City Building Games

Does anyone know any RPGs with decent systems for having a base or town and upgrading it over time? Most of those I've looked at are pretty terrible.

Other urls found in this thread:

1d4chan.org/wiki/Nationbuilder_in_Space
archive.4plebs.org/tg/search/subject/colonies nibiru/type/op/
twitter.com/NSFWRedditImage

in wider sense of "RPG" - Fallout 4

GURPS has rules for base Building, of course. And they can get damn detailed. It also has rules for city stats and organisations. It's quite comprehensive and good. Though it depends if you want to deal with GURPS. I do, so it works for me.

I'm pretty sure OP was talking about TTRPGs, not CRPGs.

Bump for interest

If you want super detailed with a lot of other possibilities. GURPS. here's a list of things you want: >Pyramid 3/86: Organisations
Lair building rules for specific buildings that the PCs will interact with a lot
>GURPS Low Tech
>GURPS Low Tech Companion 3
for general buildings and tasks.
>Pyramid 3/52: Low Tech 2
This has the Lord of the Manor article which contains rules on farming, cash farming, and Urban carrying capacity. You've got to feed your population and make money. you can combine that with Low tech companion 3 to work out taxes of non farmers too.

GURPS City Stats and Mass combat are good if your city is going to fight other cities.

If you want something a bit more old school, basically D&D with city/domain building, Grab Labyrinth lord and "An Echo, Resounding." There's PDFs in the OSR general trove. It's a LOT more abstract and less detailed, but maybe you want that.

You can also use An Echo Resounding in conjunction with GURPS because its "Domains" system is pretty sweet and can be generalised to other systems. It's basically a minigame for the GM, but requires a lot of setup.

>If you want something a bit more old school, basically D&D with city/domain building, Grab Labyrinth lord and "An Echo, Resounding." There's PDFs in the OSR general trove. It's a LOT more abstract and less detailed, but maybe you want that.

I'm looking for something I could staple to an existing RPG so that sounds a bit more useful. As at this point I've lost track of the number of games (Various editions of D&D mostly) where the players go 'We wanna make a trade outpost/base' and I've had to go '...aww...shit' and just throw bullshit together.

Not looking for super realistic/complex so much as solid and interesting for players to delve into on occasion (rather than an all the time thing).

Considering Echo Resounding is supposed to be compatible with Labyrinthe lord, it should be compatible with D&D. It talks about hit dice and all that.
A trade outpost or base is either just below the resolution of An Echo Resounding, or just barely within it. It'd count an outpost as a "Market" perhaps. It gives you a cost to build this, but doesn't give any customisation options beyond what's essentially "bigger market."
You should likely grab Labyrinth Lord because Echo occasionally refers to it occasionally.

What level of detail do you want? If you want to specify anything greater than "it exists" and "it costs this much" then An Echo, Resounding won't give you that.

>X exists
>You could upgrade it X, Ways
>It requires Z to get it.

Honestly, about on the level of a decent RTS/TBS game

...

Yeah. An Echo Resounding is at the province/kingdom level of detail. Like a turn based strategy. It basically *is* a turn based strategy.

That sounds useful then. It's not supposed to be a primary focus, just something...well, not shitty to come back to (Trying to deal with Kingmaker's system was like pulling teeth)

>>GURPS Low Tech
>>GURPS Low Tech Companion 3
>for general buildings and tasks.
>>Pyramid 3/52: Low Tech 2
Was baited on this once with request similar to OP. I was wondered that there wasn't catalog with precalculated farmer huts and landlord manors, cuz i often heard GURPS has a lot of nice, but broad/generic catalogs

Pathfinder -- Kingmaker AP
FATE -- Wrath Of Autarch

The Cell system in Conspiracy X was pretty much this.

Also Covenant building in Ars Magica.

You underage fuckers. No mention to AD&D Birthright yet?

> I was wondered that there wasn't catalog with precalculated farmer huts and landlord manors
Honestly, I wonder the same thing. I don't know of any. It seems like one of the things that probably got cut due to pagecount. Because that's a problem with PDFs for some reason.

But even Steve forum still don't born such thing.
And i asked about is was there something like precalculated walls and floors similar to building system from Rust/ARK, but there also was nothing

Kingmaker is an awful example though, please don't use it.

Check out 'The Quiet Year'.

Seconding this

Its only really good for single castles and manors, but Pendragon, book of the Manor. Full household management, full list of buildings, so on. If people are interested, I'll throw some stuff around. It is not the main part of the game though.

jesus christ I wasn't aware how slim the pickings are with this type of game

'Tis true, it is not a very developed niche. In D&D there was the Stronghold Builder's Guidebook. That's the only one I've used in this genre, but the SBG's pricing on buildings and components is kind of wack.

rollan for a kingdom name

Wait, let me try that again.

I like to imagine thats a squad photo kinda deal and the standard unit for that nation is 14 infantry, 1 noble on horseback, and 1 giant thing.

Any video games with a focus on this that aren't shit? Loads of the ones on Steam are either early access or seem like or pop-fantasy rather than comfy medieval. I tried asking /v/ but didn't have much luck.

I like the city building in Age of Empires 2 but really it's focused on the war and I find it kind of boring and also suck at micro-management.

Just play the Impressions historical city builders bud, they're unbeatable. Start with Master of Olympus, then Pharaoh, then Caesar III; they're all available on GOG for cheap.

Also, Dwarf Fortress makes a lovely city builder with some experience, mods and DFhack.

King of Dragon Pass scratches this itch too, though it's more of a CYOA than a city builder.

>mfw my last glacial fort fell to a zombie gas that got in through the grated skylights.
Dwarf fortress is amazing.
And yes i know just digging out that area and placing a floor would still have let whats below it count as light but i find that cheap.

Got a pdf for the Autarch?

Thats a very jap way of handeling things.
Just from skimming it seems as if to expand you must beat a dungeon?
So all towns are literally on dungeons just like my jrpgs.

Yup. All resources must be gathered from the dungeon. PS: Fucking everything exists in the dungeon, so other kingdoms are coming for your resources too. In fact, some of the other PCs may be spies from those kingdoms.

I haven't played it yet but I have been interested in Adventurer Conqueror King

Rogue Trader has colony rules

Birthright has kingdom

Numenera 2 will have base building rules too, allegedly

Unrelated, but some friends asked me to play in Kingmaker tomorrow. What's wrong with it? (Besides Pathfinder, I've come to terms with playing Pathfinder. I'd rather play it with people I like rather than snub them just because pf sucks.)

If you can only play one of these, play Emperor: Rise of the Middle Kingdom, because it's the best one.

They're all terrible because they introduce another layer of abstraction that often don't give your players any agency.

1st ed AD&D is my personal favorite "system" (more like procedure)

TERRITORY DEVELOPMENT BY PLAYER CHARACTERS
When player characters reach upper levels and decide to establish a stronghold and rule a territory, you must have fairly detailed information on hand to enable this to take place. You must have a large scale map which
shows areas where this is possible, a detailed cultural and social treatment of this area and those which bound it, and you must have some extensive information available as to who and what lives in the area to be claimed and held by the player character. Most of these things are provided for you, however, in one form or another, in this work or in the various playing aid packages which are commercially available. The exact culture and society of
the area is up to you, but there are many guides to help you even here.

(cont)

Assume that the player in question decides that he will set up a stronghold about 100 miles from a border town, choosing an area of wooded hills as the general site. He then asks you if there is a place where he can build a small concentric castle on a high bluff overlooking a river. Unless this is totally foreign to the area, you inform him that he can do so. You give him a map of the hex where the location is, and of the six surrounding hexes.

The player character and his henchmen and various retainers must now go to the construction site, explore and map it, and have construction commence. If you have not already prepared a small scale map of the terrain in the area, use the random generation method when the party is exploring. Disregard any results which do not fit in with your ideas for the place. Both you and the player concerned will be making maps of the territory — on a scale of about 200 yards per hex, so that nine across the widest part will allow the superimposition of a large hex outline of about one mile across. Use actual time to keep track of game time spent exploring and mapping (somewhat tedious but necessary). Check but once for random monsters in each hex, but any monster encountered and not driven off or slain will be there from then on, excepting, of course, those encountered flying over or passing through. After mapping the central hex and the six which surround it, workers can be brought in to commence construction of the castle. As this will require a lengthy period of game time, the player character will have to retain a garrison on the site in order to assure the safety of the crew and the progress of the work (each day there will be a 1 in 20 chance that a monster will wander into one of the seven hexes explored by the character, unless active patrolling in the territory beyond the area is carried on). While the construction is underway, the character should be exploring and mapping the terrain beyond the core area. Here the larger scale of about one mile per hex should be used, so that in all the character can explore and map an entire campaign hex.

There are MANY one mile hexes in a 30 mile across campaign hex, so conduct movement and random monster checks as is normal for outdoor adventuring. Again, any monsters encountered will be noted as living in a hex, as appropriate, until driven out or killed. However, once a hex is cleared, no further random monster checks will be necessary except as follows:
1) Once per day a check must be made to see if a monster has wandered
into one of the border hexes which are adjacent to unexplored/uncleared
lands.
2) Once per week a check must be made to see if a monster has wandered
into the central part of the cleared territory.
Monsters which are indicated will generally remain until driven out or slain.
Modifiers to this are:
1) Posting and placement of skulls, carcasses, etc. to discourage intelligent
creatures and monsters of the type able to recognize that the remains are
indicative of the fate of creatures in the area.
2) Regular strong patrols who leave evidence of their passing and
aggressively destroy intruders.
3) Organized communities whose presence and militia will discourage all but
organized groups who prey on them or certain monsters who do likewise.

who is the artist?

Literally play /builders/?

And you can thank anti-quest fags who made it impossible to run builders on either Veeky Forums AND /qst/

Well, the song of ice and fire ttrpg has some nice house management, and there's a supplement that adds options for holdings, like extensive beestocks with meaderies, war dog kennels or high class brothels. Also regular festivals, with the option to include martial contests in them so that your peasant levies get stronger

terrible advice, /builders/ are the furthest from a satisfying RPG you could imagine

Not that guy, but if you're fine with playing Pathfinder then Kingmaker is definitely one of the better APs. My group found the kingdom rules to be less than engaging, though, with only me and one other party member caring about it. If that's the case it's better to do it inbetween sessions.

As far as wild frontier-themed exploration goes it's pretty fun. Consider a wilderness based class like ranger or druid.

Banished might be your jam if you don't want to go to war. The main enemy is General Winter.

My nigga, downloaded that off GoG the other week to re-live the glory days of city builders.

What campaign was that? El Cid?

anyone else happen to know the artist?

Attila

I was working on one for a while. Each of the classes had a way to help build the town. Fighters trained militia, etc. Pretty small scale though. pathfinder's Ultimate Campaign has a decent system but it's very complex.

Birthright was a lot of fun but the domain game was... unsatisfying.

>He didn't play Bello's Builder
>He didn't play Underdark Conquest
>He didn't play Colonies of Nibiru
>He never was fucked over by Bazrael's treachery
>He never saw Gordie meta-gaming the shit out of it
It must be sad being you and having your experience with /builders/.

But honestly, the "community" behind builders and dramas it has during games is like having party made out of old friends - you are having more fun from hanging together and watching everyone's antics rather than the game itself and it gets only better once the game turns into inevetable Paranoia's session of backstabbing.

I didn't read the thread so hopefully this has already been brought up several times, but Adventurer Conqueror King has a fucking amazing system for this. It's light enough that you don't have to care much about it and you'll still get benefits, while having the potential for extensibility that you can spend ages on designing your castle if you want. The city itself if a bit less deep so if you really want to get autistic about the placement of buildings and shit, you might want to homebrew a less dreadfully overwrought variant of Pathfinder's system, but your castle (or temple or fort or tower and/or dungeon or whatever) has plenty of room for detail, and the territory itself is fine as long as you don't mind that different kinds of economic investment are only different in fluff, but have the same function in crunch.

You have excellent taste.

And now I've read the thread. The ACKS base-building is right for you, then. It's a CK2 style thing, based around holdings which control the surrounding countryside.

I haven't looked into this though. Got a PDF?

Because it's been surpassed by even what the market now considers mediocre.

I find it to be too autistic for normal use, among other things you even have to specify the material you're using for each section of wall. If you have a player that's into that, it's fine, but I'd recommend having them do it outside of play and bring in the layout of what they want to build to the next session. And I agree about the pricing.

Way too much detail. You have to worry about the placement of every fucking building. It's just not a fun thing to do in a multiplayer game that moves at the speed of conversation, and the scale of what you're doing never becomes impressive for its own sake. And as you try to move up in scope, the system just becomes cluttered and tedious.

Besides what's been mentioned, I've heard good things about Lethis, though I've not tried it myself, and Cities: Skylines is good if you want a modern setting with a focus on transportation infrastructure. The Anno series is also alright if you like production chains.

>Most of those I've looked at are pretty terrible.
>Fallout 4

Why would you think you're helping, Todd?

Patrician taste

JUST BUY IT

Even if it's a glass floor?

Man, Colonies of Nibiru was the tits, even if it was a bit too salty for my taste. Literally the swan cry of Veeky Forums's builder games.

Where can I find these builders? /qst/ doesn't seem to have some kind of general for them. Is there a 1d4chan article?

I think there is at least one page on 1d4chan about specific builder. I suggest searching 4pleb's archive.
The games are currently mostly held on the other chan nowdays. You know, the aftermath of /qst/ creation.

1d4chan.org/wiki/Nationbuilder_in_Space
For whatever reason the page containing Nationbuilders was cut from 1d4chan

what a bummer, thanks though

archive.4plebs.org/tg/search/subject/colonies nibiru/type/op/

Enjoy best builder ever. Just ignore all the salt (or enbrace it for extra fun factor). Not even Underdark Conquest was that intense, despite the map being (intentionally) too small to contain all starting positions, not to mention expansion.

>>The games are currently mostly held on the other chan nowdays. You know, the aftermath of /qst/ creation.
8?

Yup

Try /builder/ or /builders/

A shame it didn't go to tgchan, the icon functionality would have been handy.

Stronghold's peaceful missions are great.

Absolutely patrician taste

I'm fucking retarded, I just realized that I can use AoE2 editor to create small local maps for adventures.

Why didn't it go to /qst/?

I can't upload it, the file's too big. Get it from the /osr/ trove.

Reign
Godbound

They've tried, but /qst/ simply doesn't have traffic big enough to sustain builders. Those games require 8+ players to even bother running. It was easy to pull on Veeky Forums, but close to impossible on /qst/, while 8's /builders/ get a lot of outside traffic ever since it was created years ago.
Hence - they abandoned Veeky Forums.

>Rogue Trader has colony rules

Which book? I've only skimmed the core book to adapt things for an Only War game I was running.

Stars of Inequity.

King of Dragon Pass

He said
>focus on that
>aren't shit
KotDP has barely any construction in it present, not to mention being so basic it's hardly a game.

>disrespecting the legacy of Runic Men
that's a raiding

>Being so blinded by non-existing nostalgia (since being too young to actually remember the times when the game premiered) to ignore open and obvious flaws of the game
It's a fucking light novel-tier game with zero strategic insight in it.

The Anno series

It's called real life. Buy a homestead.

Your house is your Town Center.
You are the first villager.
Get to work.
BUILD YOUR EMPIRE.