pathfinder:campaign_systems:strongholds:rural_developments
Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| pathfinder:campaign_systems:strongholds:rural_developments [2019/06/01 15:04] – external edit 127.0.0.1 | pathfinder:campaign_systems:strongholds:rural_developments [2026/08/25 07:45] (current) – ↷ Links adapted because of a move operation johnb | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Rural Developments ====== | ||
| - | ===== Overview ===== | ||
| - | |||
| - | //Phase 1// - Two key things enable rural developments - transport and defence. There is no point growing loads of cabbages (or any other commodity) if you can’t get your crops to market easily or you are liable to be raided by bandits, humanoids or wild animals. This means that a hex must be defended and have a Road or Water link to a town or city before you can build rural developments. For simple Rural developments you do not specifically need a defensive building in the hex - it might be defended by a +2 (or higher) defensive building in an adjoining hex. As soon as you do this colonists start to move it, claim bits of land for themselves and set up smallholdings. | ||
| - | |||
| - | //Phase 2a// - Once a hex is reasonably safe and there is a decent transport link, you can can start to utilise the hex's natural resources. | ||
| - | |||
| - | And / or ..... | ||
| - | |||
| - | //Phase 2b// - When enough people have moved into the hex, you can build a village to serve as a social, cultural and economic hub for the hex. Small businesses grow up in the safest place - around the defense point, close to your soldiers. | ||
| - | |||
| - | //Phase 3// - Once the hex is well established and running nicely, you can develop secondary settlements. | ||
| - | |||
| - | |||
| - | **NOTE: | ||
| - | |||
| - | ==== Transport Developments ==== | ||
| - | |||
| - | The table is a brief excerpt from the from the [[transport_links|main Transport Links page]] that lists the development costs for various types of transport link.. | ||
| - | |||
| - | |||
| - | ^ ^Plains^Hills^Forest^Marsh^Mountain^Desert^Jungle^Cavern| | ||
| - | ^Trail| | ||
| - | ^Road|1|2|2|4|4|4|4|4| | ||
| - | ^Highway|2|4|4|8|8|8|8|8| | ||
| - | ^Bridge| | ||
| - | ^River| | ||
| - | ^Canal|3|5|5|7|9|9|9|9| | ||
| - | ^Aqueduct|2|4|4|8|8|8|8|8| | ||
| - | |||
| - | |||
| - | ==== Defensive Developments ==== | ||
| - | You may only have one defensive building in a rural hex - so EITHER one from the Military list or from the Manor Houses list. | ||
| - | |||
| - | |||
| - | These military developments provide a base for your patrols and guards and may form the basis for a village, but do not provide you with a home. The officer in charge of the military often acts as the Lord's bailiff in the hex, and is tasked with looking out for your interests in the town | ||
| - | |||
| - | * **Watchtower** - A Watchtower flies your flag. Commanded by a Sergeant, a watchtower has a small detachment of Light Foot who carry out local patrols | ||
| - | * Cost to build: 1bp | ||
| - | * Restrictions: | ||
| - | * Benefit: +1 defence for your stronghold (1x Light Foot) | ||
| - | |||
| - | * **Outpost** – An outpost flies your flag. A standard outpost is larger than a watchtower and comes with an extra detachment of Light Foot to patrol | ||
| - | * Cost to build: 2bp | ||
| - | * Restrictions: | ||
| - | * Benefit: | ||
| - | |||
| - | |||
| - | |||
| - | As soon as you have transport and defence people will start moving in. Even before you do anything else you will attract 50 (or so) [[.rural_development_details# | ||
| - | |||
| - | === Residential Developments === | ||
| - | |||
| - | If you want to live here, you can upgrade to a country estate. | ||
| - | |||
| - | Note: You can buid the tower or outpost first and upgrade later. | ||
| - | |||
| - | |||
| - | * ** Fortified Villa** – A villa is similar to a Watchtower, as it comes with a Sergeant and a detachment of Light Foot to protect your house and and other local developments. | ||
| - | * Cost to build: | ||
| - | * Restrictions: | ||
| - | * Benefit: Stability +1; +1 defence for your stronghold (1x Light Foot) | ||
| - | |||
| - | * **Fortified Manor House** – A Manor House is both your home and your military control point. | ||
| - | * Cost to build: 4bp (Upgrade from a Villa or an Outpost for 2BP) | ||
| - | * Restrictions: | ||
| - | * Benefit: Loyalty +1; Stability +1; +2 defence for your stronghold (2x Light Foot) | ||
| - | |||
| - | * **Keep** - A Keep can serve as home to a Lord and also serves as their military power base in the region. | ||
| - | * Cost to build: 5bp (Upgrade from a Fortified manor for 1bp; Upgrade from a Villa for 3bp) | ||
| - | * Restrictions: | ||
| - | * Benefit: Loyalty +1, Stability +2; +3 defence for your stronghold. (1x Light Foot & 1x Light Cavalry OR 3x Light Foot) | ||
| - | |||
| - | |||
| - | ===== Rural Developments ===== | ||
| - | |||
| - | Note that basic rural developments reduce Stronghold Consumption, | ||
| - | |||
| - | As you develop | ||
| - | ==== Basic Rural Developments ==== | ||
| - | |||
| - | These can be built in any suitable ++Rural Hex|(so long as there is a transport link and defence)++ | ||
| - | |||
| - | * **Resource Hexes** - Some hexes are resource rich, and have abundant supplies of something that makes life easier for your settlers. | ||
| - | * Restrictions: | ||
| - | * Benefit: Reduces consumption by 1 BP per Turn. | ||
| - | |||
| - | * **Farm** – A farm hex contains a number of independent farms (hamlets ) and small holdings (thorps ) that help to feed your kingdom. | ||
| - | * Cost to build: Plains 3bp, Hills 4bp, Desert 5bp | ||
| - | * Restrictions: | ||
| - | * Benefit: +2 Loyalty. Reduces consumption by 2 BP per Turn. | ||
| - | * **NOTE: | ||
| - | * Descriptions of ' | ||
| - | |||
| - | * **Fishery** – A fishery hex contains a number of thorps | ||
| - | * Cost to build: 2bp | ||
| - | * Restrictions: | ||
| - | * Benefit: | ||
| - | * **NOTE: | ||
| - | * Descriptions of [[.rural_development_details# | ||
| - | |||
| - | * **Lumber Camp** - A Lumber Camp co-ordinates the activities of loggers and other woodland | ||
| - | * Cost to build: 2bp | ||
| - | * Restrictions: | ||
| - | * Benefit: | ||
| - | * **NOTE: | ||
| - | |||
| - | [[Rural Development Details]] | ||
| - | |||
| - | ==== Rural Village ==== | ||
| - | |||
| - | **NOTE: | ||
| - | |||
| - | Once a hex has transport and its own defensive building | ||
| - | |||
| - | If a village is a ' | ||
| - | |||
| - | [[pathfinder: | ||
| - | |||
| - | **These are some of the most appropriate developments for a rural Village.** | ||
| - | |||
| - | ^Village Developments||||||||||| | ||
| - | ^Classification^Name^Cost BP^Economy^Loyalty^Stability^Minor^Medium^Major^Defence^Notes| | ||
| - | |Hospitality|Tavern {★}|1|1|0|0|0|0|0|0|Cheap Bar/ | ||
| - | |Hospitality|Road House {★★}|2|2|0|0|0|0|0|0| Bar/ | ||
| - | |Religious|Shrine|0.5|0|1|0|0|0|0|0|Very Low level (Adept L1) level clerical services| | ||
| - | |Religious|Graveyard *|1|0|1|1|0|0|0|0| Includes a shrine (Adept L2) | | ||
| - | |Religious|Holy House|2|0|1|1|1|0|0|0| sub-priory with Shrine (Adept L3) | | ||
| - | |Religious|Chapel|3|0|2|1|1|0|0|0| Public Chapel (Cleric L3) | | ||
| - | |Commercial|Local Market|2|1|0|1|0|0|0|0| Stalls selling local produce.| | ||
| - | |Commercial|Jetty|1|1|0|0|0|0|0|0|A Jetty can support up to 6bp worth of [[pathfinder: | ||
| - | |Commercial|Serai (★) |1|1|0|0|0|0|0|0|A Serai can support up to 5bp worth of Mule Trains | | ||
| - | |Manufacturing|Craft Workshop|1|1|0|0|0|0|0|0| Suitable for a smith, carpenter, tailor, | ||
| - | |Manufacturing|Mill|1|1|0|0|0|0|0|0| Grind corn, cut wool etc | | ||
| - | |Manufacturing|Boat Yard|1|1|0|0|0|0|0|0| Make water-borne [[pathfinder: | ||
| - | |Manufacturing|Tannery|1|1|0|0|0|0|0|0|Turn skins into leather or fur| | ||
| - | |Manufacturing|Brewery|2|2|0|0|0|0|0|0|Choose between making Beers, Wines, Mead, Cider or Spirits| | ||
| - | |||
| - | |||
| - | Once the village has been built you may build a palisade. | ||
| - | |||
| - | ^Classification^Name^Cost BP^Economy^Loyalty^Stability^Minor^Medium^Major^Defence^**Notes**| | ||
| - | |Defence|Palisade| | ||
| - | |||
| - | |||
| - | ++Military Society| Technically, | ||
| - | |||
| - | |||
| - | |||
| - | ==== Secondary Settlements==== | ||
| - | |||
| - | Secondary settlements are all about making more sophisticated use of the local resources and specialist knowledge, and are effectively small specialized villages. | ||
| - | |||
| - | A secondary settlement is based on a Fortified Villa, with a specialised resource attached. | ||
| - | |||
| - | * The number of Secondary Settlements that can be supported varies, and is limited to the defence Value of the Primary Settlement. \\ ++ Examples | //(A watchtower (defence 1) can protect one secondary settlements. | ||
| - | * Secondary Settlements are not strongholds. | ||
| - | * Developing the Secondary Settlement is the responsibility of you, the ' | ||
| - | * Consumption Costs are borne by the 'Land Owner', | ||
| - | * Secondary Settlements do not benefit from the Stewardship rules, and only need a single | ||
| - | |||
| - | **NOTE: | ||
| - | |||
| - | |||
| - | [[pathfinder: | ||
| - | |||
| - | ===== Developing a Town ===== | ||
| - | |||
| - | You can turn a rural village into a town by clearing the land surrounding it. However, you will lose the benefits of any basic rural developments (such as farme, fisheries etc) as they are absorbed into the new town's hinterland. | ||
| - | |||
| - | [[pathfinder: | ||
| - | |||
| - | When you start to develop a town, many more people flock into-the area to take advantage of the new opportunities that are on offer. | ||
| - | |||
| - | Farms, Fisheries and Lumber-camps in the same hex as the Town, get swept up in this general hinterland development, | ||
| - | |||
| - | Think carefully when you plan your developments - and don't build basic rural developments in a hex that you intend to develop into a town or a city. If you do, remember that you need to allow for an increase in consumption across your estates. | ||
| - | |||
| - | Note, however, that Village developments are not lost on conversion to an Urban hex (except for the palisade). One of the best ways to develop a town, is to start by developing a rural hex with a village but WITHOUT any of the basic developments. | ||
pathfinder/campaign_systems/strongholds/rural_developments.1559401486.txt.gz · Last modified: by 127.0.0.1
