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| Tweet Topic Started: Sep 15 2011, 10:31 PM (117 Views) | |||||||||||||||||||||||||||||||||||||||||||
| CloudShadow | Sep 15 2011, 10:31 PM Post #1 | ||||||||||||||||||||||||||||||||||||||||||
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// A list of potential system aspects.
// A list of specific things to be done in the system
Obviously having upgraded the town/city/keep/fortress/castle will have to provide some kind of benefits. Perhaps by upgrading the magical academies, for example, your wizards will have access to greater chances to successfully learn a spell, scry successfully or something like that. Upgrading a specific temple will give bonuses to healing or something to that effect, based on level, or perhaps the ability to produce potions more effectively depending on the type of upgrade you get. So we need to think of the really big impressive, as well as small and important, benefits that you'd get for having each type of building to start with, as well as how to price them, etc. A way to get customized benefits with their own research and stuff like that. Edited by CloudShadow, Sep 15 2011, 11:24 PM.
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| karak | Sep 16 2011, 01:01 AM Post #2 | ||||||||||||||||||||||||||||||||||||||||||
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I really love the idea of players being able to create something from the ground up. That's why I have had an idea for a campaign where the party members would be partially funded (and have to earn the rest of the money) to build a castle somewhere as an outpost or first defensive line. The party would then be responsible for defending and maintaining the castle. I like what you're trying to do here because it takes that concept and then blows it up to a much larger scale. I have not had much time to think about my campaign concept as my mind has been otherwise occupied lately. However there are a few simple things that I have managed to think of so far (some of these could easily apply to other buildings).
As far as upgrades go:
Some specific upgrades/buildings could possibly include (remember that most of my thinking was for castles:
It's not much but that's where most of my thinking centered, I hope it helps give you some ideas. |
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| CloudShadow | Sep 16 2011, 02:24 AM Post #3 | ||||||||||||||||||||||||||||||||||||||||||
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Actually it does kind of give me an idea, one for an entire campaign at that. One that would essentially use both the idea of focusing it around one building to start with (your idea) and later on expand into going into a small town or something (my idea). Essentially it would be like you said. Be partially funded to build some kind of an outpost at specific location, mostly to protect a small mining camp, grouping of farms in an area where it's hard to farm, or some other natural resource. You start off with essentially a small wooden outpost, basic wall, maybe a single watch tower or something like that. As the campaign progresses your 'important position' becomes more important for one reason or another. Maybe it's come to the attention of some enemy of the state that you're guarding one of the most profitable or useful mines in the area. Maybe it's that you have one of the only mines that can produce food all year round. Maybe it's something else entirely, or maybe they just don't like your face. Irrelevant to me. The position starts coming under heavier attack, or will come under heavier attack. So eventually to hold this position they're forced to invest more readily into it. Between the profits of the resource you hold and small batches of funding from outside investors and the military you get to pick and choose a hand crafted fortress, eventually more people start coming to work and live and defend the place, etc. Bam, eventually this once isolated location becomes a small town with a fortress, and after that a small city, etc, etc, with a Castle being the last thing you could complete because... lets face it, they take FOREVER to build. Thoughts? |
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| CloudShadow | Sep 19 2011, 10:23 PM Post #4 | ||||||||||||||||||||||||||||||||||||||||||
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Watch Tower Upgrades
Edited by CloudShadow, Sep 19 2011, 10:25 PM.
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| CloudShadow | Sep 19 2011, 10:52 PM Post #5 | ||||||||||||||||||||||||||||||||||||||||||
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Wall Upgrades
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| CloudShadow | Oct 7 2011, 07:41 PM Post #6 | ||||||||||||||||||||||||||||||||||||||||||
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Table 1-1: Climate Terrain/Type Modifier to Stronghold Price These price adjustments reflect the costs to bring raw materials to you, keep works and the under-construction stronghold safe, access to raw materials, and the general surrounding area (Not the immediate area that your stronghold is built on. An Island stronghold would be Aquatic Terrain, since it is surrounded on all sides by water). Choose 1 Climate (Cold/Temperate/Warm) and then choose 1 Terrain Type (Aquatic/Desert/Forest/Hill/Marsh/Mountains/Plains/Underground/Exotic/Mobile). Do not choose a climate if you plan to have an Underground stronghold. If you are building your stronghold in a particularly unusual location (Another Plane, limbo, Clouds, Etc) use the Exotic Terrain Type - the price increase reflects the special precautions that have to be taken during construction.
Edited by CloudShadow, Oct 7 2011, 07:57 PM.
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| CloudShadow | Oct 7 2011, 08:02 PM Post #7 | ||||||||||||||||||||||||||||||||||||||||||
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Table 1-2: Nearby Features These features are features that immediately impact the area around said fortress.
Monster Lair Nearby: To earn any kind of price break for this feature the Enemies must actually be enemies, at least to start with. Edited by CloudShadow, Oct 7 2011, 08:02 PM.
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