Xeriar, Seasong:
Thanks muchly. I'm going to be twiddling lots of bits tonight I'm sure. (*Muwhaha* - tremble in fear little bits!)
As for Cr-based/age-based enhancement:
I think that's the best idea so far, although I think the curve there isn't quite so steep.
Maybe a rate of 1 level/2 years for levels 1-3, 1-2 levels/3 years for 4-9, and then a sudden drop off as the common CRs (<1-3) start dropping off the XP chart, followed by an increasing decline.
Also, I like the age-based stuff (in concept, since I haven't looked at it yet), but I worry at the divisions - the default age categories seem *way* to broad, and 5 year chunks just semi-arbitrary.
Also, something to keep in mind that if you want "wacked-out elves" (and similar long-lifers), instead of varying the years-per-age-stripe (which is what Xeriar seems to imply), you just keep it constant.
The problem is, without some form of "relative period" adjustment, no matter what advancement basis is used - CR, XPs/year, or whatever - the long-lived races (elves, dwarves, dragons, etc) will have *incredible* level maxes. And see the recent "who rules the world" thread for the problems that implies.
And now for the comments and queries:
Seasong - one of the issues this is trying to address is having the *need* to limit top city sizes; to provide the tools that allow the GM to see "if you want top city size X, you need _this_ kind of base (in magic and pop), and you'll get Y level adventurers."
One of the things I think we all need to avoid is the unstated assumptions, we're working with - like Xeriar's whacked elves, some will want that, so while we can include it (or not), we need to be prepared to defend/state why we did, and understand how it changes things when we do the other. Even just something as simple as changing the "base ratio" can give wildly different scenarios.
Also, I looked at the Census data, and at first glance, it seems to imply a slightly different grouping; in particular, instead of single cities, there seem to be "clusters". You have the top-most city, then 1-2 a significant fraction (75-80% of top) below it, then 2-3 the next step down, and so on.
Ultimately, the goal is to produce something very like a "Society Builders' Handbook" maybe even with tools, suitable for use in building societies for any campaign, not just psuedo-medieval-european ones. Heck , if we do it right, we might even be able to sell it to a publisher (or maybe not). Though if we intend to go that route, we 'll have to leave the boards soon.