wow
Wow - good thread.
As a rule of thumb anymore I use a 8 to one for the number of buildings. 80% agri for town. Cities are a little different. Just an easy quick roundig. I sused to do a lot of statistical stuff but it became laborious - though I am now getting back into it.
But here is my question. How does a fantasy environment affect this. Just consider the follwoing. One cleric in a city of 400 could cast, potentially 365 heal spelss ayear - if not more. Higher levels could do the cure disease thing. Throw into the mixed improved agri from druidic knowledge, elf knowledge etc. and you are looking at a population timebomb as death rates diminish quickly.
Then, what about master masons (dwarves) larger than life builders (friendly ginats) magic and its affect on construction and the city's lanscape changes overnight.
Look at Rome without any of that stuff. Think what it would be like if the romans could actually cast spells, move larger stones etc.
This is the real difficulty - making it all work out.
I dealt with it by limiting the number of classes in a pop. 1 cleric per 1000 or some such ( and even that is 365 heal spells and 900+ cure minor wound spells.
blah blah - just though I would throw that in.
davis
Wow - good thread.
As a rule of thumb anymore I use a 8 to one for the number of buildings. 80% agri for town. Cities are a little different. Just an easy quick roundig. I sused to do a lot of statistical stuff but it became laborious - though I am now getting back into it.
But here is my question. How does a fantasy environment affect this. Just consider the follwoing. One cleric in a city of 400 could cast, potentially 365 heal spelss ayear - if not more. Higher levels could do the cure disease thing. Throw into the mixed improved agri from druidic knowledge, elf knowledge etc. and you are looking at a population timebomb as death rates diminish quickly.
Then, what about master masons (dwarves) larger than life builders (friendly ginats) magic and its affect on construction and the city's lanscape changes overnight.
Look at Rome without any of that stuff. Think what it would be like if the romans could actually cast spells, move larger stones etc.
This is the real difficulty - making it all work out.
I dealt with it by limiting the number of classes in a pop. 1 cleric per 1000 or some such ( and even that is 365 heal spells and 900+ cure minor wound spells.
blah blah - just though I would throw that in.
davis