Results 1 to 3 of 3
Thread: Revisiting the Build Action.
-
07-09-2004, 10:20 AM #1
OK, here`s some of the stuff I did for the build action IMC. I need to
start off with some information on how a few miscellaneous things work,
otherwise the particulars of things constructed by Build don`t make a lot
of sense. For example, this version of Build uses a set of costs for troop
movement that differs from the original BR guideline, and without seeing
that the Build action`s take on roads and bridges doesn`t add up. So...
Movement is handled by a combination of terrain, climate and
season. Terrain is handled the same way it is in the original BR
rules. Climate and season, however, are new factors. Generally, 1GB
"buys" up to 10 "movement points." That is, on can move a single unit 10
provinces in a month, or 10 units 1 province for that 1GB. The number of
movement points are modified by the terrain of the provinces in which the
troops are moved per the RB. On the table below climate and season
interact in increase the cost (in movement points) of units in addition to
the terrain costs:
Climate
Sub- Sub-
Season Arid Temperate Tropical Tropical Arctic
Spring -1 0 0 +1 +2
Summer -1 -1 0 0 0
Fall 0 0 0 +1 +1
Winter 0 +1 +1 +2 +3
No movement ever costs less than 1 movement point.
In addition to those factors, things like rivers also cost movement points
to cross. 1, 2 or 3+ depending on whether the river is small, medium,
large or even larger. (None are bigger than large in Cerilia.)
Another thing to note, is that the maximum population level of provinces in
this system isn`t set by terrain type alone. In fact, it`s based on the
tech level of the dominant culture and terrain adds modifiers to it. More
than one type of terrain is possible in the same provinces, and all
modifiers for terrain types stack. A province, for example, might have
predominantly plains as its terrain type, but also border a river and thus
get a +1 from each of those effects. Things like lakes and seashore also
add to the potential population level of a province (and to the source
potential, for that matter.)
I _think_ that`ll about cover it. The domain action description below is
largely culled from various notes that aren`t particularly organized, so I
apologize if it seems somewhat haphazard.... A couple of types of
buildings aren`t listed (notably palaces) because that hasn`t been an issue
for me since writing this stuff up.
Build
Type: Free or Character
Cost: Varies
DC: 5+
Modifiers: Profession-Engineer.
The Build action is used for any type construction not covered by the
standard domain structure. That is, things like courts of law,
marketplaces and temples are not constructed using the build action. Those
structures are built and expanded using the create holding and rule
actions. The build action also differs from the fortify action, which is
used to fortify holdings and provinces against attack by enemy
forces. Roads, bridges, dams, monuments, and wood or stone buildings are
all constructed using this action.
While types of construction possible using the build action are not
holdings, they can influence holdings and the maximum population level of a
province. Certain types of building projects bring resources into a
province which allows for it`s maximum population level to raise above what
the tech level, terrain, etc. would normally allow. Modifiers to maximum
population level from construction projects all stack with one another.
All constructions are described in levels the way holdings are. A level
3 palace, for instance, can be described as a palace(3).
Building projects have a base cost that is the amount of GB required to
build a level 1 version of that type of construction. The cost of
subsequent levels are the base cost times the target construction
level. For instance, building roads in a province with plains terrain type
has a base cost of 2GB. Building a road(1) in a province, therefore, costs
2GB. Building a road(2) in that same province will cost another 4GB for a
total of 6GB. A road(3) will cost an additional 6GB.
Construction of a building project takes place at 1d6GB per action
round. If a regent dedicates his personal time to the construction effort
construction progresses at double (2d6GB/month) that pace. Each month,
whether the regent is supervising the construction or not a success roll
must be made. Failing the success roll means no progress was made and the
GB spent that month are lost.
Some examples of possible uses of the Building action are:
Aqueduct/Irrigation System: An aqueduct brings water into a province
where it is needed, increasing the settlement potential of a
province. Each level of aqueducts in a province adds +1 to its maximum
population level.
Base Cost: 4GB.
Bridge: A bridge allows troops and trade routes to ignore the movement
modifiers of rivers or chasms and can make otherwise impassible terrain
features easily bypassed. Moderately sized rivers double the cost of the
bridge required to cross them, while a large one doubles it again, and a
great river doubles it yet a third time.
Bridges have a base cost of 2GB. Stone bridges have a base cost of
6GB. Stone bridges are considered "fortified" for the purpose of being
reduced by troops occupying a province.
Building: There are many structures that a regent might want to build
outside of the standard domain rules. Buildings can represent vacation
homes, a dining hall, etc. are all buildings that can be constructed by a
regent. Building costs can vary widely. At the DM`s discretion some
buildings may provide a one-time modifier on the performance of certain
domain actions. Building homes for recent immigrants, for instance, might
provide a +1 modifier for a Rule action in a single province. As a general
guideline spending 1GB will give a +1 modifier, 3GB a +2 modifier, 6GB a +3
modifier, etc.
Channel: A channel can allow watercraft access to areas they normally
would be unable to reach, effectively allowing for waterborne trade and
troop movement to provinces that would normally be considered
landlocked. Channels must be dug over relatively level ground and have a
base coast of 5 GB times the terrain modifier for the province.
Dam: Dams can serve many purposes. They can be used to provide flood
control, supply water in times of drought, regulate irrigation for crops,
and as a source of energy to drive mills and machinery. The reservoir
behind a dam changes the ecology of the region, forming an artificial lake
or reservoir. Significantly sized dams can alter the navigation of the
waterway by allowing for larger vessels, and may even alter terrain
description of a province to include the "lakeside" terrain type.
The cost of a dam depends on the size of the river it is meant to
stem. Damming a small river to create a dam(1) costs 10GB and creates a
medium sized waterway behind the dam. The province in which the dam is
located, or one province on either side of the dammed river if the river is
on a border gains the lakeside terrain type. Damming a medium sized river
by building a dam(2) adds the lakeside terrain type to both provinces on
either side of the province that has the dam and one or two provinces up
river from it.
Unlike other types of construction the dam has no effect until it is
large enough to block the entire river that the dam contains. That is, a
dam(1) has no effect on a medium sized river. It isn`t until the dam(2) is
completed that the terrain types of the adjacent provinces take effect.
Monument: Monuments are used to commemorate an event, a hero or a
leader. A monument gives the controlling regent +1 loyalty checks in the
province in which it is erected. Monuments have a base cost of 3GB.
Roads: Roads aid overland movement. In order for a trade route to exist
between two provinces a road must connect them. Troops travel more quickly
on roads so their construction can be strategically important.
Each level of roads in a provinces reduces the movement point cost of
troops traveling through that province. For example, for troops to pass
through a lightly forested province in winter normally costs ? + ? = ?
movement points. If that province has road(1) in it that movement point
cost is reduced to ?.
Roads can be built across any terrain, but the cost is extremely higher
for rough, rocky or heavily forested land. The cost of building a road is
double the movement cost for the terrain type in each province that the
road passes through.
Hope that makes some sense,
Gary
-
07-09-2004, 03:27 PM #2
very cool stuff I see that you raised the normal build action from 1d4 GB to 1d6 GB, how come?
I like the channel, dam and monument very good ideas, heheh, I may have to make some of them.
So you still use the units base movement as its limitor for how far it can move, and just add the movement cost? Wasn't quite sure that you kept their base movement the same or not."Who was the first that forged the deadly blade? Of rugged steel his savage soul was made." --Tibullus
"Qui desiderat pacem praeparet bellum." --Vegetius
"Men grow tired of sleep, love, singing and dancing sooner than war." --Homer
-
07-09-2004, 06:10 PM #3
At 05:27 PM 7/9/2004 +0200, tcharazazel wrote:
>I see that you raised the normal build action from 1d4 GB to 1d6 GB, how come?
No particular reason, I guess. 1d4 just seems awful slow. In fact, I
think maybe there should be some sort of stepped scale. 1d4 if the
construction proceeds unsupervised by any personnel of the domain, 1d8 if
it is overseen by a LT, 1d12 if the regent personally takes
charge. Something like that....
>I like the channel, dam and monument very good ideas, heheh, I may have to
>make some of them.
Let me know how it works for you. Nobody`s ever felt the need to dam a
river IMC, even though I think the idea is kinda cool....
One thing to note about the "lakeside" terrain type. It not only adds +1
to the maximum population potential of a province but also allows that
province to become a "port" for the purpose of shipyards, trade routes,
etc. Of course, ships built in such a port can only really travel upriver
from the dam... but it`s not a bad thing to keep in mind.
>So you still use the units base movement as its limitor for how far it can
>move, and just add the movement cost? Wasn`t quite sure that you kept
>their base movement the same or not.
I haven`t needed to limit the distance troops can move in non-war move
travel. It is, after all, a month of travel, which represents something in
the neighborhood of 300 miles for most armies travelling 10 miles/day,
which is something like 8-12 provinces. Generally, troops run into
"uncrossable" borders before they reach such a limit. In previous
discussion I think some folks (myself included) thought that 10 provinces
of movement for infantry and 15 for cavalry might be a prudent number for
maximum travel IIRC. It should probably depend a bit on things like the
actual size of the provinces since their size can vary so much.
Gary
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks