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Re: (TFT) football stuff
----- Original Message -----
From: "John"
"Razeing the fields means something . . ."
Indeed it does!
It means hunger and poverty. Enough means deprivation, migration, and
death.
It means the cost of food goes up, and the impact of the social contract
goes down, absent a strong organizing force.
It may also lead to an aid mission for a party of adventurers. Either
official, or personal, to help friends and family.
That's the bit that I care about in my game, not so much the number of
crates of apples lost, though YMMV of course.
YMMV.... your meliu may vary? :-)
I also care about the dynamics of the overall gameworld.
The way razeing works in my game is pretty simple.
Because I draw my hexes on graph paper, it's pretty simple for me to take a
Section Township Range map and draw out hexes on the square mile grid. Each
hex comes in at 16 square miles. Cities like NY propper come in at around
600+ square miles or about 40 hexes which is half a battle-map or half a
page. Each square is "worked" by the city population after the manner of
Civilization. I dont force Civ's "fat cross" but rather limit workable
squares by travel times. Rivers, roads, gate spells, etc. extend the
workable area of the city. Buildings in the city can allow diffrent primary
production resources to be worked, like a 'saw mill' allows timber to be
harvested from forrested squares. New technologies can also allow new
resources, like 'Iron Working' allows iron mineing. Working those resources
puts the requiste Jobs on the Jobs Table in the city. It dosen't matter what
resources are available within working distance of town if there isn't the
population to work them, although cities in the same "kingdom" with
unemployed population might loose some of them to the underpopulated city.
"Industrial" cities become intresting productions. Say the kingdom has
discovered Iron Working this generation. Suddenly those mountains to the
west aint just a travel barrier anymore. (prospecting makes for intresting
adventure) A mineing town in the mountians isn't likely to have enough
airable squares to feed itself and is probably gonna need caravans of food
and other goods which require guards and the traffic will probably require
road building, which is more population to fill the Jobs and those guys
gotta eat too which means more caravans... and of course, back in the
'frontier days' of the kingdom all the natives/monsters were driven from the
airable land into these very hills, where the lack of airable land causes
even a small population growth among the monsters to bring on famine, a fair
enough reason for them to raid fields and caravans. Of course, they arn't
doing the Roman sow salt in the earth so nothing will grow there again type
razeing...
A group of people that spends turns for a specific purpose (no matter how
silly) is a Unit. Units can be either formal or informal. A formal Unit has
a Charter extended from the kingdom (it's a card in the kingdoms power
structure) and often gets income/support from the state as well. A Units
Charter describes it's duties (Actions it performs) and benifits (pay,
etc.). I basicly use the idea that the city production interface from Civ is
how the citys Charter is set. Access to those Actions is through the Nomic
rules of the government. A despot king might have little or no opposition
(votes opposite from the king in Nomic) against his Actions, while a king
over a long and established nobility may be king only as long as he can
maintain the support of the majority of the nobility reguardless of what
he'd like to do. Bobby Bruce in Braveheart springs to mind...
Nomic is how I handel politics and law. The Nomic rules describe who
participates in governmet Actions and how. Nomic players Actions involve
making law, like no magic, and policy, such as how to spend tax revenue or
at what rate to tax the population. In very democratic socities just about
every action in Civ requires some kind of Nomic vote.
Razeing, floods, earthquakes, hurricanes... I use Conways Life on the
squares for land that isn't worked due to stuff like the plague or a war
that drains away a large segment of the population.
Take care of your population and keep them happy and you'll have a strong
base to draw from. Instead of researching mass-fireball for your Unit of
wizards why not research plumbing so you can build bath houses in town and
increase your populations halflife.
As to those apples.
I use a combination of Transport Tycoon and Space Trader for building
caravans and developing trade for merchant type Figures. Transport Tycoon is
the model for actual road/train/gates routes building. The quicker the
communication/transportation system, the quicker a Unit/group of PC's can
respond to razeing say. Focusing on an ambitious transportation project can
provide many adventure opps. "da camptown ladies sing this song... doo dah!
doo dah!" I use some of the Space Trader algorythems for generating teratary
production widgets. Widgets are what I call trade goods that are of value
but of no real application as a tool or item of utility. The vast majority
of these items are luxury goods. There's no accounting for taste, so I use
the Space Trader stuff to generate these type of goods. Things like a style
of pottery decoration or a particular kind of cloak pin that becomes the
next "hot" item. Owning a caravan or ship, etc. and travelling a trade
triangle can be quite the adventure, especally running an acre of apples up
to irontown. The hill goblins have been restless lately you hear tell.
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