[b said:
jgbrowning][/b]It makes me wonder, if numbers are to be given at all, why the numbers aren't accurate enough to satisfy the people who want the numbers? That's the target audience and the sole reason for population statistics for gaming worlds to begin with. If you're including them, you're putting them in for the people who do care, just like you'd put in a particular setting feature (say a prestige class) for the people who care about that particular feature and how it relates to game play.
I don't think I agree with joe's assement, there. I'm certainly not a simulationist, but I care about the numbers. I use those numbers for a sense of comparative scale, if nothing else. If I see that a city has a population of 10,000, and 10% of them are half-elves, that helps to inform my game...especially when I see the city of 20,000 with only 2% hafl-elves. I get a sense of perspective that 'there are few half-elves in City B, but City A finds a much larger population of them' doesn't offer me.
The veracity of those numbers in comparison to real-world concerns, which I think any standard game world defies on a number of levels, is not meaningless to me, but very inconsequential in the grand scheme. Quite honestly, until discussed, I wouldn't have been able to tell you or worry about the specifics of person/sq. mile utilization. I can see why it might matter to some, but it seems like complaining about pantone colors accuracy when you're using crayons on a coloring book, to me.
An interesting thought was broached by apsuman earlier in the thread: women are assumed, generally, to be complete equals to men in D&D, unlike fuedal history. Wouldn't that play some degree of havoc with those square milage numbers? Tasks are no longer unevenly divided, with women being able to accomplish all forms of trade and vassalage, like men. Wouldn't that have a tendency to drive up the efficiency of a society in supporting itself? Not necessarily in the food production, per se, but in the infrastructure and support.