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Re: (TFT) TFT Mapping



Seeing's okay.
A touch overrated maybe.

Like so.

Have I told y'all about Rosie?

Ya, Rosie's a Lovebird.

I've been overpaying attention to hearing hear of late...
A year or so now.

Rosie likes me too.
It gets ridiculous sometimes, the jealousies the critters have.
Well, poor Rosie, she's in a cage most of the time.
So we whistle at each other.
We can do this no matter where in the house I am.
Still, I figure I owe her "face time" from time to time.
But then the dog shows up, then the cat...
Well Rosie'll SQUWAK if I interrupt a "twitter" session.

I'd never noticed THIS before.

She'll flap her wings.

I was just thinking She'z agitated.

Now I'm not so sure.
I think She's "puffing" air at me.

STOOPID MONKEYS!

Ms. Mitchell was right.
Golden stardust.



Could I BE any crazier?

I DID make 'em watch The Quiet Man last night.
Hey aren't you John Wayne?
I don't wanna be John Wayne.
Aw come on!
No!
Come on, do it!

So after denver omelets and the door for the company, I'm thinking about buildings and jobs.
Some of this stuff is pretty straight forward but then we get into compound jobs.
Like Talents that require Talents, there are a number of Jobs that require other Jobs to exist.



And day two of trying to write this one.
A "social" life takes time to maintain...
So, when the vast majority of the Population is engaged in farming, a lot of the individuals are often gonna wear more than one hat.
Farming production is tied to the seasons.
The heaviest work is in plowing and harvest.
There's a whole lot of waiting in between.
In other words, citizen warriors or pyramid builders, etc. can come from the farmers.
Specialists, noble classes, or similar non-farmers count against surplus food production.
Additionally, non-farmers require tertiary production, i.e. servants/slaves/apprentices etc.
Greek city-states, Roman Provinces, Feudal systems...
There are a lot of historical models.
An exotic, or fantasy type culture should be similarly consistent with its Population distribution in so much as there should be a total Population figure and a percentage breakdown of what is required (primary production) to keep the thing running year to year.
This will give a Table of Jobs and a list of Buildings required for those Jobs, and to house the Population.
This plus the Tech level of the Farming Talent gives a minimum area required for the "location".
Deficits don't preclude a settlement from existing, but a deficit of food say in a mountain mining town indicates lots of Trade.

Now in considering SJ's table, I notice a couple of things.

He's got a rather eclectic list of the general (Shop Worker, ETC.) and the quite specific (Rogue, Armsmaster) mixed in there.
I'd suggest that a Job like Spy ain't no "open" application position.
High Priest is probably gonna come from the ranks of the Priests, unless of course it's a High Priest of another religion, in which case the two groups are playing Illuminati in Downtime.
Bureaucracy is a protection vs. New Followers.

Petty thief ain't no Job, it's more of a social effect.
It's a kind of "wealth redistribution" which is a Function of how many impoverished (can't get >~2,000 calories each day) folks are in the total Population.

Brigand groups are strange, but I tend to treat them as insurgents.
When you get to groups like pirates, or even things like the second Punic war, these Units can cause a lot of trouble for the smooth operation of the countryside.

The power structures are limited by direct control.
Running a viable group requires at least 1pt IQ.
This represents the time required in "mundane details" needed to conduct the groups business.
A workaround is to New Follower the direct controller of a group, and this sort of thing leads to a kind of "chain of command". 

With this kind of approach I can either offer a general kind of Unit conflict, or I can offer a kind of "translation" of other wargames into TFT.
So I'll throw out both.

I'll dig out the Goblin notebook and see if I can't give that stuff a more tidy presentation.
Instead of bags of gold, think bringing in the harvest.
The Goblins live in the mountains.
I figure they raid for food.
I also figure the Duke's population pushed them into the mountains in the first place.

Then there's all the old Meta-games.
Ram Speed, Sticks and Stones, Chiten for the Hymop's...



1800 deg per second, pro bycycle kick...

Pythons travel ~1.5 miles per day overland.

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