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Castles of Crystal, Wars of Genocide!
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<blockquote data-quote="jgbrowning" data-source="post: 675033" data-attributes="member: 5724"><p>Ironically i'm doing the tables for kingdom generation in my upcoming book right now so i dont have as much time as you deserve for answers.</p><p></p><p>1. If everyone levels as you say, statistically there are huge amounts of "challanges" being overcome. In civilized environments the marjority of these encounters will be person to person. if one person "wins" enough encounters to level up at the rate your suggesting, where are all the people who "lost"? </p><p></p><p> </p><p></p><p>Plant growth only raises potential productivity. Not speed, so you're not growing more an extra crop a year, your just having bigger crops. like our genetically engineered products do now. Also note that plant growth doen's insure a good harvest, it merely increases potential.</p><p></p><p>He're an example from our manor generation system... *plug, plug*</p><p></p><p>Cotton: Though cotton is not a traditional plant grown in medieval Europe, it is used in cloth at the time. Cotton is very labor intensive at planting and harvest time, requiring ten persons per acre for cotton. Cotton also strips the land of minerals and nutrients, so continual cotton harvests can deaden the land, even with spells like plant growth, which only increases the yield 33%.</p><p></p><p>*** End plug.</p><p></p><p>a medieval ratio of 1:8 on grain return (ie. 1 part seed grain to get back 8 parts end grain) would increase under plant growth to 1:10.6ish. Also, anything that would interrupt the food supply becomes even more deadly, as there are more people dependant upon the same number of acres. Suddenly if a 5 mile radius crop goes bad, there's more grain involved.</p><p></p><p>Druids will also cast diminish plants. <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>i love talking about this, but i really really have to work... <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>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 675033, member: 5724"] Ironically i'm doing the tables for kingdom generation in my upcoming book right now so i dont have as much time as you deserve for answers. 1. If everyone levels as you say, statistically there are huge amounts of "challanges" being overcome. In civilized environments the marjority of these encounters will be person to person. if one person "wins" enough encounters to level up at the rate your suggesting, where are all the people who "lost"? [b] [/b] Plant growth only raises potential productivity. Not speed, so you're not growing more an extra crop a year, your just having bigger crops. like our genetically engineered products do now. Also note that plant growth doen's insure a good harvest, it merely increases potential. He're an example from our manor generation system... *plug, plug* Cotton: Though cotton is not a traditional plant grown in medieval Europe, it is used in cloth at the time. Cotton is very labor intensive at planting and harvest time, requiring ten persons per acre for cotton. Cotton also strips the land of minerals and nutrients, so continual cotton harvests can deaden the land, even with spells like plant growth, which only increases the yield 33%. *** End plug. a medieval ratio of 1:8 on grain return (ie. 1 part seed grain to get back 8 parts end grain) would increase under plant growth to 1:10.6ish. Also, anything that would interrupt the food supply becomes even more deadly, as there are more people dependant upon the same number of acres. Suddenly if a 5 mile radius crop goes bad, there's more grain involved. Druids will also cast diminish plants. :) i love talking about this, but i really really have to work... :) joe b. [/QUOTE]
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