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        <title>JohnB&#039;s Games - pathfinder:campaign_systems:strongholds</title>
        <description>Role-Playing, my way.</description>
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       <dc:date>2026-05-11T21:08:01+00:00</dc:date>
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        <title>JohnB's Games</title>
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        <url>http://rp.baileymail.net/lib/exe/fetch.php?media=logo.png</url>
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        <dc:date>2019-06-01T15:04:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>civic</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:civic&amp;rev=1559401486&amp;do=diff</link>
        <description>Civic Properties

Buildings
ClassificationNameCost BP EconomyLoyaltyStabilityMinorMediumMajorValueDefenceCivicDump  0.501000000CivicMonument  0.501000000CivicPublic Baths   0.5 01000000CivicTown Hall  101100000CivicGranary  1.501200000CivicPark  1.50</description>
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        <title>claiming_land</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:claiming_land&amp;rev=1559401486&amp;do=diff</link>
        <description>Claiming Land

If you want to build a stronghold you need to claim some land to build it on - However, that doesn&#039;t really mean anything until you you take possession of the land and develop it in some way.

The land might be  

	*  Unclaimed Wilderness</description>
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        <title>district</title>
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        <description>Urban Upgrades

District Upgrades

These upgrades are applied to a whole city district, they do not take up space in the district nor do they add to your population. You must apply them separately to each district, if you want the effects to cover your whole city.  While they don’t add to the  economic wealth of your city, they enable businesses.</description>
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        <dc:date>2023-07-04T09:57:39+00:00</dc:date>
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        <title>hinterland</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:hinterland&amp;rev=1688464659&amp;do=diff</link>
        <description>The Urban Hinterland

This guidelines are designed to work with Paizo&#039;s 12-mile hex maps, which means that each Hex contains something like 225 square miles of territory - which is a decent chunk of land.  For simplicity, it is assumed that smallholdings, farms, fisheries and any other suitable</description>
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        <title>land_types</title>
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        <description>Types of Land

For this system land is measured in 12 mile hexes.  This is measured side to side (not corner to corner) and each hex covers about 125 sq miles.  If, on a map, a hex appears to contain two different type of terrain -  the whole hex counts as the one that takes up most of the area.  Each hex can only have one development classification, you can&#039;t develop different bits at different rates.</description>
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        <title>military</title>
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        <description>Military Properties

These buildings are the base for your military and peacekeeping forces.  There isn&#039;t a separate Police Force, Guard Unit, Army, Navy etc -  In this system those are all part of the same set up.  Think of your town guards as a cross between a French</description>
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        <title>process</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:process&amp;rev=1559401486&amp;do=diff</link>
        <description>Stronghold Management Process

Overview

A Stronghold Turn lasts three months. At the end of that three month period complete the following phases to determine the health of your kingdom.
For this process a Stronghold is a political organisation with the right to own land and raise taxes – It includes Traditional Baronies, Rural Idylls, Wilderness Preserves, Independent Cities and such like.   It can include different parcels of land and more than one town or city.  They are all considered part …</description>
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        <dc:date>2023-07-04T09:57:38+00:00</dc:date>
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        <title>rural_developments</title>
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        <description>Rural Developments

Overview

Phase 1 - Two key things enable rural developments - transport and defence. There is no point growing loads of cabbages (or any other commodity) if you can’t get your crops to market easily or you are liable to be raided by bandits, humanoids or wild animals. This means that a hex must be defended and  have a Road or Water link to a town or city before you can build rural developments. For simple Rural developments you do not specifically need a defensive building i…</description>
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        <title>ruralsettlement</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:ruralsettlement&amp;rev=1559401486&amp;do=diff</link>
        <description>Settlement Types

Thorp

BLUF: A thorp is a very small settlement that develops automatically in various parts of the kingdom rules.

A thorp is a tiny settlement that supports 10-15 people (average 12). Most thorps are made up of a few huts surrounded by a light fence.  The residents are generally small holders, who keep a few chickens and cultivate vegetables, by hand, in small fields.  This provides a subsistence level of farming – with just enough food to keep people going. However, most tho…</description>
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        <title>secondary_developments</title>
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        <description>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.</description>
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        <title>start</title>
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        <description>Strongholds

Introduction

A stronghold is your personal land holdings - the land you own, manage and (in some cases) rule over.  It could be a wilderness domain patrolled by rangers, a traditional Barony, a city state or even a massive kingdom.  It might be independent, semi-independent or part of a larger kingdom.  The basic rules are still the same.</description>
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        <dc:date>2019-06-01T15:04:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stewardship</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:stewardship&amp;rev=1559401486&amp;do=diff</link>
        <description>Stronghold Stewardship

Overview

As the ruler of a stronghold you can&#039;t do everything alone.  Well you can, but if you have people to help you, you get better results.  There are three main roles and two subsidiary roles that can affect the way a Stronghold is run.  The more suitable each person is for the role they hold, the more effective your stronghold management will be.</description>
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        <title>technical_terms</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:technical_terms&amp;rev=1559401486&amp;do=diff</link>
        <description>Technical Terms

Much as a Character is defined by Str, Dex, Con (etc), a stronghold is defined by Economy, Loyalty and Stability. Defence and Build Points are also important.

Core Modifiers

The balance between these three Core Modifiers is important.  If these three indicators are about level, your stronghold will prosper.  If they get out of kilter, then bad things will happen.  At low levels they should be within one point of each other, as your stronghold grows it might stretch to 5% at th…</description>
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        <dc:date>2019-06-01T15:04:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>transport_links</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:transport_links&amp;rev=1559401486&amp;do=diff</link>
        <description>Transport Developments

Overview

	*  Trail – Trails are brilliant for  wilderness developments, as they are little more than a line on the countryside to guide your feet in the right direction.  Trails are good for foot traffic, including horses and mule trains, but don’t help wheeled traffic (which are good for trade) at all.  However in most areas trails just spring into being on their own, connecting areas of interest together, they might not be a direct route, but trails always lead somewhe…</description>
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        <dc:date>2019-06-30T09:10:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>urban_developments</title>
        <link>http://rp.baileymail.net/doku.php?id=pathfinder:campaign_systems:strongholds:urban_developments&amp;rev=1561885828&amp;do=diff</link>
        <description>Urban Developments

Overview

A hex that contains a Town or City built under these rules loses the benefits of many rural or wilderness developments that already exists in the area.    Nor can you add any other developments to the hex that are not listed in this Town/City section.  If you are planning to build a town or a city in a hex, you need to think carefully about how to develop it.  However, it is worth considering a phased development and there are notes in both the Wilderness and Rural …</description>
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        <dc:date>2019-06-01T15:04:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>wilderness_developments</title>
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        <description>Wilderness Developments

Natural Wilderness

Wilderness is how most land starts, home to wild beasts and monsters.  You may find a few hardy travellers and trappers here, but that is about it.  While you can claim real wilderness as part of your stronghold, nobody really recognises that you own the land and it doesn&#039;t count until you do something with it.  Claiming it, however, does lay down a marker of your intentions.  However, unpatrolled wilderness will allow monsters, bandits and tribesmen …</description>
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