BP). Build a Farm (A,19) - Svetlanagrad hex (2 BP); Build a Road in 2 hexes (F18, E18) (looks like 1 BP each). In Fort Voronkov, build a Graveyard (4B); in Fort Voronkov, build a Tavern (12BP); in Tatzlford, build a House (3BP). Rolled 13 on Taxes, so gains 17 BP. Treasury at 43 BP. Also gained 2 BP for Mine, so Treasury at 45. Event (event happens: Settlement (Fort Voronkov) -15 Beneficial Event: 88 Archaological event (+1 Lore))
Leaves attributes at Economy 27, Loyalty 19, Stability 23, DC 36, Treasury 45, Consumption is 6+1, Unrest is 5.
(Updated results now that I've got everything squared away on the spreadsheet to cover the Ultimate Rulership stuffs.)
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Post by Rigil Kent on Feb 10, 2018 13:34:52 GMT -6
Updated. I've got the spreadsheet adjusted to reflect the Ultimate Rulership rules in place. We took some hits in stats as a result and getting that Feud under control is going to be more difficult now - have make a DC 36 control roll with +19 so we have to roll a 17! The recurring 1d6 Unrest on a failed control roll for that has the potential of completely ruining us so ...
@ the GM: The rules as written (RAW) don't cover this but is there a way to resolve this in game? Like the spymaster identifies the ringleaders, the general and marshal snatch them up (or at least strongly recommend they join this gathering), then we hold a great conference where the ruler and diplomat sit down with both sides at the table and discuss how best to handle this? I'm concerned that the difficulty of this roll is potentially terminal for the kingdom as a whole - and note that our Loyalty is going to decrease by 2 after this month once the Festival bonus wears off, making the control roll now a 19 on a d20 ... and that presumes we don't do any expansion!)
FREX, let's presume we make the Kingdom stability roll - unrest decreases by 1 to 4. Presuming we follow my previous suggestions, claiming two additional hexes pushes the Control DC to 38. Even with the reduced Unrest, we still need to roll an 18 to get the feud under control. Adding a Shrine adds +1 to Loyalty and -1 to Unrest, so now we're down to a 16, which is still dangerously high. If we're able to repair the elven castle immediately, this helps immensely (increases the three base stats by 2, so our target roll is now a 14, but it also reduces unrest by 4, so now we're down to a 10 ... which is definitely doable unless we keep rolling for shit.) If we can't repair the castle straight away and look at the bordello instead as was the original plan, our target roll is a 15, a far less likely roll. And if this roll is failed, we add another 1d6 Unrest. And so on.
Hence my wondering if we can actually resolve the feud in game instead of relying on our fickle dice. (Plus, Andrei's cavalier order is the Blue Rose edicts are "guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle." Thus, he'd like to resolve this without hanging troublemakers if possible...)
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Post by Gigermann on Feb 10, 2018 13:51:17 GMT -6
That's what I was thinking last night was that we needed an in-game/character solution to the feud
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Post by WxMAN on Feb 11, 2018 11:21:49 GMT -6
I've always been of the opinion that roleplay should inform the rollplay, if you will. So, you should be able to give yourself some bonuses with proactive measures being taken as you've described.
Though there are also a lot of other choices that can help - a lot of edicts (check Ultimate Rulership) can up your loyalty, so you may want to start looking at those, such as you have "None" as your holiday edit, bumping that to Annual will cost you 1BP a year but boost your economy by +1 and your loyalty by +2, relative to what it is with no holidays. Lowering your taxes edict would decrease your income from economy check/3 to economy check/4 or /5 depending on what you want to do but boosts your loyalty. Obviously there are also buildings you can build to help out as well.
Luckily (for me), the feud that the Shieldlands is now dealing with was something I had considered would occur naturally throughout the game unless actions were taken against it. "Luckily" for y'all, this may be a lot less volatile than it would have been if it were to of happened later on, but the dice determined the powder keg went off early, before it was fully fueled....
Here is what y'all know:
This is a cultural clash. The hunters and trappers who have lived in this area since before y'all tamed the land were initially happy to have you as you knocked off the Stag Lord who was a thorn in their side. Now, though, refugees have flooded the area and it is becoming more populated and urban, causing issues with their livelihood. As the refugees are primarily from Restov and a more urban area, they have very different values and tend to worship (in order) Pharasma, Abadar, and Gorum, whereas the rural folks (hunters, trappers, etc) tended to worship Erastil. There is major concern from the hunters and trappers that there livelihood will be greatly impacted as the kingdom grows, and concern that, since almost everyone of the council are more of an urban mindset, they don't have the voice they need to prevent incursions into land they see as "theirs". While Tess has always been one of the people, and is respected, Gorum priests and whatnot tend to be of the wealthy and for the wealthy so there is some inherent distrust even though Tess hasn't been that way.
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Post by Rigil Kent on Feb 11, 2018 11:43:45 GMT -6
Actually, I have us set to Annual with regards to the holiday edict, what with the whole "anniversary" having taken place.
Pity the rules don't cover this because I'd like to rip off England and establish a "House of Commons" (I guess it would be a "Duma" since we're in quasi-Russia) which could serve as the voice of the commonfolk.
Question: Jhod has converted to Erastil, correct? I'm wondering if we should make him the Councilor instead of Svetlana? (Like maybe she announces that she's pregnant (huzzah, Oleg!) and needs time off so we bring Jhod in. That could be helpful.
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Post by Rigil Kent on Feb 13, 2018 9:54:58 GMT -6
NO KINGMAKER ON FRIDAY FEB 16.Sorry for the inconvenience, though we should be OK for next Friday 23 Feb. So, since there's no session, should we knock out the promised kingdom building turn for the month here on the boards? That's fine Turn Sequence: Upkeep Phase. Step 1: Determine Kingdom Stability. This is 1d20 + 23 with Control DC of 36. Who gets the "honor" of making this roll?
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Post by Rigil Kent on Feb 13, 2018 11:48:20 GMT -6
Okay. I'll get started then.
GExikern1-201-20
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Post by Rigil Kent on Feb 13, 2018 11:54:27 GMT -6
Awesome. 18+23 = 41, so Stability succeeds. Unrest decreases by 1 to 4.
Upkeep Phase, Step 2: Pay Consumption. This is currently 7, so our Treasury is reduced from 45 to 38.
Upkeep Phase, Step 3: Fill Vacant Magic Item Slots. Skipped.
Upkeep Phase, Step 4: Modify Unrest. None of the kingdom attributes are negative so Unrest doesn't change.
Edict Phase, Step 1: Assign Leadership. Do we want to swap out Svetlana with Jhod as I asked above? I think this is a good idea, but want to check with everyone else.
ETA: the below are my recommendations for the rest of the month.
Edict Step 2: Claim Hexes: 2 BP for 7,2 and 7,1 Step 4: Build Terrain Improvements: Prepare 2,5 (1 BP), Build a Farm there (2 BP), Build a Fishery at 4,4 (4 BP). Treasury at 29 Step 5: Repair Castle at 7,1 (27 BP) - since it is an elven keep and isolated, am thinking we give this to Babus for his "academy". Treasury at 2 but Economy, Loyalty & Stability increased by 2 and Unrest reduced by 4 (to 0) which will make resolving the Feud a lot easier. Step 6: Create Army Units. Skipped Step 7: Issue Edicts. Skipped
Income Step 1: Make Withdrawals from Treasury. Skipped. Step 2: Make Deposits to Treasury. Skipped Step 3: Sell Expensive Items for BP. Skipped Step 4: Collect Taxes. 1d20 + 36 (presuming castle repaired)
Event Phase Must resolve Feud. This is Loyalty check (DC 38) with +24 (or +26 with Jhod as Councilor) + any Circumstance Bonuses awarded by the GM based on our "proactive measures." Succeeding on this Loyalty check ends the feud but we get 1 Unrest as a result; failing means it continues and we get 1d6 Unrest...
I cannot tell from reading the rules whether this continuous event overrides the normal Events roll. Based on the spreadsheet, where you can have multiple events active simultaneously, I don't think it does, in which case ... 25% of an event.
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Post by WxMAN on Feb 13, 2018 12:44:40 GMT -6
Edict Phase, Step 1: Assign Leadership. Do we want to swap out Svetlana with Jhod as I asked above? I think this is a good idea, but want to check with everyone else. You may want to ask Jhod and Svetlana about that.... and the people in the feud..... We'll be roleplaying this out as I think it is a very delicate situation that involves all of the PCs and allows for some interesting choices and interactions. Yep - multiple events allowed... some of them are good!
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Post by Rigil Kent on Feb 13, 2018 12:51:07 GMT -6
Edict Phase, Step 1: Assign Leadership. Do we want to swap out Svetlana with Jhod as I asked above? I think this is a good idea, but want to check with everyone else. You may want to ask Jhod and Svetlana about that.... and the people in the feud..... We'll be roleplaying this out as I think it is a very delicate situation that involves all of the PCs and allows for some interesting choices and interactions. Which means ... we really can't do the kingdom stuff online here since we'd need to deal with those elements before progressing...
So ... back to the drawing board!
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Post by WxMAN on Feb 13, 2018 19:48:01 GMT -6
Sorry. I think I wasn't thinking clearly by that time and let things get away from me.
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Post by Rigil Kent on Feb 13, 2018 19:48:26 GMT -6
No worries!
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Post by Rigil Kent on Feb 25, 2018 19:05:12 GMT -6
So I was thinking, since Walker is focused on reclaiming Candlemere Tower, I was thinking that, when we reclaim & rebuild the elven castle, Andrei should appoint Babus as the fief-holder so it can serve as the basis for his academy. Thoughts?
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Post by Magman on Feb 26, 2018 17:29:22 GMT -6
I have no problem with it.
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Post by LabRat on Feb 27, 2018 7:40:45 GMT -6
I have no problem with it. As long as Magman doesn't have a problem with it, then I don't either. It was his pet project so I didn't know if he had future plans for it or not.
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Post by Rigil Kent on Feb 27, 2018 10:40:38 GMT -6
I have no problem with it. As long as Magman doesn't have a problem with it, then I don't either. It was his pet project so I didn't know if he had future plans for it or not. Eh? His pet project is Candlemere island ... did you mix that up with the elven castle?
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Post by LabRat on Feb 27, 2018 10:45:23 GMT -6
As long as Magman doesn't have a problem with it, then I don't either. It was his pet project so I didn't know if he had future plans for it or not. Eh? His pet project is Candlemere island ... did you mix that up with the elven castle? ugh, ignore me. Ran those two sentences together. I misread it as give Babus Candlemere after Walker was done with it. Let's go back to reading comprehensions 101, shall we? Hey @gm, we need to clear out a really bitchin' cathedral....just saying
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Post by Rigil Kent on Feb 27, 2018 11:45:04 GMT -6
Hey @gm, we need to clear out a really bitchin' cathedral....just saying Figure that's the next major thing to start working on in capital. First Shrine, then Temple, then Cathedral, I think? Ideally, I'd like to not have it devoted to just Gorum & Cayden, but rather all appropriate local deities (Erastil, Iomedae, etc.)
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Post by WxMAN on Feb 27, 2018 11:51:13 GMT -6
Walker has let me know he is planning on working on mowing the lawn at Candlemere and prepping it for a grove, but y'all have been go go go so there hasn't been much downtime.
As far as the Elven castle... that may be a perfect place for Babus, though you may wish to clear the vicinity of trees given his fire-starting nature.
I hear Restov has a cool cathedral to Gorum... if'n you wanna go "liberate" it...
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Post by Rigil Kent on Feb 27, 2018 11:59:41 GMT -6
Regarding the cathedral thing, it occurs to me that Tess (sorry ... Reverend Mother Tessandriel) has already started the ball rolling on what I'm thinking since she already worships two deities instead of a single one so she's setting the precedence for us to have a cathedral devoted to the pantheon instead of just one god...
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Post by WxMAN on Feb 27, 2018 12:00:25 GMT -6
Begging for an inquisition, aren't we?
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Post by Rigil Kent on Feb 27, 2018 12:11:14 GMT -6
Trying to be inclusive. Before we commence construction on anything, we likely need to have a convocation of religious authorities (which currently consists of Reverend Mother Tessandriel of Cayden/Gorum and Brother Jhod of Erastil) to determine if this is even feasible or if we do need to split up the temples accordingly...
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Post by LabRat on Feb 27, 2018 12:15:34 GMT -6
Trying to be inclusive. Before we commence construction on anything, we likely need to have a convocation of religious authorities (which currently consists of Reverend Mother Tessandriel of Cayden/Gorum and Brother Jhod of Erastil) to determine if this is even feasible or if we do need to split up the temples accordingly... I don't know who Reverend Mother Tessandriel is but I have spoken with the GM in the past that TESS would be wanting to have a cathedral devoted to the pantheon, and would have trusted acolytes to be representatives (e.g. Jhod, or Casimir, etc.) . She's trying to instill unity, and build a house of cards which would invariably crumble
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Post by Rigil Kent on Feb 27, 2018 12:29:21 GMT -6
As you say, Most Holy Reverend Mother Tessandriel.
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Post by WxMAN on Feb 27, 2018 12:35:20 GMT -6
we likely need to have a convocation of religious authorities (which currently consists of Reverend Mother Tessandriel of Cayden/Gorum and Brother Jhod of Erastil) Just for the record, there is a "religious authority" for all of the major religions in the kingdom, even if they are not officially recognized... may be a good idea to bring them in as well, as together they consist of a major section of the more "urban" religions
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Post by Rigil Kent on Feb 27, 2018 12:51:24 GMT -6
Right. So we're doing the First Council of Nicaea and I'm Emperor Constantine.
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Post by Rigil Kent on Apr 20, 2018 22:53:33 GMT -6
MONTH FOURTEEN (JULY) of KINGDOM BUILDING:
Kingdom Stability check (17). Unrest decrease by 1 (to 3). Pay consumption of 7 (Treasury becomes 38). Claimed 7,1 & 7,2 (2 BPs). Build Terrain Improvements: Prepare 7,1 (1 BP), Build a Farm on (4,4) (2 BP), Build a Fishery at 4,4 (4 BP). Treasury at 29. Repaired Castle (27BP). Issued Cautious Expansion edict. Deposited +1 quarterstaff (+2BP) (treasury at 4.) Rolled a 10 on Taxes, so gained 14 BPs. +2 BPs for Mines. Treasury at 20. Event: 21 (high) so No Event.
Leaves attributes at Economy 35, Loyalty 22, Stability 31, DC 39, Treasury 20, Consumption is 6+1, Unrest is 0.
ADDENDUM: A freaking single keystroke on my laptop messed up my calculations. We would have had enough money to fix the castle, so Shrine & Shop next month.
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Post by Rigil Kent on Jun 2, 2018 7:13:25 GMT -6
Since we're looking at doing the Kingdom thing next week, these are my current suggestions (to reduce the time we have to spend on figuring stuffs out.)
UPKEEP: 1. Stability check: DC 39 with +32, so need a 7. 2. Pay Consumption: 7 BP, so Treasury becomes 13. 3. No Magic Shops, so skipped 4. Modify Unrest: Unrest is 0, so nothing happens here.
EDICT: 1. Leadership unchanged 2. Claim 5,6 (1 BP, Treasury to 12) - this increases kingdom DC to 40. This is a River Hex (with a bridge) & brings our number of River hexes to 8 which increases Stability by 1. (Currently can't afford more than this.) 3. Build Farm at 6,4 (Fort Voronkov) - 4 BP (Bring Treasury to 8, decreases consumption by 2. (Currently can't afford more than this.) 4. Build Shrine @ Fort Voronkov (8 BP, brings Treasury to 0, increases Loyalty by 1, Unrest -1). (Currently can't afford more than this.) 5. Nada 6. Nada
INCOME:
1. Nada 2. We've got some coinage & jewels in the bag of holding; may want to deposit that to get some more BPs here. 3. Ditto 4. Taxes. 1d20 + 36 / 3. ROLL WELL, DAMMIT!
EVENT: Up to 75% chance now.
Presuming the event does screw us, that'll leave us at Economy 37, Loyalty 23, Stability 33, DC 40, Treasury ?, Consumption is 5+1, Unrest is 0.
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Post by Rigil Kent on Jun 15, 2018 19:36:00 GMT -6
MONTH FIFTEEN (AUGUST) of KINGDOM BUILDING:
Kingdom Stability check (5). Unrest increase by 1. Pay consumption of 7 (Treasury becomes 13). Claimed 5,6 (1 BP) - this is a River hex with a bridge. Build Terrain Improvements: Build a Farm on (6,4) (2 BP). Build a Shrine in Fort Voronkov. Treasury at 0 BP. Deposited 6000 GP (3 BP). Rolled a 2 on Taxes, so gained 12 BPs. +2 BPs for Mines. Treasury at 17. Event: 86 (low no) so Event. 05: Kingdom Event at (16) (Hex: 7,3). 81: Dangerous Event. 58 - Feud. GM REJECTED. REROLL. 51 - Smugglers. Loyalty check: 19; Stability check 18. Smugglers are shut down. Melikova & the kobolds steal from the smugglers, which results in them being wiped out by the thieves guild that Melikova has recently discovered to exist.
Leaves attributes at Economy 37, Loyalty 23, Stability 33, DC 40, Treasury 20, Consumption is 5+1, Unrest is 0.
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