Our group is playing the Kingmaker adventure path and we are about to start a kingdom. I'm intending to use the Ultimate Campaign rules for kingdom building (they seem to be genuinely the same, aside from a few more options and some patches against turning the kingdom into a magic to money machine — at least as far as I can tell without actually playing both mechanics...).
So, my question(s):
- Are there any pitfalls a group should avoid? (important things which might be overlooked, stuff that should be done early/later, which leadership roles shouldn't be left vacant etc.)
- What is a recommended kingdom build for the first year (12 turns)?
Our play style puts more emphasis on role-play and story telling — we follow most of the RAW, but there never were any issues with cheesy-but-mechanically-optimized character builds or such — so I'm more interested in, for example, stuff that will become apparent in turn 80 but already should be taken into consideration in turn 15 to avoid the kingdom collapsing under it's own weight, rather than exploits that clever players might abuse. (No matter how mechanically beneficial a graveyard is to a city, they won't turn the capital to a necropolis just to improve economy...)