01-23-2006, 05:33 AM | #11 |
Join Date: Aug 2004
Location: Germany
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Re: Fixing Demographics for GURPS BANESTORM
If the population in year n is X and the growth rate is A, then the population in year n+1 is X*(1+A).
Now, if you apply this simple formula iteratively, you might find that using, say, 100 (one hundred) initial colonists in 1800 and an annual growth rate of 7%, you'll have some 112 million Caitnessers in 2005. Anything between that and total extinction is possible. Edit: Just checked the World Fact Book- an annual population growth rate of 2.8% (such as found in Benin, which has almost 6 children per woman) is perfectly within the human norm. Do the numbers- 2.8% will give you a a lot more population than 2.0%. For three million Caithnessers, about 12,000 initial colonists would suffice, for example. Last edited by DrTemp; 01-23-2006 at 06:45 AM. |
01-23-2006, 07:30 AM | #12 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Fixing Demographics for GURPS BANESTORM
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01-23-2006, 07:54 AM | #13 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Fixing Demographics for GURPS BANESTORM
In thinking this over, I've come to the following conclusion.
1) either we have a TL3 growth rate marginally upgraded thanks to the spells like CURE DISEASE, HEAL PLANTS, BLESS PLANTS, etc or 2) We have a world where the growth rates are more modernistic, approaching modern technological states. If we have option 1 - then the population growth rates are less than modern rates. Problem with that is, when using the lesser growth rates, 3 million population is too high for Caithness. It also permits the initial population of Megalos to be relatively large in 1800 AD. If we choose option 2 - then the population of 3 million in Caithness is mathematically attainable, but the population of Megalos in 1800 AD is under 2 Million. You want to be able to have both a large population of Megalos in 1800 AD and stipulate that Caithness could have grown fast enough to have a 3 million population. Options 1 and 2 are mutually exclusive of each other. So, despite the math models that you've been shown, despite the fact that I'm trying to blend both history with magic and still come up with something reasonable - you conclude that there is nothing wrong and that my points are invalid. OK, I know when to call it quits... |
01-23-2006, 07:58 AM | #14 |
Join Date: Sep 2004
Location: Canada
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Re: Fixing Demographics for GURPS BANESTORM
Got a question: When you ran the math backwards to get the population of Megalos, did you realize that you'd get the population *sans* the settlers?
The modern population of Megalos is by definition decended from the nonsettlers, so just running the numbers backquards, and THEN subtracting the settlers, means that if you then run the numbers forwards you get less people in Megalos than there are now - you're double dipping.
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01-23-2006, 07:59 AM | #15 | |
Join Date: Dec 2004
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Re: Fixing Demographics for GURPS BANESTORM
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across 200 years is wrong .. IMO Megalos had very high growth rate at it's early history but it become much lower at it's latter history (but probaly at it's beginig it was quite low becouse all human seletments were just trying to survive and try to build up infrastructure) Adding to this fact that humans were seletting in new land with foregin microbal life (potential to many new diseases .. perchaps some of them may be magicaly based ie. as part of it's efect invoking some magic based efects on victims), competition with other sentient races (Orcs,Goblins, Halfings, Kobolds and to some degree Elves and Dwarfes) and some of teh brinig problay own diseases. With so many unknowns nubers you give for Megalos population are quite prbable (so would figures biger or smaler by fraction of x-.5-x2). It's not numbers nubers that are problem but what you make of them. IMO barrinig or gettinig lighly on new diseases Meglos population should be higer in 2000AD, if we assume significant influence of new diseases we may get our target population. Let's assume that your numbers as starting point so 200 years ago we had 5-9 milions of humans in Megalos(assuming taht in next 200 years they had 0.5-1%growth rate)and need around 200-400 thousands of setters in Caithiness in order to have 3M population 200 years latter(with 2% growth). It implies of course that Caithiness is growing much faster than Megalos but you can fator in this taht during those 200 years Meglasoe would 'export' significat portion of it's own growth to Caithiness (with would explain in part it's own 0.5-1% efective growth). But why people would want to move? My bet is on climate change resulting in series of bad harvest in Megalos with might result in starvation in population dense areas of Megalos, combined with outbreaks of diseases (badly fed peple are more prone to fall ill). Combine this with charismatic and clewer leader who know value of good propaganda of good air(no diseases), frefitle land in the west. All you need initial and sucessfull expedition/expedions of 5-20 thousands people followed by increasinig numbers after initial sucess. So in the end you can get 200-300K (K=10^3) of initial population within 20-40 years(that's migration of 5-10K people per year on average). DICLAIMER: I haven't read Banestorm yet.. it's all based on your figures form other Banestorm thread and what I rember form old Yrth worldbook. So if I made grevious error please point it, not pound me with it :P |
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01-23-2006, 08:35 AM | #16 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: Fixing Demographics for GURPS BANESTORM
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01-23-2006, 08:50 AM | #17 | |
Join Date: Aug 2004
Location: Germany
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Re: Fixing Demographics for GURPS BANESTORM
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You cannot extrapolate from guessed medieval growth rates in England, because England was thoroughly settled by that time. Caithness not only had more resources available for feeding children, it should also have attracted new settlers over the centuries. (Why is everybody only referring to England when talking about the middle ages? I mean, it's not as if it was more important than many other parts of Europe then...) |
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01-23-2006, 08:56 AM | #18 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Fixing Demographics for GURPS BANESTORM
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As for England being settled circa 1200 AD? You were joking right? |
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01-23-2006, 09:16 AM | #19 |
Join Date: Oct 2004
Location: Joliet, IL
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Re: Fixing Demographics for GURPS BANESTORM
I'm not a math guy, but population is important...
In regard to caithness, wasn't it colonized for a period of 50 years or so? I haven't studied the demographic of the 1849 Gold Rush, nor the Gold rushes of the Yukon nor that of the Rockies...but couldn't that create huge numbers of colonists? |
01-23-2006, 09:24 AM | #20 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Fixing Demographics for GURPS BANESTORM
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Hee. Domesday Book. A Doomsday Book would cover plagues. |
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banestorm, world development |
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