5 Attachment(s)
coming soon ... Tooltips galore
Tooltips for everything
I worked out a method to use the descriptions as "tool tips" for most records.
So far, I focused on the key details that might not be intuitive, such as;
- Nation choices (charter, government)
- Attribute (culture, economy, loyalty, stability)
- Nation Leaders (counselor, emissary, general, magister, ruler, treasurer, viceroy and warden)
- (All of the) Nation Skills
- (and, biggest effort of all) All the Nation Actions.
So now hovering the mouse over the "name" field for any of these, will pop up a nice tooltip of the stock description.
3 Attachment(s)
coming soon ... backgrounds and standard layout
New background and layouts
My initial approach for a "generic" app resulted in a different "look" for everyone ruleset.
This made it difficult to standardize the layout as it could change based on external factors.
So, I have worked on creating new "sheet" backgrounds and color scheme.
To start, I created a hex based background for all the pages.
Then added some colors that seemed appropriate.
This required making use of custom assets, rather than utilizing the stock "core rpg" graphics.
(in some cases, made use of examples from pathfinder 1e, 2e or DnD 5e)
While I realize its not going to be perfect, for everyone - hopefully this will reduce the issues somewhat.
(And it should now look mostly the same, regardless of what ruleset you are using)
You may notice slight changes in the new layout, such as the giant "box" to hold your bonus resource dice.
2 Attachment(s)
coming soon ... itemMod stacking
Finally, item mod stacking (automated!)
first of all, this an insanely frustrating topic. So I will try to provide enough background data to understand the challenge.
Here is an excerpt, to give context
Maximum Item Bonus
Many structures within a settlement grant an item bonus to specific kingdom activities. Normally, item bonuses do not stack, but if you build multiple structures of the same type in the same settlement, their item bonuses stack up to this limit. In a case where two settlements have overlapping influences from identical structures, only the higher item bonus from a single settlement’s structures applies.
Max. Item Bonus (per settlement size)
Village, Towns = +1, City = +2 and Metropolis = +3
during gameplay, we have endless issues with this...
- it discourages MULTIPLE settlements - as there is no benefit to building the same structure, in multiple settlements.
- instead, it implies you can only stack (up to 3) of any building if its in the exact same settlement.
- many nation skills are lacking a related item bonus from buildings, thus get more difficult as the kingdom levels up. (such as Manage Trade Agreements)
- the bonuses are inconsistent. some skills have +1, +2 and +3 bonus items. others have only a single +1 item mod.
- some like Hire Adventurers have 7+ ways to modify it, yet in theory only bonuses from the same structure type, in the same settlement would stack.
- even if you maximize your settlements and buildings to get the "most possible bonuses" by building (1) of every structure -- its still barely noticeable.
- PLUS - we are not tracking the layout of towns (in this app) -- so there is not enough data to even try to add them up as stated.
- even with no limits on item stacking at all and a dozen settlements with 80+ structures -- PCs still struggled to succeed at kingdom checks.
- the skill system, as written -- only works for the first 5-8 levels, then its impossible to make "untrained" checks.
There are many other posts on these topic already, so I won't bother trying to list all of the issues here.
original method
Originally, I left it "up to the GM" to determine how they wanted to interpret the rules and how/where to apply the bonuses. But this is simply "impossible" at scale - especially a year into the campaign where players have a dozen settlements and 100+ structures built.
However, believe I have found a simplified approach for automating the stacking of item modifiers - at least in the context of this app.
I have settled on a few key points:
- bonuses from building can be stacked up to (3) times, as stated in many of the descriptions.
- There are (3) tiers of item modifiers for buildings, based on the kingdoms level.
- they start at +1 (tier 1), then +2 at 9th (tier 2) and finally, +3 at 15th (tier3).
- You can (at most) stack 3 items for a possible (3 x +1) +3 item bonus to a related skill.
- then at level 9, you can start building +2 modifier buildings ... so the limit then increases to 6 (3 x +2)
- and at level 15, you unlock the +3 modifier buildings ... for a maximum of (3 x +3) = +9 item modifier.
As a means to "make it work" I've implemented (2) solutions -- which you can toggle between.
Item Mod stacking toggle
- (off) no limits, just add up all the bonuses
- (on) limit by level / tiers ... tier1 = +3, tier 2 = +6, tier 3 = +9
What this means
By default, whenever you open the Nation skills tabs -- the app will count up all the bonuses for each related skill check.
These bonuses are found under each completed structure, on the Main Sheet : Inventory tab.
It then adds the total to each Nation Skill automatically, in the "item mod" box.
(based on the toggle above, using tier limits or no limits)
In our testing so far; this is "sufficient", encourages expansion of settlements and is still not "OP" or resulting in "guaranteed success".
However, it does satisfy the need to auto-calculate the existing data and scales very nicely.
(see attached picture for a visual example of it in action)