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Age of Empires D&D style (Or d20 Sim city)
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<blockquote data-quote="Tonguez" data-source="post: 2671172" data-attributes="member: 1125"><p>First to OP question</p><p></p><p>Personally I use a homebrew system where the Town itself becomes a character with its own Parameters (Ability Scores) rolled as 3d6</p><p></p><p>Authority (Cha) Political influence of the organisation/town</p><p>Economy (Con) </p><p>Culture (Wis) - Integrity of the culture and loyalty of its members/citizens</p><p>Education (Int) </p><p>Security (Str) - Military and Civil enforcement and defence</p><p>Mobility (Dex) - quickness of response and transport </p><p></p><p>A town then can acquire skills and feats and even a class template (eg Market Town, Religious Center, Military Camp etc). I've not done much with the class templates but skills and feats work, Feats in particular are used to representing new relationships (Spy Network feat giving +4 to Gather Information), technologies and particular buildings - eg the Resident Academic Feat means that the town can build a university). Other features can be added to by building new structures too (eg Irrigation suystems to raise fertility and roads to give a bonus to Mobility checks.</p><p></p><p>Towns act by using skill checks (see below)</p><p></p><p></p><p></p><p></p><p>Personally I think a yeild of 60 Bushels per 5 acres is extremely high (means a 12 bushels per acre render). In Medival England Rye had a seven-fold render and Wheat a 5-fold render so 5 acres of rye would have a yeild of 35 bushels per year, or 3-ish per month.</p><p>That being said I also don't think 5 acres is big enough if you are calculating how much land a person used to support themselves and family (as opposed the the zie of the garden plot) and would likely double (or even triple) it to take account of fishing etc</p><p></p><p></p><p>Now mechanics</p><p>Yield = Area x Render </p><p>Fertility = Arbitary number based on Soil quality, Weather, Irrigation and DM mood<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Use Prof: Farmer skill check with DC = Yeild/Labour used/Fertility </p><p></p><p>so using Rye render of 7 and a 10acre feild, 1 man and his wife in good soils (Fertility 2)</p><p></p><p>Yeild = 70 (10 x 7)</p><p>DC = 70/2/2 => 17</p><p></p><p>so Prof: Farmer check vs DC 17 to achieve the desired yeild in one year</p><p></p><p></p><p>January</p><p> mending and making tools, repairing fences</p><p> showers</p><p> </p><p>February</p><p> carting manure and marl</p><p> showers</p><p> </p><p>March</p><p> ploughing and spreading manure</p><p> dry, no severe frosts</p><p></p><p>April</p><p> spring sowing of seeds, harrowing</p><p> showers and sunshine</p><p></p><p>May</p><p> digging ditches, first ploughing of fallow fields</p><p> showers and sunshine</p><p></p><p>June</p><p> hay making, second ploughing of fallow field, sheep-shearing</p><p> dry weather</p><p> </p><p>July</p><p> hay making, sheep-shearing, weeding of crops</p><p> dry early, showers later</p><p> </p><p>August</p><p> Harvesting</p><p> warm, dry weather</p><p></p><p>September</p><p> threshing, ploughing and pruning fruit trees showers</p><p> </p><p>October</p><p> Last ploughing of the year</p><p> dry, no severe frosts</p><p> </p><p>November</p><p> collecting acorns for pigs</p><p> showers and sunshine</p><p></p><p>December</p><p> Mending and making tools, killing animals</p><p> showers</p></blockquote><p></p>
[QUOTE="Tonguez, post: 2671172, member: 1125"] First to OP question Personally I use a homebrew system where the Town itself becomes a character with its own Parameters (Ability Scores) rolled as 3d6 Authority (Cha) Political influence of the organisation/town Economy (Con) Culture (Wis) - Integrity of the culture and loyalty of its members/citizens Education (Int) Security (Str) - Military and Civil enforcement and defence Mobility (Dex) - quickness of response and transport A town then can acquire skills and feats and even a class template (eg Market Town, Religious Center, Military Camp etc). I've not done much with the class templates but skills and feats work, Feats in particular are used to representing new relationships (Spy Network feat giving +4 to Gather Information), technologies and particular buildings - eg the Resident Academic Feat means that the town can build a university). Other features can be added to by building new structures too (eg Irrigation suystems to raise fertility and roads to give a bonus to Mobility checks. Towns act by using skill checks (see below) Personally I think a yeild of 60 Bushels per 5 acres is extremely high (means a 12 bushels per acre render). In Medival England Rye had a seven-fold render and Wheat a 5-fold render so 5 acres of rye would have a yeild of 35 bushels per year, or 3-ish per month. That being said I also don't think 5 acres is big enough if you are calculating how much land a person used to support themselves and family (as opposed the the zie of the garden plot) and would likely double (or even triple) it to take account of fishing etc Now mechanics Yield = Area x Render Fertility = Arbitary number based on Soil quality, Weather, Irrigation and DM mood:) Use Prof: Farmer skill check with DC = Yeild/Labour used/Fertility so using Rye render of 7 and a 10acre feild, 1 man and his wife in good soils (Fertility 2) Yeild = 70 (10 x 7) DC = 70/2/2 => 17 so Prof: Farmer check vs DC 17 to achieve the desired yeild in one year January mending and making tools, repairing fences showers February carting manure and marl showers March ploughing and spreading manure dry, no severe frosts April spring sowing of seeds, harrowing showers and sunshine May digging ditches, first ploughing of fallow fields showers and sunshine June hay making, second ploughing of fallow field, sheep-shearing dry weather July hay making, sheep-shearing, weeding of crops dry early, showers later August Harvesting warm, dry weather September threshing, ploughing and pruning fruit trees showers October Last ploughing of the year dry, no severe frosts November collecting acorns for pigs showers and sunshine December Mending and making tools, killing animals showers [/QUOTE]
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