campaign_systems_kingdombuilding:strongholds:wilderness
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
campaign_systems_kingdombuilding:strongholds:wilderness [2023/07/04 11:56] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:strongholds:wilderness [2023/07/04 11:57] (current) – ↷ Links adapted because of a move operation johnb | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== Wilderness Developments ====== | ||
+ | Wilderness developments suit rangers, druids and other characters who want to help and maintain the world in its natural state. | ||
+ | |||
+ | **Example 1:** Old Keep (a Druid holding) | ||
+ | |||
+ | **Example 2:** The Narlmarch Nature Reserve consists of one rural hex, along with six wilderness hexes - and is loosely managed by a mix of rangers, druids and clerics of Erastil. | ||
+ | |||
+ | **Example 3:** The Great North Road is hundreds of miles long, and connects | ||
+ | |||
+ | Just to make life complicated, | ||
+ | ===== Natural Wilderness ===== | ||
+ | This is just wilderness that isn’t patrolled or managed in any way shape or form. | ||
+ | This is how most stronghold land starts out, as home to wild beasts and monsters. | ||
+ | |||
+ | ===== Managed Wilderness ===== | ||
+ | Managed Wilderness is the ‘Lightest Touch’ land that you can really claim as part of a stronghold as Managed Wilderness only has occasional patrols from troops based in an adjacent hex. It is an area of wilderness that is patrolled by your troops to keep monsters and barbarian tribes down, but nature is allowed to run its own course, but must be patrolled from a ++ +2|(or better) ++ defensive building in a neighbouring hex. | ||
+ | |||
+ | A Managed Wilderness hex //may// contain a Road, Base Camp __or__ a Watch tower. It cannot contain more than one. | ||
+ | |||
+ | Managed Wilderness hexes do not add to the consumption value of your stronghold. If a road and any other development is built, the hex becomes a Semi-Wilderness hex, and adds to your consumption costs. | ||
+ | |||
+ | Because a Managed-Wilderness hex can have a road, you can build a ‘Wilderness Corridor’ that will allow you to connect various settlements together by road. Which is much cheaper than trying to connect settlements with any other type of development. | ||
+ | |||
+ | ------ | ||
+ | |||
+ | ===== Semi-Wilderness ===== | ||
+ | Semi-Wilderness is land with a few nature-friendly developments. | ||
+ | |||
+ | Semi Wilderness Hexes may only contain a single development but have a Consumption Value of 0.5BP per turn. | ||
+ | |||
+ | ==== Defensive Developments ==== | ||
+ | |||
+ | * **Watchtower** - A Watchtower flies your flag, and comes complete with a small detachment of Light Foot to make foot patrols of the local area and establish your authority on the frontier. | ||
+ | * Cost to build: 1bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 defence for your stronghold (1x Light Foot) | ||
+ | |||
+ | * **Base Camp** – A base camp utilise the natural terrain to offer security and protection. | ||
+ | * Cost to build: 1bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 defence for your stronghold (1x Light Foot) | ||
+ | |||
+ | * **Large Camp** - An extended base camp, with a few extra simple wooden structures masked by blinds and hedges. | ||
+ | * Cost to build: 3bp | ||
+ | * Restrictions: | ||
+ | * Benefit: | ||
+ | |||
+ | * **Redoubt** - A step up from a large Camp, it incorporates more permanent buildings, such as sod or log cabins or an extended cave complex, and has better defensive walls and a lookout point. | ||
+ | * Cost to build: 4bp | ||
+ | * Restrictions: | ||
+ | * Benefit: +1 economy, +1 Loyalty, +1 stability | ||
+ | |||
+ | ------ | ||
+ | ==== Special Developments ==== | ||
+ | |||
+ | There are a few Developments, | ||
+ | |||
+ | Note that the Single Site Hamlets cannot share a hex with any other development - a semi-wilderness hex can only have one development in it. | ||
+ | |||
+ | Examples include: | ||
+ | |||
+ | * **Holy Grove** | ||
+ | * **Great Shrine** | ||
+ | * **Witch Hut** | ||
+ | * **Tree House** | ||
+ | * **Hermitage** | ||
+ | |||
+ | Details can be found on the [[campaign_systems_kingdombuilding: | ||
+ | |||