I’m alive, and that’s all I ask for. How about you Selia?
I’m okay. Glad you’re still alive, though.
Rollback Post to RevisionRollBack
Hey y’all, you can call me Sel or Julian or whatever, I don’t really care. Pronouns are they/he. Some things about be, I like reading, writing, dnd, theater, art. I have an art doc and my yt channel linked below. Pms are always open if you need to talk. Love y’all <3
I asked my friend out to the dance and she said yes :D
Nice! Good for you. So how's your day been other than that?
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
I would love to help you. may I?
Rollback Post to RevisionRollBack
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Ooh, an insurmountable project that's nigh impossible? Count me in! I'd love to help! It can't be that bad...
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Ooh, an insurmountable project that's nigh impossible? Count me in! I'd love to help! It can't be that bad...
Ooh, thanks! Basically, what I need of you guys is to tell me what could be shortened, and help me rephrase stuff to make it make sense, as well as just generally simplifying it in a way easier for people to understand.
I’m not going to be making a thread for simplifying and revising it, I think that might be a tiny bit excessive.
also, i can’t publish threads myself due to an account glitch. (I’ll be finding someone else to publish this thread for me, as I did with my other threads.)
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Ooh, an insurmountable project that's nigh impossible? Count me in! I'd love to help! It can't be that bad...
Ooh, thanks! Basically, what I need of you guys is to tell me what could be shortened, and help me rephrase stuff to make it make sense, as well as just generally simplifying it in a way easier for people to understand.
Wait, how much does the population grow by?
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Ooh, an insurmountable project that's nigh impossible? Count me in! I'd love to help! It can't be that bad...
Ooh, thanks! Basically, what I need of you guys is to tell me what could be shortened, and help me rephrase stuff to make it make sense, as well as just generally simplifying it in a way easier for people to understand.
Wait, how much does the population grow by?
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
And is it IRL days or game days?
Irl days, and it grows by 1 ‘population category,’ like, a hamlet becomes a village, village becomes a town, et cetera. Might reduce the time to ten days, or something.
One idea is that instead of calling it upper class and lower class, call it something like workers and merchants or something like that. You could also add more groups (i.e. nobles, fighters etc.). This would make it so different classes could end up ahead of each other. Mabey this could cause certain Benefits/debuffs (Like merchant make less gold if they are treated worse than workers or if peasants are more than 3 tiers below merchants, they rebel). This is just an idea.
Rollback Post to RevisionRollBack
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
and it should take a different number of days, like 3 for a hamlet to become a village, 5 for a village to become a town like that. You should also consider how much you want the millitary to play a role in this. Lastly, maybe it cost something or has a requirement to move up
Rollback Post to RevisionRollBack
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
I do like all of those ideas, but there is a bit of a problem with the ones in the first post, is that I’m currently trying to simplify it as much as I can, not add lots more rules, since the main thing lots of people have said is that it might be too complicated.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings:Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
OKAY
ITS TIME
I’M GONNA SIMPLIFY EVERYTHING FOR MY THREAD
I MIGHT NEED SOME HELP
I’m alive, and that’s all I ask for. How about you Selia?
Reporting for duty Trickster Fey!
I’m a decent DM and an above average rules lawyer
I have several complete Pokedexes | I may be stupid, but at least I’m not smart!
Stay Paranoid!! My Drummer given title is… Swift as the Dragon
May the dice roll ever in your favor
I’m okay. Glad you’re still alive, though.
Hey y’all, you can call me Sel or Julian or whatever, I don’t really care. Pronouns are they/he. Some things about be, I like reading, writing, dnd, theater, art. I have an art doc and my yt channel linked below. Pms are always open if you need to talk. Love y’all <3
Is art
@Irunwithskissors
Nice! Good for you. So how's your day been other than that?
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
Thank you, and I am… so, so sorry for what I am asking you to do, because what I have is a mess.
Kingdoms and crowns (placeholder name)
Settlements:
Population size (1-6)
Hamlet (>100)
Village (500)
Town (3,000)
City (10,000)
Large city (25,000)
Metropolis/conurbation (50,000+)
Important buildings
Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement. (Ex: metropolis gives you 12 important building slots) important buildings include things like taverns, inns, churches, mines, farms, et cetera. Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in large cities or higher, and barracks can only be built in towns or higher. All different important buildings are detailed later.
Government: all settlements of village population category and higher must have a form of government. A single government body can rule over one or more settlements, but some government types must have multiple settlements under their control, such as monarchies. Various government types are detailed later.
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has a military power of one to six, depending on the population category of the settlement they were recruited from. In a battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack any enemy armies in that settlement, and a settlement itself has a military power equal to twice its population category.
wealth: each settlement has two distinct segments of the population: the lower class and the upper class. Certain important buildings can increase the wealth of either of the classes, giving you a framework as to how financially powerful your city is, and how well off the people of your city are. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows:
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Opulent
Different important buildings increase the wealth stage of either of the classes. A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Settlement growth: every twenty days, as long as a settlement has access to food, water, and basic shelter, its population grows. Certain important buildings decrease this time, allowing the settlement’s population to increase faster.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has the majority of the power. This character, your faction’s leader, is a character you control. Along with them, at your discretion, you can make other characters that might hold powerful positions or be important within your nation, although they grant no additional benefit. For example, you could create an heir to the throne or the heads of allied noble houses, politically powerful priests who work for you, et cetera. Your leader and any important people have a maximum level/CR of 20/12. We suggest you make them humanoid, or at least humanoid adjacent, though that is not a direct requirement.
Founding new settlements: to found a new settlement, you require an existing settlement of at least town size with a lower class wealth stage of at least modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may found a new Hamlet.
Important buildings: Many buildings can grant bonuses to your settlements, while others may not have bonuses, but instead provide fun roleplay opportunities or may grant unsuspected benefits in other ways. If a building would be replaced, then that means it becomes the newer, better building as the settlement grows.
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
As you can see, these are the ramblings of a crazy person, but I think it would work. I just need it to be neater, simpler, and easy to organize and keep track of. I don’t have different government types done, I’m doing those last, and I’m going to redo the important buildings by just making… say, five categories (upper class wealth gain, lower class wealth gain, population, defense, and miscellaneous) each with just one option besides miscellaneous.
also, i don’t think i clarified, but for wealth, it starts at wretched.
Hope you feel better with time.
I would love to help you. may I?
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
Ooh, an insurmountable project that's nigh impossible? Count me in! I'd love to help! It can't be that bad...
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Ooh, thanks! Basically, what I need of you guys is to tell me what could be shortened, and help me rephrase stuff to make it make sense, as well as just generally simplifying it in a way easier for people to understand.
you should make a thread for it
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
I’m not going to be making a thread for simplifying and revising it, I think that might be a tiny bit excessive.
also, i can’t publish threads myself due to an account glitch. (I’ll be finding someone else to publish this thread for me, as I did with my other threads.)
ok
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
Wait, how much does the population grow by?
And is it IRL days or game days?
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Irl days, and it grows by 1 ‘population category,’ like, a hamlet becomes a village, village becomes a town, et cetera. Might reduce the time to ten days, or something.
One idea is that instead of calling it upper class and lower class, call it something like workers and merchants or something like that. You could also add more groups (i.e. nobles, fighters etc.). This would make it so different classes could end up ahead of each other. Mabey this could cause certain Benefits/debuffs (Like merchant make less gold if they are treated worse than workers or if peasants are more than 3 tiers below merchants, they rebel). This is just an idea.
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
and it should take a different number of days, like 3 for a hamlet to become a village, 5 for a village to become a town like that. You should also consider how much you want the millitary to play a role in this. Lastly, maybe it cost something or has a requirement to move up
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
I do like all of those ideas, but there is a bit of a problem with the ones in the first post, is that I’m currently trying to simplify it as much as I can, not add lots more rules, since the main thing lots of people have said is that it might be too complicated.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.