Buildings
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Buildings
Is there a way to create fortified building is game?
What are the rules to create the following structures for resources that grant a 15% bonus in resources that are processed through or stored in?
Grainery - Food
Lume - Cloth
Tannery - Hide
Work Shop/Lumber Mill - Shealter
Refienery/Forge - Metal
Can the building grant more than 15%. Can the equipment be moved to different locations?
I'm looking towards the future. If I'm going to implement coins, It would be helpful if I could build a strong hold to store them in and have other building that could grant me a return on the investments.
Food for thought.
What are the rules to create the following structures for resources that grant a 15% bonus in resources that are processed through or stored in?
Grainery - Food
Lume - Cloth
Tannery - Hide
Work Shop/Lumber Mill - Shealter
Refienery/Forge - Metal
Can the building grant more than 15%. Can the equipment be moved to different locations?
I'm looking towards the future. If I'm going to implement coins, It would be helpful if I could build a strong hold to store them in and have other building that could grant me a return on the investments.
Food for thought.
My Thoughts
Aaron
Aaron
- Tonia Glowski
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Ummm.... I'm not sure what you have described is common knowledge, Aaron. You may want to be more discreet with questions about things that are not in the rulebook...
Tonia Brown
aka: Talanalassë Isilisurë the Elven Artificer (Final Haven)
Jade the Gargoyle (Final Haven)
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aka: Talanalassë Isilisurë the Elven Artificer (Final Haven)
Jade the Gargoyle (Final Haven)
Pasha the Sylvani Seer (Winter Haven)
Grok the Orc Head (A Pouch)
It's good that he has brought this up if it is happening because we were told by the GM's that there would be no IG advantage given for things like graineries and forges. The grainery used to give (supposedly used to) an advantage to the food but the GM's ruled that there would be no such things IG. If they have decided to change that ruling then the general populace should know so that we are all playing under the same rules and have a chance at getting the same advantages since we were told that this WOULD NOT be happening.
Death=Adder
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
Bingo
Eric, you are totaly correct. Some NPC's say there is such building, others say there is not. I know there is no building that alter any skills in the game, but I wsa told the building that alter resources are still viable in game. AKA if you put your food in the town grainery you will get a 15% return, round down, on your food if nothing happens to the grainery during down time.
So, that is why I posted the questions, so a rules clarification can be made, and if such building can be made, how can it be done!!
So, that is why I posted the questions, so a rules clarification can be made, and if such building can be made, how can it be done!!
My Thoughts
Aaron
Aaron
Building fortifications are something that will probably be in the book. Probably as an appendix of additional optional rules. We have yet to sit down and hammer out the details of buildings. The problem I have with fortified buildings is phys-rep-ing them. I dont like a roped off area being called a fortified building. I could live with a tent if I had to.
My thought would be it would add to the damage it would take to get in but would cost shelter resources each event because the fortifications are costing you space in the building that was meant for people to occupy. It would also cost some steel resources to build initially. Example: The guild of bobo has a guild hall they support with a level 1 shelter trade route. It provides a base of 10. They are afraid that Guild Jessick will attack them and steal their lucky charms so they fortify the building by making the walls thicker and adding some steel re-enforcements. The inside dimensions of the place are now smaller so fewer people can sleeping in the building or the same number of people can sleep in the building they are just more cramped and dont get as much R+R.
I really like the idea of resource increasing buildings. We had made the ruling during the season that we would not allow them but that was only meant to be a temporary ruling until we could discuss it further and make sure the resource system was working. I think we are now at the point where we could have a serious discussion about adding them into the game. I think they need to have a cap on how much extra resources they can give. Example, If a loom gives a 10% bonus to cloth we should also say it can only give you an extra 10 resources per event. If you put 100 cloth in you would get 110 back but if you put in 120 you would still only get 130 back not 132.
The other thought I had on resource buildings (The one I like the most) is that it modifies the base of a trade route and is actually built at the site where the resource is created. The loom wouldn't be at the guild hall, it would be were the cloth is created. It would add a set number to the base production of the trade route. Example: Guild Bobo has a level 3 trade route for hide with a small tribe of mostly friendly beastmen. The base for the route is 8 hides. Each event they bring in 8 (base) x 3 (Level 3 guild) = 24 hides. Master Bobo himself travels to the tribe with a retinue of craftsman and builds a tannery for the beastmen. This increases their productivity and increases the base of the trade route to 10. Now the guild brings in 10 (Base) x 3 (Level 3 guild) = 30 Total.
My thought would be it would add to the damage it would take to get in but would cost shelter resources each event because the fortifications are costing you space in the building that was meant for people to occupy. It would also cost some steel resources to build initially. Example: The guild of bobo has a guild hall they support with a level 1 shelter trade route. It provides a base of 10. They are afraid that Guild Jessick will attack them and steal their lucky charms so they fortify the building by making the walls thicker and adding some steel re-enforcements. The inside dimensions of the place are now smaller so fewer people can sleeping in the building or the same number of people can sleep in the building they are just more cramped and dont get as much R+R.
I really like the idea of resource increasing buildings. We had made the ruling during the season that we would not allow them but that was only meant to be a temporary ruling until we could discuss it further and make sure the resource system was working. I think we are now at the point where we could have a serious discussion about adding them into the game. I think they need to have a cap on how much extra resources they can give. Example, If a loom gives a 10% bonus to cloth we should also say it can only give you an extra 10 resources per event. If you put 100 cloth in you would get 110 back but if you put in 120 you would still only get 130 back not 132.
The other thought I had on resource buildings (The one I like the most) is that it modifies the base of a trade route and is actually built at the site where the resource is created. The loom wouldn't be at the guild hall, it would be were the cloth is created. It would add a set number to the base production of the trade route. Example: Guild Bobo has a level 3 trade route for hide with a small tribe of mostly friendly beastmen. The base for the route is 8 hides. Each event they bring in 8 (base) x 3 (Level 3 guild) = 24 hides. Master Bobo himself travels to the tribe with a retinue of craftsman and builds a tannery for the beastmen. This increases their productivity and increases the base of the trade route to 10. Now the guild brings in 10 (Base) x 3 (Level 3 guild) = 30 Total.
Wayne O
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- Donovan Thynedar
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I'm going to side with Wayne on this one and advocate the idea of a building modifying the base value of the trade route. It seems to me to be the most simple means of providing a benefit in game.
For the record, I was under the impression that the buildings would be generating no bonuses in-game until after the off-season, but could be worked on before then. I was told that the construction of a building would take a Master craftsman (at least his or her downtime) , an indeterminate amount of resources, and the dedication of at least one level of "trade route" for supplies.
For the record, I was under the impression that the buildings would be generating no bonuses in-game until after the off-season, but could be worked on before then. I was told that the construction of a building would take a Master craftsman (at least his or her downtime) , an indeterminate amount of resources, and the dedication of at least one level of "trade route" for supplies.
One should rather die than be betrayed. There is no deceit in death. It delivers precisely what it has promised. Betrayal, though ... betrayal is the willful slaughter of hope.
I kinda like the idea of it being tied to the trade route since then if the route switches guilds, the bonus remains for the new guild. Also if say the trade route had a tannery, the tannery would most likely be used before shipping the stuff to the guild. Same goes for a grainery, by putting in a grainery where the stuff is collected, less is lost to weather and animals before it's processed.
Cool
I like waynes idea of adding to the base trade route. Questions is, do you get a bigger bonus with the larger or better resource building? Need to be careful on how many resources a building can grant to a base route, becaue of the x8 mulitplier a 4th level gets. +1 to base = +8 resources. This can be huge for steell!!!!! So 1/2 might be required with rounding down. Just some ideas.
As for building taken damage, I'am assuming new rules will be implemented or talked about on the off session which explains on how that works. Right now no PC can bust down a door or cut a hole into a wall. Only NPC's can do that. Hmm, can a building be foritfied to prevent assasins from phasing through walls. This could give another fun angel to the game. Rules on creatinf secert cambers, and storage areas would be great. Also, can a mastercraftman create a complex lock to lock those buildings?
Wayne, I agree with you a tent would be required as a physrep to show a building. In the new camp ground this canl be easly done. I still have my old cavans tent I used for the forge physrep when I was playing blackthorn.
Now, lets talk about building items or structures that can be built be a master craftsman that would give time reductions to certain skills....... Are the NPC still oppose to this idea????
As for building taken damage, I'am assuming new rules will be implemented or talked about on the off session which explains on how that works. Right now no PC can bust down a door or cut a hole into a wall. Only NPC's can do that. Hmm, can a building be foritfied to prevent assasins from phasing through walls. This could give another fun angel to the game. Rules on creatinf secert cambers, and storage areas would be great. Also, can a mastercraftman create a complex lock to lock those buildings?
Wayne, I agree with you a tent would be required as a physrep to show a building. In the new camp ground this canl be easly done. I still have my old cavans tent I used for the forge physrep when I was playing blackthorn.
Now, lets talk about building items or structures that can be built be a master craftsman that would give time reductions to certain skills....... Are the NPC still oppose to this idea????
My Thoughts
Aaron
Aaron
I' don't necessarily have a problem with "Labs" as they would be called in CARPS. I'd prefer that they weren't IG but if you do add them then make sure that you have gone over the system completely because as Aaron said it can be exploited rather easily.
Death=Adder
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~