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Building a colony
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<blockquote data-quote="kigmatzomat" data-source="post: 1799167" data-attributes="member: 9254"><p>I think you're getting into too much detail and are hitting the strategy gaming point vs. role playing. Assuming you really do want to roleplay, take advantage of most RPGs abstractions. </p><p></p><p>Wilderness Lore/Survival checks provide food. Apply a penalty for how different the locale (eastern North America wasn't that much different from Europe; South America, however, was). The best hunters become dedicated hunters. They will probably take up the path of Ranger just to survive. </p><p></p><p>Craft/Profession rolls to determine construction. Assign a base GP value for a rudimentary living quarters (i.e. shared barracks). If you want to be completely anal, have Loggers provide supplies and Carpenters do the assembly. If Loggers get ahead you have a stockpile, if the Carpenters get ahead you have downtime. Either way you need to reallocate personnel. </p><p></p><p>As far as population growth & immigration, that's really a DM call. Tired people who work a lot don't breed that much so the first few years will have a low birth rate. Once things settle down and there's something like a comfortable routine then the birthrate sky rockets. Immigration will depend on exports (gold draws a lot of people) or the condition of life in the mother country (persecution drives out people). </p><p></p><p>Initially realize that most metal goods will need to be imported at first or purchased from natives. You might only be able to buy copper from the locals but it's still another resource.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1799167, member: 9254"] I think you're getting into too much detail and are hitting the strategy gaming point vs. role playing. Assuming you really do want to roleplay, take advantage of most RPGs abstractions. Wilderness Lore/Survival checks provide food. Apply a penalty for how different the locale (eastern North America wasn't that much different from Europe; South America, however, was). The best hunters become dedicated hunters. They will probably take up the path of Ranger just to survive. Craft/Profession rolls to determine construction. Assign a base GP value for a rudimentary living quarters (i.e. shared barracks). If you want to be completely anal, have Loggers provide supplies and Carpenters do the assembly. If Loggers get ahead you have a stockpile, if the Carpenters get ahead you have downtime. Either way you need to reallocate personnel. As far as population growth & immigration, that's really a DM call. Tired people who work a lot don't breed that much so the first few years will have a low birth rate. Once things settle down and there's something like a comfortable routine then the birthrate sky rockets. Immigration will depend on exports (gold draws a lot of people) or the condition of life in the mother country (persecution drives out people). Initially realize that most metal goods will need to be imported at first or purchased from natives. You might only be able to buy copper from the locals but it's still another resource. [/QUOTE]
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