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Topic: Of Buildings

Posted: Thu Mar 28, 2019 10:00 pm
by TH - The Hunt
Compiling/suggesting ideas for new buildings rules.

Idea for more buildings to be unique; one per player. A shipyard, a muster field, a holy place, or a sacred grove. While each is associated with a class, there doesn't seem to be any particular reason to restrict ownership by class. They already are limited in level by the local holding of the appropriate type. If each player can only have one of these buildings, they're unlikely to choose one that strays far from their character concept.

Shipyards to allow shipbuilding (and naval research?), muster fields more advanced units (and army research), holy places boost their faith's rank or unlock its abilities, and sacred groves give free leylines. Ideally, this would make all these buildings prime targets for enemies of the same class!

Multi-class characters could be restricted to owning one of these four at a time, with no potential to transfer them except to an heir; but none of these buildings provide exclusive benefits, they just make life easier for a regent of the right specialty. A sufficiently powerful regent could rely on a high-level province to build ships or conduct research instead, or devote more resources to magical matters. So they don't need to be class-locked.

(If a player can only have one of these four buildings at a time, this might also make transferring or conquering them--along with holdings supporting them--reasonable. But not necessary. There could be many ways to upgrade them aside from building them up to the province level, with diminishing returns, as a way for rich players to sink money into a prestigious capital.)

Production buildings... if siege workshops, mines, academies, and laboratories also follow this pattern, but can only be operated by a character of the right class (rather than built or owned by one), this could allow any regent to produce potions, train lieutenants, or create unique units or items requiring special skills or resources, but each would only be able to specialize in one building type, so there'd be an incentive to team up. A regent might have to hire a lieutenant to manage a production building that doesn't match their own class, which could discourage straying.

Service buildings... Schools, hospitals, libraries, and granaries are available to any player, and any player might want more than one of them. So those don't need to change. There could be more synergy if holy places and sacred groves are also used for magical research, just as muster fields and shipyards are for military research. It still makes sense for these service buildings to be most useful in high-level provinces.

Palaces could just remain separate buildings, since there's no reason to combine them with other building types. Not everyone would need a court size that's matched by the size of their research facilities, or vice-versa.

The rest of the buildings could be considered 'defensive', so they could be useful for anyone anywhere... though they usually aren't. Giving these (and perhaps all other buildings) maintenance costs would help make sure they're only put where they're needed. Giving roads and bridges maintenance costs would be especially helpful for moderating the momentum of play.

Re: Topic: Of Buildings

Posted: Fri Mar 29, 2019 2:55 pm
by SG - Sigrun Godefroy
A building that reflects the kingdom and what it stands for would be cool, giving unique bonus's, A venetian style ship yard, or a grand academy, a giant fortress, things that people could come up with.

Re: Topic: Of Buildings

Posted: Fri Mar 29, 2019 2:59 pm
by TH - The Hunt
If each regent can only have one building from the class building categories (and can choose whichever one suits them best), I think those would naturally define the character of a realm. None of them would ever be generic.

Re: Topic: Of Buildings

Posted: Fri Mar 29, 2019 3:03 pm
by JB - Jontinius Bruin
second, I really wanted a Cathedral but it was outside my class, despite "Musical Instrument" being its NWP relation lol

Re: Topic: Of Buildings

Posted: Thu Apr 04, 2019 9:43 am
by DM Juan
Cathedral needs to be reworked to do something, there are no shrines this game.

Re: Topic: Of Buildings

Posted: Thu Apr 04, 2019 9:57 am
by YK - Yuri Khavlor
Cathedrals are pilgrimage sites.
Could make all resources available to that priest in that province.
Gain RP above bloodline like shrines.

Cathedrals are prestigious and project power.
Range of courts are extended
Enhanced caster level of realm spells

Re: Topic: Of Buildings

Posted: Thu Apr 04, 2019 9:58 am
by WB - Water's Blessing
Maybe cathedrals give you a free agitate and/or a bonus to your roll agitate roll based on the level of the cathedral. Basically, training grounds make you the best at fighting, shipyards give you the best navies, Stonehenge makes you the best at magic, and cathedrals make you the best at politics/persuasion?

(Fully admit it may be inspired by my rewatch of GoT, and watching the High Sparrow play the crowd in front of the Sept of Baelor.)

Re: Topic: Of Buildings

Posted: Thu Apr 04, 2019 11:30 pm
by HW - Halmond Westerly
Generally, Cathedrals were built to show off how pious a particular ruler was, and how wealthy they were.

I think Cathedrals giving a bonus to politics and persuasion checks would be awesome...assuming they were checks with those who were of the same (or allied) faiths and their followers.

Re: Topic: Of Buildings

Posted: Fri Apr 05, 2019 12:13 am
by TH - The Hunt
Court level does that already, though, and palaces boost that. So that'd just go back to cathedrals being palaces. Maybe we shouldn't be thinking of them as 'cathedrals', but as something that boosts the priest's core focus. Shipyards research and build ships, training grounds research and train armies. Monoliths don't seem to help with research, but help with leyl ines.

A free ley line with a monolith replaces a domain action that costs 1 GB and 1 RP to attempt, and has some risk of failure. A ley line is needed to cast powerful spells in provinces with weak sources. The other two buildings allow research and training in provinces with weak guilds or law (or just low province levels) and reduce the number of training actions needed, or increase the number of build actions possible. Cathedrals should probably do something similar.

It could be specialized for each faith. Nesirie and Corbin's cathedrals could be a source of undead to raise. The Architect's could be a source of technological upgrades; one free with each building level. Mats' could provide additional free Agitate actions, on top of the one from leadership. Arawn's could make their plagues spread further.

Re: Topic: Of Buildings

Posted: Fri Apr 05, 2019 8:38 am
by HW - Halmond Westerly
Here's a random thought. Cathedrals are only able to be constructed by Temple Holders...what if Cathedrals counted as a Source Holding for the person who built it, of a level equal to the level of the Cathedral? It would give priestly types a nice bump in realm spell casting, and since it is in the capital, it also works out as a nice defensive capability in some ways as well.