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Kingdom Management 101: Realm Construction & Expansion
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<blockquote data-quote="JDRay" data-source="post: 75109" data-attributes="member: 2344"><p><strong>World Building website</strong></p><p></p><p>There's a great website, full of resources on the subject of world building. You might want to use some of the information when developing your system. It can be found <a href="http://www.hut.fi/~vesanto/world.build.html" target="_blank">here</a>.</p><p></p><p>One thing I would suggest is to create a "technology tree," something that is pretty heavily utilized in computer sims today. It's essentially a chart of resource requirements to create something.</p><p></p><p>One thing to pay attention to: In fantasy worlds as well as our own history, towns crop up for a variety of reasons. Things like natural resources of a region or proximity to other civilization pods (towns, cities, etc) determine what things they have to have to survive. If there aren't any iron mines for five hundred miles, they probably won't have much of a smithy. Instead, they'll import finished goods. Maybe there will be one guy that knows something about smithing, and he does repair work. Further, if there's no farmland around, there's no need for a granary.</p><p></p><p>Don't get stuck in the regimented world presented by computer games. Lots of us don't play them because we don't like the lack of creativity they present. Computer games are designed as puzzles to be solved, not stories to be written.</p><p></p><p>JD</p></blockquote><p></p>
[QUOTE="JDRay, post: 75109, member: 2344"] [b]World Building website[/b] There's a great website, full of resources on the subject of world building. You might want to use some of the information when developing your system. It can be found [URL=http://www.hut.fi/~vesanto/world.build.html]here[/URL]. One thing I would suggest is to create a "technology tree," something that is pretty heavily utilized in computer sims today. It's essentially a chart of resource requirements to create something. One thing to pay attention to: In fantasy worlds as well as our own history, towns crop up for a variety of reasons. Things like natural resources of a region or proximity to other civilization pods (towns, cities, etc) determine what things they have to have to survive. If there aren't any iron mines for five hundred miles, they probably won't have much of a smithy. Instead, they'll import finished goods. Maybe there will be one guy that knows something about smithing, and he does repair work. Further, if there's no farmland around, there's no need for a granary. Don't get stuck in the regimented world presented by computer games. Lots of us don't play them because we don't like the lack of creativity they present. Computer games are designed as puzzles to be solved, not stories to be written. JD [/QUOTE]
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