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<blockquote data-quote="LostSoul" data-source="post: 5821694" data-attributes="member: 386"><p>Now I'll deal with how settlements grow. Basically it's from GP being spent in town. Work or labour the PCs do is included. This means that the PCs adventure - head back to town to rest & recover - spend GP in town - the town grows. So as a direct result of adventuring the PCs are changing the setting. In a way, GP works as XP for settlements.</p><p></p><p>[code]GP Expenditure</p><p>Level Total GP Required 1 Treasure Parcel</p><p>1 70 + clear hex (initial investment) 120</p><p>2 720 175</p><p>3 1760 225</p><p>4 3115 280</p><p>5 4795 330</p><p>6 6795 600</p><p>7 10395 870</p><p>8 15595 1330</p><p>9 22395 1400</p><p>10 30795 1670[/code]</p><p></p><p>(I'm not sure I have the treasure parcel amount correct, but whatever. Not even sure why it's on the table!)</p><p></p><p>* Growth: Settlement population grows at a rate of 1d6 x the settlement's level per month. Once the settlement's population reaches the size shown on the "Population and Economy by Settlement Level" table, it may grow at the end of the month (see Required resources, below).</p><p></p><p>* GP Investment: Settlements grow slowly over time. One way to speed this up is by injecting GP into the economy, creating a boom town and attracting migrants. When characters spend money in a hex, keep a running tally of the total GP spent. Include ritual components used in rituals, rites, creating magic items, levelling up, etc. as a part of this total. When the total GP spent in a town has reached the threshold indicated in the "GP Expenditure" table, it may grow at the end of the month as new people arrive, hoping to make a living.</p><p></p><p>(Obviously some of that is specific to my game.)</p><p></p><p>* GP loss: Anything that hurts the settlement's economy will result in a GP loss. This includes theft, taxes, death of inhabitants, and destruction of property. When GP is stolen, remove that amount of GP from the settlement's total. When characters are killed or buildings destroyed, remove an amount of GP from the settlement's total equal to a random treasure parcel of that building or professional's level. If a settlement falls below the required amount of GP or population, it loses a level and all benefits that go with that - skilled professionals leave, creating a ghost town.</p><p></p><p>* Specialists: Each time a settlement grows by one level, a specialist character arrives. This character can be from a profession from the list, up to three levels higher than the settlement's level. (eg. A 2nd-level town could recruit any professional from the 1st to 5th level list.) Instead of a single specialist, you can choose to recruit 750 XP worth of men-at-arms of a level less than or equal to the settlement's new level. Additional specialists and men-at-arms may be recruited at the DM's discretion.</p><p></p><p>* The different professions and buildings provide resources for sale. Available resources are listed below. The amount of supply of any specific item is limited; each month, characters can buy up to the amount listed under Total GP Expenditure for the level of the settlement of any single type of item. eg. If the level of the settlement is 2, you can buy up to 720 GP worth of crossbows and 720 GP worth of leather armour - perfect for suiting up your 28 hirelings. Magical items are not available unless specifically listed.</p><p></p><p>(That last one I haven't actually used.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5821694, member: 386"] Now I'll deal with how settlements grow. Basically it's from GP being spent in town. Work or labour the PCs do is included. This means that the PCs adventure - head back to town to rest & recover - spend GP in town - the town grows. So as a direct result of adventuring the PCs are changing the setting. In a way, GP works as XP for settlements. [code]GP Expenditure Level Total GP Required 1 Treasure Parcel 1 70 + clear hex (initial investment) 120 2 720 175 3 1760 225 4 3115 280 5 4795 330 6 6795 600 7 10395 870 8 15595 1330 9 22395 1400 10 30795 1670[/code] (I'm not sure I have the treasure parcel amount correct, but whatever. Not even sure why it's on the table!) * Growth: Settlement population grows at a rate of 1d6 x the settlement's level per month. Once the settlement's population reaches the size shown on the "Population and Economy by Settlement Level" table, it may grow at the end of the month (see Required resources, below). * GP Investment: Settlements grow slowly over time. One way to speed this up is by injecting GP into the economy, creating a boom town and attracting migrants. When characters spend money in a hex, keep a running tally of the total GP spent. Include ritual components used in rituals, rites, creating magic items, levelling up, etc. as a part of this total. When the total GP spent in a town has reached the threshold indicated in the "GP Expenditure" table, it may grow at the end of the month as new people arrive, hoping to make a living. (Obviously some of that is specific to my game.) * GP loss: Anything that hurts the settlement's economy will result in a GP loss. This includes theft, taxes, death of inhabitants, and destruction of property. When GP is stolen, remove that amount of GP from the settlement's total. When characters are killed or buildings destroyed, remove an amount of GP from the settlement's total equal to a random treasure parcel of that building or professional's level. If a settlement falls below the required amount of GP or population, it loses a level and all benefits that go with that - skilled professionals leave, creating a ghost town. * Specialists: Each time a settlement grows by one level, a specialist character arrives. This character can be from a profession from the list, up to three levels higher than the settlement's level. (eg. A 2nd-level town could recruit any professional from the 1st to 5th level list.) Instead of a single specialist, you can choose to recruit 750 XP worth of men-at-arms of a level less than or equal to the settlement's new level. Additional specialists and men-at-arms may be recruited at the DM's discretion. * The different professions and buildings provide resources for sale. Available resources are listed below. The amount of supply of any specific item is limited; each month, characters can buy up to the amount listed under Total GP Expenditure for the level of the settlement of any single type of item. eg. If the level of the settlement is 2, you can buy up to 720 GP worth of crossbows and 720 GP worth of leather armour - perfect for suiting up your 28 hirelings. Magical items are not available unless specifically listed. (That last one I haven't actually used.) [/QUOTE]
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