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<blockquote data-quote="Minigiant" data-source="post: 6623546" data-attributes="member: 63508"><p>So i was about to start up a game of a playthrough of a 4X strategy game and I got wondering about the expense and maintenance rule for DMG. </p><p></p><p>What if some cray DM wanted to base their campaign about the PCs setting up a colony someplace remote and the adventures were expeditions into uncharted lands to pay off expansion costs on the colony or killing off pillaging barbarians and rival colonies.</p><p></p><p>Here are my observations.</p><p></p><p></p><ul> <li data-xf-list-type="ul">The DMG rules assume a 30 day month for everything. If you are going to do this DMs, use 30 day month.</li> <li data-xf-list-type="ul">Although not official there seems to be a progression<ul> <li data-xf-list-type="ul">Main residence<ul> <li data-xf-list-type="ul">Trading Post (2 months, 5000gp, 6 pop, 300 gp per month)</li> <li data-xf-list-type="ul">Outpost (3 months, 15,000gp, 60 pop, 1500 gp per month)</li> <li data-xf-list-type="ul">Estate on an Outpost (2 more months, 25,000gp more, 6 more pop, 300 more gp per month)</li> <li data-xf-list-type="ul">Small Castle (13 months, 50,000gp, 100 pop, 3000 gp per month)</li> <li data-xf-list-type="ul">Large Castle (4 years, 500,000gp, 300 pop, 120,000 gp per month)</li> </ul></li> <li data-xf-list-type="ul">There are no rules for upgrading or producing.</li> </ul></li> <li data-xf-list-type="ul">The rules for businesses are bad profit-wise. It pretty much forces you to adventure to make money as business product is terrible compare to the cost of the game.<ul> <li data-xf-list-type="ul">Oddly enough, it encourages you to not leave your estates until you can afford a steward.</li> </ul></li> <li data-xf-list-type="ul">The only unit you have access to form garrisons are guards and veterans. And you have to get up to castles to get those.<ul> <li data-xf-list-type="ul">You could rule to build scouts by building hunting lodges. The cost is about right.</li> <li data-xf-list-type="ul">A small or large temple could provide acolytes.<ul> <li data-xf-list-type="ul">A competed abbey could get you a priest or some druids or some knights.</li> </ul></li> <li data-xf-list-type="ul">A guildhall might give you spies, knights, and thugs</li> </ul></li> <li data-xf-list-type="ul">The UA on mass combat might be useful for combats where the PCs aren't available.</li> </ul><p></p><p>So what are you thoughts on the matter? Would you like an Unearth Arcana to expand these ideas? I think it could be a cool idea to keep players into the game when not at the session, doing calculations and making decisions via text or email during offtime.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6623546, member: 63508"] So i was about to start up a game of a playthrough of a 4X strategy game and I got wondering about the expense and maintenance rule for DMG. What if some cray DM wanted to base their campaign about the PCs setting up a colony someplace remote and the adventures were expeditions into uncharted lands to pay off expansion costs on the colony or killing off pillaging barbarians and rival colonies. Here are my observations. [LIST] [*]The DMG rules assume a 30 day month for everything. If you are going to do this DMs, use 30 day month. [*]Although not official there seems to be a progression [LIST] [*]Main residence [LIST] [*]Trading Post (2 months, 5000gp, 6 pop, 300 gp per month) [*]Outpost (3 months, 15,000gp, 60 pop, 1500 gp per month) [*]Estate on an Outpost (2 more months, 25,000gp more, 6 more pop, 300 more gp per month) [*]Small Castle (13 months, 50,000gp, 100 pop, 3000 gp per month) [*]Large Castle (4 years, 500,000gp, 300 pop, 120,000 gp per month) [/LIST] [*]There are no rules for upgrading or producing. [/LIST] [*]The rules for businesses are bad profit-wise. It pretty much forces you to adventure to make money as business product is terrible compare to the cost of the game. [LIST] [*]Oddly enough, it encourages you to not leave your estates until you can afford a steward. [/LIST] [*]The only unit you have access to form garrisons are guards and veterans. And you have to get up to castles to get those. [LIST] [*]You could rule to build scouts by building hunting lodges. The cost is about right. [*]A small or large temple could provide acolytes. [LIST] [*]A competed abbey could get you a priest or some druids or some knights. [/LIST] [*]A guildhall might give you spies, knights, and thugs [/LIST] [*]The UA on mass combat might be useful for combats where the PCs aren't available. [/LIST] So what are you thoughts on the matter? Would you like an Unearth Arcana to expand these ideas? I think it could be a cool idea to keep players into the game when not at the session, doing calculations and making decisions via text or email during offtime. [/QUOTE]
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