blargney the second
blargney the minute's son
I'm currently tweaking bits of the kingdom building rules for an upcoming Kingmaker campaign. The particular component I'm fleshing out right now is the population and demographics. I would like to tie the kingdom/city building into sensible army recruiting as well as Pathfinder's rules for constructing settlements.
By default, the KM army building rules let you make almost arbitrary decisions about the number and hit dice of the soldiers that comprise a unit. As someone who got into DMing seriously with 3.5, I'm not convinced a kingdom of 20,000 people should be able to field an army of 1,000 9th level fighters. So here's what I've got so far.
1) Adding population. A claimed hex adds 250 population to the kingdom. An occupied city square adds 250 population to the city. Every new group will have 90+% of its class breakdowns generated identically. I'll be adding categories to each building, and they will determine the remaining demographics. For instance:
2) Determining levels. I took the 3.5 DMG's demographics info as well as structure from modern and historical armies to put this chart together.
Level breakdown:
1st: 66%
2nd: 22%
3rd: 7%
4th: 4%
5th: 0.75%
7th: 0.2%
9th: 0.05%
These are just the first couple of steps, and I'm trying to get my numbers and distributions to work out sensibly. They'll have ramifications for army building down the line, but I'm not at that stage just yet.
-blarg
By default, the KM army building rules let you make almost arbitrary decisions about the number and hit dice of the soldiers that comprise a unit. As someone who got into DMing seriously with 3.5, I'm not convinced a kingdom of 20,000 people should be able to field an army of 1,000 9th level fighters. So here's what I've got so far.
1) Adding population. A claimed hex adds 250 population to the kingdom. An occupied city square adds 250 population to the city. Every new group will have 90+% of its class breakdowns generated identically. I'll be adding categories to each building, and they will determine the remaining demographics. For instance:
2) Determining levels. I took the 3.5 DMG's demographics info as well as structure from modern and historical armies to put this chart together.
Level breakdown:
1st: 66%
2nd: 22%
3rd: 7%
4th: 4%
5th: 0.75%
7th: 0.2%
9th: 0.05%
These are just the first couple of steps, and I'm trying to get my numbers and distributions to work out sensibly. They'll have ramifications for army building down the line, but I'm not at that stage just yet.
-blarg