campaign_systems_kingdombuilding:strongholds:rural
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+ | ====== Rural Developments ====== | ||
+ | ===== Overview ===== | ||
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+ | The Rural Economy is one step on from the Wilderness. | ||
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+ | However, even the smallest village some sort of trade link if it is to grow larger – and that normally means a road, having access to a navigable river or being situated on the coast. | ||
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+ | ++GM Note|(Be a bit flexible, but any ‘civilised’ stronghold needs contact with the outside world to be able to grow. Settlers, Refugees, Colonists (etc), who are normally Commoners, need to be able to get here safely. | ||
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+ | ===== Defensive Core ===== | ||
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+ | Each village starts with a Defensive Building - after all you aren’t going to attract people into your village if you can’t protect them from bandits, kobolds and wandering monsters. | ||
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+ | These military developments provide a base for your patrols and guards and may form the basis for a village, but do not always provide you with a home. The officer in charge of the military often acts as the Lord's Bailiff in the hex, and maybe tasked with looking out for your interests in the area. | ||
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+ | ++Note: Troops | (In my game this means L3 Warriors configured as light troops. | ||
+ | |||
+ | ^Classification^Name^Cost^Spec^Econ^Loy^Stab^Def| | ||
+ | |P|Watchtower|1|0|0|0|0|1| | ||
+ | |H/ | ||
+ | |P|Fort |2|0|0|0|0|2| | ||
+ | |M/ | ||
+ | |H/ | ||
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+ | * //NOTE_1:// In some circumstances you might want to consider a Garrison from the Urban rules. | ||
+ | * // | ||
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+ | ===== Descriptions ===== | ||
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+ | * **Watchtower** – Little more than three or four rooms stacked on top of each other, with a guard post at the top. Often placed near roads or gates they provide basic protection when required. Very basic accommodation for the troops, but better than being in the field. | ||
+ | * **Fortified Villa** – Little more than a watchtower with a nice house attached for the owner/ | ||
+ | * **Fort** - a small, lightly defended complex, | ||
+ | * **Barracks** – Little more than a fort with a nice house attached for the owner/ | ||
+ | * **Fortified Manor** - very similar to a fort, but with a mansion attached for the owner/ | ||
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+ | ===== Primary Settlement: Rural Village ===== | ||
+ | |||
+ | **NOTE: | ||
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+ | Once a hex has transport and its own defensive building, you can develop it into a village, by addind up to three developments around the defence point. | ||
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+ | http:// | ||
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+ | The table below lists some of the most common developments. | ||
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+ | If a village is a ' | ||
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+ | [[stewardship | Stewardship committee rules]] | ||
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+ | ==== Rural Developments ==== | ||
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+ | These are some of the most appropriate developments for a rural Village. | ||
+ | |||
+ | ^Civic Developments||||||||| | ||
+ | ^Classification^Name^Cost^Spec^Econ^Loy^Stab^Def^Notes| | ||
+ | |Civic|Monument| | ||
+ | |Civic|Community Hall| 1|0|0|1|1|0| Somewhere for the community to get together. | ||
+ | |Civic|Public Jetty| | ||
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+ | ++Note1:|(A public Jetty is a multifunctional jetty. | ||
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+ | ^Investor Developments||||||||| | ||
+ | ^Classification^Name^Cost^Spec^Econ^Loy^Stab^Def^Notes| | ||
+ | |Hospitality|Tavern {★}|1|0|1|0|0|0|Cheap Bar/ | ||
+ | |Hospitality|Road House {★★}|2|0|2|0|0|0|Bar/ | ||
+ | |Religious|Shrine|0.5|0|0|1|0|0|Very Low level (Adept L1) level clerical services. Size:1| | ||
+ | |Religious|Graveyard *|1|0|0|1|1|0|Includes a shrine (Adept L2). Size:1| | ||
+ | |Religious|Great Shrine|1|0|0|1|1|0|Includes a public shrine (Adept L2). Size:1| | ||
+ | |Religious|Holy House|2|1|0|1|1|0|sub-priory with Shrine (Adept L3) Size:1| | ||
+ | |Commercial|Local Market|1.5|0|1|0|1|0|Stalls selling local produce. Size:1| | ||
+ | |Merchant|Jetty|1|0|1|0|0|0|A Jetty can support up to 6bp worth of vessels up to 30 feet in length. Size:1| | ||
+ | |Merchant|Serai (★)|1|0|1|0|0|0|A Serai can support up to 5bp worth of Mule or Ox Trains. Size:1| | ||
+ | |Manufacturing|Craft Workshop|1|0|1|0|0|0|Suitable for a smith, carpenter, weaver, bowyer, potter, basket maker – etc. You can have more than one of these, so long as they are geared to different crafts. Size:1| | ||
+ | |Manufacturing|Mill|1|0|1|0|0|0|Grind corn, cut wood etc. Size:1| | ||
+ | |Manufacturing|Boatyard|1|0|1|0|0|0|Make water-borne vessels up to 30 feet in length. This is a Craft Workshop with specific guidance. Size:1| | ||
+ | |Manufacturing|Tannery|1|0|1|0|0|0|Turn skins into leather or fur, Size:1| | ||
+ | |Manufacturing|Brewery|2|0|2|0|0|0|Choose between making Beers, Wines, Mead, Cider or Spirits. Size:2| | ||
+ | ^These | ||
+ | |Special|Mine|2|0|1|1|1|0|Can only be built in a Resource Hex that contains known deposits of a mineral – a metal ore, gems, coal, salt or something similar Size:2| | ||
+ | |Special|Quarry|2|0|1|1|1|0|Produces stone and can only be built in hill or mountain hexes. Size:1| | ||
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+ | Once the village has been built you may build a palisade, if you choose. | ||
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+ | ^Classification^Name^Cost BP^Special^Economy^Loyalty^Stability^Defence^**Notes**| | ||
+ | |Defence|Palisade| | ||
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+ | ===== Hamlets ===== | ||
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+ | Once you have established a Village, you may build one or more hamlets in the same Hex. Hamlets are always smaller than the main village and have a much stricter growth limits. | ||
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+ | [[..: |