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I'm working on something at the moment that may well interest many of you. It's a process that requires me to do a lot of number crunching and tweaking... but I think you'll be interested in the result. More to come later today.
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Building Costs / City Management / Army Assembling
*There are 8 types of labor that the PCs can contract the services of, or permanently employ. These labor divisions are: Carpenter, Mason, Farmer/Culinary, Armorer, Fletcher, Tanner, Smith and Alchemist.
*The more skilled the labor, the faster their production. Additionally, depending on the complexity of the project, certain varieties of labor will be incapable of production without the assistance of a more skilled tradesman.
- A basic shack requires only 1 Hirelings to complete. Adding more only serves to speed up the process.
- A Home requires at least 3 Hirelings to complete. Adding more only serves to speed up the process.
- A Manor requires at least 1 Journeyman, 3 Apprentices and 5 Hirelings to complete.
- A Mansion requires at least 2 Journeyman, 6 Apprentices and 10 Hirelings to complete.
- A Keep requires at least 1 Master Craftsman, 3 Journeymen, 5 Apprentices and 7 Hirelings to complete.
- A Castle requires at least 3 Master Craftsmen, 9 Journeymen, 15 Apprentices and 25 Hirelings to complete.
Armed Forces
*Armed forces, much like laborers, can be contracted for a time or hired on permanently. Understandably, a barracks large enough to for the forces to reside in must be available for any units you intend to employ.
*With the rare exception of specialists, the units available to the PCs are restricted to the following:
Soldier (Trained with Pike and basic Short Sword)
- Contract: 1gp/Soldier/day
- Employ: 25sp/day + Housing
Swordsman (Trained in all manor of swordsmanship barring exotic blades)
- Contract: 5/Swordsman/day
- Employ: 1gp/day + Housing
Archer (Trained in Bow and Crossbow)
- Contract: 7/Archer/day
- Employ: 2gp/day + Housing
Knight (Clad in Heavy Armor and trained in mounted combat)
- Contract: 10/Knight/day
- Employ: 4gp/day + Housing
Cleric (Trained in Healing Magic and the native spells of their chosen deity)
- Contract: 15/Cleric/day
- Employ: 7gp/day + Housing
Wizard (Trained in their chosen school of magic EXCLUSIVELY)
- Contract: 25/Wizard/day
- Employ: 10gp/day + Housing
Agent (Trained in subterfuge and information acquisition)
- Contract: 50/Agent/day
- Employ: 15gp/day + Housing
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I'll be adding the following some time soon:
- City Managment.
- A list of skills, feats and levels associated with each of the Armed Forces.
- Projected production times of each variety of housing
- Transportation: Wagons, Boats, Carts and Personal Vehicles.
- Livestock cost and maintenance cost.
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