campaign_systems_kingdombuilding:strongholds:stronghold
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| campaign_systems_kingdombuilding:strongholds:stronghold [2023/07/04 11:56] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:strongholds:stronghold [2023/07/04 11:56] (current) – ↷ Page moved from campaign_systems2:strongholds:stronghold to campaign_systems_kingdombuilding:strongholds:stronghold johnb | ||
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| + | ====== Building a Stronghold ====== | ||
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| + | ===== Overview ===== | ||
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| + | These are the most complex of the Kingdom Building Rules. | ||
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| + | ++GM Note|(For this level of world design, I use hexes that are about 7 miles per side, which means it is about 12 miles from the centre of one hex centre to the centre of an adjacent hex, and gives an area of about 125 sq miles. | ||
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| + | There are a number of ways to build these rules into a campaign. | ||
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| + | ------ | ||
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| + | ===== Planning and Management ===== | ||
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| + | So now you have to decide what sort of stronghold you want to build. | ||
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| + | ==== Terrain and Transport ==== | ||
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| + | You should understand how different terrains and transport links will affect your stronghold. | ||
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| + | [[TerrainLogistics| Terrain and Transport Rules]] | ||
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| + | ==== Keeping things in Balance ==== | ||
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| + | A stronghold is defined by three main properties (Economy, Stability and Loyalty) | ||
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| + | [[Balance]] | ||
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| + | ==== Stewardship, | ||
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| + | As your stronghold grows, it needs resources to cover its ++running costs|( feed the people, keep the roads maintained, gate guards etc.)++ | ||
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| + | [[Stewardship]] | ||
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| + | ==== Management Rules ==== | ||
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| + | All of which goes to set out a fairly simple management system. | ||
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| + | [[ManagementRules]] | ||
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| + | |||
| + | ------ | ||
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| + | ===== Wilderness ===== | ||
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| + | The Wilderness Rules come in handy for most Stronghold Builders occasionally. | ||
| + | If you want to build a pure wilderness stronghold, you can stop here. A wilderness Stronghold is nearly all developed with the ‘owners’ resources – there is little need to negotiate or deal with other Characters to build your stronghold. | ||
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| + | If you want to develop a rural or urban stronghold, just dip into these rules to get started. | ||
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| + | [[Wilderness|The Wilderness Stronghold Rules]] | ||
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| + | ------ | ||
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| + | ===== Rural ===== | ||
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| + | Rural is all about villages, farms and other country businesses – but if you wish to build a city, you need to start with a village. | ||
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| + | This is the first stage of these rules where you will probably be negotiating with other PCs and trying to get them to build businesses and invest in your stronghold. | ||
| + | There is a catch, of course, you have to balance Economy, Loyalty and Stability - or else things will go badly for your stronghold. | ||
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| + | You can stop here is you want a Rural or Rural/ | ||
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| + | [[Rural|The Rural Stronghold Rules]] | ||
| + | |||
| + | ------ | ||
| + | ===== Urban ===== | ||
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| + | A full on system that builds on the Rural Rules, the Urban Rules let you develop your village into a town, city and even a metropolis - if you get support from other PCs and manage it properly. | ||
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| + | If you want a stronghold that covers more than one hex - perhaps something the size of a county, a duchy or (eventually) a kingdom - then you probably need to use the Rural and Wilderness rules as well. After all, no significant state is just a run of towns and cities one after the other - there are farms and wilderness areas as well. And they are cheaper … | ||
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| + | This is the most complicated level of these rules, and really needs planning, negotiating skills and flexibility. | ||
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| + | * [[..:urban| Urban Developments Guidance]] | ||
| + | * [[Civic| Urban Civic Developments List]] | ||
| + | * [[Military| Urban Military Developments List]] | ||
| + | * [[District| Urban District Upgrades]] | ||
| + | * [[..: | ||
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