|
Post by rsdean on Dec 29, 2021 8:16:39 GMT -6
I have been reviewing this thread, and clearly I need some more coffee.
Clearly, having a hex map with a set scale, whatever that might be, gets us a land area per hex.
Working with generally medieval European models, we have some idea of how much land a farmer might work (or, flipped around, how many farmers per area).
Did we caculate fallow land for typical crop rotation techniques as part of that? If my memory serves me correctly, a 3-field rotation system was “normal”, so a third of the land was fallow at any one time, and the net amount of land needed would be 150% of the base value.
I’m thinking I am going to convert this all to abstract hides or the equivalent, but an upper limit to hides per hex would be handy.
(I was looking at my old D&D maps — they were done in my pre-demographic study days, so don’t make a lot of sense. The more I abstract them in re-use, the better…)
|
|