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https://www.gamestar.de/videos/pathfinder-kingmaker-halb-baldurs-gate-halb-aufbauspiel-das-eigene-koenigreich-gespielt,97349.html
https://www.youtube.com/watch?v=QdNy7AYZ_hQ&t=1303s
Not really. You can build settlements (only one per region) and construct buildings in your settlement (which provide bonusses on Kingdom stats) but the regional map you travel through to do quests doesn't change. You cannot construct farms, roads etc to shape the surrounding map and / or land scape.
#2. Will Kingdom Building give you various structures with which to create with tangible benefits that reward not just your character but give positive rewards for your kingdom as a whole?
In a settlement you can construct different kinds of buildings and each provide different bonusses to your Kingdom stats. The Kingdom stats influence how easy / hard it is to handle Problem Events in the kingdom. They also influence how much "income" the Kingdom has (in terms of revenue from taxation). However, other than the addition to stats buildings don't do anything in game.
#3. Will Kingdom Building actually be dynamic?
Tons and tons of it. The basic idea is that there are Problems (called Events), Opportunities (called Projects). You have Councillor Positions that you need to fill with NPC's (which can be those that you can also add to your party but there are some that are not Adventurers). You can assign a Councillor to handle a Problem or Event; not all Projectsor Events can be done by all Councillors (for some you need a General, for others you need a High Priest, for others you need a Treasurer etc). Handling and prioritizing Events and Projects given the councillors you have is your main task as Ruler, as all of them require time to solve, sometimes also require money to solve and while the Councillor is busy with that Event or Project he cannot be assigned to handle something else.
Some Projects require you as Rules to actually spend 14 days focussed on that Project (time passes automatically and you cannot do anything or assign councillors during this time) but usually the Project results in a permanent increase in a Kingdom stat OR the addition of a region to your Kingdom.
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Unfortunately, Owlcat didn't implement the Kingdom building part as it has been developed by Paizo in the PnP RPG (see the Ultimate Campaign book for the exact details) which would have been even cooler. They made it more abstract and especially the building / expansion part of the Kingdom has been made far more abstract and less detailed than I would have liked. It would have been great if you would have had a lot more buildings to choose from, could construct bigger settlements and more of them, construct new roads, forts, watchtowers , farms etc in the Kingdom. I find the Kingdom part to be so-so implemented; I like the Events and Projects but find the lack of options and details in the construction / expansion part to make the whole thing only so-so. I would have loved the fact that your Kingdom can actually shape the country more directly but this is completely missing. I would also have liked if your settlements had any actual effects in terms of what you can do; for example constructing a Military Academy might allow (re)training your feats and skills.
All in all I would have preferred something more faithful to the PnP.
There are buildings that don’t just give flag out stats, quite a few actually. Though many currently don’t really work and are only for certain alignments.
You should also mention that there currently seems to be a bug that there are zero visual changes to your kingdom management. For example even if in the management mode your capital is a bustling city with fortresses, mage towers, etc. when you walk through it it’s still just a few huts and dirt roads.
Boring, repetitive, time sink. Linear, with no real benefit. Your 'kingdom' is nothing but 10 or so health bars, called economy, military, etc., and your 'building' boils down to maxing out the hp bars, and clicking buttons periodicaly to counter hp-killing events of one repetitive kind or another.
Completely shallow and stupid aspect of the game.
Oh and the kicker is, it takes minutes to load into the management screen and load back out of it. Do that over the course of a week and you have wasted a few hours of your life staring into loading screens.
The Kingdom aspect of this game is what makes the RPG unique; normal RPG's just have quests, walking on a map of some sorts etc but no real connection between what you do in the Questlines and how it affects the outcome for the Kingdom / people involved.
The PnP RPG did that reasonably well; while still abstract (ie your Kingdom is an excel spreadsheet) the DM is free to make stuff up on the spot. Hence, if the players want to see evidence that the unrest in the Kingdom is actually there, the DM can make that happen. The computer game, due to the nature of computer games, cannot do that and hence it must be thought of beforehand. Unfortunately, I find it lacking the right "urgency" and "flavor" compared to the PnP; I'm still going to finish this game but I would much rather have played the PnP version.
HAHAHAHAHAHAHAHAHAHAHAHAHAHA.
The kingdom management in the Dragon Age: Origins DLC had better implementation than in this game.