The building of Tuskberg
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The building of Tuskberg
Size: 13
Current Control DC: 33
Economy Bonus: 48 (with tradesman + 1 additional for 4 more roads for a total of 8 )
Loyalty Bonus: 37 (with orphanage)
Stability Bonus: 36 (with tradesman, orpanage, + 1 additional for having 8 roads)
Current BP: 47
Buildings that need to be added to the sheet:
Tradesman
orphanage
You can now build 2 buildings per month, claim 2 hexes per month, and build 2 roads per month.
Die rolls:
D20
16, 10, 14, 8, 20, 9, 15, 11, 12, 12
20, 13, 14, 19, 20, 16, 2, 10, 14, 8
11, 19, 17, 16, 6, 11, 2, 2, 10, 14
--------------------------------
D4
3, 4, 3, 1, 4
3, 4, 1, 3, 2
3, 2, 3, 1, 1
--------------------------------
D100
92, 99, 58, 75, 14, 99, 32, 24
57, 39, 19, 10, 87, 63, 68, 86
83, 31, 44, 61, 96, 70, 27, 81
Current Control DC: 33
Economy Bonus: 48 (with tradesman + 1 additional for 4 more roads for a total of 8 )
Loyalty Bonus: 37 (with orphanage)
Stability Bonus: 36 (with tradesman, orpanage, + 1 additional for having 8 roads)
Current BP: 47
Buildings that need to be added to the sheet:
Tradesman
orphanage
You can now build 2 buildings per month, claim 2 hexes per month, and build 2 roads per month.
Die rolls:
D20
--------------------------------
D4
--------------------------------
D100
Last edited by Admin on Wed Aug 10, 2011 11:27 am; edited 16 times in total
Re: The building of Tuskberg
Month: October
Upkeep Phase
1. Stability Check : (16+29 =45 )
2. Pay Consumption: 0
3. Fill Vacant Magic Item Slots: (92) - Horn of Goodness/Evil
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (1 BP) Hex South west of Oleg
3. Establish and Improve Cities: Rebuild Tannery (6 BP)
4. Build Roads: (1 BP) in claimed Hex
5. Build Farmlands: (2 BP) in claimed Hex
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (20+34=54 ) 2BP gained!
4. Income: (11+34=45) 9 bp gained
Event Phase
1. Kingdom Event: (3) no event.
BP used: 10
BP Gained: 11
I assume that next month you want to claim the forest hex in order to annex Le Pew? Also, do you want to annex Le Pew in the next month or build a building?
Upkeep Phase
1. Stability Check : (16+29 =45 )
2. Pay Consumption: 0
3. Fill Vacant Magic Item Slots: (92) - Horn of Goodness/Evil
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (1 BP) Hex South west of Oleg
3. Establish and Improve Cities: Rebuild Tannery (6 BP)
4. Build Roads: (1 BP) in claimed Hex
5. Build Farmlands: (2 BP) in claimed Hex
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (20+34=54 ) 2BP gained!
4. Income: (11+34=45) 9 bp gained
Event Phase
1. Kingdom Event: (3) no event.
BP used: 10
BP Gained: 11
I assume that next month you want to claim the forest hex in order to annex Le Pew? Also, do you want to annex Le Pew in the next month or build a building?
Re: The building of Tuskberg
If we don't get the 5 next kingdom buildings (including lenses pew) we will do it this Saturday. Just an FYI.
Re: The building of Tuskberg
I updated the Buildings spreadsheet to include October stuff. I believe that the economy is now 36 not 35 - unless I'm missing something.
I do think we should annex Le Pew as soon as we're able to. So my suggestion is that we get the forest hex this turn and if we can annex Le Pew in the same month, we should. I take it we can't annex and build a building in the same turn?
for role playing: We should make sure that the current leaders of Le Pew help with the transition of government. If one of them wants the job of Lord Mayor (or whatever) they should definitely take have it. We may want to offer a position in our government replacing one of the NPCs or PCs - this would be contingent on whoever is taking the job having the appropriate modifier that is at least as high as currently and that whoever is being replaced is willing to leave.
I do think we should annex Le Pew as soon as we're able to. So my suggestion is that we get the forest hex this turn and if we can annex Le Pew in the same month, we should. I take it we can't annex and build a building in the same turn?
for role playing: We should make sure that the current leaders of Le Pew help with the transition of government. If one of them wants the job of Lord Mayor (or whatever) they should definitely take have it. We may want to offer a position in our government replacing one of the NPCs or PCs - this would be contingent on whoever is taking the job having the appropriate modifier that is at least as high as currently and that whoever is being replaced is willing to leave.
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
For leadership, there is really only the mayor (the gnome). He would be content running le Pew and report to you. He loves Le Pew and would not be happy relocating.
I will trust your speadsheet and change the economy to 36.
I will trust your speadsheet and change the economy to 36.
Re: The building of Tuskberg
Month: November
Upkeep Phase
1. Stability Check : (10+30 =40 )
2. Pay Consumption: 0
3. Fill Vacant Magic Item Slots: (57) - I do not have the book with me. I will post later
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (1 BP) Hex Connecting Le Pew to Tuskberg
3. Establish and Improve Cities: Annex Le Pew (13+30 =43 )
4. Build Roads: 1 BP - Road in hex next to Le Pew
5. Build Farmlands: 0 farmlands built
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (19+36=55 ) 2BP gained!
4. Income: (14+36=50) 10 bp gained
Event Phase
1. Kingdom Event: (4) no event.
BP used: 2
BP Gained: 12
James, add the two farms Le Pew had to your sheet. They had no roads.
Upkeep Phase
1. Stability Check : (10+30 =40 )
2. Pay Consumption: 0
3. Fill Vacant Magic Item Slots: (57) - I do not have the book with me. I will post later
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (1 BP) Hex Connecting Le Pew to Tuskberg
3. Establish and Improve Cities: Annex Le Pew (13+30 =43 )
4. Build Roads: 1 BP - Road in hex next to Le Pew
5. Build Farmlands: 0 farmlands built
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (19+36=55 ) 2BP gained!
4. Income: (14+36=50) 10 bp gained
Event Phase
1. Kingdom Event: (4) no event.
BP used: 2
BP Gained: 12
James, add the two farms Le Pew had to your sheet. They had no roads.
Last edited by Admin on Tue Aug 09, 2011 10:24 pm; edited 1 time in total
Re: The building of Tuskberg
I have a total of 7 farms and a size of 11 with a total of 2 city districts this gives us a total consumption of 1. I hate paying consumption!
What we should do for December is annex 2 hexes, preferably on the plains and definitely not the one with Oleg's trading post. We can build farms and roads on those hexes, build roads on the hexes where Le Pew has farms, and add building to Tuskberg and/or Le Pew.
Then in January we can annex Oleg's and start build that up.
What we should do for December is annex 2 hexes, preferably on the plains and definitely not the one with Oleg's trading post. We can build farms and roads on those hexes, build roads on the hexes where Le Pew has farms, and add building to Tuskberg and/or Le Pew.
Then in January we can annex Oleg's and start build that up.
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
Consumption = size (11)+ city districts (2) - 2 per farm (7*2=14)
so 11+2=13 total consuption. 13-14 (farms)= -1. I see you having no consumption still. How are you getting over by 1?
so 11+2=13 total consuption. 13-14 (farms)= -1. I see you having no consumption still. How are you getting over by 1?
Re: The building of Tuskberg
We have the 'standard' promotion edict which adds +1 to stability at a cost of 2 consumption.
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
do you want to drop the edict last turn (the turn you annexed Le Pew)? I believe your stability bonus is so high you can only fail on like a 1.
Re: The building of Tuskberg
yes, let's drop the promotion edict until be build 2 more farms.
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
Consider it done! Any plans for the month of December? Also, did you want to build a road in the claimed hex for November? (the forest hex).
Re: The building of Tuskberg
I would not recommend a road through that hex just yet. Can we build one or more road in November for the hexes we annexed with Le Pew?
Is so, the we should.
For December, I already proposed:
I would add that we should build Tradesman to Tuskberg. That should be enough for December.
Is so, the we should.
For December, I already proposed:
WilberdGates wrote:What we should do for December is annex 2 hexes, preferably on the plains and definitely not the one with Oleg's trading post. We can build farms and roads on those hexes, build roads on the hexes where Le Pew has farms, and add building to Tuskberg and/or Le Pew.
Then in January we can annex Oleg's and start build that up.
I would add that we should build Tradesman to Tuskberg. That should be enough for December.
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
Just verifying nothing changed. I will add December tonight.
Building Roads takes place after annexing so I see no reason why you cannot build in that spot. Go ahead and add it to the spreadsheet and I will add it to the map.
Building Roads takes place after annexing so I see no reason why you cannot build in that spot. Go ahead and add it to the spreadsheet and I will add it to the map.
Re: The building of Tuskberg
James. I added aroad next to le Pew for 1 BP. I updated the BP amount in the original post.
Re: The building of Tuskberg
Month: December
Upkeep Phase
1. Stability Check : (14+36 = 50 )
2. Pay Consumption: -1
3. Fill Vacant Magic Item Slots: (86) - Wind Fan --- (99) boots of levitation ---- (39) Bag of Holding type 1 (2,500 - will bring no BP)
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (2 BP) 2 plains hex near Oleg's
3. Establish and Improve Cities: Tradesman (10 BP) Orphanage (6BP)
4. Build Roads: (2 BP) in claimed Hexes
5. Build Farmlands: (2 BP) in claimed Hex
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (17+47= 64 ) (8 + 47 = 55) 4BP gained!
4. Income: (19+47=66) 11 bp gained
Event Phase
1. Kingdom Event: (3) event.
(percentile 31) (percentile 2: 58)
Slums - One undeveloped city block has become a haven to a rash of homeless street urchin; destitute, coinless, or disabled. This has become both an eyesore and a concern for the local business and homeowners. (gain 2 unrest). (loyalty check to reduce unrest by 1 = 16+36 = 52). You can police the people out or build a building on the square to remove them, but you will gain 1 unrest next turn as a result. Building a house there removes the unrest. The stability check or heidi can remove the unrest next turn as well. (solved with an orphanage)
BP used: 22
BP Gained: 15
I updated the original amounts in the first post.
Upkeep Phase
1. Stability Check : (14+36 = 50 )
2. Pay Consumption: -1
3. Fill Vacant Magic Item Slots: (86) - Wind Fan --- (99) boots of levitation ---- (39) Bag of Holding type 1 (2,500 - will bring no BP)
4. Unrest: 0
Improvement Phase
1. Select Leadership
2. Claim Hexes: (2 BP) 2 plains hex near Oleg's
3. Establish and Improve Cities: Tradesman (10 BP) Orphanage (6BP)
4. Build Roads: (2 BP) in claimed Hexes
5. Build Farmlands: (2 BP) in claimed Hex
6. Edicts
Income Phase
1. Deposits:
2. Withdrawals:
3. Sell Valuable Item: (17+47= 64 ) (8 + 47 = 55) 4BP gained!
4. Income: (19+47=66) 11 bp gained
Event Phase
1. Kingdom Event: (3) event.
(percentile 31) (percentile 2: 58)
Slums - One undeveloped city block has become a haven to a rash of homeless street urchin; destitute, coinless, or disabled. This has become both an eyesore and a concern for the local business and homeowners. (gain 2 unrest). (loyalty check to reduce unrest by 1 = 16+36 = 52). You can police the people out or build a building on the square to remove them, but you will gain 1 unrest next turn as a result. Building a house there removes the unrest. The stability check or heidi can remove the unrest next turn as well. (solved with an orphanage)
BP used: 22
BP Gained: 15
I updated the original amounts in the first post.
Last edited by Admin on Wed Aug 10, 2011 11:30 am; edited 2 times in total
Re: The building of Tuskberg
Just to make sure we're on the same page: we now have a total of 9 farms, right?
For the urchins, I don't suppose we can build an orphanage to make those kids into productive members of society?
For the urchins, I don't suppose we can build an orphanage to make those kids into productive members of society?
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
Orphanage: (6 BP) +1 Loyalty +1 Stability
(based of the brewery)
This would work for me.
Is william's character still waiting on a tavern?
Also, it is only 8 farms. there was 7 last turn. You can only build 1 farm per month until your kingdom is size 26.
(based of the brewery)
This would work for me.
Is william's character still waiting on a tavern?
Also, it is only 8 farms. there was 7 last turn. You can only build 1 farm per month until your kingdom is size 26.
Re: The building of Tuskberg
Did we already set the promotion edict to none? If so, we'll have a stability of 35 but a consumption of 0.
You realize that because we can only build one farm a month, we won't be able to annex 2 hexes at a time without paying consumption, right?
Tuskberg already has a tavern (according to my spreadsheet anyways) but we still owe Johd a temple...
Would the orphanage take care of the unrest for this month? Or do we still need to build a house?
You realize that because we can only build one farm a month, we won't be able to annex 2 hexes at a time without paying consumption, right?
Tuskberg already has a tavern (according to my spreadsheet anyways) but we still owe Johd a temple...
Would the orphanage take care of the unrest for this month? Or do we still need to build a house?
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
I removed the edict. I will correct the stability. I see it at 37 and not 35, though. +1 for tradesman and +1 for having 8 roads.
Yes, building the orphanage will reduce the unrest to 0. Let me know if you want to do it in December for the second building that month.
A farm removes 2 consumption so you should be able to claim 2 hexes and still have a 0 consumption.
Claim hex 1: Add 1 consumption.
Claim Hex 2: Add 1 Consumption
Build farm in hex 1 to reduce 2 consumption.
I also see you with a -1 consumption at the moment (15 consumption for 13 size + 2 city districts, but gaining 16 from the 8 farms)
So claiming a hex, builging a farm on that hex and then annexing Oleg's should bring you to 0 consumption still.
Also, because Oleg is one of the leaders, I am going to have you roll a Loyalty check instead of a stability check to Annex his trading post. You do not have a 1 in the rolls so I do not see how you would fail the check.
Yes, building the orphanage will reduce the unrest to 0. Let me know if you want to do it in December for the second building that month.
A farm removes 2 consumption so you should be able to claim 2 hexes and still have a 0 consumption.
Claim hex 1: Add 1 consumption.
Claim Hex 2: Add 1 Consumption
Build farm in hex 1 to reduce 2 consumption.
I also see you with a -1 consumption at the moment (15 consumption for 13 size + 2 city districts, but gaining 16 from the 8 farms)
So claiming a hex, builging a farm on that hex and then annexing Oleg's should bring you to 0 consumption still.
Also, because Oleg is one of the leaders, I am going to have you roll a Loyalty check instead of a stability check to Annex his trading post. You do not have a 1 in the rolls so I do not see how you would fail the check.
Re: The building of Tuskberg
The 'standard' promotion edict gives a +2 to stability. The 'none' promotion edict is a -1 to stability. Since we were at 38 with the edict, without we'd be at 35.Admin wrote:I removed the edict. I will correct the stability. I see it at 37 and not 35, though. +1 for tradesman and +1 for having 8 roads.
Sure, we'll build the orphanage last month. This assumes that we'd know about the problem and the building would help.Admin wrote:Yes, building the orphanage will reduce the unrest to 0. Let me know if you want to do it in December for the second building that month.
Admin wrote:A farm removes 2 consumption so you should be able to claim 2 hexes and still have a 0 consumption.
Claim hex 1: Add 1 consumption.
Claim Hex 2: Add 1 Consumption
Build farm in hex 1 to reduce 2 consumption.
I also see you with a -1 consumption at the moment (15 consumption for 13 size + 2 city districts, but gaining 16 from the 8 farms)
So claiming a hex, builging a farm on that hex and then annexing Oleg's should bring you to 0 consumption still.
I agree.
Admin wrote:Also, because Oleg is one of the leaders, I am going to have you roll a Loyalty check instead of a stability check to Annex his trading post. You do not have a 1 in the rolls so I do not see how you would fail the check.
Sound good.
I'm thinking we should call the town where Oleg's trading post is Oleggrad. What do the rest of you think?
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
I updated the original post to include the orphanage. The Stability and loyalty went up by one and the BP went down by six.
Re: The building of Tuskberg
Can you remind us what buildings we get if we make Oleg's a city?
Wedge- Posts : 277
Join date : 2011-04-21
Character sheet
class: Wizard
Race: Human
Re: The building of Tuskberg
James, can you re-post the link to your kingdom sheet? I want to add it to the first post.
Also, let me know when it is updated to include the new character bonuses (bo, pythia etc)
Also, let me know when it is updated to include the new character bonuses (bo, pythia etc)
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