Cities

For general purposes, your cities will be abstractly represented on city grids consisting of 36 blocks with intersecting streets and alleys. At the edges of the grid are the borders, which can represent a body of water, a city wall, a cliff, or the transition from one district to another (in larger cities). One sheet can represent a whole town. Multiple sheets can be incorporated into big cities.

If you like, you can draw or paste pictures onto your grids to represent structures built.

Cities must be built in hexes you have explored and cleared. That is, you may not build in a hex where you have left hostiles (and certainly not in one where you haven’t even established whether or not hostiles exist there). Hexes occupied by groups/creatures with whom a truce has been made can be built up, but keep in mind potential conflicts. In addition, sites must be prepped for the building of roads and cities, which will cost the treasury. Cost to prep and the time it will take vary by terrain type, as follows:

  • Forest: 4BP, 2 months
  • Grassland: 1 BP, Immediate
  • Hills: 2 BP, 1 month
  • Mountains: 12 BP, 4 months
  • Swamp: 8 BP, 3 months

Once you’ve prepped a site, you can start placing buildings, provided you have the BP to do so. According to the rules, buildings take 1 month to build, regardless of size. We’ll go with this at first, but I think I’m going to have to address this issue when you want to build a castle or cathedral. Because that’s just silly.

Structures come in 1, 2, and 4-block size. These must remain next to each other, but can span streets. Specifics of structure size are negotiable, but we’ll not be debating every weaver and warehouse. If you want something custom for Iomedae’s cathedral or Oleg’s Goods, we can talk.

Your city’s stat block consists of the following:

  • The Population is equal to the number of completed blocks in a district x 250.
  • Certain structures increase the Defensive Modifier, which impacts mass combat. (A hint of things to come…)
  • The Base Value has nothing to do with the city’s size. Base value for a starting city is 200gp. Certain buildings will increase this.
    • Raise your hand if you are slightly saddened that a 2nd level adventurer can legitimately tell a townsperson “I’m worth more than everything in your puny village!”
    • Any magic item equal to or lower than the Base Value in cost is available in that city 75% of the time. This check may be made every month as the stock cycles.
    • Any non-magical item which costs less than the city’s Base Value is always available.
    • Cities with multiple districts add the individual base values of each district together to get the entire city’s Base Value. There is a cap of 16,000 per city.
  • In addition to the commonly available, certain more powerful Magic Items can be obtained.
    • These tend to be somewhat random, being found by adventurers or made by eccentric arcane-types. They will be rolled up as they become available.
    • Certain buildings, such as magical academies or arcane shops, open up this resource.
    • These items remain on the market until purchased. If no one in your party wants an item, you may make a Economy check during the Income phase to sell them. The slot will refill on the next Upkeep phase.

Events can destroy blocks in your city, increasing Unrest.

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Cities

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