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Old 09-29-2014, 03:47 PM   #21
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Quote:
Originally Posted by Jürgen Hubert View Post
As far as I am aware, these rules are a direct copy of the rules from Paizo's "Ultimate Campaign" for Pathfinder, which I also own.

Pretty much all of the Pathfinder rules were released under the OGL license (which they had to, since they created those rules based on the OGL rules released by Wizards of the Coast). Unless I am very much mistaken, the site I linked to is perfectly legal.
I just wanted to make sure we had all our ducks in a row.

And yes, I just found the Pathfinder site where they've published these rules. But the site you pointed to has made some minor changes, mostly cosmetic, but they've added some rules not in the original Paizo document.
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Old 09-29-2014, 10:08 PM   #22
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Quote:
Originally Posted by Dragondog View Post
I just wanted to make sure we had all our ducks in a row.

And yes, I just found the Pathfinder site where they've published these rules. But the site you pointed to has made some minor changes, mostly cosmetic, but they've added some rules not in the original Paizo document.
As far as I am aware, that is third-party Pathfinder content also published under the OGL.
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Old 09-30-2014, 01:01 AM   #23
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Quote:
Originally Posted by Jürgen Hubert View Post
As far as I am aware, that is third-party Pathfinder content also published under the OGL.
That is what I believe too, I guess this thread is just one of those times that the Lawful part of my alignment shines through.
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Old 10-02-2014, 12:45 AM   #24
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

I was targeting a small town and what it would look like after 40 years, but allowing the rules to direct its growth in whatever way. The only house rule I made was to increase the chance of an event to 100% if there wasn't an event in the previous month.

After 25 years it has reached the upper limit of a large town and if I continued it would likely turn into a small city. But 300 turns should show you something of how these rules work.

I should probably add that changes to stats listed in parenthesis are temporary and changes listed in brackets are permanent.

Code:
1. BP+1. Terrain Improvements: Farm, Road. Build Monastery and Mansion. Holiday = 1. Promotion = Token. Taxation = None. Tax = 5BP.
2. BP+1. Terrain Improvements: Fishery. Build Pier. Tax = 12BP. Event: A wealthy immigrant built a noble villa.
3. BP+1. Build City Wall. Tax = 8BP. 
4. Unrest +1, but the Royal Enforcer dealt with it. Tax = 6BP. Event: Boomtown (Economy +1; Corruption +2).
5. BP+1. Tax = 13BP. 
6. BP+1. Tax = 14BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
7. Unrest +1, but the Royal Enforcer dealt with it. Tax = 12BP. 
8. Unrest +1 and the Royal Enforcer failed to deal with it, Loyalty -1. Tax = 8BP. Event: Monster attack and the monster was dealt with. Noblesse Oblige built a park.
9. Unrest +1 and the Royal Enforcer failed to deal with it, Loyalty -1. Holiday =6. Tax = 10BP
10. Unrest +1, but the Royal Enforcer dealt with it. Tax = 10BP. Event: Natural Blessing (Stability +4). Justice Prevails on the criminal elements who have terrorized the town the last few months. [Law +1, Loyalty +1, Crime -1, Unrest -1]
11. Unrest -1. Tax = 13BP
12. BP+1. Tax = 10BP. Event: a Plague was dealt with. [Stability -2, Treasury -2BP]
- 1 year
13. Unrest +1, but the Royal Enforcer dealt with it. Tax = 11BP. Build Sewer System.
14. BP+1. Tax 14BP. Event: Unexpected Find (Medium Magic Item)
15. BP+1. The magic item found, turned out to be a Flame Tongue and was sold to one of the heroes in town. Tax 10BP
16. BP+1. Tax 14BP. Event: Smugglers [Corruption +2, Productivity -2, Treasury -2 BP].
17. BP+1. Tax 12BP. 
18. BP+1. Tax 8BP. Event: Diplomatic Overture establishes a balanced alliance with a nearby small town, AT. [Stability +2, Fame +1].
19. Unrest +1, but the Royal Enforcer dealt with it. Tax 11BP.
20. BP+1. Tax 8BP. Event: Discovery [Fame +1, Lore +2].
21. BP+1. Tax 11BP
22. BP+1. Tax 11BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
23. BP+1. Tax 13BP. Event: Inquisition ends.
24. BP+1. Tax 8BP. Event: Vandals damaging the Pier [Society -1], but it was repaired.
- 2 years
25. Unrest -1. Tax 14BP.
26. BP+1. Tax 13BP. Event: Cult Activity was disbanded.
27. BP+1. Tax 9BP.
28. BP+1. Tax 14BP. Event: Building demand Caster’s Tower.
29. BP+1. Tax 10BP. Build Caster’s Tower
30. BP+1. Magic Item 1,000gp. Tax 8BP. Event: Localized Disaster – a fire threatened the areas surrounding the pier, noble villa, park, and caster’s tower; destroying the pier and the park. [Unrest +2]
31. Unrest -1. 1st level scroll 25gp. The Royal Enforcer dealt with additional Unrest. Rebuilding the pier. Tax 13BP. 
32. Unrest -1. 3rd level scroll 375gp. Rebuild the park. Tax 6BP. Event: Public Scandal as the Treasurer was revealed having an affair with the Grand Diplomat’s husband. [Infamy +1]
33. Unrest +1, but the Royal Enforcer dealt with it. Design Boro Bead (1st) 1,000gp. Magical items sold to local adventurers [1BP]. Build Everflowing Spring. Tax 9BP
34. BP+1. 3rd level scroll 375gp. Tax 8BP. Build Moat. Event: Justice Prevails on another criminal operation. [Law +1, Loyalty +1, Crime -1, Unrest -1]
35. BP+1. Tax 13BP.
36. BP+1. 1000gp magic. Tax 13BP. Event: a Plague was dealt with [Stability -2, Treasury -2BP]
- 3 years
37. BP+1. +1 leather armor, 1000gp. Tax 9BP
38. BP+1. Tax 13BP. Event: Monster Attack was dealt with.
39. BP+1. Tax 13BP.
40. BP+1. Tax 13BP. Event: Noblesse Oblige builds a monument and the town became large.
41. BP+1. Tax 12BP.
42. BP+1. 1000gp minor magic item. Tax 7BP. Event: Bandit Activity was stopped. Outstanding Success and one of the citizens created an artistic masterpiece. [Fame +1, Treasury +3BP, Unrest -2] (Economy +4)
43. BP+1. Tax 7BP.
44. BP+1. Tax 10BP. Event: Land rush. A sawmill was constructed some miles away with a negative impact. [Productivity -1, Society -1, Stability -1, Unrest +1]
45. Unrest -1. Tax 9BP.
46. BP+1. 1000gp minor magic item. All magical items sold to local adventurers. Tax 7BP. Event: Political Calm [Loyalty +1, Stability +1]
47. BP+1. Build Guildhall. Tax 6BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
48. BP+1. Tax 13BP. Event: Monster Attack was dealt with.
- 4 years
49. BP+1. Tax 12BP.
50. BP+1. Tax 12BP. Event: Vandals were stopped. 
51. BP+1. Tax 9BP.
52. BP+1. Tax 10BP. Event: Food Shortage.
53. BP+1. Tax 9BP.
54. BP+1. Tax 11BP. Event: Boomtown (Economy +4; Corruption +3).
55. BP+1. Tax 9BP.
56. BP+1. 200gp minor scroll. Tax 7BP. Event: Political Calm [Loyalty +1, Stability +1]
57. BP+1. Tax 10BP.
58. BP+1. 2000gp medium item. Tax 12BP. Event: Discovery [Fame +1, Lore +1]
59. BP+1. Tax 8BP.
60. BP+1. Tax 8BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
- 5  years
61. Unrest -1. 200gp minor scroll. Build House. Tax 12BP.
62. BP+1. Tax 10BP. Event: Sensational Crime, serial killer on the lose [Unrest +1].
63. Unrest -1. 200gp minor scroll. Tax 14BP. Event: Sensational Crime, continuous, serial killer caught.
64. BP+1. 2000gp medium item. Both medium items sold. Tax 10BP. Event: Improvement Demand, destroy the farms.
65. BP+1. 2000gp medium item. Destroy the farms and rebuild them again. Tax 13BP.
66. BP+1. 2000gp medium item, both items sold. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
67. BP+1. Tax 13BP.
68. BP+1. Tax 11BP. Event: Inquisition somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
69. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item. Tax 12BP
70. BP+1. 2000gp medium item, both sold. Tax 9BP. Event: Bandit Activity [Treasury -5BP]. Feud [Unrest +1].
71. Unrest -1. 2000gp medium item. Tax 12BP.
72. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item, both sold. Tax 13BP. Event: Food Shortage.
- 6 years
73. BP+1. 2000gp medium item. Tax 11BP.
74. BP+1. Tax 10BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
75. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item, both sold. Build House. Tax 10BP. 
76. Unrest -1. Tax 10BP. Event: Remarkable treasure. 3000gp item. All items sold.
77. Unrest -1. 2000gp medium item. Tax 12BP.
78. BP+1. Tax 10BP. Event: Localized disaster, a storm threatened the area around the guildhall, but nothing was destroyed.
79. BP+1. Tax 10BP.
80. BP+1. +1 Breastplate 1,200gp. Tax 10BP. Event: Visiting Celebrity [Fame +1, Treasury +17BP].
81. BP+1. Tax 13BP.
82. BP+1. 2000gp medium item, both sold. Tax 13BP. Event: Remarkable Treasure, 3000gp item.
83. BP+1. 2000gp medium item, all previous items sold. Tax 12BP.
84. BP+1. Tax 7BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
- 7 years
85. BP+1. Tax 10BP.
86. BP+1. Tax 12BP. Event: Festive Invitation (Society +1) [Treasury -3BP, Fame +1 vs. FT, Edict +2 vs. FT].
87. BP+1. 25gp potion. Tax 11BP.
88. BP+1. 25gp scroll. Tax 8BP. Event: Food Shortage.
89. BP+1. Tax 10BP.
90. BP+1. 25gp scroll. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT2, Edict +2 vs. FT2].
91. BP+1. Tax 8BP. Event: Assassination Attempt on the Councilor.
92. BP+1. Tax 10BP.
93. BP+1. 2000gp item. Tax 9BP. Event: Boomtown (Economy +4; Corruption +1).
94. BP+1. 2000gp item, both sold. Tax 7BP.
95. BP+1. 2000gp item. Tax 11BP. Event: Plague was dealt with. [Stability -2, Treasury -2BP]
96. BP+1. Tax 12BP. Event: Natural Blessing (+4 Stability). Crop Failure was fixed. 
- 8 years
97. BP+1. 2000gp item, both sold. Tax 10BP. 
98. BP+1. Tax 9BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +1BP].
99. BP+1. Build Paved Streets. Tax 11BP.
100. BP+1. Tax 12BP. Event: Crop Failure (Consumption +1).
101. BP+1. Tax 11BP.
102. BP+1. 2000gp item. Tax 7BP. Event: Festive Invitation (Society +1) [Treasury -3BP, Fame +1 vs. FT3, Edict +2 vs. FT3].
103. BP+1. Tax 9BP.
104. BP+1. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2). Natural Blessing (Stability +4). 
105. BP+1. 2000gp item, both sold. Tax 10BP.
106. BP+1. Tax 8BP. Event: Political Calm [Loyalty +1, Stability +1]
107. BP+1. Tax 11BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
108. BP+1. 2000gp item. Tax 10BP. Event: Drug Den eliminated. 
- 9 years
109. BP+1. Tax 2000gp item, both sold. 8BP.
110. BP+1. Tax 9BP. Event: Feud [Corruption +1, Unrest +2, continuous].
111. Unrest -1. The Royal Enforcer dealt with additional Unrest. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
112. Unrest -1. Tax 8BP.
113. BP+1. Tax 8BP. Event: Feud [Unrest +1].
114. Unrest -1. Tax 8BP.
115. BP+1. Tax 9BP. Event: Political Calm [Loyalty +1, Stability +1]
116. BP+1. 2000gp item, both sold. Tax 14BP.
117. BP+1. Tax 10BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
118. Unrest +1, dealt with by the Royal Enforcer. Tax 9BP.
119. BP+1. 2000gp item. Tax 14BP. Event: Drug Den eliminated.
120. Unrest +1, dealt with by the Royal Enforcer. 2000gp item, both sold. Tax 13BP.
- 10 years
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Old 10-02-2014, 12:45 AM   #25
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Code:
121. BP+1. 2000gp item, both sold. Tax 12BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +3BP].
122. BP+1. 2000gp item. Tax 9BP.
123. BP+1. 2000gp item, both sold. Tax 12BP. Event: Feud [Unrest +1].
124. Unrest -1. 2000gp item. Tax 12BP. Event: Bandit Activity stopped. 
125. BP+1. Tax 13BP.
126. BP+1. 2000gp item, both sold. Tax 13BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2).
127. BP+1. 2000gp item. Tax 13BP.
128. BP+1. 2000gp item, both sold. Tax 12BP. Event: Food Surplus.
129. BP+1. Tax 11BP.
130. BP+1. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
131. Unrest -1. 2000gp item, both sold. Tax 10BP.
132. BP+1. Tax 8BP. Event: Assassination Attempt on the Councilor.
- 11 years
133. BP+1. Tax 14BP. 
134. BP+1. 2000gp item. Tax 10BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
135. BP+1. 2000gp item, both sold. Tax 14BP.
136. BP+1. Tax 11BP. Event: Drug Den eliminated.
137. BP+1. 2000gp item. Tax 11BP.
138. BP+1. Tax 10BP. Event: Plague was dealt with. [Stability -2, Treasury -1BP]
139. BP+1. Tax 9BP.
140. BP+1. Tax 10BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
141. BP+1. Tax 7BP. Event: Inquisition ends.
142. BP+1. 2000gp item, both sold. Tax 11BP.
143. BP+1. 2000gp item. Tax 11BP. Event: Assassination Attempt on Ruler.
144. BP+1. 2000gp item, both sold. Tax 9BP.
- 12 years
145. BP+1. Tax 12BP. Event: Food Shortage.
146. BP+1. Tax 7BP.
147. BP+1. 2000gp item. Tax 12BP.
148. BP+1. 2000gp item, both sold. Tax 10BP. Event: Natural Blessing (Stability +4). Visiting Celebrity [Fame +1, Treasury +16BP]
149. BP+1. 2000gp item. Tax 11BP.
150. BP+1. Tax 9BP. Event: Political Calm [Loyalty +1, Stability +1]
151. BP+1. Tax 7BP.
152. BP+1. Tax 9BP. Event: Discovery [Fame +1, Lore +3]
153. BP+1. 2000gp item, both sold. Tax 10BP.
154. BP+1. Tax 12BP. Event: Discovery [Fame +1, Lore +3]
155. BP+1. 2000gp item. Tax 9BP.
156. BP+1. 2000gp item, both sold. Tax 7BP. Event: Monster Attack dealt with.
- 13 years
157. BP+1. Tax 11BP.
158. BP+1. 2000gp item. Tax 7BP. Event: Crop Failure fixed.
159. Unrest +1, but the Royal Enforcer dealt with it. 2000gp item. Tax 11BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
160. BP+1. Tax 11BP. Event: Inquisition ended.
161. BP+1. Tax 9BP.
162. BP+1. Tax 8BP. Event: Sensational Crime, arsonist is caught.
163. BP+1. 2000gp item, both sold. Tax 11BP.
164. BP+1. 2000gp item. Tax 10BP. Event: Political Calm [Loyalty +1, Stability +1]
165. BP+1. Tax 10BP.
166. BP+1. 2000gp item, both sold. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT4, Edict +2 vs. FT4].
167. BP+1. 2000gp item. Tax 10BP.
168. BP+1. Tax 13BP. Event: Visiting Celebrity [Fame +1, Treasury +3BP].
- 14 years
169. BP+1. 2000gp item, both sold. Tax 13BP.
170. BP+1. Tax 8BP. Event: Plague was dealt with [Stability -2, Treasury -3BP]
171. BP+1. 2000gp item. Tax 7BP.
172. BP+1. Tax 12BP. Event: Feud [Unrest +1].
173. Unrest +1, handled by Royal Enforcer. Built Cathedral. Tax 13BP.
174. BP+1. 2000gp item, both sold. Tax 9BP. Event: Natural Blessing (Stability +4). Feud [Unrest +1].
175. Unrest -1. Tax 12BP.
176. BP+1. 2000gp item. Promotion = Standard. Tax 12BP. Event: Pilgrimage
177. BP+1. 2000gp item, both sold. Tax 13BP.
178. BP+1. Tax 9BP. Event: Food Surplus.
179. BP+1. Tax 12BP.
180. BP+1. Tax 10BP. Event: Wealthy Immigrant builds a Mansion.
- 15 years
181. BP+1. Tax 12BP.
182. BP+1. Tax 11BP. Event: Natural Blessing (Stability +4).
183. BP+1. Tax 13BP.
184. BP+1. 2000gp item. Tax 11BP.Event: Vandals were stopped.
185. BP+1. 25gp potion. Tax 14BP.
186. BP+1. 750gp item. Tax 8BP. Event: Political Calm [Loyalty +1, Stability +1]
187. Unrest +1, Royal Enforcer dealt with it. Tax 12BP.
188. BP+1. Tax 9BP. Event: Boomtown (Economy +1; Corruption +4).
189. BP+1. Tax 12BP.
190. BP+1. 800gp item (1650gp total in minor items). Tax 12BP. Event: Pilgrimage.
191. BP+1. 2000gp item, both sold. Tax 10BP.
192. BP+1. Tax 14BP. Event: Vandals were stopped. 
- 16 years
193. BP+1. 2000gp item. Tax 11BP.
194. BP+1. 2000gp item, both sold. Tax 14BP.
195. BP+1. Tax 9BP.
196. BP+1. Tax 8BP. Event: Visiting Celebrity [Fame +1, Treasury +2BP].
197. BP+1. 2000gp item. Tax 14BP.
198. BP+1. Tax 9BP. Event: Crop Failure was fixed. 
199. BP+1. Tax 9BP. 
200. BP+1. 2000gp item, both sold. Tax 8BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT5, Edict +2 vs. FT5].
201. BP+1. Tax 8BP.
202. BP+1. 2000gp item. Tax 13BP. Event: Feud [Unrest +1].
203. Unrest -1. 2000gp item, both sold. Tax 11BP.
204. BP+1. Tax 13BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
- 17 years
205. BP+1. Tax 14BP. Event: Inquisition ends.
206. BP+1. Tax 12BP.
207. BP+1. 2000gp item. Tax 12BP. Event: Smugglers stopped.
208. BP+1. 2000gp item, both sold. Tax 11BP. Event: Monster Attack was dealt with.
209. BP+1. 2000gp item. Tax 8BP.
210. Unrest +1, Royal Enforcer dealt with it. Tax 12BP. Event: Food Shortage.
211. BP+1. 2000gp item, both sold. Tax 10BP.
212. BP+1. Tax 11BP. Event: Plague was dealt with [Stability -2, Treasury -3BP]
213. BP+1. 2000gp item. Tax 11BP.
214. BP+1. 2000gp item, both sold. Tax 8BP. Event: Justice Prevails [Law +1, Loyalty +1, Crime -1, Unrest -1]
215. BP+1. Tax 13BP.
216. BP+1. Tax 8BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
- 18 years
217. BP+1. 2000gp item. Tax 11BP.
218. BP+1. 2000gp item, both sold. Tax 9BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +1BP].
219. BP+1. 2000gp item. Tax 9BP.
220. BP+1. 2000gp item, both sold. Tax 14BP. Event: Slavers dealt with.
221. BP+1. Tax 14BP.
222. BP+1. 2000gp item. Tax 12BP. Event: Bandit Activity stopped.
223. BP+1. 2000gp item, both sold. Tax 10BP.
224. BP+1. 2000gp item. Tax 11BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
225. BP+1. Tax 12BP. Event: Inquisition ended.
226. BP+1. 2000gp item, both sold. Tax 12BP
227. BP+1. Tax 9BP. Event: Vandals were stopped.
228. BP+1. Tax 14BP.
- 19 years
229. BP+1. Tax 9BP.
230. BP+1. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
231. BP+1. 2000gp item, both sold. Tax 8BP.
232. BP+1. Tax 8BP. Event: Sensational Crime caught.
233. BP+1. 2000gp item. Tax 11BP. Event: Large Disaster prevented.
234. BP+1. 2000gp item, both sold. Tax 11BP. Event: Vandals were stopped.
235. BP+1. 2000gp item. Tax 12BP.
236. BP+1. 2000gp item, both sold. Tax 14BP. Event: Discovery [Fame +1, Lore +2].
237. BP+1. Tax 14BP.
238. BP+1. 2000gp item. Tax 10BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
239. BP+1. Tax 8BP.
240. BP+1. 2000gp item, both sold. Tax 9BP. Event: Bandit Activity was stopped.
- 20 years
241. BP+1. Tax 13BP.
242. BP+1. 2000gp item. Tax 9BP. Event: Boomtown (Economy +1; Corruption +2).
243. BP+1. 2000gp item, both sold. Tax 8BP.
244. BP+1. 2000gp item. . Tax 12BP. Event: Political Calm [Loyalty +1, Stability +1]
245. BP+1. Tax 8BP.
246. BP+1. Tax 13BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
247. BP+1. 2000gp item, both sold. Tax 9BP.
248. BP+1. 2000gp item. Tax 12BP. Event: Bandit Activity was stopped.
249. BP+1. Tax 8BP.
250. BP+1. Tax 13BP. Event: Economic Boom [Treasury +2BP].
251. BP+1. 2000gp item, both sold. Tax 13BP. Event: Bandit Activity was stopped.
252. BP+1. Tax 14BP.
- 21 years
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Old 10-02-2014, 12:46 AM   #26
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Code:
253. BP+1. Tax 12BP. Event: Food Shortage.
254. BP+1. Tax 13BP. Event: Feud [Unrest +1].
255. Unrest -1. Tax 12BP. Event: Pilgrimage.
256. BP+1. 2000gp item. Tax 9BP.
257. BP+1. Tax 9BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2]. Visiting Celebrity [Fame +1, Treasury +4BP].
258. Unrest -1, Royal Enforcer dealt with additional Unrest. 2000gp item, both sold. Tax 12BP. Event: Food Shortage.
259. Unrest -1, Royal Enforcer dealt with it. 2000gp item. Tax 13BP.
260. BP+1. Tax 10BP. Event: Noblesse Oblige built Monument.
261. BP+1. Tax 10BP.
262. BP+1. 2000gp item, both sold. Tax 12BP. Event: Large Disaster prevented.
263. BP+1. 2000gp item. Tax 11BP.
264. BP+1. 2000gp item, both sold. Tax 13BP. Event: Sensational Crime caught.
- 22 years
265. BP+1. Tax 11BP. Event: Natural Blessing (Stability +4).
266. BP+1. Tax 9BP. Event: Feud [Unrest +1].
267. Unrest +1, dealt with by Royal Defender. 2000gp item. Tax 13BP.
268. Unrest -1. Tax 11BP. Event: Political Calm [Loyalty +1, Stability +1]
269. BP+1. Tax 8BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2). Food Shortage.
270. BP+1. Tax 14BP.
271. BP+1. 2000gp item. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -4BP, Fame +1 vs. FT6, Edict +2 vs. FT6].
272. BP+1. Tax 9BP.
273. BP+1. Tax 14BP. Event: Pilgrimage.
274. Unrest +1, dealt with by the Royal Enforcer. Tax 14BP.
275. BP+1. 2000gp item, both sold. Tax 9BP. Event: Visiting Celebrity [Fame +1, Treasury +1BP].
276. BP+1. 2000gp item. Tax 14BP.
- 23  years
277. BP+1. Tax 8BP. Event: Festive Invitation (Society +1) [Treasury -4BP, Fame +1 vs. FT7, Edict +2 vs. FT7].
278. BP+1. Tax 14BP.
279. BP+1. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
280. BP+1. Tax 12BP.
281. BP+1. 2000gp item, both sold. Tax 10BP. Event: Noblesse Oblige built a park.
282. BP+1. 2000gp item. Tax 12BP.
283. BP+1. 2000gp item, both sold. Tax 8BP. Event: Monster Attack was dealt with.
284. BP+1. Tax 14BP.
285 BP+1. 2000gp item. Tax 8BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
286. Unrest -1. Royal Enforcer dealt with additional Unrest. Tax 11BP. 
287. BP+1. Tax 14BP. Event: Visiting Celebrity [Fame +1, Treasury +4BP].
288. BP+1. 2000gp item, both sold. Tax 9BP.
- 24  years
289. BP+1. Tax 14BP. Event: Remarkable Treasure (3000gp item)
290. BP+1. 2000gp item. Tax 10BP.  Event: Food Surplus.
291. BP+1. Tax 13BP.
292. BP+1. Tax 12BP. Event: Political Calm [Loyalty +1, Stability +1]
293. BP+1. Tax 8BP.
294. BP+1. Tax 13BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
295. BP+1. Tax 11BP. Event: Inquisition ended.
296. BP+1. 2000gp item, both sold. Tax 14BP.
297. BP+1. Tax 13BP. Event: Archeological Find [Lore +1].
298. BP+1. Tax 9BP. 
299. BP+1. Tax 8BP. Event: Feud [Unrest +1].
300. Unrest -1. Tax 9BP.
- 25 years
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Old 10-02-2014, 06:15 AM   #27
fifiste
 
Join Date: Aug 2012
Location: Estonia
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Where do you get the settlement size - from hamlet to small city etc. By the number of housing plots?

Last edited by fifiste; 10-02-2014 at 06:22 AM.
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Old 10-02-2014, 08:08 AM   #28
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Quote:
Originally Posted by fifiste View Post
Where do you get the settlement size - from hamlet to small city etc. By the number of housing plots?
Yes. The easiest way to find the data is to click on Jürgen's link and search for "small town" without the quotation marks. The second hit is a nice little table going from number of lots to settlement size.
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Old 10-07-2014, 11:56 PM   #29
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: Using the Pathfinder Kingdom Building rules with GURPS

Interesting. How large was the Treasury at the end?
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Old 10-08-2014, 12:25 AM   #30
Dragondog
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Default Re: Using the Pathfinder Kingdom Building rules with GURPS

I started with 50 and ended up with 3,076.
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