Kingdom Come (A Pathfinder: Kingmaker CK2 Quest)

Advisors, okay.

A Diplo advisor to let us bypass Cricket's low score would be good, and a Stewardship advisor would be good since a few of the actions there take 2 turns, but I don't think we need one for Piety just yet - the actions there seem to have a high Gold cost, which doing multiple of would strain the budget. Not sure on Martial or Intrigue.
 
I think getting a Secretary this turn makes sense, none of the Diplomacy actions are time sensitive. Though I think if we choose to get a Stewardship advisor this turn we should definitely take Druidic Defenses, just so we have some kind of wall between us and the bandits.
 
We need a mix of advisors, income increases and upkeep reductions because more actions will have us burn through our stockpile quicker. Diplomacy we probably want one since we took the easiest income action last time. Military depends on if we find someone that would give a bigger bonus but I can also see going for Hunting this turn to try and drop upkeep.
 
Definitely we need a Diplomacy advisor - none of the others seem that pressing. I'd like to start making Leshies, but I think right now it's too much of an investment for not enough gain while we're setting up. Defenses are probably more practical for now.

Getting herbs seems like a better use of this turn than a steward, IMO - it's a trade good, it'll make it easier to get a clinic (which we will need once the bandits show up), it seems all around good. I also think the snipe hunt might be worthwhile, the more we can delay being found the better.
 
[ ] Plan Advisors and Defense
-[ ] A Marshal (Free, 1 turn)
-[ ] A Secretary (Free, 1 turn)
-[ ] A Spymaster (Free, 1 turn)
-[ ] A Steward (Free, 1 turn)
-[ ] Druidic Defences (50G, -10UU, 1 turn)

Treasury: 1031
Cost: 50
Net: 981
Unestablished Upkeep: 45 - 10 = 35

Okay looking at our upkeep- even with 2 actions in most categories the following turn we can avoid running out of funds and have enough actions to get us positive before we do so. Though I am taking Druidic Defenses to give us some level of defense (and the extra upkeep reduction doesnt hurt in making sure we will get positive before we run out of funds). Learning action is also locked. Hopefully our advisors will have higher bonuses so we are more likely to get actions done the following turn.

Getting herbs seems like a better use of this turn than a steward, IMO - it's a trade good, it'll make it easier to get a clinic (which we will need once the bandits show up), it seems all around good. I also think the snipe hunt might be worthwhile, the more we can delay being found the better.
I think the extra action would be more useful to take forestry and good herb the following turn otherwise we will need to grab the steward at some point and I think we have the funds to go almost full advisors this turn and still have funds for a few turns (plus the turn after we get advisors we should be able to get into net positive before actions)
 
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[ ] Plan Advisors!
-[ ] A Marshal (Free, 1 turn)
-[ ] A Secretary (Free, 1 turn)
-[ ] A Spymaster (Free, 1 turn)
-[ ] A Steward (Free, 1 turn)
-[ ] A Shepherd (Free, 1 turn)

get all the advisors stuff out of the way
 
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Could be - investing in basic fortifications to further reduce upkeep might be worthwhile. Cricket does have a 15 martial, I think we could delay on getting an advisor for that for right this second.
 
As a clarification: Advisors will not give you extra actions, yet. Once you transition to year-long turns - which is to say, once you clear the Unestablished malus - any category with an Advisor with have an extra action, but for the moment they only provide a bonus.

[ ] Plan Advisors and Defense
-[ ] A Marshal (Free, 1 turn)
-[ ] Ranging (Free, 1 turn)
-[ ] A Secretary (Free, 1 turn)
-[ ] A Spymaster (Free, 1 turn)
-[ ] A Steward (Free, 1 turn)
-[ ] Druidic Defences (50G, -10UU, 1 turn)
Not a valid plan. You have 2 actions in Martial and Ranging isn't a valid option for this turn.
 
As a clarification: Advisors will not give you extra actions, yet. Once you transition to year-long turns - which is to say, once you clear the Unestablished malus - any category with an Advisor with have an extra action, but for the moment they only provide a bonus.


Not a valid plan. You have 2 actions in Martial and Ranging isn't a valid option for this turn.
ohhh in that case I'd don't really want to get any until we get rid of the Unestablished malus

edit: actually I was looking over the actions we can clear the unestablished this turn which we def should for the mechanical and narrative reasons
 
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I'd say Diplo and Intrigue advisors at the most tbh, partly to offset Cricket's worst stats, and also neither of those are especially high priority for the settlement compared to defense, money, and faith/magic.
 
Not a valid plan. You have 2 actions in Martial and Ranging isn't a valid option for this turn.
Forgot to take that out from the copy

As a clarification: Advisors will not give you extra actions, yet. Once you transition to year-long turns - which is to say, once you clear the Unestablished malus - any category with an Advisor with have an extra action, but for the moment they only provide a bonus.
Ah hmm then diplo is a good idea thanks to our low stat

Edit
[ ] Plan Setting up and Advisors
-[ ] Hunting (30G, -10/20/30 UU, 1 turn)
-[ ] A Secretary (Free, 1 turn)
-[ ] A Spymaster (Free, 1 turn)
-[ ] Forestry (50G,-15UU, +income, 2 turns)
-[ ] Druidic Defences (50G, -10UU, 1 turn)

Treasury: 1031
Cost: 130
Net: 901
Unestablished Upkeep: 45 - 10 - (10/20/30)= 25/15/5 and another 15 off the following turn

Going for advisors in our two weakest stats while doing what we can to drop UU with the other actions (and depending on the hunting roll forestry might be enough to eliminate it the following turn).

edit 2- if we get even the dc 25 on hunting then forestry finishes the UU penalty at which point we can grab advisors next turn in the categories that dont have any so that we will have everything but stewardship with advisors for our first full year turn

I'd say Diplo and Intrigue advisors at the most tbh, partly to offset Cricket's worst stats, and also neither of those are especially high priority for the settlement compared to defense, money, and faith/magic.
Yeah we have a diplo action for more trade and UU reduction but with our diplo stat it is only a little better than a 50/50 would rather get a diplomat in place first than take that action on turn 3 with a higher chance to pass
 
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[ ] plan: Delegation
-[ ] A Marshal
Excited and dedicated as you are to lead your people to victory in war and prosperity in peace, you have to admit that fielding reports from your scouts and cajoling your militia into something approximating a proper guard rotation along with all of your other duties is already a strain, and one that will only grow worse as you expand. Delegation is key, and sooner is better than later.
Cost: Free, 1 turn
-[ ] A Secretary
You're very bad with people, you're not afraid to admit that. Frankly it's nothing short of a miracle that anyone was willing to follow you out into the wild unknown like they did. Luckily they did, and you can find people who can deal with the business of… people. You need someone who can proof-read contracts and schmooze and draft correspondence that you really don't have the patience for.
Cost: Free, 1 turn
-[ ] Snipe Hunting
The time for trying to conceal that there is a new presence in the Stolen Lands is past. The locals are starting to sniff around for the proverbial fresh meat. But the reports from the attempt to conceal your entry give you an idea - you could create false trails to further obfuscate your location - paths that lead nowhere, or into hazards or hungry predators. The wilderness is a dangerous place, after all.
Cost: 30 gold, DC 50, 1 turn
-[ ] A House of Healing
While your druids are capable enough as healers and can usually be called upon within at most a day or two, some facts remain. You only have so many druids, and the larger your settlement grows the harder it's going to become to just pull one aside on the proverbial street and ask to have an ailment seen to. A place where people can go for their care, with the knowledge that there will always be someone who can see them as quickly as possible? That's far more effective.
Cost: 100 gold, 2 turns
-[ ] Druidic Defences
Aside from your more mundane defences, more magical protections may be put in place. Spells of binding and of harm to protect your borders, wards of protection and detection to discourage infiltration. Just small things for the moment, but they can serve as foundations for later works.
Cost: 50 gold, 1 turn
 
I still argue that Forestry is a mandatory action this turn. It takes two turns to complete, and Turn 4 is going to be Winter. By the time that happens, we need some better housing, and Forestry is the only way to get it.
 
Forgot to take that out from the copy


Ah hmm then diplo is a good idea thanks to our low stat

Edit
[ ] Plan Setting up and Advisors
-[ ] Hunting (30G, -10/20/30 UU, 1 turn)
-[ ] A Secretary (Free, 1 turn)
-[ ] A Spymaster (Free, 1 turn)
-[ ] Forestry (50G,-15UU, +income, 2 turns)
-[ ] Druidic Defences (50G, -10UU, 1 turn)

Treasury: 1031
Cost: 130
Net: 901
Unestablished Upkeep: 45 - 10 - (10/20/30)= 25/15/5 and another 15 off the following turn

Going for advisors in our two weakest stats while doing what we can to drop UU with the other actions (and depending on the hunting roll forestry might be enough to eliminate it the following turn).

edit 2- if we get even the dc 25 on hunting then forestry finishes the UU penalty at which point we can grab advisors next turn in the categories that dont have any so that we will have everything but stewardship with advisors for our first full year turn


Yeah we have a diplo action for more trade and UU reduction but with our diplo stat it is only a little better than a 50/50 would rather get a diplomat in place first than take that action on turn 3 with a higher chance to pass
We probably should do snipe to delay the bandits. Then we have time enough to prepare and get established. And also to build fortifications
 
We probably should do snipe to delay the bandits. Then we have time enough to prepare and get established. And also to build fortifications
That is pretty much a 50/50 if it will work though so not something we can rely on working. Fortifications also only reduce upkeep by 10, though I am doing magical defenses so we have a level of defense.
 
I agree that we need to start forestry and do at least one delay discovery option. Advisors I think have to be fit in around other needs. I feel fairly safe about our gold and upkeep right now, but I feel like getting attacked at this early stage is a much greater danger than running out of money

[X] Plan: Surviving the Snows
-[X] Basic Fortifications
-[X] A Secretary
-[X] Snipe Hunting
-[X] Forestry
-[X] Druidic Defenses

This costs 180 gold, and reduces upkeep by 20 with an additional fifteen plus income added next turn when forestry finishes. So it's less economically effective than a good roll on hunting, but I feel sets us up better for later challenges. Snipe is iffy but we really do need the delay if we don't want to be raided during winter. I think if we manage to succeed on snipe we can go for plugging in more advisors on the next turn.

Consider this the worrywort high defense option I proposal I suppose.
 
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This looks like the best plan. It gets us to unestablished 10 by next turn, and we can add a project there to remove it just as soon as with hunting. But it also gets us defenses up, which is very important and is something we wanna do eventually. With both defenses ready we will have an easier time getting advisors next turn, and get established in time for winter.

[ ] Plan: Surviving the Snows
 
[X] Plan Setting up and Advisors
-[X] Hunting (30G, -10/20/30 UU, 1 turn)
-[X] A Secretary (Free, 1 turn)
-[X] A Spymaster (Free, 1 turn)
-[X] Forestry (50G,-15UU, +income, 2 turns)
-[X] Druidic Defences (50G, -10UU, 1 turn)

Treasury: 1031
Cost: 130
Net: 901 (Pre Upkeep)
Unestablished Upkeep: 45 - 10 - (10/20/30)= 25/15/5 and another 15 off the following turn

This should between this turn and next get us to full year turns and have most if not all advisors ready for 2 actions on those turns
 
[X] Plan: Surviving the Snows

Happy to see the quest that describes my beloved Golarion. Unfortunately, too rarely does anyone remember this setting.

As far as I understand, at the moment the Stag Lord is still alive and very active, posing a non-illusory threat to us.
 
MARTIAL
[x] A Marshal
DIPLOMACY
[x] Howdy Neighbors! Local Edition
The description intrigues me. Now I'm curious!
INTRIGUE
[x] A Spymaster
STEWARDSHIP
[x] The Good Herb
LEARNING
I need a key! /Nancy Drew voice
SPIRITUALITY
[X] Druidic Defenses
 
[X] Plan Setting up and Advisors

I think one set of defenses should be fine for now, so I'm going with this one.
 
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