Difference between revisions of "Kingdom creation"

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== References ==
== References ==
* [http://www222.pair.com/sjohn/blueroom/demog.htm Medieval Demographics]
* [http://www222.pair.com/sjohn/blueroom/demog.htm Medieval Demographics]
{{Roleplaying}}




[[Category:Production]]
[[Category:Production]]

Revision as of 19:39, 13 September 2015

This article provides a guide on how to make a kingdom.

Establish Square Milage

  • Count areas of 10km * 10km
  • Multiply areas with 100
  • Multiply square km with 0.386102

Generate Numbers

Generate!

  • Kingdom age - Time there has been kingdoms there
  • Population density:
    • 100 - France (abundance of arable countryside)
    • 90 - Germany (slightly less perfect climate and a lower percentage of arable land)
    • 90 - Italy (lots of hills and rocky areas)
    • 75 - Artipellin (slightly over average)
    • 65 - Normal
    • 40 - Great Britain ()
  • Agricultural Support - 180 is standard (including minor blights, theft etc) - (sq mile of settled land supports)

Backup

  • Similar entries to Qzil

Tally up

  • Area: X Km2 / X sq miles (Settled: X sq. mi, Unsettled: X sq mi)
  • Population: X (urban: X, rural: X, isloated: X)
  • Density: X per sq mile
  • List cities and towns
  • Excel
    • Put population & isolated in excel to calculate villages
    • Add villages
  • Castles

Cities and Towns

  • Create my own calculation!
  • Or:
  • Put population here.
  • Acres to Km: Multipy with 0.00404685642240
  • Divide by pi: 3.14159265359
  • Radius: Take square root
  • Diameter: Multiply by two


S. John Ross Towns

  • Villages range from 20 to 1,000 people, with typical villages ranging from 50-300. Most kingdoms will have thousands of them. Villages are agrarian communities within the safe folds of civilization. They provide the basic source of food and land-stability in a feudal system. Usually, a village that supports orchards (instead of grainfields) is called a "hamlet." Occasionally, game writers use the term to apply to a very small village, regardless of what food it produces.
  • Towns range in population from 1,000-8,000 people, with typical values somewhere around 2,500. Culturally, these are the equivalent to the smaller American cities that line the interstates. Cities and towns tend to have walls only if they are frequently threatened.
  • Cities tend to be from 8,000-12,000 people, with an average in the middle of that range. A typical large kingdom will have only a few cities in this population range. Centers of scholarly pursuits (the Universities) tend to be in cities of this size, with only the rare exception thriving in a Big City.
  • Big Cities range from 12,000-100,000 people, with some exceptional cities exceeding this scale. Some historical examples include London (25,000-40,000), Paris (50,000-80,000), Genoa (75,000-100,000), and Venice (100,000+). Moscow in the 15th century had a population in excess of 200,000!

DnD Towns

  • Thorp - 20-80 - 40gp
  • Hamlet - 81-400 - 100gp
  • Village - 401-900 - 200gp
  • Small town - 901-2000 - 800gp
  • Large town - 2001-5000 - 3000gp
  • Small city - 5001-12000 - 15000gp
  • Large city - 12001 - 25000 - 40000gp
  • Metropolis - 21001+ - 100000gp

http://www.dandwiki.com/wiki/A_Magical_Medieval_City_Guide_%28DnD_Other%29/Generating

My own Generator Idea

City creation on computer or even pen and paper. Set few main roads and structures and then roll square house, corner or special. Each house different width and can be a temple (unlikely). Each corner can be left (with angle) or right. Roll for proper road (unlikely, as is right angle) or alley (likely).

For temples, pubs, bars etc, use adapted DnD town generation.


References


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