11-04-2021, 03:40 PM | #31 | |
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Re: test driving GURPS Realm Management
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11-04-2021, 04:12 PM | #32 |
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Re: test driving GURPS Realm Management
Of course. On the other hand, I think that I'm going to set aside this particular rule, and just use Corruption the way it's defined in City Stats, without trying to reconcile the two. House rules don't have to be so bound by precedent.
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11-04-2021, 04:15 PM | #33 |
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Re: test driving GURPS Realm Management
That's cool. :-)
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11-04-2021, 09:06 PM | #34 | |
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Re: test driving GURPS Realm Management
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How do you decide this sort of thing? What tells you that 5 points is a modest level, and 10 points a high one? Here you're looking, say, at a city of 50,000 inhabitants; what are the scores you propose telling you, in concrete terms? Or are resource values a purely abstract idea, like Hit Points?
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11-05-2021, 02:34 AM | #35 |
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Re: test driving GURPS Realm Management
I'm taking a further look at the rules on food production.
* One type of disruption is a famine, during which a realm's ability to feed itself fails; rather than getting food from current yield, it has to go into its Agriculture Points. A realm must spend 3 Agriculture Points per month to avoid starvation. * Lost Agriculture Points are replenished by the Gather/Extract maneuver. Getting 3 Agriculture Points requires success on a skill roll by a margin of 6 in one months, or by a margin of 2 in three months. On the average, this requires a skill of 16 or of 12. To produce as much food in a month as is consumed in a month during a famine needs skill 16. * A realm with one level of Fertile Territory gets one extra Agriculture Point if it succeeds by 3+. So with skill 14, it would expect to succeed by 4 points, yielding a base of 2 Agriculture Points, plus one extra. With skill 16, it would get a total of 4 Agriculture Points on a typical roll. * A realm with two or more levels of Fertile Territory gets one extra Agriculture Point per full three points of success. With skill 14, it would still get 3 points; with skill 16, it would get 5 points. That's 1 AP per two levels of success plus 1 AP per three levels of success, or in total, 5 AP per six levels of success. * So it looks as if Fertile Territory 2 or more increases food output by two-thirds. Applying this backward, that suggests that taking Fertile Territory 2 boosts TL10 carrying capacity from 600 to 1000 per square mile for +30%. * This isn't as good a deal as taking Higher Carrying Capacity, which gives 800 per square mile for +5% or 1200 per square mile for +10%. On the other hand, it seems as if it would be possible to take both, getting 2000 per square mile for +40%. With that combination, for example, Pavonis Portal's 50,000 inhabitants would need 25 square miles of inhabited area. Stacked two levels high, they would occupy a circle 2 miles in radius. But there's a further puzzle: * What if the required area to support 50,000 people is 84 square miles, but the city-state is crowded into 70 square miles? Its population exceeds its carrying capacity by 20%. How does that penalize it? It seems that it ought to have recurrent difficulty in feeding itself, fixed either by trade with other realms, or by repeated famines. But I'm not seeing a rule that addresses this. I've searched on Carrying Capacity and that doesn't turn up anything.
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Bill Stoddard I don't think we're in Oz any more. Last edited by whswhs; 11-05-2021 at 06:45 AM. |
11-06-2021, 01:01 PM | #36 | |
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Re: test driving GURPS Realm Management
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This might be a bit out of your idiom (I don't know if you play builder games like Civilization) as I based them on the common/popular concept resources in building games.
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11-06-2021, 01:05 PM | #37 | |
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Re: test driving GURPS Realm Management
Yes. That is a way to do it. There are multiple methods of providing for a realm.
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11-06-2021, 02:53 PM | #38 | |
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Re: test driving GURPS Realm Management
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11-06-2021, 03:00 PM | #39 | |
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Re: test driving GURPS Realm Management
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You know, it’s fine to say “purely abstract.” But I still don’t have a process for deciding how many abstract thingumbobs a realm should have. I mean,if I’m building a character, at least I know that a normal character has 10 HP and 10 FP. If you were building a realm that was in average condition, how many resource points would you give it.
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11-06-2021, 03:16 PM | #40 | |
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Re: test driving GURPS Realm Management
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As for the difference . . . The difference is you give it one of the options I listed so there is an obvious reason why things are the way they are. Crafting a realm is a bit of an art more than a science - just like crafting a character.
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