Difference between revisions of "Kingdom creation"

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** 90 - Germany (slightly less perfect climate and a lower percentage of arable land)
** 90 - Germany (slightly less perfect climate and a lower percentage of arable land)
** 90 - Italy (lots of hills and rocky areas)
** 90 - Italy (lots of hills and rocky areas)
** 75 - Artipellin (slightly over average)
** '''65 - Normal'''
** 40 - Great Britain ()
** 40 - Great Britain ()
* Agricultural Support - 180 is standard (including minor blights, theft etc)
* Agricultural Support - 180 is standard (including minor blights, theft etc) - (sq mile of settled land supports)


'''[http://donjon.bin.sh/fantasy/demographics/ Backup]'''
'''[http://donjon.bin.sh/fantasy/demographics/ Backup]'''
* Similar entries to Qzil
* 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 '''[http://donjon.bin.sh/fantasy/demographics/ here]'''.
* Acres to Km: Multipy with 0.00404685642240
* Divide by pi: 3.14159265359
* Radius: Take square root
* Diameter: Multiply by two




Line 36: Line 56:
* Large city - 12001 - 25000 - 40000gp
* Large city - 12001 - 25000 - 40000gp
* Metropolis - 21001+ - 100000gp
* Metropolis - 21001+ - 100000gp
http://www.dandwiki.com/wiki/A_Magical_Medieval_City_Guide_%28DnD_Other%29/Generating
=== NPC Levels ===
* http://paizo.com/threads/rzs2ofo3?Average-level-of-NPCs-in-cities#14
<pre>1st = about 1/2 of the population = 524,228 people
2nd = about 1/4 of the population = 262,144 people
3rd = about 1/8 of the population = 131,072 people
4th = about 1/16 of the population = 65,536 people
5th = about 1/32 of the population = 32,768 people
6th = about 1/64 of the population = 16,384 people
7th = about 1/128 of the population = 8,192 people
8th = about 1/256 of the population = 4,096 people
9th = about 1/512 of the population = 2,048 people
10th = about 1/1,024 of the population = 1,024 people
11th = about 1/2,048 of the population = 512 people
12th = about 1/4,096 of the population = 256 people
13th = about 1/8,192 of the population = 128 people
14th = about 1/16,384 of the population = 64 people
15th = about 1/32,768 of the population = 32 people
16th = about 1/65,536 of the population = 16 people
17th = about 1/131,072 of the population = 8 people
18th = about 1/262,144 of the population = 4 people
19th = about 1/524,288 of the population = 2 people
20th = about 1/1,048,576 of the population = 1 person</pre>
=== NPC Guard lvl ===
Levels as you age: http://www.enworld.org/forum/showthread.php?20566-NPC-Commoner-over-a-lifetime
A human starting at age 15 (adulthood per PHB page 93) NPCs get 1 exp/day, 365 exp/year. Their level advancement would look something like this
<pre>    age 15 is level 1
    age 18 is level 2
    age 24 is level 3
    age 32 is level 4
    age 35 is “middle age” –1 S, D, & Co; +1 I, W, & Ch
    age 43 is level 5
    age 53 is “old age” –2 S, D, & Co; +1 I, W, & Ch
    age 57 is level 6
    age 70 is “venerable” –3 S, D, & Co; +1 I, W, & Ch
    age 73 is level 7
    age 92 is level 8</pre>
== 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 ==
* [http://www222.pair.com/sjohn/blueroom/demog.htm Medieval Demographics]
{{Roleplaying}}
[[Category:Production]]
[[Category:Roleplaying]]

Latest revision as of 15:09, 23 March 2016

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


NPC Levels

1st = about 1/2 of the population = 524,228 people
2nd = about 1/4 of the population = 262,144 people
3rd = about 1/8 of the population = 131,072 people
4th = about 1/16 of the population = 65,536 people
5th = about 1/32 of the population = 32,768 people
6th = about 1/64 of the population = 16,384 people
7th = about 1/128 of the population = 8,192 people
8th = about 1/256 of the population = 4,096 people
9th = about 1/512 of the population = 2,048 people
10th = about 1/1,024 of the population = 1,024 people
11th = about 1/2,048 of the population = 512 people
12th = about 1/4,096 of the population = 256 people
13th = about 1/8,192 of the population = 128 people
14th = about 1/16,384 of the population = 64 people
15th = about 1/32,768 of the population = 32 people
16th = about 1/65,536 of the population = 16 people
17th = about 1/131,072 of the population = 8 people
18th = about 1/262,144 of the population = 4 people
19th = about 1/524,288 of the population = 2 people
20th = about 1/1,048,576 of the population = 1 person

NPC Guard lvl

Levels as you age: http://www.enworld.org/forum/showthread.php?20566-NPC-Commoner-over-a-lifetime

A human starting at age 15 (adulthood per PHB page 93) NPCs get 1 exp/day, 365 exp/year. Their level advancement would look something like this

    age 15 is level 1
    age 18 is level 2
    age 24 is level 3
    age 32 is level 4
    age 35 is “middle age” –1 S, D, & Co; +1 I, W, & Ch
    age 43 is level 5
    age 53 is “old age” –2 S, D, & Co; +1 I, W, & Ch
    age 57 is level 6
    age 70 is “venerable” –3 S, D, & Co; +1 I, W, & Ch
    age 73 is level 7
    age 92 is level 8

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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