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<blockquote data-quote="evildmguy" data-source="post: 2143487" data-attributes="member: 6092"><p>A lot of good things here. </p><p></p><p>The OP needs to consider:</p><p></p><p>-Genetics. Does he care about this? If so, there will be a higher number of genetically hereditary diseases. This means that if a disease hits that one is susceptible to, many will be hit by it. </p><p></p><p>-Magic, both clerical and arcane. How do these help? How much do these play out? According to 3.0 DMG on figuring a basic town, 100 people is a hamlet. The cleric is a d6 + commnity modifier, which for a hamlet is -2. So, Cure Disease, being a 3rd level spell, is out of reach for this (random) community. Yes, if the OP wanted to bring in a higher cleric, as this is a special case, that is up to him. (Wizard and Sorcerer are d4 - 2, with a number of 0 or less meaning not present, so there is not much arcane power here, again in a random sampling.) Further, I think Cure Disease is by individual, so if a group catch something, a lot of them will die before a cleric can get to them all. </p><p></p><p>-Gods - Do the gods stop disease and make them healthy and fine for a couple of generations? Do they slow them down? Do they do anything? </p><p></p><p>-Other "normal" factors. Immigration, emigration, war, disease and other factors that affect the population as a whole, or the birth and death rates. </p><p></p><p>-The most important, imo, - The needs of the campaign. What do you need, as the DM, for this adventure? What are you trying to set up? What are your future needs? If you want two or three cities spread out, then you will use the reasons given for a high growth rate at the beginning which slowed down later. If you want the one town two hundred years later, whatever number you pick will have been a small growth rate. </p><p></p><p>btw, this is experience talking. I started my own world very similar to how you started yours. I took cities, though, and moved them from one world to another as a "do over." I then figured each population, as I was planning my long term campaign (over 2400 years), I let the numbers talk. BAD IDEA, I found out. It would have been better for me to choose what I needed for the story at each point, rather than use some calculator to figure things out for me. </p><p></p><p>A few coppers worth. </p><p></p><p>Have a good one! Take care! </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 2143487, member: 6092"] A lot of good things here. The OP needs to consider: -Genetics. Does he care about this? If so, there will be a higher number of genetically hereditary diseases. This means that if a disease hits that one is susceptible to, many will be hit by it. -Magic, both clerical and arcane. How do these help? How much do these play out? According to 3.0 DMG on figuring a basic town, 100 people is a hamlet. The cleric is a d6 + commnity modifier, which for a hamlet is -2. So, Cure Disease, being a 3rd level spell, is out of reach for this (random) community. Yes, if the OP wanted to bring in a higher cleric, as this is a special case, that is up to him. (Wizard and Sorcerer are d4 - 2, with a number of 0 or less meaning not present, so there is not much arcane power here, again in a random sampling.) Further, I think Cure Disease is by individual, so if a group catch something, a lot of them will die before a cleric can get to them all. -Gods - Do the gods stop disease and make them healthy and fine for a couple of generations? Do they slow them down? Do they do anything? -Other "normal" factors. Immigration, emigration, war, disease and other factors that affect the population as a whole, or the birth and death rates. -The most important, imo, - The needs of the campaign. What do you need, as the DM, for this adventure? What are you trying to set up? What are your future needs? If you want two or three cities spread out, then you will use the reasons given for a high growth rate at the beginning which slowed down later. If you want the one town two hundred years later, whatever number you pick will have been a small growth rate. btw, this is experience talking. I started my own world very similar to how you started yours. I took cities, though, and moved them from one world to another as a "do over." I then figured each population, as I was planning my long term campaign (over 2400 years), I let the numbers talk. BAD IDEA, I found out. It would have been better for me to choose what I needed for the story at each point, rather than use some calculator to figure things out for me. A few coppers worth. Have a good one! Take care! edg [/QUOTE]
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