Airwhale said:
Some info from the Grayspace book to chew on while I am waiting for a responce from Zelda...
Ginsel, the Crescent-shaped earth planet which I am suggesting to be our main base of operations, has a population of over 3 million humans, and a smattering of demi-humans. It is only 1/16th the surface area of Oerth, about 3 million square miles. 25% of that is water. It is mineral rich, more so per cubic foot than Oerth, (though Oerth's larger mass means that it has many more deposits).
In my proposed claims, this planet has been unified under our rule.
Whatcha think, serpenteye?
EDIT: Looks like most of those deposits are in the form of a hard, metamorphic , marble like rock, as well as many gems. The rich heavy metals and rare ores have already been mined, and are in use on the surface. Hense, a form of recycling is enforced.
EDIT 2: I think I'd like for all of our initial holdings to add up to between 3/4ths and 7/8ths the population/production of a major power. Does that sound about right?
3 million people is a decent amount. In addition to all your other claims your total population would be about 3'500'000 people, which is on the low side of high but considering your other advantages quite nice.
-
Do you have the figures on the other planetoids?
James Heard said:
I know it seems low, but it's actually really high for a mostly elven-fey kingdom just guesstimating by looking at the examples provided by Celene (pop 140,000) and the Lendore Isles (pop 41,000) in the LGG. Sure, I've probably got more land than say...Ahlissa (pop 3,836,100) - but we're elves. If you think about it a lot of these factions aren't going to have a heaping load of people in them, just strong bases of demihumans and monsters. Humans and goblins/orcs could dominate the IR pretty easy with the population rules and no modifiers just because their population expectations are so high?
Personally I thought you did it intentionally, for a much slower game (where no faction could possibly dominate for several years (4 turns=year) of the game.
I suppose that if your population is only fey and elven your numbers make sense, but maybe the Kingdom of the Marches could contain a few million humans? I'll probably change the equation for the maximum IC to something less severe, but that won't change that population is a major factor in the game.
Edena_of_Neith said:
I'm just trying to do the 'busy-work' so as to help Serpenteye and Guilt Puppy.
'Busy-work' is just that: it takes little thought, but it takes a lot of time. Time which Serpenteye and Guilty Puppy need for the MUCH MORE rigorous and difficult work of working on the rules and creating the map.
And, of course, it helps for the Gamemaster to know who is playing, and who is playing what, and to have it all neatly arranged in front of him!
That it does, Edena
Bugbear said:
Fair enough, what about the flinty hills?
Yours

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Bugbear said:
Okay I went over your rules and have a few thoughts:
1.concerning the upgrading of armies.
while the upgrading rules are clear and understandible (as is most of the ruleset,way to go serpenteye), I do have a question concerning something not addressed. If there is an army which has been active for several turns and has been in several battles, is it possible for that army to spontaniously upgrade.
An army which has been in and survived several battles certainly has been killing things. This is really a yes/no question, I just want to know if it is possible. It doesn't really matter how (on your end) a army would qualify for upgrade (most likely you would look at an army and say "whoh, the've sure suffered let's give 'em an upgrade). If the ansewer is no then it does'nt matter.
It is possible, certainly. Not realistically for the army as a whole of course, just think on the amount of XP required, but for individuals in a particularly hard-fighting army.
It's not something I'm willing to write an equation for

, but I'll rule on it when it comes up.
Bugbear said:
2. thoughts on infiltration:
first, on the funding of uprisings: Once you are in a position of subversion, can you raise armies from region, simulating suporting rebels. I would recomend, that if you were to allow this that you limit creation to militias, that there be a small PP cost, and that the rebel militias can not leave the region or be disbanded by the Attacking player (only by the defending player by spending PP, in effect agreeing to the rebels demands.)Furthermore a limit to the number of rebel militas needs to be imposed, perhaps one rebel milita per degree of subversion. Finally, a die role to determine if the rebells can be icited to uprise (after the PP are spent to incite them of course)
It will be possible to incite civil-wars, or riots, or terrorist activities, depending on your degree of influence and the situation in the target country.
Infiltration reflects numerous different things, both control over the officials of a territory and popular sympaties, or just general illegal activities and organized crime. Generally, a faction that has a minority control over a territory cannot mobilize a lot of the population to rise up and risk their lives. But, if the country in question is weak, if its armies are elsewhere and it has a tradition of oppressing its population cruelly chances are that you're going to be able to raise quite a powerful rebel force.
It's something I'll rule on when the situation arises.
Chances are, that if you try to stir up too much trouble the target country is going to overreact and brutally crush their troublesome population with force of arms, (at a cost of population PLs and IC), A desperate act, but not always unwise.
That's also something I'll rule on on a case to case basis, but maybe it should be mentioned in the rules...
Bugbear said:
Second, on the issue of misinformation:
What would be required to send "misinformation" to another player, without letting them know it's real source. Lets say that I as Nyrond want to let leak that Keoland is planning an attack against the Iron Leauge in hopes that the two will go to war. However I don't want either Keoland or the Iron Leauge to know that I sent the message. Should I pehaps send in my pre turn e-mail a section marked
Misinformation. Then the Iron leauge has a spy in keoland territory, then a die role to determine if this gets misinformation included in the report. just a thought.
Third. Feeding a spy false info.
You said that a power can attempt to spot a spy in a turn and once detected they can excise them. However what if I should instead decide to keep the spy arround and only let him discover incorrect information. how would that be handled.
Finaly let me say what a wonderful job your'e doing and that I'm looking forward to getting squashed by Iuz and the great kingdom in turn one.
Interesting questions Bugbear...
Yes, if you've detected a spy in your own territory or in the territory of an other faction you can attempt to feed him misinformation. Chances are that he's still going to discover some true information and/or that he's going to find out he's being manipulated...
The cost of feeding a spy misinformation in your own territory is 0, but the cost of feeding a spy in someone elses territory misinformation is 1 (R)PL.
--
Thanks a lot, but I have a lot of help

.
Nac Mac Feegle said:
Oops, I didn't realize that the Circle of Eight was already the name of something. Sorry, I'll rename it, or else add/subtract a psion or two

.
...
EDIT: I changed the name, so that should be clearer now, sorry for the trouble. Also, Edena, I think Serpenteye decided I didn't have the infiltrator ability, so that should be taken off and the changed name put up (sorry for the confusion).
No trouble.
Well, actually, I'm going to give you a choice. Either you get lots (relatively) of Elite and Epic PLs from your powerful psions (+ your other claims). Or you get the Infiltrator Trait and a smaller amount of Elite and Epic PL.
Bugbear said:
From the LGG:
Irongate: 71,000
Onnwal: 85,500
Idee: no information found
Sunndi: 125,000
Hmm...
(thanks)
Edena_of_Neith said:
Incidentally, Menzoberranzan (which was a big drow city on Toril) only had 20,000 drow. It had about 60,000 humanoids in addition.
So I'm guessing the 12 cities of Eclavdor (my power) all either have less than 20,000 drow, or just barely over 20,000 drow, plus whatever humanoid and undead populations exist in each.
Altogether, perhaps 180,000 drow live in the 12 cities of Eclavdor, averaging 15,000 per city. Another 500,000 to 1,000,000 humanoids live within the 12 cities, and somewhere around 5,000 servitor undead ranging from zombies to spectres (of course, that number can be increased quickly, if someone INSISTS on attacking the PEACEFUL drow of Eclavdor.

)
The Vault of the Drow should have an official population count. Can't find it, though.
And then there's the population in the "countryside"... Or is that included in your figures?
Airwhale said:
Edena,
I think, according to Serpenteye, we just have ports in those citys. We do heavy trading in those citys though, I beleve.
We also claim a port in Ironclad, BTW.
Quite right. Greyhawk especially is a major city. Quite powerful in its own right (no more than fair, since the whole setting is named after the city).
You now have a port in Irongate, (?)
James Heard said:
Here are those population figures from the LGG someone wanted, along with the Pop/200k for base IC.
[sblock]
Name Population = (Population/200k (Base IC Assuming Minimum =1))
· Alhissa 3,836,100 =19
· Bandit Kingdoms 475,200 =2
· Bissel 123,880 =1
· Blackmoor 110,000 =1
· Bone March 310,000 =1
· Bright Lands 26,500 =1
· Celene 140,000 =1
· Dyvers 128,000 =-1
· Ekbir 1,960,000 =9
· Frost Barbarians 144,500 =1
· Furyondy 1,481,800 =7
· Geoff 70,000 =1
· Gran March 254,600 =1
· Greyhawk 160,000 =1
· Highfolk 46,000 =1
· Ice Barbarians 158,800 =1
· Irongate 71,000 =1
· Iuz, Empire Of 700,000 =2
· Keoland 1,800,000 =9
· Ket 275,000 =1
· Lendore Isles 41,000 =1
· Lordship of the Isles 266,000 =1
· North Kingdom 2,618,200 =13
· Nyrond 2,618,200 =13
· Onnwal 85,500 =1
· Pale 395,000 =1
· Paynims, Plains of the 500,000 =2
· Perrenland 468,000 =2
· Pomarj 476,000 =2
· Ratik 138,500 =1
· Rel Astra & Solnor 380,000 =1
· Rovers of the Barrens 35,000 =1
· Scarlet Brotherhood (tens of thousands) =1
· Sea Barons 154,000 =1
· Sea Princes 420,000 =2
· Shield Lands 27,000 =1
· Snow Barbarians 209,000 =1
· Sterich 144,000 = 1
· Stonehold 55,000 =1
· Sunndi 125,000 =1
· Tenh 195,000 =1
· Tiger Nomads 104,000 =1
· Tusmit 273,000 =1
· Ulek, County of 370,000 =1
· Ulek, Duchy of 392,000 =1
· Ulek, Principality of 538,400 =2
· Ull 277,400 =1
· Urnst, County of 682,200 =3
· Urnst, Duchy of 751,850 =3
· Valley of the Mage 10,000 =1
· Veluna 668,800 =3
· Verbobonc 178,800 = 1
· Wolf Nomads 120,000 =1
· Yeomanry 305,900 =1
· Zeif 1,628,300 =8
[/sblock]
I see now that I severely overestimated the population in the Flannaes...
Ahlissa is about the size of France, and has a similar terrain and climate, but only a population of 3,8 million compared to France's late medieval-renaissance population of between 15 and 20 million people.
And, the population of the flannaes have had access to magic to make their lives safer and more free of disease and to have their crops enhanced... tsk, tsk, tsk Gary

.
Ah, well. The populations will go up, and my equation for maximum IC will be changed.
Unnamed territories will get proportional populations.
The population of the Scarlet brotherhood, I assume, only includes actual members of the organization and not all of their slaves and civilians.
IC will definately be fractional, down to two decimals.
Anabstercorian said:
I've started a new thread in Rogue's Gallery for the PC's of the 5th IR, if you feel like it.
It's all good.