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Total Land Area Data

Started by Vellos, January 24, 2012, 04:59:13 PM

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^ban^

60 peasents per square widget...
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Life in Night that they walk; Gods, heretics, thieves, and murderers.
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Tom

Yeah, I was thinking about using some other unit, but travel distances are also given in miles.

We're not aiming for extreme realism, but the numbers should make some kind of sense. The distances etc. are all picked so they make some kind of sense with the travel times, etc.


fodder

you could have empty regions that produce nothing, have 0 pop, can't be TO'ed.. just places to fight and travel.

then a town would really be a town as opposed to a town with a huge swath of empty lands around it abstracted into 1 region.. if you attack a walled regions, then you'll be climbing walls.. as opposed to just skirting around in the empty lands around it.
firefox

Vellos

Quote from: Bedwyr on January 27, 2012, 05:31:42 AM
Or, far more easily, we redefine the area units so that the population density numbers make more sense.

Yes, you could (though the variance would remain a bit small).

But the issue, as Tom noted, is:

Quote from: Tom on January 27, 2012, 10:31:12 AM
Yeah, I was thinking about using some other unit, but travel distances are also given in miles.

We're not aiming for extreme realism, but the numbers should make some kind of sense. The distances etc. are all picked so they make some kind of sense with the travel times, etc.

And you'll end up with badlands having a population density similar to the more fertile parts of France.

The problem isn't that the numbers are off; the problem is that the range of numbers are off. Again, this isn't a huge issue for gameplay reasons; I only originally noted it to offer some thoughts about how to RP your realms, and continued it because Tom seemed to have some interest in having population density be a meaningful statistic related to real Medieval population density.

But, yeah, changing the land area would seem to necessitate changing travel distances. And, in this case, we're mostly talking about shrinking land area, which would mean reducing travel distances. Maybe we're fine with that, but I know at least a few players who have commented on Dwilight's vast expanse as a major reason they enjoy it.
"A neutral humanism is either a pedantic artifice or a prologue to the inhuman." - George Steiner

Tom

Well, for a part we could simply accept that BM is not the earth, and things work differently. :-)


Vellos

Yes, we absolutely can. Again, I didn't start out by saying that the current system was necessarily bad. I was just analyzing what it was, not making a normative judgment concerning it.

You then, I thought (maybe I misread you) asked if anyone had suggestions on population density:

Quote from: Tom on January 26, 2012, 12:14:51 AM
Neither do I. :-)

If someone wants to do some research and then suggest what the numbers should look like - I'll be happy to change them.

You said "should," which I assumed meant "should [if they were to be more realistic]." Again, maybe I misinterpreted.

Personally, I like having a more urban population than the Middle Ages actually had: urbanization begets longer-distance trade. Population dynamics like the real middle ages would make long-distance trade (especially in food) far less frequent.
"A neutral humanism is either a pedantic artifice or a prologue to the inhuman." - George Steiner

Tom

Quote from: Vellos on January 27, 2012, 07:01:09 PM
Personally, I like having a more urban population than the Middle Ages actually had: urbanization begets longer-distance trade. Population dynamics like the real middle ages would make long-distance trade (especially in food) far less frequent.

We do. In fact, before the change, we were almost at modern-world urbanization rates (50% population living in cities). We are now down from that, but still far from the middle ages, I think.

Bedwyr

Quote from: Vellos on January 27, 2012, 04:46:09 PM
But, yeah, changing the land area would seem to necessitate changing travel distances. And, in this case, we're mostly talking about shrinking land area, which would mean reducing travel distances. Maybe we're fine with that, but I know at least a few players who have commented on Dwilight's vast expanse as a major reason they enjoy it.

Not if you handwave it as "square miles of inhabitable land".  Then you don't have to change anything except the display number for area.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"