What buildings do you want to see in the city? Once we have a list of stuff we want to build we can try to figure out a good order to build them in.
Eras City wants
Cademon's wants (in no particular order): Black Market, Waterfront, Orphanage, Brothel, Bank, Dance Hall, Dump, Foreign Quarter, Guildhall, Luxury Store, Magic Shop, Market, Mint, Sewer System, Tavern, Inn, Theater,
In addition to Cademon's suggestions, Ano'ha would consider: Granary, Graveyard, Library, Hospital, Caster's Tower and Everflowing Spring.
(FYI - there is no "brothel". Doug and I were debating last night whether the "Dance Hall" was or was not the brothel.)
There's references to a brothel (eg. discount: Brothel) in some of the entries, but there isn't actually a building named "brothel" Some other sites have implied that the dance hall is code for brothel, but I've seen nothing definitive.
The best bang for the buck after dance hall (which seems like a cheap gimmick) for raising the economy early on are smithy, library, mill, and tannery. Bank would be the second after that. Everything else is a distant 3rd or more.
Henric's main concern aside from building the economy to fuel growth is defense. He wants to build a moat (which from an RP standpoint may end up being a dry moat) across the top of the "ramp" coming up the hill to the castle, and build a wall with a gate and drawbridge across it. (In mechanic terms, this would entail building a moat, and a wall, which are 2 BP each) He would also like to upgrade the barracks to a garrison, and at least build a watchtower at the river crossing.
Unless I am misunderstanding the mechanics (which may very well be the case), I thought that the Granary was particular nice, as it lets you have a reservoir of up to 5 BP of excess production. Considering all the unexpected things that could happen in a kingdom, that could be nice to have. Stats copied in below.
Granary 12 BP, 1 Lot
Kingdom Loyalty +1, Stability +1
Special If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
A place to store grain and food.
We also need to build something that provides magic items. That is apparently, the way to make your economy hum is to sell magic items.....
I was reading this last night and emailed it to Kirk, but it's relevant to everyone interested in the kingdom building aspects of the game.
http://knowdirectionpodcast.com/2014/10/kingdom-building-101-kingdom-economics/
There's a lot of overlap between these two links, but there's some good bits in this link as well.
https://docs.google.com/document/d/1Zg-PwRV4plxRPawYTvR4duuxORJl2eUzaoSzxi0ZfI/edit?hl=enGB
I kinda glossed over this when reading last night, but it looks like this is the original Kingdom building rules. For example it notes that 5 economy = 1 BP when we know it has since been changed to 3=1. So some of the numbers may not be accurate, but the general strategy is sound.
Last edited 12 November 2014
Do I have to say what Belgannan wants?
A Caster's Tower...
There I said it.
After doing some reading, that's a pretty high priority of mine too, though for entirely different reasons than yours. :-P
The only holdup is the cost. I think it's going to take at least a few months (5-6-ish?) before that's a viable purchase. But I do want to do it sooner rather than later. :-)
If we want to start magic item production we will want to build toward a magic shop...(Towers also produce magic items)...but I think a magic shop has a prerequisite building which we may want to consider building...
For magic item production there are a few things we can look at and start building for now...
Lets start with a Shop...eventually we upgrade said Shop to a Luxury Shop and eventually a Magic Shop.
A low yield yet somewhat low cost option that both Belgannan and I think Ano'ha would like is an Observatory
Another thing that generates Magic Items is to build a Library then an Academy and eventually a University...there is also an option to build a Magic Academy (headmaster Belgannan heeheehee)...so we could do Harry Potteresqe adventures....
So I suggest we start with a Library and a Shop and a Caster's Tower and go from there....
Last edited 13 November 2014
Way ahead of you buddy, that's why we already have a shop. :)
We have a bit of a break until the next game and conveniently left off at our kingdom-building duties.
A few focusing questions: How to combat the current, growing unrest? Are there any new candidates for Spymaster so that Aylen can shift to Royal Enforcer? Should we send Loy to Brevoy for diplomatic relations, especially since a merchant of theirs was just killed here (word gets around with merchants)? What should we claim and/or build?
Though all the buildings that everyone mentioned are great, most things are pretty expensive. We have 13 BP currently (+2 from mine and +? from rolls).
Ano'ha votes for the following this month - Graveyard (4 BP), City Wall ( 2 BP), Orphanage (6 BP) and then to build a Library (6 BP) and Granary (12 BP) as the next priorities. More hexes, farms, roads/bridges and a Caster's Tower (30 BP) would be her preferences after that.
Last edited 14 November 2014
I'd like to see walls on all four sides of our district. This would in my mind, essentially wall off the plateau where the castle is built, creating a "castle district" which would include the hill where the castle is, With a few buildings on the hill with the castle, like the barracks/stable, an inn and tavern, and some housing. The rest of the district would be an area around the bottom of the "ramp" leading up to the castle. I wanted to also have a moat at the top of the ramp (most likely just a dry pit, but "moat" for game mechanics purposes) at the top of the ramp with a drawbridge.
I'm ok with a graveyard, as long as it's outside the walled area. The Orphanage is something that Cademon wants, and he's king, so I'm not against that. The Library, a smithy and a tannery an inn, and a tavern make good sense for RP reasons. and probably the Caster's Tower would be a tossup to me as after that. I think with what we want to build, we're going to have build left over most of the next few turns after we build the buildings we need, so we should be able to bank some to build some larger structures like a Caster's Tower. I propose that we put away 5 BP per month to be able to build the caster's tower within 6 months, if not sooner depending on how the economy rolls go. Granary should go in there at some point too.
I like the Castle District idea.
What do we need to do to populate our existing security forces? I was going back to our discussion last night of having 10 guards for 1500 people?
Also we will want to keep in mind when working on BP expenditures on our territory expansion as well.
Yes! More guards… my guess would be that we would need to upgrade the Barracks to a Garrison for that though.
We want to annex the kobolds quickly too. They have a silver mine that they are willing to work for us.
Yes… expanding to the sides of our twig-shaped kingdom would perhaps make it a little more defensible as well…
So… when are we meeting to actually take the proposed two kingdom-building turns and decide things in a semi-live format?
I guess since our regularly scheduled session is cancelled, do we want to schedule a replacement session if anything to discuss and roll the kingdom turns?
Good idea but that is really gonna depend on Squibb's availability