I tried to start from the
beginning and mathematically prove that the current setup I have for Gogpodda
by the rules of Kingdom building would work. Unfortunately, that would require
me to go through the Kingdom Turn Sequence four hundred eighty-one times. I am using moon cycles as the turn sequence
since that is when the voting happens for the leadership roles. The average of 1d20 is 10.5 so during the fourth step of
the Income Phase with light taxes adding one and at least an additional plus
one from the treasurer an average of the Taxes Collected is three build points
per Sequence.
The leadership score
required for 654 followers is 34 so I wanted to start with 34 build points.
Considering that the first ship only has one hundred forty giving it a
Leadership Score of only 24 that seems like a more proper number. It takes
three months and eight of those build points to transform a march, which is the
most similar terrain to the makeup of Gogpodda, into a settlement. Additionally,
I think the morass of Gogpodda makes a great resource. Thus granting the
Kingdom of Gogpodda the special terrain of Resource: A
Resource is a ready supply of some kind of valuable commodity that offers a
great economic boon to your kingdom, such as exotic lumber, precious metal,
gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you
claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry,
or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you
construct a Farm or Fishery
in a hex with a Resource, those improvements decrease Consumption by an
additional 1 BP.
Fisheries for food are the next logical build step. After
all people need to eat. Each Fishery costs four build points to build. For the
three months required to do the marshland to settlement transformation six
terrain improvements could be done during the edicts phase. Each Fishery cost
four build points each. With the three sequences with no promotions and no
festivals, thus a consumption of only one for size turned to zero after the
first fishery is built gives the additional eight build points needed for all
the fisheries to be built.
Once the bulk of the original shipwrecked explorers leave
the promotional level of Gogpodda increases dramatically to expansionist giving
it a consumption of eight build points for the edict and one for the size for a
total of nine minus twelve for the six fisheries on a resource hex making the
total zero, since it cannot go below zero. Looking at that it also allows for
six holidays a year before consumption needs to be paid at all.
So now we have a zero consumption with a tax of three build
points per moon cycle. Thirteen moon cycles per year times thirty-seven years
give us a total Kingdom Turn Sequences of
four hundred eighty-one. Four hundred eighty-one times three gives us one thousand
four hundred forty-three build points to spend on buildings.
I dusted off the old
Dungeons and Dragons Cityscape and using the Gnome Neighborhood from it came up
with the following for buildings. I took the percentage from the book and
multiplied it by one point four five and a third which is six hundred
fifty-four, my current settlement population, divided by four hundred fifty,
the book average for a middle class settlement. I rounded all decimals up to
the next whole number too.
- 1 Temple, downgraded to shrines and costing thus eight build points
- 2 Fine Lodgings, counting as Inns at ten build points each for twenty total
- 6 Average Lodgings, an additional sixty build points as they are still Inns
- 6 Fine Foods, as Taverns at twelve build points each for seventy-two total
- 8 Average Foods, as Taverns at twelve build points each for ninety-six total
- 6 Exotic Trades, Exotic Artisans cost ten build points each for sixty total
- 2 Magic Item Dealers, totaling one hundred thirty-six build points as Magic Shops
- 8 Fine Trades, with Luxury Stores being twenty-eight build points each totaling two hundred twenty-four
- 10 Average Trades, with Trade Shops costing ten each for one hundred total
- 5 Poor Trades, Trade Shops again the best option for fifty more
- 12 Fine Services, unsure what to use I continued with Trade Shops for an additional one hundred twenty build points
- 5 Spellcasters for Hire, spellcasters to me screams Caster Towers and at thirty each they add an additional one hundred fifty build points
- 10 Average Services, for an additional one hundred
- Lastly 72 Average Residences, a House costing only three build points bringing the amount to two hundred sixteen
Giving a total from the
Cityscape of one thousand four hundred twelve but I also wanted to add some
specific buildings on top of or in place of the basics above, such as:
- A brewery costing six build points
- A library costing six build points
- A smithy, because every settlement should have one, costing six build points
- The Waterfront, an upgrade of the Pier, only one is allowed per settlement at a ninety build point cost
- An alchemist will be included at eighteen build points
- A Bureau is a good idea I think for the seat of the Utopian Experimental Government, it costs only ten build points
- An Everflowing Spring at five build points will take care of the water issues. I love the idea of A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.
- An Herbalist completes the additional buildings at an additional ten build points.
Since I am being lazy
about the math right now I am just going to add those one hundred fifty-one in
for a total of one thousand five hundred sixty-three. Which is one hundred twenty over the build
points the average gave me.
Now Piers cost sixteen
build points each. I wanted as many of those as could be added with leftover
build points but now I need to find a way to cut build points instead. Cutting
the deficit in half is easy.
- Shops cost eight as opposed to the Trade Shops ten so if those are used for services that saves forty-four build points.
- A brewer is an average trade saving four more build points
- A smithy is the same for another four
- An alchemist is an exotic trade though so that cancels out the eight saved by them
- An herbalist is an average trade so no change in the amount
- If the library and bureau are cut that saves another sixteen.
Wait a minute, I forgot to
include the fact that once the buildings are complete many add a point to
Economy. One for alchemist, one for each caster tower, one per exotic artisan,
one per inn, one for the library, one per luxury store, one per magic shop, one
per shop, one for the smithy, one per tavern, one per trade shop, and the great
four from the waterfront giving eighty-seven total divided by three giving
twenty-nine. The deficit is basically halved again. Thirty-one build points
over still.
Reviewing my work to see
where I messed up I found a major mistake in the fourth paragraph. The average
of 1d20 is 10.5 with light taxes adding one and at least an additional plus one
from the treasurer that makes twelve point five each sequence on average. Now
that twelve is then divided by three and rounded down making the Taxes
Collected four build points per Sequence not three. A simple mistake at the
beginning of the math problem created so much more work. Now I have an
additional four hundred fifty build points to contend with. Needless to say at
least I can do the settlement I want and now that I have a headache from the
math, or more likely the bright lights at work, I am going to worry about those
additional build points … not now.
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