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What buildings are a MUST for any town?
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<blockquote data-quote="howandwhy99" data-source="post: 6214334" data-attributes="member: 3192"><p>I think you're going about this differently than I would. For me, need or want determines use. If the culture builds, then the building(s) will be optimized for a single use, or multiple in a more complex culture. Of course, a lot of early simple fortifications are used for stuff like protection, sleeping, eating, mating, and storing. Newcomers may only be provisionally accepted and have a place of their own to sleep. Travellers may have a special place.</p><p></p><p>It's important to note that buildings do not need to be enclosures. The assigned use of the example structures above do not need to apply to a town, but also to sections of a city, rooms in a home, or locations in a forested territory. There are elephant graveyards, grazing lands, washing and drinking areas, and probably more. Buildings specifically refer to constructed fortifications by "building creatures" (like ants, bees, foxes, and humans). </p><p></p><p>Fences or penned in areas count as fortifications. So do pits and tree stands and all kinds of earth works. Builders usually have usage reasons. Creatures which pillage and raid usually appropriate and use up other creature's fortifications as they also need or desire. They may use a kitchen as sauna and great hall as a group bedroom. It depends upon the culture of the creatures currently lairing within.</p><p></p><p>What should every town at least consist of? A territory broad enough for the population with an environment capable of sustaining it. Food, water, and some sort of shelter. </p><p></p><p>In OD&D a new fort took control and patrolled the land around it to a specific radius. For a 1000 person town I'd say about a 20 mile 1:1 travel radius. ~but the environment must support this. A town in alpine mountains is far smaller in square mileage. A "town" in the Sahara is more a collection or clan of large travelling families within a vast territory.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6214334, member: 3192"] I think you're going about this differently than I would. For me, need or want determines use. If the culture builds, then the building(s) will be optimized for a single use, or multiple in a more complex culture. Of course, a lot of early simple fortifications are used for stuff like protection, sleeping, eating, mating, and storing. Newcomers may only be provisionally accepted and have a place of their own to sleep. Travellers may have a special place. It's important to note that buildings do not need to be enclosures. The assigned use of the example structures above do not need to apply to a town, but also to sections of a city, rooms in a home, or locations in a forested territory. There are elephant graveyards, grazing lands, washing and drinking areas, and probably more. Buildings specifically refer to constructed fortifications by "building creatures" (like ants, bees, foxes, and humans). Fences or penned in areas count as fortifications. So do pits and tree stands and all kinds of earth works. Builders usually have usage reasons. Creatures which pillage and raid usually appropriate and use up other creature's fortifications as they also need or desire. They may use a kitchen as sauna and great hall as a group bedroom. It depends upon the culture of the creatures currently lairing within. What should every town at least consist of? A territory broad enough for the population with an environment capable of sustaining it. Food, water, and some sort of shelter. In OD&D a new fort took control and patrolled the land around it to a specific radius. For a 1000 person town I'd say about a 20 mile 1:1 travel radius. ~but the environment must support this. A town in alpine mountains is far smaller in square mileage. A "town" in the Sahara is more a collection or clan of large travelling families within a vast territory. [/QUOTE]
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What buildings are a MUST for any town?
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