Post by billhooks on Oct 6, 2009 0:29:56 GMT -6
Anyone willing to give this a look-over? It's literally straight from the top of my head to your computer screen:
PROVINCE CREATION IN WANDERER:
Surround 20 to 60 hexes on a piece of hex paper with a border, as regular or irregular as you like. This is your province.
Roll or choose physical characteristics of the province:
2-5 Coastal, good waterway
6 Inland, poor waterway
7 Inland, good waterway
8 Inland, poor waterway
9-12 Coastal, poor waterway
Coastal - include 0-2 islands (1/2d minus 1). If islands present, then water hexes will necessarily cut into the drawn border; if not, then you can designate a stretch of the border as coastal and draw water hexes outside it.
Poor waterway -- No major rivers. Roll or choose:
1 All hexes are upland; no mountain peak hexes (plateau)
2 50% hexes are upland; 0-2 mountain peak hexes; 1 in 6 chance of desert conditions in 20-70% of province
3 50% hexes are upland; 0-2 mountain peak hexes; 1 in 6 chance of desert conditions in 20-70% of province
4 20% hexes are upland; 1 in 6 chance of 1 mountain peak; 2 in 6 chance of desert conditions in 40-90% of province
5 50% hexes are upland; 1-6 mountain peaks
6 75% hexes are upland; 2-12 mountain peaks (Alpine)
Good waterway -- Draw a major river from one end of province to the other. River hexes are never upland. Roll or choose:
1 75% Hexes are upland; 0-2 mountain peaks
2 75% Hexes are upland; 0-2 mountain peaks
3 20% hexes are upland; 1 in 6 chance of 1 mountain peak
4 20% hexes are upland; 1 in 6 chance of 1 mountain peak
5 Trace numbers or no hexes are upland; no mountain peaks
6 Trace numbers or no hexes are upland; no mountain peaks
SETTLEMENTS
Check all non-mountain-peak and non-water hexes; 5-6 indicates settlement. (Undersea settlements will have to wait for another time!) Generate characteristics for each settlement:
CHECK FOR IMPERIAL GARRISON:
2-5 Army
6-7 Army/Navy*
8-9 Scout/Marine*
10-12 Scout
*use 2nd result in coastal or waterway settlement
GENERATE IMPERIAL PROFILE (2d6-2 each category)
SIZE: -2 for Desert hex; Waterway hex: add +2 to rolls under 7
0 Hermit
1 Small Monastery or Homestead (2-12 souls)
2 Hamlet (20-70 souls)
3 Village (40-140 souls)
4 Town (100-600 souls)
5 Large Town (500-1500 souls)
6 City (1000-6000 souls)
7 Large city (5000-15000 souls)
8 Metropolis (10000-60000 souls)
9 Capital (30000-80000 souls)
A World capital (50000-150000 souls)
LOCAL AUTHORITIES:
0 Every man does what is right in his eyes
1 Clan chieftains
2 Warlords
3 Despot
4 Feudal lord
5 Imperial governor; no local representation
6 Lord and parliament
7 Self-selecting council
8 Democratically elected council
9 Prophet
A Earthly god or devil
LAW: -1 per Size increment under 7
0 No prohibitions
1 Base-born foreigners may not bring knightly arms into settlement; no prohibitions inside
2 No foreigners may bring knightly arms into settlement; no prohibitions inside
3 No arms from outside may enter settlement; no prohibitions inside
4 Foreigners of common birth may not bear knightly arms
5 Citizens of common birth may not bear knightly arms
6 No foreigners may bear knightly arms
7 Only authorities may bear knightly arms
8 No foreigners may bear base arms
9 Citizens of common birth may not bear base arms
A No citizens may bear arms of any kind
INDUSTRY AND LEARNING
+1 per Size increment over 5
0 Hunting/gathering only
1 Agriculture and home industry; little or no metal
2 As above, but metal tools readily available; blacksmithing and tanning
3 Small craft center -- textiles and wood, blacksmithing, tanning
4 Large craft center; base weapons and armor available; one or two scholars or sages
5 Precious metal work available; small school or seminary
6 Knightly weapons and armor available; fine arts available; large school
7 Pre-eminence in regional craft
8 Pre-eminence in fine art or national craft; small college or university
9 Large scale industry such as foundry or shipyard
A Pre-eminence in large-scale industry; university
PROVINCE CREATION IN WANDERER:
Surround 20 to 60 hexes on a piece of hex paper with a border, as regular or irregular as you like. This is your province.
Roll or choose physical characteristics of the province:
2-5 Coastal, good waterway
6 Inland, poor waterway
7 Inland, good waterway
8 Inland, poor waterway
9-12 Coastal, poor waterway
Coastal - include 0-2 islands (1/2d minus 1). If islands present, then water hexes will necessarily cut into the drawn border; if not, then you can designate a stretch of the border as coastal and draw water hexes outside it.
Poor waterway -- No major rivers. Roll or choose:
1 All hexes are upland; no mountain peak hexes (plateau)
2 50% hexes are upland; 0-2 mountain peak hexes; 1 in 6 chance of desert conditions in 20-70% of province
3 50% hexes are upland; 0-2 mountain peak hexes; 1 in 6 chance of desert conditions in 20-70% of province
4 20% hexes are upland; 1 in 6 chance of 1 mountain peak; 2 in 6 chance of desert conditions in 40-90% of province
5 50% hexes are upland; 1-6 mountain peaks
6 75% hexes are upland; 2-12 mountain peaks (Alpine)
Good waterway -- Draw a major river from one end of province to the other. River hexes are never upland. Roll or choose:
1 75% Hexes are upland; 0-2 mountain peaks
2 75% Hexes are upland; 0-2 mountain peaks
3 20% hexes are upland; 1 in 6 chance of 1 mountain peak
4 20% hexes are upland; 1 in 6 chance of 1 mountain peak
5 Trace numbers or no hexes are upland; no mountain peaks
6 Trace numbers or no hexes are upland; no mountain peaks
SETTLEMENTS
Check all non-mountain-peak and non-water hexes; 5-6 indicates settlement. (Undersea settlements will have to wait for another time!) Generate characteristics for each settlement:
CHECK FOR IMPERIAL GARRISON:
2-5 Army
6-7 Army/Navy*
8-9 Scout/Marine*
10-12 Scout
*use 2nd result in coastal or waterway settlement
GENERATE IMPERIAL PROFILE (2d6-2 each category)
SIZE: -2 for Desert hex; Waterway hex: add +2 to rolls under 7
0 Hermit
1 Small Monastery or Homestead (2-12 souls)
2 Hamlet (20-70 souls)
3 Village (40-140 souls)
4 Town (100-600 souls)
5 Large Town (500-1500 souls)
6 City (1000-6000 souls)
7 Large city (5000-15000 souls)
8 Metropolis (10000-60000 souls)
9 Capital (30000-80000 souls)
A World capital (50000-150000 souls)
LOCAL AUTHORITIES:
0 Every man does what is right in his eyes
1 Clan chieftains
2 Warlords
3 Despot
4 Feudal lord
5 Imperial governor; no local representation
6 Lord and parliament
7 Self-selecting council
8 Democratically elected council
9 Prophet
A Earthly god or devil
LAW: -1 per Size increment under 7
0 No prohibitions
1 Base-born foreigners may not bring knightly arms into settlement; no prohibitions inside
2 No foreigners may bring knightly arms into settlement; no prohibitions inside
3 No arms from outside may enter settlement; no prohibitions inside
4 Foreigners of common birth may not bear knightly arms
5 Citizens of common birth may not bear knightly arms
6 No foreigners may bear knightly arms
7 Only authorities may bear knightly arms
8 No foreigners may bear base arms
9 Citizens of common birth may not bear base arms
A No citizens may bear arms of any kind
INDUSTRY AND LEARNING
+1 per Size increment over 5
0 Hunting/gathering only
1 Agriculture and home industry; little or no metal
2 As above, but metal tools readily available; blacksmithing and tanning
3 Small craft center -- textiles and wood, blacksmithing, tanning
4 Large craft center; base weapons and armor available; one or two scholars or sages
5 Precious metal work available; small school or seminary
6 Knightly weapons and armor available; fine arts available; large school
7 Pre-eminence in regional craft
8 Pre-eminence in fine art or national craft; small college or university
9 Large scale industry such as foundry or shipyard
A Pre-eminence in large-scale industry; university