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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the DMG Demographics
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<blockquote data-quote="seasong" data-source="post: 757061" data-attributes="member: 5137"><p>I've attached my spreadsheet. It should be fairly self-explanatory. It's in Excel, so if you have a problem with Excel format, let me know - I should be able to convert it to Quattro Pro, CSV chart, etc.</p><p></p><p>There are three tabs. Important things on each tab are:</p><p></p><p><strong>Tab1:</strong></p><p>Population in Cell B19 is the overall Population. If you change this, all other numbers will automatically update (including population by age, by class, by level, etc.).</p><p></p><p>The table starting at Cell F9 gives the base priorities for each attribute by class. This, combined with the Rarity value in the far right of the table, determines the individual population of each of the core classes.</p><p></p><p>The table starting at Cell F1 is the determinant for who becomes a PC. I went with what I thought was a good estimate of the minimum requirements to be a "PC". Requiring higher attributes vastly reduces the number of PCs (and there are no high level PCs); lowered requirements tends to result in too few Experts and whatnot among the NPCs.</p><p></p><p><strong>Tab2:</strong></p><p>This is the age and death charts. I've broken it up into NPC and PC charts, so that they can have separate death rates, advancement rates, etc.</p><p></p><p>For NPC aging (starts at Cell A1), Column B controls how quickly your NPCs die off. I went with what I felt were reasonable rates, but feel free to mess with 'em. I assumed that people stopped advancing (retired) once they hit age 72.</p><p></p><p>For NPC advancement (starts at Cell H1), Column I controls what CR of events the NPCs tend to encounter, and Column K controls how many they encounter per year. Modifying these two automatically updates the age at which they hit any given level. It does NOT update the population by level, however. I have not figured out a way to automate that yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />.</p><p></p><p>PC aging and PC advancement (Cells P1 and W1, respectively) work identically, except that I increased the death rate (Column Q), typical CR rate (Column X) and events/year (Column Z).</p><p></p><p><strong>Tab3:</strong></p><p>This is the city population calculations.</p><p></p><p>Cell B8 controls your urbanization ratio. 1:7 is roughly 12.5%, 1:9 is roughly 10%, etc. The other cells in the chart affect nothing - they are there simply for reference.</p><p></p><p>Cell B30 controls the percentage of your population that is military (Warriors). The other cells in this chart are there simply for reference.</p><p></p><p>Everything else on this page is automatically calculated, based on stuff from the other pages. You can play around with the NPC ratios a bit (perhaps 1 aristocrat per 200 population, etc.), but overall this sheet is just meant to return numbers.</p><p></p><p>One note: the "First City Mod" in Cell E6 controls how big the largest city is relative to the total population. I assumed 20% (1/5th) based on personal experience with building settings, but it could be different. If you go with a VERY high population, you will want to lower this considerably, and add rows for additional cities. A good rule of thumb is to make sure that your biggest city is not larger than about 50,000 people.</p></blockquote><p></p>
[QUOTE="seasong, post: 757061, member: 5137"] I've attached my spreadsheet. It should be fairly self-explanatory. It's in Excel, so if you have a problem with Excel format, let me know - I should be able to convert it to Quattro Pro, CSV chart, etc. There are three tabs. Important things on each tab are: [b]Tab1:[/b] Population in Cell B19 is the overall Population. If you change this, all other numbers will automatically update (including population by age, by class, by level, etc.). The table starting at Cell F9 gives the base priorities for each attribute by class. This, combined with the Rarity value in the far right of the table, determines the individual population of each of the core classes. The table starting at Cell F1 is the determinant for who becomes a PC. I went with what I thought was a good estimate of the minimum requirements to be a "PC". Requiring higher attributes vastly reduces the number of PCs (and there are no high level PCs); lowered requirements tends to result in too few Experts and whatnot among the NPCs. [b]Tab2:[/b] This is the age and death charts. I've broken it up into NPC and PC charts, so that they can have separate death rates, advancement rates, etc. For NPC aging (starts at Cell A1), Column B controls how quickly your NPCs die off. I went with what I felt were reasonable rates, but feel free to mess with 'em. I assumed that people stopped advancing (retired) once they hit age 72. For NPC advancement (starts at Cell H1), Column I controls what CR of events the NPCs tend to encounter, and Column K controls how many they encounter per year. Modifying these two automatically updates the age at which they hit any given level. It does NOT update the population by level, however. I have not figured out a way to automate that yet :(. PC aging and PC advancement (Cells P1 and W1, respectively) work identically, except that I increased the death rate (Column Q), typical CR rate (Column X) and events/year (Column Z). [b]Tab3:[/b] This is the city population calculations. Cell B8 controls your urbanization ratio. 1:7 is roughly 12.5%, 1:9 is roughly 10%, etc. The other cells in the chart affect nothing - they are there simply for reference. Cell B30 controls the percentage of your population that is military (Warriors). The other cells in this chart are there simply for reference. Everything else on this page is automatically calculated, based on stuff from the other pages. You can play around with the NPC ratios a bit (perhaps 1 aristocrat per 200 population, etc.), but overall this sheet is just meant to return numbers. One note: the "First City Mod" in Cell E6 controls how big the largest city is relative to the total population. I assumed 20% (1/5th) based on personal experience with building settings, but it could be different. If you go with a VERY high population, you will want to lower this considerably, and add rows for additional cities. A good rule of thumb is to make sure that your biggest city is not larger than about 50,000 people. [/QUOTE]
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