Wednesday, April 6, 2016

Placing References


Alexis recently finished a series of posts detailing (mostly) his world's economic system.  I've been salivating over it for years, and I immediately set to establishing it in my world.

I immediately ran into some problems specific to my world.  The problems begin in that my world (at least, the parts that I have designed right now) take place on the equator - Sahargeen, the magical rainforest, is on the equator and therefore the Southern Kingdoms, which lie directly south of it, are in a tropical climate.  This means that the Southern Kingdoms have been carved out of this rainforest, (and the land is mostly hilly, I'll get to that later), rendering it less suited for a standard D&D economy - horses do very poorly in jungle, as does grain.

To place resources, I decided to type each hex in two ways: its topography and vegetation, since the two can be independent.  Here, the vegetation is all jungle or jungle and swamp (for the hexes featuring rivers), and the topography is almost entirely hilly (since I started with elevations for each hex instead of a terrain type, I had to come up with some rules to apply a topographic type to each hex.  My rule of thumb is that if there is an elevation change of more than 500', then both hexes will be hilly, and mountains are determined by either hills over 5000' or a difference of more than 2000').

Each topographic and vegetative option has a distinct set of references that might be found there:
Type
Hills; Jungle
Hills; Jungle Swamp
Plain
Plain; JS
Mountain; J
Coast
1
Empty
Empty
Empty
Empty
Empty
Empty
2
Empty
Empty
Empty
Empty
Empty
Roll twice
3
Roll twice
Roll twice
Roll twice
Roll twice
Roll twice
Salt
4
Ore
Ore
Cattle
Cattle
Gold
Fish
5
Bricks
Bricks
Grain
Grain
Ore
Clay
6
Sheep
Clay
Fruit
Fruit
Bricks

7
Clay
Fruit
Horses
Horses


8
Fruit
Empty
Bricks
Bricks


9
Empty
Fruit

Empty


10
Fruit
Spices

Fruit


11
Spices
Timber

Spices


12
Timber
Fish

Fish


13
Gold
Gold





Coasts are (obviously) the hexes that border the sea.  Since I rolled randomly on the table you see above for each hex, I had to essentialize my list to make sure that each area was producing the kinds of things I wanted it to produce - I want coasts to produce primarily salt and fish, and so I ignore whatever vegetation might be there in favor of the opportunities provided by the topography.  Similarly, since having a lot of gold references is important to standardize pricing, I wanted mountains to predominantly offer gold and ore, so I ignore vegetation there, as well.

You'll also notice that I do not have any grapes references as mentioned in Alexis' original setup.  This is because grapes require a hot, dry climate to thrive, but in the tropics, bananas, coconuts, and pineapples serve the same purpose (the brewing of wine).

The table worked fairly well for this area, and once I finish the Southern Kingdoms up, I'm interested in expanding this method to work with my other regions (which are much more vegetatively diverse).  I will probably make them produce fewer resources, as well.

Part of the reason I have for a much higher chance of producing references than not is that the Southern Kingdoms are the player's entry point into my world - it is my Fallow, to draw from Alexis' How to Run.  The culture is based on a European religio-feudal model despite being on the edge of a tropical jungle (they are immigrants), and I want this area, therefore, to be incredibly resource-rich.  The randomization, as you will soon see, still makes relative scarcity occur, but most of the reference types are well-represented, so one can purchase most goods for a reasonable price (the exceptions being horses, cattle, and grain).

Hex
-16
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
7
?
Hills; J
?
?
?
?
Hills; J
?
?
?
Hills; JS
?
Hills; J
?
Hills; J
?
Hills; J
?
?
?
Hills; J
?
Hills; J
?
Hills; J
6
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
5
Hills; J
Hills; J
Hills; J
Hills; JS
Mountain; J
Mountain; J
Mountain; J
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; J
Hills; JS
4
Hills; J
Hills; J
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Mountain; J
Hills; JS
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
3
Hills; J
Hills; J
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Mountain; J
Hills; J
Hills; JS
Plain; JS
Hills; J
Hills; J
Hills; J
Hills; JS
Plain
Plain; JS
Hills; JS
Hills; JS
Hills; J
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
2
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Plain; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; J
Plain; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
1
Hills; J
Hills; JS
Plain; JS
Hills; J
Coast
Hills; JS
Hills; J
Hills; J
Plain; JS
Plain; JS
Coast
Hills; JS
Hills; J
Plain; JS
Plain; JS
Hills; JS
Coast
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Mountain; J
0
Coast
Hills; J
Coast
Plain
Coast
Coast
Hills; J
Hills; J
Hills; J
Coast
Sea
Coast
Coast
Plain
Coast
Coast
Sea
Coast
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
-1
Plain
Coast
Plain
Coast
Sea
Sea
Coast
Plain
Coast
Coast
Sea
Sea
Sea
Coast
Sea
Coast
Sea
Coast
Plain; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Mountain; JS
-2
Coast
Plain
Coast
Sea


Sea
Coast
Coast
Sea



Sea

Sea
Sea
Coast
Hills; J
Hills; J
Hills; JS
Plain
Hills; JS
Hills; J
Mountain; J
-3
Sea
Coast
Sea




Sea
Sea








Sea
Coast
Hills; J
Coast; JS
Plain; JS
Plain
Hills; JS
Hills; JS
-4

Sea
















Sea
Coast
Sea
Coast
Coast
Hills; JS
Hills; J
-5



















Sea

Sea
Sea
Hills; J
Hills; JS
-6






















Sea
Coast
Hills; JS

This table lists all of the hexes that I consider within the boundaries of the Southern Kingdoms.  Each 20-mile hex has its own box, and (once I get back to my more powerful computer) I'll assign each hex to a market.  The question marks are areas for which either I couldn't read the elevation or I haven't mapped yet, but they are too far from the Southern Kingdoms to provide references.

This area spans about 100,000 square miles and has 26 markets, concentrated within about 80 miles of the coast.

After randomly determining my references via the process above, I come out with the following list.

Hex
-16
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
7
?
Clay
?
?
?
?
Empty
?
?
?
Empty
?
Timber
?
Clay
?
Empty
?
?
?
Spices
?
Ore
?
Empty
6
Bricks
Fruit
Spices
Spices
Empty
Ore
Fruit
Fruit
Spices
Spices
Fish
Fruit
Empty
Spices
Empty
Fruit
Fruit
Sheep
Empty
Bricks, Fruit
Gold
Fruit, Bricks
Empty
Spices
Spices
5
Ore
Bricks, Ore
Empty
Timber
Timber
Ore
Gold
Fruit
Spices
Timber
Bricks
Fruit
Timber
Ore
Gold
Bricks
Bricks
Empty
Fruit
Sheep
Fruit
Sheep, Fruit
Ore
Empty
Fruit
4
Empty
Gold
Timber, Spices
Ore
Fish
Horses
Ore
Fruit
Gold
Empty
Clay
Empty
Fruit
Bricks
Empty
Timber
Fruit
Ore, Fruit
Timber, Ore
Gold
Fruit
Fruit
Gold
Empty
Empty
3
Fruit
Fruit
Fruit
Bricks
Fish
Bricks
Empty
2 Gold
Fruit
Ore
Horses
Empty
Fruit
Gold
Gold
Empty
Cattle
Bricks, Gold
Empty
Clay
Gold
Fruit
Empty
Clay
Spices
2
Bricks
Ore
Fish, Fruit
Sheep
Gold
Fruit
Timber
Spices
Timber
Fruit, Spices
Bricks
Timber
Bricks
Ore
Clay
Spices, Timber
Spices
Empty
Clay
Timber
Fruit
Bricks
Timber
Empty
Empty
1
Timber
Bricks
Horses
2 Fruit
Salt
Spices, Fruit
Empty
Fruit
Spices
Bricks
Salt
Spices
Empty
Horses
Empty
Empty
Clay
Timber
Empty
Empty
Timber
Empty
Fruit
Timber
Gold
0
2 Salt
Empty
Fish
Empty
Salt, Fish
Salt
Fruit
Clay
Bricks
Fish
Sea
Clay
Salt
Empty
Salt, Fish
Salt
Sea
Empty
Fish
Fruit
Fruit
Spices
Bricks, Timber
Timber
Spices
-1
Bricks, Grain
Salt
Empty
Fish, Salt
Sea
Sea
Empty
Bricks
Empty
Fish
Sea
Sea
Sea
2 Clay
Sea
Clay
Sea
2 Fish
Fish
Bricks
Ore
Bricks
Ore
Fish
Gold
-2
Salt
Empty
Empty
Sea


Sea
2 Salt
Fish, Salt
Sea



Sea

Sea
Sea
Clay, Fish
Fruit
Spices
Fruit
Cattle
Spices
Clay
Empty
-3
Sea
Empty
Sea




Sea
Sea








Sea
Salt
Sheep, Timber
2 Clay
Fish
Bricks
Empty
Spices, Fruit
-4

Sea
















Sea
Salt, Fish
Sea
Empty
Salt, Clay
Clay
Gold
-5



















Sea

Sea
Sea
Fruit
Empty
-6






















Sea
Empty
Fish, Clay

My count of each reference is as follows:
Reference
Totals
Bricks
23
Cattle
2
Clay
19
Fish
21
Fruit
43
Gold
19
Grain
2
Horses
2
Ore
16
Salt
18
Sheep
5
Spices
18
Timber
21

Fruit, then, is the dominant foodstuff, and there's a fair amount of stone, fish, gold, salt, timber, and spices.  The relative scarcity of timber indicates that, although the rainforest is everywhere, most of the wood in the rainforest isn't useful for construction purposes (or the forest's guardians have killed enough would-be loggers that people have learned their lesson).

The lack of grain, however, will be problematic - grain forms a huge staple in most standard medieval diets (especially nonperishable rations, which are kind of important for roleplaying games).  To fix this, I'll go in as I'm assigning hexes to markets and change what references are produced by the plains in columns -6 and 0.

I can already see how this is going to change my game for the better, and I'm excited to implement everything.

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