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<blockquote data-quote="Loonook" data-source="post: 5950024" data-attributes="member: 1861"><p>Here are a few questions I have regarding your setting:</p><p></p><p>1.) How prevalent is magic?</p><p>2.) How large do you WANT your states to be?</p><p></p><p>In theory, with magic, you can have multiple unique forms of city states that would not exist within the historical world. Just one example, to solve for logistics issues...</p><p></p><p><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/NetworkTopology-Star.png/220px-NetworkTopology-Star.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> A portal-travel CS. Used this one as part of a previous game. A group of fortified hubs serve to protect a large, sprawling agricultural center. A series of two-way portals makes a star network topology, with a central 'portal depot' heavily protected by men from each garrison.</p><p></p><p>Using this layout your 'spokes' can be anywhere in the world. They are fed through the portals, send protection and resources back through. This allows for advantageous building conditions. The same setup may be reversed, with resources being sent from the spokes in to the hub, with promises of protection from the hub city. The overall costs are going to be in the millions of GP, but you will gain back the cash through taxation/trade between the locations.</p><p></p><p>That's a pretty basic one. Mobile cities, planeshifting states, cities in bottles... There are just so many available little tricks <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>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5950024, member: 1861"] Here are a few questions I have regarding your setting: 1.) How prevalent is magic? 2.) How large do you WANT your states to be? In theory, with magic, you can have multiple unique forms of city states that would not exist within the historical world. Just one example, to solve for logistics issues... [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/NetworkTopology-Star.png/220px-NetworkTopology-Star.png[/IMG] A portal-travel CS. Used this one as part of a previous game. A group of fortified hubs serve to protect a large, sprawling agricultural center. A series of two-way portals makes a star network topology, with a central 'portal depot' heavily protected by men from each garrison. Using this layout your 'spokes' can be anywhere in the world. They are fed through the portals, send protection and resources back through. This allows for advantageous building conditions. The same setup may be reversed, with resources being sent from the spokes in to the hub, with promises of protection from the hub city. The overall costs are going to be in the millions of GP, but you will gain back the cash through taxation/trade between the locations. That's a pretty basic one. Mobile cities, planeshifting states, cities in bottles... There are just so many available little tricks :). Slainte, -Loonook. [/QUOTE]
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