arnwyn said:
Cool - 'cause I own both of those. (I had kind of figured that those 2 books were going in the direction I needed - nice to see my hunch is [probably] right.)
Thanks again for your insight, Silveras!
Glad someone finds the posts useful.
One thing I am wresting with right now, as I mentioned in the post on Conversion - Stronghold is that the resource system is not as good as it looked at first. While there is impressive coverage of sample resources, and it handles increasing the value by working them, too much is ambiguous.
Aside from the "DM decides what is available", the numbers of units don't make sense.
Resources are available in 5 quantities, ranging from scant (1 unit/province/month) to abundant (5 units/province/month). A province can work 3 resource types (grain, livestock, stone, corn, flax, etc.) plus 1 per 3,000 people. So far, that seems reasonable. Except...
A province of 10 square miles with a population of 5 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs a miniscule fraction of 1 unit of food to feed the people for a month.
A province of 1,000 square miles with a population of 500 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 units of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs 1/2 of one unit of food to feed the people for one month.
A province of 1,000 square miles with a population of 100,000 people produces 36 types of resources: 5 units of grain, 5 of stone, 5 of livestock, etc. Cottage industry converts 1 unit of livestock to 1 unit of food. Industrial buildings (10 mills, 8 tanneries) convert the 5 units of grain to 5 units of flour and the 4 remaining units of livestock to 4 units of leather. This province needs 100 units of food to feed the people for one month.
There is no connection between the size of the province and the number of resource units you can harvest from it; nor is there any connection between the population and the number of resource units you can harvest.
Also, aside from food, there is no information (at least that I have found) on internal consumption. Theoretically, the province if 5 people above could sell all 4 remaining units of livestock. They could then sell all 5 units of stone and 5 units of grain, too. This would not impact their standard of living at all.
There is also no ability to decide which resources should be worked. With most other systems, some number of people need to work at a resource to produce it. MMS:WE notes that miners who are working the mine are not farming. Empire assigns population units to harvesting 1 type of resource at a time. (Birthright does not descend to this level of detail, representing all as money.)
My tentative solution, at the moment, is to say that the figures in Strongolds & Dynasties are per 100 square miles. So a province of 1000 square miles can produce up to 50 units of an abundant resource. It may seem like some resources should not "stretch" this way, especially inorganic ones like stone and metal. The DM needs to be careful when assigning the available resources. Some, like stone, may need to "drop" from abundant to "scant" to reflect the greater emphasis on area.
As for population, the population numbers already allow you to work a number of types of resources. I am considering using MMS:WE's Population Density figures for typcal Medieval Kingdoms for the other part (30-160 people / square mile). For each 13 "points" of Population Density over 30, 10% of the total potential resources can be produced each month (for more granularity, for each 6.5 "points", 5% of the potential resources can be produced). With less than 30, NO resources can be produced - there are not enough workers together to work effectively.