Thanks, everyone! Keep the info rolling! I've been reading up on Greek City states, and will check into the medieval German free towns, as well.
I run an E6 campaign, so only up to 3rd level magic, and low prevalence of magic items. I'm intending the city-state region to be located on a LARGE island (say 300 by 900 miles or more) in a subtropical climate. It is somewhat isolated from the mainland, but not absolutely; sea traffic is seasonal and depends on the frequency of storms, pirates and sea-monsters...
Well then. There aren't really any magic items or other ways to build... So we're kind of hosed on that side.
Now it is a matter of figuring out your economy. Pretty easy to do if you take into account the City State as a whole. For the purposes of our discussion we need to figure out a way to extrapolate the demographic data of a standard D&D game... Into your population as a whole. There are two ways to do that:
1.) Roll the individual population centers as cities... And their variations...
2.) Roll the population as a whole in blocks based on the model.
Personally I would go with #2 to save yourself some hassle. As you're running E6 you would be dealing with the concept that all/most 'off-screen' individuals are lvl. 1. This is pretty much the same as D&D, and would helps us to focus on the numbers available.
270000 Square Miles. 172 800 000 acres. That's the acreage across your proposed island. Overall population density is... around 5.5/square mile across the entire island. Medieval population densities are rough, but we can pull this information here to cover our rough numbers. 40-100/sq mile for population centers.
We have 30 50k blocks to distribute, so if we do a distribution across the various densities...
PD 40 - 100 000 (2)
PD 50 - 150 000 (3)
PD 60 - 200 000 (4)
PD 70 - 600 000 (12)
PD 80 - 200 000 (4)
PD 90 - 150 000 (3)
PD 100 - 100 000 (2)
___
Gives us an overall density of 70/sq mile. That puts the overall populated land at 21428 sq miles if everything is populated in such a way. Of course that doesn't take into account the amount of land needed for the upkeep of these individuals.
In a previous thread we came up with a rough approximation of 20 acres/3 adult 'units' (2 individuals, 2 children), with 4.6 acres of arable land for crops beyond the needs of the individual.
We have a rough mark of 27% for the current global under 15 population. This is my benchmark for first level per the minimum age of human 'adulthood' for humans in D&D being 16.
So overall we have 405000 'child units' and 1095000 adult units. Overall requirements in AU? 1297500.
19,981,500 acres needed to support a peasant lifestyle. Around 31221 sq miles for agricultural support.
A minimum of 52649 sq miles of the island is populated. This makes the city state somewhere between the sizes of Alabama and Arkansas total area, excluding water features. Those states have an average water coverage of 2%.
Total sustaining size of the city state: 53701 square miles. If the state was a perfect square you could cover it on foot in 10 days from edge to edge.
Of course, your citystate must produce... Something right? I mean, the sheer amount of laborers and farmers in most medieval societies will approach 80%, and we need arable land to work on.
With laborers/farmers available? We have quite a large workforce. If we take all of those laborers into the field we would still have plenty of Experts and Commoners to work in the cities, and do their thing. Taking into account the previous 4.6 usable acres/3 AU household, we could look into the fit adults who do the farmwork.
80% of fit adults comes to 876000 individuals. If we take a similar amount of children into the fields (324000) we will have 1840000 acres of land under the plow for produce. These individuals are doing the additional work of agricultural support for those in the cities, so we have a total arable land of 21,821,500 acres, or 34096 sq miles of farmland, and a total 56,576 sq miles for the city state.
Wanna see the numbers for available materials? Well, I calculated based on taxes, craftsmen/non-farm labor, and taxation on total farmland production, and both excluding government farming and including government farming. The first series of numbers takes into account that the government only collects taxes rather than owning a means of production like a feudal lord would, and that the average of non-farming adults will take 10 on a dc: 12 (commoner 1 w/ 2 cross-class points in Craft), with each population center contributing, and 200 years of reinvestment at a 3% return compounded during each active season. Craft taxes are set @ 25%, while peasant farmers are hit for 50% overall.
Total Land Values After Subsistence: 36,800,000.00 GP
Total Craft Values: 239,805,000.00 GP
Yearly Revenue (Free State, no Lord Taxes): 276,605,000 GP
Total Yearly Budget for City State (Less Investment): 221,284,000 GP
Net Worth of Hard Assets owned by government: 1,094,717,742.08 GP
Total expendable wealth/year after maintenance: 199,389,645.16 GP.
Again this figures in the D&D economy of 'high magic'. As D&D wealth uses magic as an economic sink? It is going to make for some very high numbers.
You have an enormous amount of money available to create castles, protective measures, etc. The overall available assets per square mile on the island is 4054 GP, or 19,350 GP/sq mile of the city state. The overall available yearly budget per square mile comes to 3524GP.
What does that mean? Well, since you are very focused on not using magic, your nobles can live quite well. How well? They can afford to support a large amount of sea voyages, and affecting change around the world. I would suggest the hiring of mercenary companies for protecting the location and doing the dirty work rather than having to worry about killing off your own population. The Standard of Living for those in government is probably far above Extravagant (200 GP/mo), as their upkeep is a sweetener. The City State can loan money to various kingdoms, providing an additional revenue stream.
In theory this culture seems to well represent the Italian city-states and their sheer earnings in a D&D setting. With 3500 GP/sq mile for programs the government could easily create garrisons of mercenaries paid for by the State to keep the peace, and plenty of government employees. The life of a member of the State is fantastically rich; even a maid would be able to be paid an enormous sum in comparison to a normal worker.
Problems with the analysis include the fact that, well, the numbers for children are way off of the norm for a Medieval society. I would personally maintain these numbers and increase the population through children and elders who do not provide economic benefit. . . And I would probably go with the standard 'non-combatant' numbers (10-20%) for those who do not pay into the system.
Mercenaries bring their own followers, children, servants, etc. to the area. I would think that, while the stable population would be ~ 2 million, there are enormous seasonal fluctuations. The city state is a jewel in the hand of any raiders who could take it, it knows this, and thus protects itself with its overwhelming wealth and alliances.
Slainte,
-Loonook.