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pathfinder:campaign_systems:strongholds:secondary_developments

Table of Contents

Secondary Settlements


Overview

Secondary Settlements are all about making more sophisticated use of the local resources and specialist knowledge, and can develop as small specialised villages. They can be built in any defended rural Hex that has a road through it, or in the hinterlands of a a Town or City.

Secondary settlements are all about making more sophisticated use of the local resources and specialist knowledge, and are effectively small specialized villages. They can be built in any defended hex that has suitable transport links. This might be a hex with a city, town or village - or a hex defended by a settlement with +2 or +3 defence points. You must, of course, get permission from the land owner before you may build a secondary Settlement in their hex.

A secondary settlement is based on a Fortified Villa, with a specialised resource attached. The Villa provides apartments for you (or your manager) while the guards defend settlement and business, as per the rural Developments rules, a Fortified Villa may be upgraded to a Fortified manor for 2bp.. Once the core settlement has been established, you may develop it as a small village by adding a couple of other buildings.

  • The number of Secondary Settlements that can be supported varies, and is limited to the defence Value of the Primary Settlement.
    Examples
  • Secondary Settlements are not strongholds. However, they follow some of the stronghold rules. But not all of them.
    • Developing the Secondary Settlement is the responsibility of you, the 'Business Owner'. Like any other settlement, a secondary settlement must retain a balance between Economy, Loyalty and Stability.
    • Consumption Costs are borne by the 'Land Owner', who also benefits from any tax income generated through your business. (note this does not affect the income from your business, and is done in the background)
    • Secondary Settlements do not benefit from the Stewardship rules, and only need a single bailiff or deputy to manage it on your behalf..

NOTE: Like all villages, secondary settlements are restricted to the Villa and three plots and size 6.


Some examples

  • 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 - you can't just build a mine anywhere. Once the mine is established, you can develop it as a small Secondary village, adding village developments as you leverage the mines output. A Graveyard, a Smelter (Craft Workshop) and a Smithy (craft workshop) would make a good small mining village.
    • Cost to build: 3bp
    • Restrictions: Minable Resource hex. Defended.
    • Benefit: +1 Stability; +1 Defence; +1 Economy
  • Ranch – A ranch can be built in a Plains or Hill Hex that is defended. The Animal Trainer and guards oversee the basic development of your herds, flocks or packs. Once the ranch is established, you can develop it as a small Secondary village, adding village developments as your ranch grows. A Stable and Chapel might make a good Horse Ranch. For dogs, birds or other trainable animals use Craft Workshop re-skinned as for a specific animal trainer .
    • Cost to build: 3bp
    • Restrictions: Hill or Plains hex. Defended.
    • Benefit: +1 Stability; +1 Defence; +1 Economy
  • Vineyard - A Vineyard can be built in a Plains or Hill Hex that is defended. Your initial investment gets you a central Villa surrounded by Vine Yards. It is home to you, or you Manager, who shoul understands how plant grow and harvest the grapes. Once the vineyard is established, you can develop it as a small Secondary village, adding village developments as your ranch grows. A Winery (brewery), Chapel and possibly a barrel maker(craft workshop) might make a good Vineyard.
    • Cost to build: 3bp
    • Restrictions: Hill or Plains Resource hex that contains a Primary Village.
    • Benefit: +1 Stability; +1 Defence; +1 Economy
  • Country Estate - A Noble estate can be built in any hex that is defended. If all you want is a hunting lodge, this is probably enough. If you want a proper country estate, you might want to add a chapel and (perhaps) some Park Lands (see Urban Civic) although you must be careful to keep your Economy, Loyalty and Stability in balance.
    • Cost to build: 2bp
    • Restrictions: Any hex. Defended.
    • Benefit: +1 Stability; +1 defence;
  • Bastion - A bastion is a secondary military building, often positioned to defend a strategic location, such a mountain pass, a bridge, or a cave entrance. However, it might also be a way of adding outlying defenses to hex in a dangerous area. A Bastion is just a stand alone watchtower, that can be developed as a rural village.
    • Cost to build: 1bp
    • Restrictions: Any hex. Defended.
    • Benefit: +1 defence;

Notes

These are examples, if you can come up with something similar, that produces the same sort of benefits - ask you DM :)

pathfinder/campaign_systems/strongholds/secondary_developments.txt · Last modified: 2019/06/01 17:04 by 127.0.0.1