If folks would check my charsheet post above I already discuss how to spend goods in there for sake base building, I quote the relevant part;<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=278041.msg13664451#msg13664451">Quote from: Zaer Darkwail on 11-11-2017, 11:40:38</a></div></div><blockquote class="bbc_standard_quote">2) <del>Atm no idea any specific grand scale items besides better armor and amulets of wisdom +6 or so.</del> Half of 50,000gp would go establishing a outpost/base of operations and hiring/training soldiers. As means to gain power and means get more treasure. If using Pathfinder Kingdom Building (http://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/) rules (nice summary PDF here (http://www4.ncsu.edu/~rsgreen/KingdomBuildingRules.pdf), our kingdom starts size 1 initially and so 1,000gp = 1 BP and thus in start the cost of get started is cheap (by GM's decision ofc) so with just 13,000gp can get a house and a inn build in the desert. Cardinal Pride in such case would spend 25,000gp (half of the 50,000gp) for the settlement. Up to others decide do they want invest in or not (initial settlement has one district grid which has 9 large blocks and each block counts as 4 lots for total 36 lots). He would seek prepare desert area for habitation (2 BP cost) and takes 1 month to do so. Then council/laws/edicts and other buildings can be start to be made in area and as kingdom 1-10 size category we can only declare 1 new building at time (add roads, claim new hex or declare new city site build) to build new buildings. Cardinal Pride would then build houses (3 BP) and a barracks (8 BP). First house given settlement does not count limit per month building, so can same time build barracks. With remaining 9,000gp would spend on building a open space area (which can be done same time as upgrading a city) which would be a Mines (6 BP, needs build on mountains or a hill). Remaining 3,000gp is for kingdom treasury for any additional expenses.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>If we use elven ruins as initial settlement plan, then it halves all expenses building/readying the initial buildings (so thus save more gold for treasury in regards for future upgrades). Idea is that once we get 50,000gp (or if Cardinal Pride brings in the cash in IC scene) we then go half a year timeskip which takes time to build our initial settlement. Now claiming hexes goes basically 'scout' and 'claim' and during six months we could claim in total seven 'hexes' in the map (as part of our turf so to speak). Normally every month there is event which needs solved out but to avoid extra paper work we can assume the six months we got grace period and then things start get serious/rolling and other bandit groups (or groups in general) pay notice to our presence.<br/><br/>As mentioned there is half a year time, so idea is that Cardinal Pride takes 2 months (1 month prep and 1 month building) for himself and others get 1 month (to build and claim hexes and build outdoor stuff). Example Cardinal Pride may had started a mine but it needs a camp, refinery and also waste disposal before it's 'fully functional' so others may invest outdoor hex building efforts for that. Also one outdoor building plans include roads; the main city/rebuild ruins are not in mining site (unless GM rules so) so building roads to it makes sense so you can transport mined goods easier to fortified settlement. But then again roads lead to mines which aren't so well defended. But roads in kingdom build wise increase economy and that's prime priority when building settlement; to get economy working so you start get income from economy from settlement itself and so can invest economy income for building projects (besides our personal gold investment as it's in the start).<br/><br/>Price of hiring merc companies and such along with how wield them in battles against other groups are detailed in Mass Combat Rules (http://www.d20pfsrd.com/gamemastering/other-rules/mass-combat/). Example medium sized elite commando army costs 20 BP (20,000gp if go by 1 BP = 1,000 in start), medium sized army means there are 100 people in and they are CR 4 (as they are 4th level human fighters). However the elite army has high consumption rate and has requirements like foreign quarter (which means mercs live in there) or we need smithy and magical shops/alchemist shop for potions (as elite army is made from guys with masterwork weapons/armor and having healing potions). Can be easier to start with less potent army (as elite army costs 20,000gp as mentioned and base consumption is 1 per week, so thus 1,000gp to maintain and need build foreign quarter in the city for finer armor/weapons and alchemist shop if want them have potions), but up to players decide do they want invest to elite army of 100. Also spending potions in battle increase consumption by +3 in that given week (and using ranged weapons add +1 consumption temporally to resupply).<br/><br/>It's lots of logistics but once you pin the details down it becomes very simple to maintain and have clear idea how upgrade stuff with gold, missions, guests etc.