campaign_systems_kingdombuilding:hamlets
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campaign_systems_kingdombuilding:hamlets [2023/07/04 11:57] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:hamlets [2023/07/04 11:57] (current) – ↷ Links adapted because of a move operation johnb | ||
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+ | ====== Hamlets ====== | ||
+ | |||
+ | |||
+ | |||
+ | ===== Overview ===== | ||
+ | |||
+ | |||
+ | Hamlets are secondary settlements that can only be built after a hex has been cleared and settled. | ||
+ | |||
+ | |||
+ | |||
+ | * The number of hamlets a settlement can support varies, and is limited to the defence Value of the Primary Settlement. | ||
+ | * Hamlets are not strongholds. | ||
+ | |||
+ | |||
+ | **SIZE: | ||
+ | |||
+ | ++++Development Suggestions| | ||
+ | Hamlets are supposed to be very small, very rural communities, | ||
+ | A Community Centre, or Great Shine (probably dedicated to Erastil) is great for adding community spirit, while a suitable Craft Workshop can give an extra income. | ||
+ | |||
+ | ^Name^Cost BP^Economy^Loyalty^Stability^Notes| | ||
+ | |Shrine *|0.5|0|1|0| A basic Religious presence| | ||
+ | |Great Shrine|1|0|1|1| A Great Shrine dedicated to Erastil has similar uses as a Community Hall| | ||
+ | |Community Hall|1|0|1|1| For Sewing Bees, Bring and Buy sales, community meetings, cook-outs etc.| | ||
+ | |Mill|1|1|0|0| Process the cereals grown on a normal or great farm| | ||
+ | |Rope Walk|1|1|0|0| Specialist Craft workshop for making rope| | ||
+ | |Weaving House|1|1|0|0|Specialist Craft workshop for making sackcloth and other course materials | | ||
+ | |Local Brewer|1|1|0|0| Specialist Craft workshop for making low quality wines and ales| | ||
+ | |Tannery|1|1|0|0| All that leather has to be treated somewhere| | ||
+ | |||
+ | ++++ | ||
+ | |||
+ | |||
+ | ------ | ||
+ | |||
+ | ===== Types of Hamlet ===== | ||
+ | |||
+ | There are five types of hamlet:- | ||
+ | * **Single Site** - A single site hamlet is a home for a loner. | ||
+ | * **Basic Hamlets** - A basic hamlet adds a simple countryside business in the hinterland of a hex that already contains a Village, Town or City. It lets you expand your holding and add more ' | ||
+ | * **Advanced Hamlets** - These are generally extensions to the Basic Farm hamlet, where the farm is expanded to cultivate a specific crop (or type of livestock) as well as maintaining its basic farming business. | ||
+ | * **Special Hamlets** - These are bespoke hamlets, often build by the wealthy as a home or for a non-economic purpose. | ||
+ | * **Spontaneous Hamlets** - You can't build these. | ||
+ | |||
+ | ------ | ||
+ | ==== Single Site hamlets ==== | ||
+ | |||
+ | They may not be developed and stay as Single Sites because their residents do not, generally, want to be near other people. They have the advantage that you can build them in Urban, Rural __and some wilderness hexes__ - but you cannot develop them further. | ||
+ | |||
+ | The advantage is that Single Site Hamlets can be built in a Managed Wilderness area that is patrolled from an adjacent hex. They cannot be developed further - a wilderness hex can only have one development in it. If a second development is built in the same hex, the hex becomes a rural hex and adds one point of consumption. | ||
+ | |||
+ | In rural and urban hexes these developments maybe home to a Community Druid, an oracle, a Hermit or someone similar - and they are treated the same as any other Hamlet - EXCEPT that they cannot be developed any further. | ||
+ | |||
+ | |||
+ | |||
+ | * **Holy Grove** - This is a refuge in the wild where a nature priest can enjoy shelter and practice their religion. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Special, +1 Loyalty, +1 stability | ||
+ | |||
+ | * **Great Shrine** - This is an exception, and is the only Single Site Hamlet that may be developed, | ||
+ | * Cost to build: 1 bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Loyalty, +1 Stability. | ||
+ | |||
+ | * **Witch Hut** – Be it a crazy old hermit, a hag, or just a herbalist who likes to live near the source of her craft, a spellcaster who prefers to dwell far from civilization | ||
+ | * Cost to build: 1bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Economy | ||
+ | |||
+ | * **Tree House** Tree houses are particularly popular among small communities living in wildernesses so dangerous that sleeping on the ground is never safe. Such groups craft residences sized for one or two families into the boughs of neighbouring trees, with bridges connecting the individual structures. | ||
+ | * Cost to build: 0.5bp | ||
+ | * Restrictions: | ||
+ | * Benefit: None | ||
+ | |||
+ | * **Hermitage** - A small, discreet dwelling - well away from prying eyes and neighbours. This counts as a ★★ residential property. | ||
+ | * Cost to build: 0.5bp | ||
+ | * Restrictions: | ||
+ | * Benefit: None | ||
+ | |||
+ | |||
+ | ------ | ||
+ | ==== Basic Hamlets ==== | ||
+ | |||
+ | They are all well-balanced, | ||
+ | |||
+ | * **Farm** - A Farm can be built in a Plains or Hill Hex, that has a river or road for access. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | * **Note:** You may upgrade a farm to a Great Farm, Ranch or Specialist Farm. | ||
+ | |||
+ | * **Fishery** - A Fishery can be built in any River or Coastal Hex. For the initial investment you get a few appropriate outbuildings buildings, fish processing equipment and accommodation for your staff. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | |||
+ | * **Quarry** – A Quarry can only be built in any Hill or Mountain hex, that has a river or road for access. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; +1 Economy | ||
+ | |||
+ | * **Logging Camp** - A Logging Camp can be built in any Forested Hex, that has a river or road for access. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | |||
+ | * **Hunting Camp** - A Hunting Camp can be built in any hex that contains a village or small town. This is little more than a Tannery (capable of preparing hides, skins, feathers etc) along with a Community Hall. Most residents live in smallholdings (working Forest Gardens) or huts close to the Tannery/ | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | |||
+ | * **Mine** – A Mine can only be built in a Resource Hex that contains known deposits of a mineral – a metal ore, gems, coal, salt or something similar - , that has a river or road for access. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; +1 Economy | ||
+ | |||
+ | ------ | ||
+ | |||
+ | ==== Improved Farms ==== | ||
+ | |||
+ | Realistically, | ||
+ | |||
+ | * **Great Farm** - A Great Farm can be built in a Plains Hex. For the initial investment you get a mixed economy farm, as per the description earlier, with more outbuildings and extra fields to grow a cash crop. Once the great farm is established, | ||
+ | * Cost to build: 3bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | |||
+ | * **Ranch** – A ranch can be built in a Plains or Hill Hex and deals with livestock and other types of animal husbandry. The ranch has extra outbuildings and worker accommodation as well a range for a flock of sheep, herd of cattle, horses or other suitable animals. | ||
+ | * Cost to build: 3bp | ||
+ | * Restrictions: | ||
+ | * Benefit: | ||
+ | |||
+ | * **Specialist Farm** - A Specialist Farm can be built in just about any Hex - but needs ++DM agreement first|(For Example, you aren't going to get agreement to grow grapes in the middle of a swamp)++. | ||
+ | * Cost to build: 3bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 Loyalty; | ||
+ | |||
+ | ------ | ||
+ | ==== Special Hamlets ==== | ||
+ | |||
+ | There are many other possibilities as well. These examples concentrate on RP and defensive elements of the game, but there are many other possibilities. | ||
+ | NOTE: The economic and community developments recommended earlier may not be suitable for these developments. | ||
+ | |||
+ | * **Bastion** - A bastion is a military outpost, often positioned to defend a strategic location - such a mountain pass, bridge, or cave entrance. However, it might also be a way of adding outlying defences to hex in a dangerous area. A Bastion is just a stand-alone watchtower, although it can be upgraded to an Outpost or even a Keep. Like all secondary settlements a bastion can be developed into a hamlet. | ||
+ | * Cost to build: 1bp | ||
+ | * Restrictions: | ||
+ | * Benefit: | ||
+ | |||
+ | * **Country Estate** - A country estate starts out as a Fortified Villa that provides a second home in the country. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 Stability; +1 defence; | ||
+ | |||
+ | * **Monastic** - A Monastic Hamlet is the start of a religious community. | ||
+ | * Cost to build: 2bp | ||
+ | * Restrictions: | ||
+ | * Benefit: | ||
+ | |||
+ | ------ | ||
+ | ==== Spontaneous Hamlets ==== | ||
+ | |||
+ | Sometimes a hamlet comes into being without really being owned by anyone or having any great effect on the overall economy. | ||
+ | |||
+ | Some RL examples include a ++Community Hall, a Community Shop or Community Pub| (there are examples from the UK at present)++, a ++Communal Barn|(I am sure I have read about these, historically, | ||
+ | |||
+ | [[campaign_systems_kingdombuilding: | ||
+ | |||
+ | Example: | ||
+ | |||
+ | |||
+ | |||
+ | ------ | ||
+ | ===== Notes ===== | ||
+ | |||
+ | These are examples, if you can come up with something similar, that produces the same sort of benefits - ask your DM :) | ||