I'm working on alternate rules for simplifying the Stronghold management in FL.
The goal is to reduce bookkeeping and speed up the Stronghold mini-game.
This is WIP, so I need constructive feedbacks. Feel free to comment!
Instead of tracking units of resources, you track resource dice, much like the character's resources (FOOD, WATER, TORCH and AMMO).
The resource die represents supply more than stockpile, meaning even if you have d12 STONES, you might not have the equivalent of hundreds of stones on hand, but you probably have a steady supply (the equivalent of about 50 stones produced per day).
Each building project has a requirement of a certain resource die.
For example, the Bakery requires d12 Stone and d6 Wood.
When you want to build something and have the required resources, you roll each of the resource die once.
On a 1-2, you lower the resource die by 1 type and roll on a random table. This table has a list of events such as "A monster has invaded one of the resource generation building. No one can work and extract resources there until it is dealt with." or "Workers go on a strike. They want a salary raise, that their work hours are reduced or some other kind of compensation before they will resume their work."
When your resource die is reduced as a result of a roll of 1-2, it will stay at this amount until you fix the issue generated by the random roll (ex. track the bandits who stole your shipment and bring back the stolen resources) or increase the die type by 1 step by another mean.
When you lower a d6 by 1 step, you are out of this resource.
Resource generating buildings allow you to "set" the resource die of the resource type it produces based on how many workers work there everyday. For each 3 workers you hire to work at this building, you increase its resource die by 1 step. So if you have 6 miners, your Iron resource die is d8. (3 = d6, 6 = d8, 9 = d10, 12 = d12)
Buildings that "transforms" one type of resource for another are simplified in such a way : Each day you can lower the needed resource by 1 step to increase the produced resource by 1 step.
For example, the Tailor Shop would allow you to lower the WOOL die by 1 step and increase the CLOTH die by 1 step.
You can gain "advantage or disadvantage" to a resource roll by bringing back/losing 10 units of a resource type. The increase lasts for 1 roll (and can be indicated with a * or a # next to the die type).
For example, if you bring back a shipment of 10 units of iron from an expedition to your stronghold, you mark a * next to the die type. Next time you roll this resource die, you roll 2 dice and take the best.
When you want to build something, roll each required resource die.
On a 1-2, reduce the die 1 step and roll on random event table.
On a 3+, construction starts and will finish in the indicated time.
Increase a resource type buy building resource producing constructions (ex. Mine) and assigning workers to it.
Temporarily increase/decrease a resource die roll by bringing back/losing 10 units worth of a resource.