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Castles of Crystal, Wars of Genocide!
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<blockquote data-quote="seasong" data-source="post: 674941" data-attributes="member: 5137"><p>Regarding plant growth: Actually, most of the labor is per square foot, regardless of the amount of grain produced. If it is growing a third faster, that is more likely to mean one extra growing season than a particularly large growing season.</p><p></p><p>DMG demographics: The DMG demographics have <em>zero</em> rules for a dangerous world or a less dangerous world. They offer no equations, no statistics, no <em>method</em> for calculating the effects of wars, plagues, or frontier settlements vs cozy imperial capitals. They do not explain in any form or fashion how they arrived at those numbers, or how quickly an NPC should level up... and yet, from their demographics, NPCs obviously do level up.</p><p></p><p>And I sincerely doubt that NPCs level up as they acquire more neighbors. This isn't The Sims.</p><p></p><p>So I used what works in the real world: birth rates and death rates. And once you have a death rate, you have a rough idea of annual CR... which gives rise to levelling. And if you want to slack off the death rate for a calmer world, you get different advancement rates and lower levels (but more very old people).</p><p></p><p>Another point about the DMG demographics: these are the same demographics that assume medieval rural:urban ratios, and then don't even try to account for their own magic system. As SHARK, mmadsen and others have point out, they've left a lot of holes to fill.</p></blockquote><p></p>
[QUOTE="seasong, post: 674941, member: 5137"] Regarding plant growth: Actually, most of the labor is per square foot, regardless of the amount of grain produced. If it is growing a third faster, that is more likely to mean one extra growing season than a particularly large growing season. DMG demographics: The DMG demographics have [i]zero[/i] rules for a dangerous world or a less dangerous world. They offer no equations, no statistics, no [i]method[/i] for calculating the effects of wars, plagues, or frontier settlements vs cozy imperial capitals. They do not explain in any form or fashion how they arrived at those numbers, or how quickly an NPC should level up... and yet, from their demographics, NPCs obviously do level up. And I sincerely doubt that NPCs level up as they acquire more neighbors. This isn't The Sims. So I used what works in the real world: birth rates and death rates. And once you have a death rate, you have a rough idea of annual CR... which gives rise to levelling. And if you want to slack off the death rate for a calmer world, you get different advancement rates and lower levels (but more very old people). Another point about the DMG demographics: these are the same demographics that assume medieval rural:urban ratios, and then don't even try to account for their own magic system. As SHARK, mmadsen and others have point out, they've left a lot of holes to fill. [/QUOTE]
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