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Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players.

Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players.



This Module is designed as an expansion to 5th edition and does not overwrite or re-word existing rules. It is to be used in conjunction with the Dungeon Masters Guide written and published by Wizards of the Coast, to achieve maximum effectiveness in a campaign setting.

Additionally, the guide is formatted so that a DM can purchase and immediately implement the features it provides, with minimal preparation involved. Plug and play modularity was my major concern since the beginning.

Argol's Comprehensive Guide to Infrastructure is a 40-page guide that contains absolutely everything you'll need to build a city with, or for your players.
Including everything from Guild Wars to Loan Sharks, this guide will help an aspiring DM to cover every single aspect of city-building for their own nefarious purposes, or for when the players finally decide to settle down and begin a new life. Or maybe they just want to build a city for fun? This is the guide for you!

5th Edition doesn’t really give players a way to enjoy endgame to its fullest. We've got mountains of gold and nothing to spend it on, and much of the time, we as players end up owning land in one way or another regardless. So instead of house-ruling everything, and coming up with your own complex system you'll have to teach players every time it comes up - Take a load off, download my guide and sail smoothly knowing all the hard stuff is already done for you, and you'll look like the best DM on the planet.

(NOTE: You may not be considered the best DM, but I'd say you are... because you bought my guide. You're the best.)


So it’s a guide for building a city? I can do that on my own, why should I pay?

This guide aims to provide a solid base for DMs to help their players take things one step further, and begin a whole new town/city all for themselves.
DMs can use many of the features in this guide for fun and witty plot hooks as well as a mechanical foundation for the construction, and expansion of towns/cities.
Additionally, it's comprehensive. It has everything you'll need from start to finish, + more. It is designed in a way that you can bring it to the table, offer the choice to start building on the spot to your players in the middle of nowhere and provide every little bit of info the players could possibly ask for, at your fingertips. 

It's raw modularity immediately opens up the possibility of millions of new elements in a campaign!
Have you started a settlement in a large forest? Maybe a bunch of Nomadic Elves have decided that they want to live alongside you, but what’s that? There is a threat that needs to be dealt with first? Who would have thought! There are countless plot hooks that can be opened up to the players that simply wouldn’t have been possible before, using this guide as a catalyst.

The idea is that the guide will serve as the basis for building a city from the ground up, with your players as its owners. The methods and mechanics are play-tested and proven, however not all parties get to finish, because sometimes the narrative just becomes so intrinsically tied together with the project that players have to make tough decisions, and they can make or break a project. The guide is for building a city, but it does so much more.

And besides, it means you don't need to manually invent and track a custom system that may or may not work... Take a load off. Be lazy, I won't tell anyone.

Okay, you had my interest, now you have my attention. What's in it?

Settlement types.

A new unique build system using points (Build Points and Units) that are globally useful in the Argol System.

Workshops, Merchants, Farms, Mines, Guilds, Castles, Mansions, and Mega dungeons too!

An atlas containing every building you could think of.

Influences and how they affect projects

Citizens and how they interact

Fees, Taxes and Profits!





Not convinced?

Populations, jobs, adults/children numbers, the number of homes, and level requirements.



Banes and Boons.

Defensive measures.

Expansion details.

Upgradable buildings.




Law and Order.


Banes and Boons.

Advanced Trade!

Tons of optional rules for you to implement at your leisure,

and a ton of new ways to both tax and profit off your new project.

Guess what?

This is now available for Fantasy Grounds too! Thanks to the wonderful people at Grimlore Entertainment, Argol's Comprehensive Guide to Infrastructure can now be utilized digitally on Fantasy Grounds.

Follow this link to learn more.

Update 3.5 is here ladies and gentlemen!

Introducing Triple tier plot systems - allowing users to choose from one of three production tiers upon the construction of a multi-service plot. The first tier provides a low-cost, low-produce option for all multi-service plots! 

3.5 unfortunately, does not provide much more content, but it does include a new guild!

There are countless revisions to existing rules that fix, repair and improve the experience of the source book, providing new examples and improved conveyance of 

previously unclear mechanics.

Every page is searchable now! Each page was exported as PDF, recompiled and all its hyperlinks were remade all for you. Because you're worth it. 

Unit generation has been completely reworked throughout the guide. They are much easier to obtain now and won't give you a headache.

The Index has been alphabetized.

Influence mechanics have been detailed more clearly and revised for most plots.

Master plot table has been revised.

Build points have been slightly reworked for user experience.

Maintenance has been completely reworked due to changes in unit generation.

Guilds have been slightly reworked to provide more solid and specific benefits.


It’s all in here, so what are you thinking? Too much?

Well... It's comprehensive for a reason, take some time, read over and understand it - it’s a rather simple system if you can wrap your head around the math. But then again, that's not your job, is it? I mean... It's not your fault if the players accidentally lose track of funds and learn that there was a nearby Guild Master who was laundering away profits.

Have Fun.
~ Andrew Curtis, Part Time DM, Full-Time Nefarious Purveyor of D&D-Based Evils.

Tweet me @MrCyberthief to tell me all about your experiences with my guide, I'd love to hear all of it - including feedback!

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Reviews (4)
Discussions (17)
Customer avatar
Colby M May 04, 2019 5:47 am UTC
So I've bought this title and I'm super exited to start working it into my campaign however I can't get the file to download on my laptop tablet or my phone and when I can I can't view it Of print it out. Please help.
Customer avatar
Andrew C May 06, 2019 7:53 am UTC
Hi Colby.

I'm not certain how to help you, I've confirmed the files are accessible and are readable - Are you able to try another laptop or desktop PC?
It could be a few things but I'm betting that due to the size of the PDF it could be giving your laptop and phone reading issues. This happens to me with large PDFs all the time.
Customer avatar
Jeff W March 24, 2019 11:49 pm UTC
I'm exceptionally happy about the new update!

Couple of quick things not mentioned by Patrick F below...

1) What's the mechanic for a Carpenter's Workshop and Smithy to "greatly reduce the the time it takes to construct plots"? 25% reduction? 50% reduction?
2) Minor Errata:
pg. 6 -- Total Plots for a Thorp should probably be 34, not 14
pg. 8 -- Assuming the negative percentages for the Service Tiers should just be made positive to be more clear (i.e., Small Business: 25% BP Cost, 25% Fees, 50% Influence, and 25% Output)....
pg. 10 -- Under Optional Dependencies, should perhaps provide a clarification that the Taxes collected are still based on the original Units per Week, not the "halved" value...
pg. 10 -- Also under Optional Dependencies, there's a reference to a "Metalsmith" but that's not detailed in any plot table... Is this the same as the Jeweller's Workshop?
pg. 38 -- On the Events Table,...See more
Customer avatar
Patrick F March 23, 2019 9:19 pm UTC
Going through the new update and here are a few things I found:

1. The merchant table (page 13) doesn't show, or mention how many Units per week they generate/consume. That section of the table was removed.
2. Page 29 and page 30 are swapped.
3. You mentioned that the Influence mechanics have been detailed more clearly, where were these changes made? Page 7 remained the same but I did see some changes influence gained from workshops and such (example the weaver's workshop)
Customer avatar
Jeff W March 18, 2019 6:11 am UTC
So I'm trying to get my party started down the path here with a Settlement ... what would that even look like? I'm trying to balance the number of plots with the max population and am coming up short...

What 3 active plots would be possible (or realistic) with a maximum population of 20?

Well, you couldn't have a resource generator as each of those either has more than 20 jobs or has a dependency on another resource generator which pushes the number of employees well above 20...

Perhaps I'm making a poor assumption that 1 job = 1 person?

You could have a Grain Farm (15 jobs) per the suggestion in the text but if it's 1 job per person that only leaves 5 more people for any buildings on the other two plots.

Can some of the population work multiple jobs (e.g., 30 jobs worked by 20 population)? Or can I have fewer employees and just reduce the output proportionately? (i.e., if I only put 3 employees in the Grain Farm, does that mean it only produces...See more
Customer avatar
Jason K March 13, 2019 1:47 am UTC
Andrew, this is great stuff! It's not often that I can read one sourcebook and come away with two full campaign ideas. :)

I do have several questions, some of which have already been answered below. The biggest ones left over are:

1. How often is the Influence listed for each building type received? When it's built? Annually?

2. Related to #1, what concrete benefits do guilds provide? The descriptions make them sound fantastic, but the table makes them look like more expensive workshops. The Influence column refers to 'Units' rather than one of the 12 Influence types. Do they give building Units instead of Influence?

3. I'm confused by the plot list on p. 28. It includes the standard plots discussed to this point, then a lot of other plots that seem to be workshops. Are things like an Herbalist and a Smithy just purchased as a plot/workshop combo? If so, why aren't the workshops on p. 12 handled the same way?
Customer avatar
Andrew C March 13, 2019 9:59 am UTC
Wow, I'm slightly embarrassed that those things somehow never got checked.
1. Influence is gained a single time when a structure is built, it's up to you as the DM to decide if you'd like to award influence when construction begins or concludes.
2. Guilds are basically buffed up workshops - they are faster, more effective and work harder providing more jobs than a workshop, but they are larger and gain renown, which can be a good and a bad thing depending on the way your players want to build the project. The influence column is simply incorrect, ignore it, I will post an update within the next week or so repairing that table.
3. You'd be correct to assume that is a mistake - I unintentionally included a workshop plot and the workshops themselves when they are listed in greater detail earlier in the source book.

Thank you for bringing that to my attention, I will fix this, and a few other things up right away!
Customer avatar
Jason K March 13, 2019 1:25 pm UTC
Wow, that was fast. Two follow-ups:

1. I saw references to renown in various places, but I didn't see what it is or does. Is this intended to be abstract for the DM to manage as they choose or did I just miss something?

2. The workshops on the later table are not discussed in the previous Workshops section. I assumed that was deliberate. Are the extra workshops on the later table not required as part of the 'All Workshops' Dependencies for Immense Plots?
Customer avatar
Jeff W March 19, 2019 7:23 am UTC
So quick follow-up on #3... With the upcoming change will we be able to distinguish between Workshops and Merchants on the table on pg. 28? I ask as there is a slight difference in Influence between a Workshop Plot and a Merchant Plot... I would have assumed that all of the non-"Plot" entries on this table were merchants but then you have the Fishery (which I'm not sure how to distinguish from a Fish Farm -- would this be a Workshop with a Fish Farm dependency?) and the Vinter's Farm (which I'm assuming is a type-o and should be Vintner's Farm for wine production)

Additionally, from your "Edits" above, should we assume that the costs, influence, and construction time for the six plots entries on this table (Farm Plot, Generator Plot, Guild Plot, Immense Plot, Merchant Plot, Workshop Plot) are in addition to (and precede) the costs, influence, and construction time for any corresponding farm/generator/guild/immense/merchant/workshop buildings?

Meaning if I want to...See more
Customer avatar
Andrew C March 21, 2019 6:59 am UTC
There are a lot of errors and miscommunications in this guide, I'm glad to say this is a simple one!
1) Renown was deliberately left open to interpretation, I intend to provide tables and events based on renown but for the current guide consider it fame or infamy - context specific.
2) No, all plots not listed on the workshops table are not required for the "All Workshops" dependency.
Customer avatar
Andrew C March 21, 2019 7:08 am UTC
Re. Jeff W.

Regarding your first point - a Fishery will cut and prepare fish for consumption, whereas a fish farm will catch and supply fish for the Fishery.
For your second point, That is true yes. All multi-service plots are calculated as plot costs + service costs as you described.
It is true there are many cheap and easy ways to get around this if you use unit generation as a universal currency without considering what the project lacks. However, the guide was intended to have things built for their purposes based on supply and demand. A civilian cannot eat coal, but it can power a Barker's furnace.

Your dilemma has given me an idea for a solution that could solve a few people's issue regarding getting a project started with smaller farms and plots vs future expansion, stay posted!
Customer avatar
Patrick F March 21, 2019 2:04 pm UTC
One final thing for the "All Workshops" Dependency for Immense Plots.

It say you need All workshops, however the Enchanter's Workshop requires a Castle in-order to be built, and since a castle needs All workshops then it can't be built.

So does the Enchanter's workshop only need one of the dependencies fulfilled, Immense plots only need non dependent workshops, or is Enchanter's workshop and exception?
Customer avatar
Jeff W March 25, 2019 1:13 am UTC
I see the circular reference between the Enchanter's Workshop and the Castle has been resolved in the most recent update, but there are still a few threads to pull here...

First, at a minimum a Castle can't be built unless the Town Tier is at least "Small City", right? Just based on the number of plots... Does this mean that there must be a minimum 5000 population also?

Second, there are other, interesting dependencies with the "All Workshops" requirement (aside from the obvious question of why my players can't build a Castle without a Furrier's presence, etc.)...
- The Shipwright's Workshop has a "Ocean or Lake Side location" requirement -- does this mean a Castle can't be built except near a large body of water?
- The Enchanter's Workshop also has a dependency on an Arcanum Academy. This seems very expensive and, upon further review, I realize I don't really know how to build one. More specifically, I'm confused about the relationship...See more
Customer avatar
Jeff W March 25, 2019 7:07 am UTC
On a separate note, it's very clear now the distinction between the multi-service plots and the standard plots, but I still have an outstanding question: which of the plots on the Building Plot Atlas are subject to Taxes? (aside from the services built on multi-service plots like workshop and merchant)... I get that the Bank and Trading Post both have special Taxes rules, but what about the rest of them?
Customer avatar
Patrick F February 14, 2019 5:10 pm UTC
I got this guild since I gave two of my players title of Baron and will be giving them a small town to run. I just have a few things I was hoping to have clarified.

1. As stated below from Anthony, Generators (mines, lumber, etc) and Farms are the only ones that produce units, while workshops and merchants use units or have negative units, and only provide influence, tax revenue, and fulfill dependances. Is this correct or am I missing something?

2. The following is an example of one ore mine and an Armorsmith over a 1 month period with 25% taxes:
Ore mine: maintenance 200 gp, 24 units (6/week or 2400gp). Total 2200gp or 22 units
Armorsmith: Main. 150 gp, -12 units (-3/week or -1200 gp), taxes 3 units or 300gp. Total -1050gp
Total monthly revenue: 1150gp or 11.5 units
Is this correct for a monthly revenue?

3. Page 31 "Unit and Resource Storage" mentions that a tailor produces and excess of 3 units and stores it within the bank. How can...See more
Customer avatar
Andrew C February 19, 2019 8:55 pm UTC
Yes all of that is correct, you got it perfect.
Those corrections are true, I will correct the guide in the upcoming update, units are worth 100g, so 1000g is a typo... I was probably thinking of BP at the time which *is* 1000gp.
Thanks for your help, I truly appreciate these comments because it allows me to refine the guide to a sharp edge that I can't achieve myself.
Customer avatar
Andrew C March 13, 2019 10:25 am UTC
I apologize I never elaborated on your calculations. I just went over them, and they look great. I hope your players enjoy math!
Just remember that the DM didn't calculate wrongly, there is just something in the city that is making the numbers not quite add up...
Customer avatar
Patrick F March 13, 2019 1:52 pm UTC
No problem, and thanks for the look over. And yes, the DM never makes mistakes, just new plot threads.
Customer avatar
Jeff W March 18, 2019 5:05 am UTC
Just one minor exception (I think)... on pg 5 the last paragraph of the Taxes section describes an annual process where 25% of the "collected taxes" would be "repaid". The language here is somewhat unclear... In the above scenario where 1200gp of taxes would have been collected over the course of the year, 25% of that comes to 300gp. Who gets "repaid" this 300gp?

Seems this "repayment" may change the above profit calculation somewhat...
Customer avatar
Patrick F March 18, 2019 1:08 pm UTC
I didn't include the tax refunds in the calculation since it was only for a single month period, but if you wanted to keep track of the tax returns on a per month basis instead of yearly you would just loss 75 gp at the end of the month (25% of the 300gp). The people who get repaid the tax return or the 300 gp that you mentioned would be the merchants and other businesses you taxed throughout the year.
Customer avatar
Jeff W March 19, 2019 3:58 am UTC
Ok -- maybe I need some Econ 101 or something as I'm not getting the underlying system being abstracted.

So do the Players "own" everything or not? With the exception of plots that have been "privatized", of course...

I mean, it seems that the Players have to PAY for everything to be built, right? They do the initial investment and either provide additional gold or convert excess Unit generation into BPs to build more plots, workshops, merchants, generators, etc., right? So I don't understand why a workshop would be "due" any kind of refund unless they were privatized in which case they shouldn't be able to freely consume Units from the various Generators and the entire profit calculation above is wrong as the original 1200 gp (12 Unit) transfer from the Mine to the Armorsmith would probably be a sale and should be counted as revenue (assuming the Players own the Mine), not to mention that none of the Armorsmith's internal calculations should count in...See more
Customer avatar
Patrick F March 19, 2019 4:31 pm UTC
The way I see it, at least in my example above, is that the players are controlling the entire settlement.

They pay for workshops to be built since the player wants them. Think of it as the government funding a project to be built, such as the town needing more armor for defense. So we will fund blacksmith Bob to make said armor. With Bob making armor now, the towns security goes up by X points.

For the refund, honestly i'm going to ignore it as it's easier to assume it's already lumped in with the tax calculation each month. I will just add negatives if the players decide to raise the taxes too high or something.

For the above calculations, it assumes the players are running the entire town, so the 1200 gp transferred to the armorsmith isn't counted as a sale since it's being consumed by the armorsmith. If the resources from the mine wasn't being used, it's sold to another town or just stored for later use for BP or turned into gold.

Customer avatar
Jeff W March 20, 2019 3:54 am UTC
I completely agree! My concern was with the refund as that's the piece that didn't fit...
Customer avatar
Andrew C March 21, 2019 5:00 am UTC
Whoa there is a lot here to answer, some great points that need a lot of explaining and validation that should really be explained in detail.

Taxes are repaid to the project, its not specifically divided between businesses or anything, its more just something the players have to pay back to their citizens, it cant all be profit and they have to seriously consider their options and expansion with that in mind.
Players own everything. That being said, the people of a project can always request a little bit of governmental help in the form of a tax-return. Its a mechanic explained above that makes it so the players are forced to give back to the project and actively track what they are being paid each year.
I will simplify it in the coming update, stay tuned.

I will elaborate more shortly.
Customer avatar
Andrew C March 21, 2019 6:51 am UTC
Taxes paid to the ruling body are money in the players pockets, however the citizens they govern have the right to ask for some of that money back at the end of each year as a form of Tax-Return so fund any business costs they may have had to buy out of their own pockets, like clothes and supplies.
To better clarify this, I will change up the refund as an optional rule that can be ignored - my intention was to force players to have to pay back sums of gold they have tracked themselves so it isn't 100% profit all year around. It adds a lot of complexity and math to calculations which you've expressed is both a boon and an inconvenience that some would simply ignore.

Thanks for your feedback, this guide becomes better with every comment.
Customer avatar
Anthony G February 05, 2019 9:14 pm UTC
Thanks for the last round of answers! Getting closer to understanding. :)

1) Everything costs gold and units each week to maintain, as indicated on the charts, including generators and farms. True?

2) What indicates that a service generates units? Is it presumed that only farms and generators do? (Other buildings generate tax revenue or immaterial value, like guilds?)

3) Of the services that generate, what indicates how much they generate, how often?
Customer avatar
Andrew C February 06, 2019 10:29 pm UTC
1) Yes that's pretty much it!

2) Nailed it in one - Farms and generators will create units which can be universally used to supply everything in a town - In my personal opinion I think that breaks the immersion a little bit because a Mine could be generating units for a bakery to use.... but regardless its far easier to track one universal resource than 7 or 8 proprietary ones.
Most players and DMs will appreciate the added simplicity of units in that regard but its your game!
I might add an appended section that provides optional rules for specific generated units if its garners enough interest.

3) Udder each table there will be a "Maintenance" column (the cost to run the business over a month), and on generating plots a "Units p/Week" column. If a plot has this column then each week it will generate that amount of units for the project. For example, the clay mine costs 100gp to maintain over a month (25gp per week) and will create 5 units of material...See more
Customer avatar
Anthony G February 07, 2019 10:16 pm UTC
Ok, so maybe my last point of confusion:

"and on generating plots a "Units p/Week" column"

All services have this column. So you're saying that for Farms and Generators, this column is how many units it produces. For all other services, the column is how many units it consumes. And no matter what everything consumes a specific gold amount for maintenance. (Non generators/farms just consume gold and units)

Customer avatar
Andrew C February 11, 2019 5:07 am UTC
My word, you've stumbled upon a massive error in plain sight.
The only plots that generate resources are farms and generators - all else costs units to upkeep within the "Unit/s p/w column".
If the unit cost cannot be paid it will be deducted from the ruling bodies coffers equal to to listed "Maintenance cost". This was to encourage people to build farms and mines instead of paying insane amounts of gold out of pocket.
This is a huge oversight on my part as it could easily be misunderstood as every single business generating units to be converted into gold!

I bet there are a lot of very rich adventurers out there right now about to get hit with a royal audit to find out where all their wealth is coming from.
Customer avatar
Anthony G February 11, 2019 3:08 pm UTC
Ok, I'm glad I'm not crazy. :) Thanks for clarifying. I've updated my own personal copy to make non-generators and non-farms generate negative units per week. Does that sound conceptually correct?
Customer avatar
Andrew C February 11, 2019 11:17 pm UTC
Nailed it :D

Apologies for the confusion!
Customer avatar
Anthony G January 24, 2019 4:55 pm UTC
Awesome guide! I'm confused on some basics, though:

1) Do generators produce Units per week and non-generators consume them? Or does everything consume units? (Or does everything produce units?)

2) I dont understand, on page 4, what Generator = 4 BP means. Does that mean all generators produce 4 BP? Per...week?

3) Are taxes paid to the city, or paid by the city to the authority that owns the plots?

4) Technically you can build a city with no farms. Are there rules for food requirements?

Customer avatar
Andrew C February 04, 2019 1:52 am UTC
Sorry for the late reply!

1) Everything consumes units, which are generated using specific plots like farms.

2) BP or "Build Point" is a resource created through trading in gold described at the beginning of the guide - everything has a BP cost to construct, but it is a one time payment to cover the expense of constructing that building.

3) That's up to the players! They can hoard the taxes for themselves and use it for their own good, r they can funnel it into the city to expand. Or they can say its going into the city and fool their citizenship into believing they totally aren't funding the next big magical item they want/need.

4) Currently there isn't but that's an oversight on my part. If I had to make up a rule on the spot i'd say citizens would consume 20 units worth of food for ever 1000 people per week. Simplified that's 1 unit p/ 50 Citizens, but this is entirely up to you as the DM.
Customer avatar
Ben A February 10, 2019 3:13 am UTC
In regards to 2, does the conversion consume the Generator? Or does the Generator produce the BP as well as the Units?
Customer avatar
Andrew C February 11, 2019 4:55 am UTC
Nope! The BP cost is a single payment you make to build anything, BP is only used for building things - its a slightly easier way to track how much gold you have to work with as 1BP = 1000gp. think of it as a special coin worth 1000gp that you only every use to make new buildings with.
Once you've paid the associated build cost (in BP) that building will function as per normal. In a generator's case, it will cost gold to maintain and it will create an amount of units per week specific to the type of generator.

I may have to make a special page that explains these details very cleanly at the beginning so people can flick back if they don't understand - thank you for pointing out these little confusions!
Customer avatar
Jeff W March 18, 2019 12:37 am UTC
I agree about the awesomeness of this guide, but I'm also still confused as to the answers on the original #2 and #4 questions.

For #2, the specific table being described in the original question is the Purchasing Build Points table on pg 4. That table indicates you can acquire BPs either via Gold, Units, or "Plots". The Gold and Units are very straightforward -- you can "purchase" 1 BP with either 1000 GP or 10 Units and the conversions and rates are further clarified in text and confirmed in the answers below. But the "Plots" row is confusing on a couple of levels. First, what happens to the plot -- is it sold/privatized? If so, this should be made clear, and if not, I have no idea how one-time value would be generated. Second, what does "1 Generator" cost per point mean (second column)? Does that mean that somehow this conversion to receive 4 BP means I "convert" 4 Generators (consistent with the approach in the Gold and Units rows)? Or...See more
Customer avatar
Louis K August 14, 2018 3:04 am UTC
Andrew, do you have any plans on making this available in book format rather than pdf? I would love to have a legitimate hard-copy.
Customer avatar
Andrew C March 13, 2019 10:18 am UTC
I would love that, And I have contacted DMs Guild about this in the past however it seems Print-on-Demand is not possible at the moment for this title.
I'd like a hard copy myself.
Customer avatar
Patrick O July 08, 2018 9:45 pm UTC
For those who want a well thought out, organized and easy to follow guide to strongholds, businesses & that often asked question "what do I do with all this gold" this is the book for you.

My only issue is the PDF isn't OCR/searchable. I also agree with Calvin below that a tool to track this would be nice. I'll work on something and post back here if I create anything useful.
Customer avatar
Andrew C March 13, 2019 10:17 am UTC
I'm sorry this took so long! I am reformatting the source book to be searchable in the coming update as well as implementing a few new mechanics and tweaks based off feedback.
Thank you.
Customer avatar
Jeff W March 18, 2019 5:15 am UTC
Can you perhaps also put the Index in the back in alphabetic order instead of page order? In its current form it's just a more fine-grained version of the Table of Contents on pg 2...

Thank you for this supplement -- completely mind-blowing!
Customer avatar
Calvin B May 04, 2018 7:53 pm UTC
One thing that I feel would be a great addition to this is including a page or two showing an easy way to track all of this. (Like a character sheet for the city.) I know I'll be creating one to manage my group, and I feel others could benefit from this as well!
Customer avatar
Calvin B May 07, 2018 6:07 pm UTC
I love this so much!! however after reading through it a couple times i have a few questions. Not sure if i missed these details or if they are missing. would love some clarification.

Bottom paragraph on page 6, left hand side. Example states that 12,000+5,000=16,000 should be 17,000
How big is a plot?
pg 13 Weaver profits and effectiveness rises as population becomes more wealthy.... where is the info on that change and when?
The # of jobs on the guild table has the infinity formatting off i think
What is the point in having multiple Academy Types, if they dont provide any benefit?
Im confused on what the cost for a plot is. It looks like a farm on page 15 ranges from 8-12 BP depending on the type of farm, But then on page 28 it says a farm costs 5bp. is it 5 + the type of farm? is it 5, then i can have multiple farm types there paying for each one? Is it either or?
Customer avatar
Andrew C May 10, 2018 9:31 am UTC
These are some great comments and a few of them are neglegeance on my part! Think of a plot as a dynamic space, it's up to the DM to tell the players how many and how big they are, but assume that a standard modern house is equal to a single plot.
I never planned on going into detail on the changes to jobs as the project gains wealth, you can house rule that for now and I'll add in an expansion later including your suggested formatting sheet - that's a brilliant idea.
Academies are largely fluff, they don't really affect the project but they are there so that the DM can use them as an excuse to bolster or hinder plots and services the project provides. Got a mage academy? Maybe magical enchantements are a large part of trade!

A farm plot is like a cup of water, you can put any liquid (farm type) in there as long as it fits. You can even mix and match, but there isn't any rules for that in the guide... Yet.

Thanks for your feedback, I love comments like this on my work.
Customer avatar
Andrew C October 18, 2017 2:31 am UTC
The document should be relatively easy to print, however I will do some research into making a printable version for the next update. No ETA on when that may be but I’ll look into it!
Customer avatar
Alex J October 12, 2017 11:20 pm UTC
Hey could you make a printer friendly version so I can print it off for my IRL games?
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Gage R July 31, 2017 6:04 am UTC
How did you arrive at a small dairy costing "4000 gp. at least", when it costing 10 BP is 10,000 at minimum.
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Andrew C August 01, 2017 4:15 am UTC
Having a look, it seems to be an oversight on my part, I will work on an update to fix this up as soon as possible. Thanks for your support!
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Gage R August 01, 2017 10:59 pm UTC
You've got a very good base to work with. Its just that its rather confusing and feels limited. For example:

1. You can get WAAAAYYYYY too much security compared to other influences. I would suggest reducing them across the board so that building all the security buildings gives you a reasonable but not ludicrous amount of influence.

2. There is no Multi-Service plot base listed for Generators.

3. If it were not for you statement at the beggining of the book, no one would realize residential units are 0.5 BP each.

4. We need some examples of what to do with those influence values.
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Anthony N July 14, 2017 11:44 am UTC
i have gotten this document and i find my self confused by the influence section it details the effects of influence and its oint but doesnt offer any negatives or how to incur negative. it seems impossible to have -100 influence when every project gives you positive influence an none give you negatives.

in summary there isnt really any description in how the system works when it is started from scratch

but i love it overall
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Andrew C July 17, 2017 7:50 am UTC
Negative influence is gained through events and activities in your project that negatively impact the development of the project - this can range from anything to a goblin attack to a draconic invasion. It's totally up to the DM how they wish to implement this feature.
As it stands, negative influence mechanics are included, however, they are not implemented.
The intention is to allow the DM more freedom over how each element in the project interacts with the overall progress.

I don't think I properly documented this however, I will update the guide with a more concise description.
Thank you for your support!
Customer avatar
Andrew C June 08, 2017 12:29 pm UTC
Release 2.1 is now available with all of the grammatical errors solved.
If you spot any, please PM me a page number and I will make an effort to correct them in the next major update.
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This title was added to our catalog on May 28, 2017.