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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Silveras" data-source="post: 1297157" data-attributes="member: 6271"><p>Well, yes, that is the core of the problem. Since each 12-mile hex can have a population center, produce resource points, and have various improvements added, each such hex needs to be tracked separately and have its production and upkeep costs recorded separately. Upkeep and Production are only at issue on a seasonal (quarterly) basis; the lesser weekly turns are there for moving armies. </p><p></p><p></p><p></p><p>No, I don't think so. If you don't try to fiddle with the numbers, it just means that the abstract representations are of bigger things -- wagonloads of grain instead of sacks of grain, if you see what I mean. That is what I meant by the resources taking care of themselves. </p><p></p><p></p><p></p><p>I think that stretches my suspension of disbelief a little too far. The rules for switching to Daily Movement to avoid running into another army presume that your movement points are sufficient that you can move on a daily basis, just not as far; with the scale you are talking about, that seems like it would be one of the casualties. </p><p></p><p>Really, I think 84 miles is waaaay too big. It is large enough to reduce the count of hexes to a manageable level, but it is too big for the level of detail the rest of the system presupposes. </p><p></p><p>Standard mapping has been on the order of 24 or 30, sometimes 36, miles across a hex. FoB goes a bit small at 12, but 72 and 84 are much more suited to modern eras where planes and motorized vehicles can really cross vast amounts of land at a stretch. </p><p></p><p>I say this from experience, by the way. The early draft of my world had an area the size of Asia inhabited by the population of Rhode Island. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> It was ... sparse. I cut the map size down a lot, and raised the population levels a bit, for something that I feel works. Even at about 600x1200 miles (the current size), I have more than enough area for several campaigns to run in at once. </p><p></p><p></p><p></p><p>FoB does not address naval combat, but it does address moving troops by ship. </p><p>Empire does not address either. </p><p></p><p>And for good measure: </p><p>Strongholds & Dynasties leaves most of that to the forthcoming book (on the schedule for Feb. 2004), a revision of Mongoose's Ships of Blood. </p><p>Birthright addresses both.</p><p>MMS:WE does not include either.</p><p>I don't think I recall seeing anything in Cry Havoc, either.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1297157, member: 6271"] Well, yes, that is the core of the problem. Since each 12-mile hex can have a population center, produce resource points, and have various improvements added, each such hex needs to be tracked separately and have its production and upkeep costs recorded separately. Upkeep and Production are only at issue on a seasonal (quarterly) basis; the lesser weekly turns are there for moving armies. No, I don't think so. If you don't try to fiddle with the numbers, it just means that the abstract representations are of bigger things -- wagonloads of grain instead of sacks of grain, if you see what I mean. That is what I meant by the resources taking care of themselves. I think that stretches my suspension of disbelief a little too far. The rules for switching to Daily Movement to avoid running into another army presume that your movement points are sufficient that you can move on a daily basis, just not as far; with the scale you are talking about, that seems like it would be one of the casualties. Really, I think 84 miles is waaaay too big. It is large enough to reduce the count of hexes to a manageable level, but it is too big for the level of detail the rest of the system presupposes. Standard mapping has been on the order of 24 or 30, sometimes 36, miles across a hex. FoB goes a bit small at 12, but 72 and 84 are much more suited to modern eras where planes and motorized vehicles can really cross vast amounts of land at a stretch. I say this from experience, by the way. The early draft of my world had an area the size of Asia inhabited by the population of Rhode Island. ;) It was ... sparse. I cut the map size down a lot, and raised the population levels a bit, for something that I feel works. Even at about 600x1200 miles (the current size), I have more than enough area for several campaigns to run in at once. FoB does not address naval combat, but it does address moving troops by ship. Empire does not address either. And for good measure: Strongholds & Dynasties leaves most of that to the forthcoming book (on the schedule for Feb. 2004), a revision of Mongoose's Ships of Blood. Birthright addresses both. MMS:WE does not include either. I don't think I recall seeing anything in Cry Havoc, either. [/QUOTE]
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