Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Silveras" data-source="post: 1277124" data-attributes="member: 6271"><p>Glad someone finds the posts useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>One thing I am wresting with right now, as I mentioned in the post on Conversion - Stronghold is that the resource system is not as good as it looked at first. While there is impressive coverage of sample resources, and it handles increasing the value by working them, too much is ambiguous. </p><p></p><p>Aside from the "DM decides what is available", the numbers of units don't make sense.</p><p></p><p>Resources are available in 5 quantities, ranging from scant (1 unit/province/month) to abundant (5 units/province/month). A province can work 3 resource types (grain, livestock, stone, corn, flax, etc.) plus 1 per 3,000 people. So far, that seems reasonable. Except... </p><p></p><p>A province of 10 square miles with a population of 5 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs a miniscule fraction of 1 unit of food to feed the people for a month.</p><p></p><p>A province of 1,000 square miles with a population of 500 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 units of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs 1/2 of one unit of food to feed the people for one month. </p><p></p><p>A province of 1,000 square miles with a population of 100,000 people produces 36 types of resources: 5 units of grain, 5 of stone, 5 of livestock, etc. Cottage industry converts 1 unit of livestock to 1 unit of food. Industrial buildings (10 mills, 8 tanneries) convert the 5 units of grain to 5 units of flour and the 4 remaining units of livestock to 4 units of leather. This province needs 100 units of food to feed the people for one month. </p><p></p><p>There is no connection between the size of the province and the number of resource units you can harvest from it; nor is there any connection between the population and the number of resource units you can harvest. </p><p></p><p>Also, aside from food, there is no information (at least that I have found) on internal consumption. Theoretically, the province if 5 people above could sell all 4 remaining units of livestock. They could then sell all 5 units of stone and 5 units of grain, too. This would not impact their standard of living at all. </p><p></p><p>There is also no ability to decide which resources should be worked. With most other systems, some number of people need to work at a resource to produce it. MMS:WE notes that miners who are working the mine are not farming. Empire assigns population units to harvesting 1 type of resource at a time. (Birthright does not descend to this level of detail, representing all as money.)</p><p></p><p>My tentative solution, at the moment, is to say that the figures in Strongolds & Dynasties are per 100 square miles. So a province of 1000 square miles can produce up to 50 units of an abundant resource. It may seem like some resources should not "stretch" this way, especially inorganic ones like stone and metal. The DM needs to be careful when assigning the available resources. Some, like stone, may need to "drop" from abundant to "scant" to reflect the greater emphasis on area. </p><p></p><p>As for population, the population numbers already allow you to work a number of types of resources. I am considering using MMS:WE's Population Density figures for typcal Medieval Kingdoms for the other part (30-160 people / square mile). For each 13 "points" of Population Density over 30, 10% of the total potential resources can be produced each month (for more granularity, for each 6.5 "points", 5% of the potential resources can be produced). With less than 30, NO resources can be produced - there are not enough workers together to work effectively.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1277124, member: 6271"] Glad someone finds the posts useful. ;) One thing I am wresting with right now, as I mentioned in the post on Conversion - Stronghold is that the resource system is not as good as it looked at first. While there is impressive coverage of sample resources, and it handles increasing the value by working them, too much is ambiguous. Aside from the "DM decides what is available", the numbers of units don't make sense. Resources are available in 5 quantities, ranging from scant (1 unit/province/month) to abundant (5 units/province/month). A province can work 3 resource types (grain, livestock, stone, corn, flax, etc.) plus 1 per 3,000 people. So far, that seems reasonable. Except... A province of 10 square miles with a population of 5 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs a miniscule fraction of 1 unit of food to feed the people for a month. A province of 1,000 square miles with a population of 500 people produces 3 types of resources: 5 units of grain, 5 units of stone, and 5 units of livestock. Cottage industry converts 1 unit of livestock to 1 unit of food. This province needs 1/2 of one unit of food to feed the people for one month. A province of 1,000 square miles with a population of 100,000 people produces 36 types of resources: 5 units of grain, 5 of stone, 5 of livestock, etc. Cottage industry converts 1 unit of livestock to 1 unit of food. Industrial buildings (10 mills, 8 tanneries) convert the 5 units of grain to 5 units of flour and the 4 remaining units of livestock to 4 units of leather. This province needs 100 units of food to feed the people for one month. There is no connection between the size of the province and the number of resource units you can harvest from it; nor is there any connection between the population and the number of resource units you can harvest. Also, aside from food, there is no information (at least that I have found) on internal consumption. Theoretically, the province if 5 people above could sell all 4 remaining units of livestock. They could then sell all 5 units of stone and 5 units of grain, too. This would not impact their standard of living at all. There is also no ability to decide which resources should be worked. With most other systems, some number of people need to work at a resource to produce it. MMS:WE notes that miners who are working the mine are not farming. Empire assigns population units to harvesting 1 type of resource at a time. (Birthright does not descend to this level of detail, representing all as money.) My tentative solution, at the moment, is to say that the figures in Strongolds & Dynasties are per 100 square miles. So a province of 1000 square miles can produce up to 50 units of an abundant resource. It may seem like some resources should not "stretch" this way, especially inorganic ones like stone and metal. The DM needs to be careful when assigning the available resources. Some, like stone, may need to "drop" from abundant to "scant" to reflect the greater emphasis on area. As for population, the population numbers already allow you to work a number of types of resources. I am considering using MMS:WE's Population Density figures for typcal Medieval Kingdoms for the other part (30-160 people / square mile). For each 13 "points" of Population Density over 30, 10% of the total potential resources can be produced each month (for more granularity, for each 6.5 "points", 5% of the potential resources can be produced). With less than 30, NO resources can be produced - there are not enough workers together to work effectively. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
Top