England 1340 AD |
Japan 8th century AD |
Europe AD&D Fantasy |
'Ancient Egypt' |
Ninth Pass Pern |
|
HEX | 25 | 25 | 25 | 25 | 25 |
POPCONST | 235 | 485 | 235 | 235 | 51 |
LAND | 100 | 265 | 100 | 200 | 830 |
CLIM | 1 | 1.5 | 1 | 1.2 | 0.7 |
EXTRA | 0 | 0 | 600 | -80 | 0 |
YIELD | 1 | 2.5 | 10 | 1 | 1 |
TL | 3 | 2 | 7 | 2 | 7 |
URBAN | 2 | 12 | 50 | 6.9 | 1 |
Land Use | |||||
ARABLE | 40 | 15 | 30 | 5 | 15 |
PASTURE | 30 | 0 | 20 | 5 | 15 |
WOODLAND | 10 | 30 | 20 | 0 | 0 |
FISHING | 5 | 10 | 5 | 1 | 5 |
IMPORT% | -35 | ||||
City | |||||
COASTAL | 1 | 1 | 1 | 1 | |
POP | 50000 | 50000 | 50000 | 20000 | 5000 |
CCOUNT | 2 | 1 | 2 | 2 | |
FARMLAND | 30 | 500 | 50 | 800 | 150 |
VILGAP | 1 | 0.7 | 5 | 1 | 2.46 |
MAXCITY | 50000 | 50000 | 50000 | 20000 | 5000 |
Tech Level Table | |||||
TLPOP | 0.005 | 1 | |||
margin | 5 | 0.3 |
Given highly mountainous terrain, how did Japan manage a population of 8 million? The secret is YIELD: two or even three crops of rice per year.
Note that FARMLAND needs to be high: the farmers were crowded into the coastal plains, as is still the case in modern times.
An attempt to recreate England as imagined in the AD&D World Builder's Guidebook.
For this some major changes are required so we've switched to TL7 and increased farm production margin by a factor of 5! This enables a much higher proportion of non-peasants to be supported, 50% in our case.
Obviously with Priests blessing crops YIELD is going improve. Let's be silly and make it a tenfold increase.
We need villages 'scattered at five- to ten-mile intervals', but with their population similar to realworld. This can be achieved by another drastic change - reducing TLPOP to 0.005! The peasants don't really need ploughs or other technology. No wonder those buxom wenches are so keen to give our bold adventurers guided tours of the local haylofts - they've little else to do...
I've increased Woodland to allow for those vast forests that fantasy writers often seem to require.
Checking WILDERNESS we find a full 88% of monster infested land for adventurers to explore. Excellent!
RURAL_EDGE is low, so we can have a really big city. It might be difficult finding enough people to live in it though.
Here we have a desert country with a small strip of fertile land along the banks of the Nile, simulated by setting ARABLE low and FARMLAND high. I've not used realworld figures here, since I've no idea what they should be...
In Roman times Egypt was exporting grain (it still exports food) which seems to run counter to common sense but in our model IMPORT -35% is actually no problem. WILDDENS is low, as it should be.
Anne McCaffrey's Dragonriders of Pern series seemed at first sight to be a simple exercise for the spreadsheet - until I found the author had a secret...