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General Tabletop Discussion
*TTRPGs General
annual upkeep costs of buildings?
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<blockquote data-quote="Sigurd" data-source="post: 2801457" data-attributes="member: 19412"><p><strong>off the cuff</strong></p><p></p><p>Tax - Your the King - none</p><p></p><p>You're not the King - 33%</p><p></p><p>- You have no tithe to diety or church\cult\sect\etc... - 0%</p><p>Typical Tythe 10%+</p><p></p><p>Buildings</p><p></p><p>Quality Mod +7 to -3%</p><p></p><p>Stone - 5% total construction cost per year</p><p>Wood or Daub 7 - 10% per year.</p><p></p><p>DC 10 Each year for structural damage that must be repaired or add 1% to cost and 1 to DC. This might be automatic if there was any burning, attack, or serious damage to a major structure.</p><p></p><p>Every percentage of the of the upkeep unpaid adds to the DC for structural damage.</p><p></p><p></p><p></p><p></p><p>Holdings in a game should generate money to cover these costs. Characters wanting to cover the whole cost of a large structure out of pocket should find it difficult to say the least.</p><p></p><p></p><p>This means that a very low quality Wooden Fortification could cost 17% of its total construction cost each year to maintain but a high quality stone fortification might cost only 2% of its (much higher) construction cost.</p><p></p><p>Quality modifiers might be:</p><p></p><p>positive</p><p></p><p>Built during peace time.</p><p>Quality Materials</p><p>Skilled builders</p><p></p><p>Negative</p><p></p><p>Built to tight deadline.</p><p>Built without regard to seasonal constraints.</p><p>Poor materials</p><p>inexperienced workers -- Even if your labour force learned on the job its likely that they were the most inexperienced while they were doing your foundations <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p>Republican president</p><p></p><p></p><p></p><p>my .02</p><p></p><p>Sigurd</p></blockquote><p></p>
[QUOTE="Sigurd, post: 2801457, member: 19412"] [b]off the cuff[/b] Tax - Your the King - none You're not the King - 33% - You have no tithe to diety or church\cult\sect\etc... - 0% Typical Tythe 10%+ Buildings Quality Mod +7 to -3% Stone - 5% total construction cost per year Wood or Daub 7 - 10% per year. DC 10 Each year for structural damage that must be repaired or add 1% to cost and 1 to DC. This might be automatic if there was any burning, attack, or serious damage to a major structure. Every percentage of the of the upkeep unpaid adds to the DC for structural damage. Holdings in a game should generate money to cover these costs. Characters wanting to cover the whole cost of a large structure out of pocket should find it difficult to say the least. This means that a very low quality Wooden Fortification could cost 17% of its total construction cost each year to maintain but a high quality stone fortification might cost only 2% of its (much higher) construction cost. Quality modifiers might be: positive Built during peace time. Quality Materials Skilled builders Negative Built to tight deadline. Built without regard to seasonal constraints. Poor materials inexperienced workers -- Even if your labour force learned on the job its likely that they were the most inexperienced while they were doing your foundations :). Republican president my .02 Sigurd [/QUOTE]
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annual upkeep costs of buildings?
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