[PnP] Ship Project - Installment #14 - Ship/ Cultures
Scott Adams
longshot at darktech.org
Sun Nov 19 04:39:55 CET 2006
Installment #14 - Ship and Cultures.
I meant to release this last week but was sick. When I worked
on the Culture Project a couple years ago I worked through line
by line of each culture. I made notes and a cultural study enough
to probably become an antropologist or something :). Many GMs have
troulbe starting out fleshing out a good world. They may use
their limited world views but stop there. So a group going on the
high seas might encounter a ship once a week per the encounter
charts. but in reality that's highly unlikely. More common area
like shorlines and trade routes you'll encounter ships as common
as we may cars on a highway. so this mini project (160k) shipcul.txt
helps flesh out those fuzzy areas.
What this project does is details how ships may be distributed
for a culture. When I worked on this file over a year ago I had
a formula. Unfournately its long gone. But it was a merge of
some consenus data, consenus formula, simcity formula and nasa
data. That may be odd areas to get a single formula from but the
consenus folks have managed population formulas for many years.
Simcity when it first came out in the '80s did real university
studies on population distributions including traffic and such. the
nasa data was the oddest I came across but also helped out. Together
I came up with a formula with data points of the culture's population
and number of ships via culture data. Using that data I expanded
it based on the number of miles (or hexes) the territory had. It
was a long process to tweak the formula but it worked and is more
or less 80% scientific based rather than me playing with figures.
Course that does mean it wasn't perfect. Some tribes had a ton
of river rafts they shouldn't have. So had to play with some figures
but all in all i'd say the data in the file is 80% science and 20%
mine.
The data includes 71 cultures that should have ships or boats
around their cultural territory. Some cultures could not be
given a full analysis numerically so those cultures were given
a brief distribution information. Actually looking at the file
I see I included all cultures even those without ships to just
note that fact like Assiran which couldn't have ships. It must
be noted unless stated otherwise the data is for normal ship
sailing months (summer, etc.). Seasons like winter would affect the
data and for example could reduce traffic and the numbers by half.
In some cases I took this into each culture's numbers.
To take an example let's look at Clima: [a snippet]
City/Area Number Warships Trireme
[Clima Island]
Clima City 500 13 4
Shimana City 300 13 3
Melecin City 180 13 3
Vizan 140 12 3
Clima Mainland 700 13 3
Total 1820 64 16
This shows the island could have 1,820 ships. Keep in mind
ships in many cases is interchangeable with boats. Unless
specified for the culture. So this huge amount could be from
the small personal rowboat to fishing boats. When you consider
the size of clima and its population almost 2,000 ships isn't
that a great deal when you look at ancient Italy or Greece in
the same techno era which had anywhere from 3-5,000. I then
broke down the warships and show where each may be based out of.
the aspect of showing where warships might be based out of
gives a "patrol" area as well for encounters. in some cased
i even generate encounter tables. For ptrol zones like Teo which
covers a big area of ocean it could be 14 square hexes that
they consider their sphere of influence. So the data can be used
to further develop encounter tables.
At the bottom of the file is the master break down chart.
I made this chart for many reasons including in my hope the
big construction document (which I've not had time to continue
work on). This will help me in a few ways to determine ship
production analysis based on timber and such. Here is a
snippet of the chart:
* Culture Fleet Chart
Civilian Military Land Timber
Culture River Sea River Sea Tri Pirates Lock Resources
The A'ha'Kacili 50 - 2 - - Rare Y Rare
A'Korchu - 600 - 140 50 Some N Good
Aratad Confederacy 20 600 - 100 30 Some N Minor
Table Explanations:
River - Craft found in any river hex or river basin hex
Sea - Craft found in any coastal or open ocean hex
Tri - Trireme number, this is the number included in warship figure
Pirates - Amount of pirate presence in this culture
land - Yes or No if this culture is land locked [No Ocean access]
Resources - Level of timber resources for ship construction
Timber/Land Resources
Level Description of Resources
Rare Light woods, very few if any resources
Poor Small woods, enough for limited number of light craft
Minor Moderate woods, enough for sizable number of small craft
Good Light forest
Excellent Heavy forest
------------------------------------------------------
The Pirate aspectI may develop into a more defined system but the
system i got can determine the presence of pirates in that area.
The timber will help to determine supply lines in time of war
and ship construction.
I hope you enjoy the file. If your email strips tabs the columns
will suck. So you'll have to wait till its on the website when I
send it to wout. This was a fun file to do though math intensive :)
---------------------
This is the last installment till I get off my rear end and work
on the construction and war parts (the big annoyine parts). Then
the project is over. There is one file i got from Richard on
Notable personalities he did up but its a *.rtf file. So can't
email it. Its huge 547k. but will send it to wout when I'm done.
Enjoy!
Happy Thanksgiving!
I printed this file in the initial stages a long time ago but not the complete file.
On a side note: Adventure #3 in my PBEM is starting. Open enrollment is always welcome...
Doesn't include Eastern lands as that came out after i did this..maybe one day I'll append that area...
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