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  1. #1
    Site Moderator geeman's Avatar
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    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

  2. #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

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  3. #3
    Site Moderator geeman's Avatar
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    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

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