01-21-2006, 07:28 PM | #31 |
Join Date: Jan 2006
Location: Central Europe
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Re: [Banestorm] The war of Megalos against Caithness
Ian, DrTemp specifically referred to knights using their speed to catch orc tribes trying to evade them. A force of mixed cavalry and infantry will obviously lose its advantage in strategic mobility over orcs on foot. As for the knights' retainers, some of them would have to be left behind to defend human settlements. Also, I assume that DrTemp was using the term knight in the early-medieval sense of a heavy cavalryman. Think about the population required to support a single such lance. To support a prosperous landed knight, a squire, two untitled heavy cavalry (men at arms), and four infantry requires at least 500 people or so, assuming 2% military participation reduced slightly for so many cavalry. Landless nth-sons and adventurers would rarely have retainers, although they might band together with other adventurers and mercenaries on foot. Even assuming that half a dozen such lances can beat a tribe of 200 orcs reliably, that requires several thousand people. The conquerers then have to build a fort and some farms in the wilderness. Once settled, they will be more willing to defend human territory than to help new adventurers win their land.
Good point about the elves in the deep woods killing orcs who try to hide there. But they have been scarce in central Caithness since the Banestorm, and likely avoid the nastier, rougher areas of woods. It gets worse, though. Eventually the knights will strike an orc band which is part of a larger tribe of several thousands. Said tribe retaliates and either crushes them or causes a great deal of trouble on the borders of human territory. Even if the orcs loose and are slaightered, as seems probable, they may well eliminate the surplus human population who were available to expand in the first place! The humans would win in the long term, but a single generation seems too short. And what about hal's point that there seems to have been no shortage of farmland in Megalos c. 1800? Megalan agriculture should be very good, although corrupt lords and serfdom should reduce this efficiency. |
01-22-2006, 01:11 AM | #32 | |||||
Join Date: Aug 2004
Location: Germany
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Re: [Banestorm] The war of Megalos against Caithness
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Even the orcs in the Orclands need Dwarves for that, and those groups are still smaller than "several thousands". Don't forget, Yrth's orcs are the archetypical stupid swordfodder. Quote:
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01-22-2006, 01:13 AM | #33 | |
Join Date: Aug 2004
Location: Germany
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Re: [Banestorm] The war of Megalos against Caithness
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By what you say, there is no way they could conquer the largest empire in history only feeding themselves with what they found in the steppes of Siberia and only feeding their horses with grass- but that's what they did. |
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01-22-2006, 01:20 AM | #34 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Banestorm] The war of Megalos against Caithness
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01-22-2006, 01:26 AM | #35 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Banestorm] The war of Megalos against Caithness
Challenge accepted ;) Build the Knight, I'll build the 10 orcs and post it here...
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01-22-2006, 03:25 AM | #36 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Banestorm] The war of Megalos against Caithness
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Also realize that the "invaders" have to find the orcs before they can attack the orcs. Throw in the fact that the hunters are used to their land and know it relatively well means that the Human knights are going to have to become very adept at both finding them and not allowing their coming to be detected. Not an easy task with a warband. |
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01-22-2006, 03:38 AM | #37 | ||||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Banestorm] The war of Megalos against Caithness
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-22-2006, 06:58 AM | #38 | ||||
Join Date: Aug 2004
Location: Germany
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Re: [Banestorm] The war of Megalos against Caithness
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In general, I wonder what you think that wild horses eat? Quote:
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01-22-2006, 07:03 AM | #39 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Banestorm] The war of Megalos against Caithness
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The reason I chose to calculate the 2% rate of growth was based on the fact that historically, while growth rates were lower than that, people are claiming that we can get more "modern" type living, agriculture, etc. The nasty part about the arguments for and against growth rates either higher or lower than 2% is simple. Using 2% as the baseline, the immediate objection was "Yes, but it doesn't make sense that the population of Megalos was less than 2 Million 200 years ago". Problem is, if you take and lower the growth rate, then instead of doubling the population enough to support another Knight's holding and lance - it takes at least TWO generations to expand enough with numbers of people - which then lends credence to the fact that the expansion rates for the history of Megalos and Yrth are too inflated. As for the precision of land area for any given region in Yrth? There is this really NIFTY program called CAMPAIGN CARTOGRAPHER PRO put out by Profantasy. It is a vector graphics mapping program which originally was high priced but now is lower priced. Something like $40 a pop now. There are a LOT of add ons you can buy including CASTLES (which has a fair number of castle floorplans I might add), dungeons, cities, and even the ability to tie in with Fractal Terrain (a nice program in and off itself). In any event - one of the benefits of CC Pro is that you can import a scanned bitmap or JPG file, set it on a layer in the program, and then draw a polygon on it. Once that polygon is stretched about and formed/shaped to match the contours of the country/nation of Yrth (In the case I used, Caithness), you hit the info key, and get the area of the polygon. VERY nifty. Could it be done with any other map of Megalos for example? Only if there was a bmp file encompassing all of Megalos with the scale on the map. Then, I'd have to import it to CC Pro, make a polygon that fit over all of the contours of the boundaries (shorelines, land boundaries ect) and then do a "Area of polygon". All in all, I would estimate about maybe 2 hours labor to figure that out. In response to your question about previous canon material acting as a constraint upon Phil, you'd have to ask him. One thing I know from the material I own - there is very little information on the population levels in various nations of Yrth. One thing mentioned in earlier documents was the fact that the King of Caithness is related to Lord Peredur of Durham. His mother is Lord Peredur's Niece. That would have made the Queen Mother a cousin to Lady Bronwyn's deceased parents. I posted on that relationship once here on the Forums ;) What I find interesting about the claim that Caithness was settled by the Duke of Craine is this: The population figures for Caithness were never designated until GURPS BANESTORM. As I am showing now with the math, a population that expands at a rate of 2% would have required an intitial colonization population of 310,000 in order to grow to the size of 3 million within 200 years. You can explain some of the problem away by saying "No, some of the 3 million population belonged originally to Megalos and they are immigrants" But as I've shown - that same 2% growth rate applied to Megalos would have set the population in Megalos at just under that of England in 1200 AD <g>. A catch 22 situation if I ever saw one. So either the population isn't growing fast enough to expand as fast as the "historians" of Yrth would have us believe, or the numbers are off and we need a larger initial population for Yrth. What is worse about all of this in my opinion is that this could have been avoided by a simple "Ok, we made a mistake in scale on the original map." Lower the amount of land being involved, determine what the population figures should be to get the "feel" right, and you're in shape. One of the "ideas" I almost suggested as a possibility as to how Caithness MIGHT have conquored the lands of the orcs so quickly had to do with disease. Problem is, orcs are not humans, any disease that is contagious enough to be spread between humans and/or orcs would be a cross-species disease. Add to the mix that Orcs have disease resistance +2 AND a +2 to their HT, and it becomes readily apparent that orcs aren't likely to fall prey to diseases by humans. So, I'm back to square one as it were. If Humans do not grow at a fast rate, then the expansion is too rapid to be "realistic". It does however, preserve the notion that 200 years ago, Megalos had a population in excess of 2 million. If you use a fast enough growth rate where population doubles every 35 years (about once every two generations), then an expansion that doubles makes sense (sorta). So, which explanation does the Author of GURPS BANESTORM prefer to use? A slower growth rate so that 200 years ago Megalos had more than 2 million people - but can't explain the need or even possiblility of a fast expansion, or does the Author choose a fast expansion rate to explain the need for expansion, but then has to explain why there were only 2 Million people alive in the Empire of Megalos some 200 years ago. Damned if you do and damned if you don't kind of thing ;) |
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01-22-2006, 08:02 AM | #40 | |||
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Banestorm] The war of Megalos against Caithness
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If Megalos is not a fuedal style of setting, then you STILL have servii class personnel (it is after all, a ROMAN term denoting people who owe service). What Rupert is trying to tell you is that people don't just get into a car, travel 200 miles and relocate on a whim. The "source" for this is just plain common sense. Imagine how much a bushel of grain weighs. Then further imagine that you're carrying the seedstock of your farm with you while you travel. This is something you may not eat now because you need it to produce more grain for the next growing season. It takes 4 bushels of barely to sow an acre. It takes 2 bushels of wheat to sow an acre of wheat. I think it takes 3 bushels of peas to sow an acre. Net yields per acre? 16 or so for Barley, 8 or so for wheat, and 10 or so for peas. At about 50 lbs per bushel, you can begin to see why the farmer might be hauling about 900 lbs of seedstock that he can't even eat. Factor in the food requirements for travel, then the food requirements to eat while waiting for the crop to grow, etc - and you can begin to see why it is not easy to just pick up and go 100 miles to a new location. And finally - where did all these 'free people" come from - those 1 in 6 megalanians willing to move to the new lands? Probably from western Megalos. 310,000 people is enough for about two whole duchies plus change. Do you think the nobles are going to be happy at losing 1/6th the production and tax base of all of the empire in one fell swoop? Somehow, I suspect not. As stated in other of my posts - either the growth rate is high and the original population of Megalos and Caithness are as I've calculated, or, the grow rate is relatively low (and lower yet for Caithness because of the lack of magically augumented farming) and the population expansion written as "Yrth history" becomes invalid. You can't have it both ways. I calculate that if you have a growth of 1/2 of 1 percent, that the colonization population of Caithness needs to be 1.7 Million people in order to reach a population of 3 million 200 years later. Likewise, the population of Megalos with a growth rate of .005 is about 8.99 Million in order to have a population of 16 million people 200 years later. 1.7 million out of 8.99 million still works out to be roughly 1 in 6 had to migrate out of Megalos to start a colony called "Caithness". |
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