Difference between revisions of "Improvement (development)"

From The Authentic D&D Wiki
Jump to navigationJump to search
(Created page with "'''Improvements''' describe the betterments that will be found in a community, such as the expansion of mining and timber camps, farmlands, fishing grounds and local boatbuild...")
 
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Improvements''' describe the betterments that will be found in a community, such as the expansion of mining and timber camps, farmlands, fishing grounds and local boatbuilding.  These improvements increase the food supply, the labour pool and general commerce.  Some improvements manifest as [[Block (development)|blocks]], but many come about through the achievement of individuals throughout the region.
+
[[File:Farmlands.jpg|right|560px]]
 +
'''Improvements''' describe techniques and practices intended to increase the [[Food|food]] supply, commerce, happiness or health of a localityImprovements commonly apply to a specific environmental landscape or hinterland [[Blocks (development)|block]].  The improvements that can be implemented are described below according to their [[Development Levels|development level]].<br><br>
  
See [[Development Levels]]
+
== DEV-5 ==
 +
 
 +
'''Dugout & stone/clay housing:''' developed stone & clay roundhouses, dugouts and [[Adobe (sage ability)|adobe]] structures built to last several generations with minimal repairs. Dwellings are small, typically 15-20 ft. in diameter at most, with 4 ft. doorways and capped ceilings, or dirt floors dug three feet below surface level. Use of clay is primitive and depends on dry climates to ensure durability; found only in [[Village Centre|village centres]].  Adds +1 health.
 +
 
 +
'''Fishing grounds:''' exploration has located a sea, lake or river location of unusually rich fishing waters. This is indicated by pre-existing trade references indicating fish or [[Boatbuilding (sage ability)|boatbuilding]]. May be exploited by up to two T(1-6) [[Settlements|settlements]]. Adds +2 food total (to one settlement if not divided between two) and +1 health. Includes salmon runs.
 +
 
 +
'''Hunting grounds:''' describes the unusual abundance of herds and game, usually due to the amount of water, access, alignment with natural migration routes and lack of overhunting. This is indicated by pre-existing trade references indicating game or furs. May be exploited by up to two T(5-6) hexes per hunting reference (see below). Adds +2 food total (to one settlement if not divided between two) and +1 health.
 +
 
 +
'''Market:''' select settlements have access to trading sites that add +1 wealth. This wealth is expressed in hard goods and not coinage.
 +
 
 +
 
 +
[[Category: Development]]

Latest revision as of 22:59, 31 December 2021

Farmlands.jpg

Improvements describe techniques and practices intended to increase the food supply, commerce, happiness or health of a locality. Improvements commonly apply to a specific environmental landscape or hinterland block. The improvements that can be implemented are described below according to their development level.

DEV-5

Dugout & stone/clay housing: developed stone & clay roundhouses, dugouts and adobe structures built to last several generations with minimal repairs. Dwellings are small, typically 15-20 ft. in diameter at most, with 4 ft. doorways and capped ceilings, or dirt floors dug three feet below surface level. Use of clay is primitive and depends on dry climates to ensure durability; found only in village centres. Adds +1 health.

Fishing grounds: exploration has located a sea, lake or river location of unusually rich fishing waters. This is indicated by pre-existing trade references indicating fish or boatbuilding. May be exploited by up to two T(1-6) settlements. Adds +2 food total (to one settlement if not divided between two) and +1 health. Includes salmon runs.

Hunting grounds: describes the unusual abundance of herds and game, usually due to the amount of water, access, alignment with natural migration routes and lack of overhunting. This is indicated by pre-existing trade references indicating game or furs. May be exploited by up to two T(5-6) hexes per hunting reference (see below). Adds +2 food total (to one settlement if not divided between two) and +1 health.

Market: select settlements have access to trading sites that add +1 wealth. This wealth is expressed in hard goods and not coinage.