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<blockquote data-quote="SiderisAnon" data-source="post: 5007347" data-attributes="member: 44949"><p>When you ask about the contents of territories, do you mean the elements that would appear on a map or do you mean the resources that would be available?</p><p></p><p>If you mean the map, I would do some online searching for old maps, particularly with words like "territory" in them, trying to find maps from when people were exploring. </p><p></p><p>If you mean contents, then you may be better off having the players make a luck roll or some sort of skill-based roll to determine when they find resources. Certain resources they would have to have to settle, like fresh water and a supply of wood, but whether they find minerals or ores or salt or something might best be somewhat randomized.</p><p></p><p></p><p>If you like the idea of randomized and detailed, if you have a game like Civilization 2 where you can create random world maps where resources are created by the game, then you could create some maps and use pieces of them to generate the areas. Just convert the various resources it generates into something appropriate. (For instance, Ivory or Bannannas would not be appropriate to a European setting.) I say to use pieces because the terrain will be too varied for you to use it all since it represents an entire world.</p><p></p><p>You could get a similar effect by using the old TSR Worldbuilder Guidebook. At least I think that's the name. I seem to remember it has a system for hexes and what they contain, but I haven't read my copy in years so I'm not 100% positive.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5007347, member: 44949"] When you ask about the contents of territories, do you mean the elements that would appear on a map or do you mean the resources that would be available? If you mean the map, I would do some online searching for old maps, particularly with words like "territory" in them, trying to find maps from when people were exploring. If you mean contents, then you may be better off having the players make a luck roll or some sort of skill-based roll to determine when they find resources. Certain resources they would have to have to settle, like fresh water and a supply of wood, but whether they find minerals or ores or salt or something might best be somewhat randomized. If you like the idea of randomized and detailed, if you have a game like Civilization 2 where you can create random world maps where resources are created by the game, then you could create some maps and use pieces of them to generate the areas. Just convert the various resources it generates into something appropriate. (For instance, Ivory or Bannannas would not be appropriate to a European setting.) I say to use pieces because the terrain will be too varied for you to use it all since it represents an entire world. You could get a similar effect by using the old TSR Worldbuilder Guidebook. At least I think that's the name. I seem to remember it has a system for hexes and what they contain, but I haven't read my copy in years so I'm not 100% positive. [/QUOTE]
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