Artisans wedded to the building
- Miller
- StoneMason 25% reduction in cost and time
- BlackSmith magic weapons maker
- —-Armorer
- —-weaponsmith
- Tailor 12 in Charisma checks
- Carpenter 25% reduction in cost and time
- Alchemist potions
- Scribe scrolls
- Miner increase unit strength
- Sage research lore 12 in intelligent checks
- Priest 12 in wisdom checks
- Spy
- Captain improve units and training
- Chef 12 on constitution checks; 12 on Charisma checks at court
- Butcher
- MetalSmith
- Grocer
- Draper
- Furrier
- FishMonger
- Baker
- Weaver
- Minstrel
Potter
Herbalist
Midwife
The real question is how many merchants are adding to the town or to the castle
Alchemist
| |
Blacksmith
| |
Captain
| |
Carpenter
| |
Chef
| |
Mason
| |
Miner
| |
Priest
| |
Sage
| |
Scribe
| |
Spy
| |
Tailor
|
When a keep/temple/tower/establishment is built add the Charisma of the character to determine the number of associated artisans to the structure. These are permanently part of the structure. They add to the number of artisans that the village attracts and to the population therefore.
And
Artisans thrive in a little chaos, rather away from rules, they believe they require it for creativity!
Lawful players attract x1 artisans
Neutral players attract x1.5
Chaotic players attract x2
Good players add 1 to the multiplier
Neutral players add .5
Evil adds nothing
LG x2
|
LN x1.5
|
LE x1
|
NG x2.5
|
N x2
|
NE x1.5
|
CG x3
|
CN 2.5
|
CE x2
|
The generating features are a combination of your Charisma bonus and you main construction.
Add
Keep 1
Temple 2
Tower 2
Establishment 3
All x level
Charisma modifier[minimum 0] x alignment + (structure x level)
The number of farmers, woodsmen, miners that come to a region is based on the number of Artisans and Soldiers in the area and the Charisma of the leader and their second.
Artisans x (Charisma modifier + level of structure) + (troops x 5) = # of base families
Seconds adds half Charisma bonus
Artisans wedded to the building
- Miller
- StoneMason 25% reduction in cost and time
- BlackSmith magic weapons maker
- —-Armorer
- —-weaponsmith
- Tailor 12 in Charisma checks
- Carpenter 25% reduction in cost and time
- Alchemist potions
- Scribe scrolls
- Miner increase unit strength
- Sage research lore 12 in intelligent checks
- Priest 12 in wisdom checks
- Spy
- Captain improve units and training
- Chef 12 on constitution checks; 12 on Charisma checks at court
- Butcher
- MetalSmith
- Grocer
- Draper
- Furrier
- FishMonger
- Baker
- Weaver
- Minstrel
Potter
Herbalist
Midwife
The real question is how many merchants are adding to the town or to the castle
Alchemist
| |
Blacksmith
| |
Captain
| |
Carpenter
| |
Chef
| |
Mason
| |
Miner
| |
Priest
| |
Sage
| |
Scribe
| |
Spy
| |
Tailor
|
When a keep/temple/tower/establishment is built add the Charisma of the character to determine the number of associated artisans to the structure. These are permanently part of the structure. They add to the number of artisans that the village attracts and to the population therefore.
Ceal has a Cha of 6, alignment mod of 2.5 and an establishment of 1 so he has 18 artisans and 10 associated with the market Establishment. He does not have a Mason nor a Miner. 18x7+2x5= 146 farmers and woodsmen families +18 artisans for 164x5=820 people in a years time.
Vistra has a Cha of 1, her second has a Charisma of 5/2 rounded to 3 so, effectively 4. And Alignment mod of x2 and two level one Keeps. She has 8 free artisans, six in the Mountain keep and 2 in the second keep. The mountain keep has a miner, a mason, a blacksmith, an alchemist, a Captain, and a Sage. The second keep has a carpenter and a scribe. Due to tax incentives and building artisans buildings she managed to attract an additional number of Artisans equal to the number attracted.
By agreement with Cael, he begins to propagand for your settlement adding half of his charisma bonus: 6/2=3 x2. 6 more artisans, three in the keeps, and three in the village. Add a chef to the mountain, and a priest and a tailor to the village keep.
14x2 artisans x 7 [1+2+3+ Artisans themselves] +7x5 231 families; 1155 people total.
57 families in the mountain, 180 in the land
50x 250gp/season, 7x500gp/season x0 for one year = 9000gp -3125 for the Duke 5875gp. After one year 9,375 per season
174 families in the land. 21 artisans, 153 families of farmers. 153x100/season, 21x500:
28,800gp, 21,600 after taxes after one year, 11,100 per season in year one for you.
Total income for the year: 38,175x4/4/5x2=15,270. But since you are paying the taxes of the artisans of 14,000, you get 1,270 in the first year.
Area of village 250m radius
First road 1250m area 4.9-.2=470 ha 47 Families
Second road 2250m area 15.9-4.9=1100ha 110 families,
Not third road 3250m area 33.2-15.9=1730 or 173 families. As it sits you will be able to settle 330 farm families
Phil has a mod of 2 and an Alignment mod x3
He has a Keep and a Temple of level 1 so attracts 9 artisans 4 are part of the keep and temple. Carpenter and a priest in the temple, and a captain and a chef in the keep. He also gets a bonus shipwright. The population of his village is already 500, and his attraction number is 310. This number does not exceed the village, so no growth.
Moolite has a mod of 4 and Alignment mod of x1.5. He has a level 2 keep, so he has a total of 8 artisans, 6 are in the keep. His keep has a mason, a carpenter, a captain, a priest, a blacksmith, and a sage.
8+8x6+5x8= 106 families, 530 people
Korrin
Mod 2 alignment mod x3 keep 1 shrine/temple 1
8 artisans 4 in the keep. Carpenter, mason, priest, spy
8+8x3+4x5 = 72 families, 360 people
Io
Mod 1 second 2/2=1 alignment mod x2.5
5+ 2 level 2 temples for eight. 13 Artisans
Eleven associated with the two temples, five with the grove, and six with the temple, two in the village. 52 families or 260 people, each side of the river has 100 people, or 20 families so she adds 60 people to them.
No comments:
Post a Comment