I thought I had my populations all figured out, then I come back here, and I don't have even half of this stuff!
I thought I had my populations all figured out, then I come back here, and I don't have even half of this stuff!
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A critical point of these lists is that not every town will be able to support every one of those industries. Armorers, for example, are highly-specialized tradesfolk that will typically be present in only the largest gatherings of rich people. Those in smaller trade centers will need to travel to find an armorer. Similarly, every village may not have a blacksmith, but there will likely be at least one for every few villages to repair the day-to-day items. Farmers or other fundamental producers are likely to be found in virtually every hamlet.
Central place theory ( http://en.wikipedia.org/wiki/Central_place_theory for a useful overview ) is a useful starting point for helping to determine regional trade patterns; these trade patterns and a good idea of how large/rich your town is can help in understanding what's present in your town. Note that the ideal drawings shown in the above-referenced article assume a uniform landscape with no impediments to travel. Also note that the "distance" referenced is approximately a time-of-travel/energy-of-travel value. Barriers to travel such as large rivers, mountains, deserts, or even hostile local governments (under which oversized flying lizards can be broadly grouped) will all significantly affect the shape of the network; enhancements to travel such as good roads, navigable rivers, and even trade-friendly law enforcement groups will push the network shapes in the other direction. I know that I would much rather (and have) detour down a well-maintained and well-patrolled road than go a shorter distance through more dangerous territory, especially if takes about the same amount of time.
Yeah my problem is that I did calculations for how many of each profession there would be, including everything from nobility to beggars to children - and used really precise numbers (within 20) of my total *national* population... and then figured out how many farms/farmers/livestock I would need to support them... and now I realize my calculations are way off because there'd be a lot of these things I missed *somewhere* in my country
So, back to the math-y stuff, I suppose :/
Or maybe I'll just make it pretty and inaccurate...
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Sorry to necro this old thread, but I realized that everyone who commented was focusing on the 'quality' parts of a city/town, not the parts that aren't as pretty or functional. Such as:
- slums
- ruins
- collapsed buildings
- sewers
- brothels
- drug dens
- sinkholes
- trash pits
- seemingly normal small businesses that are actually fronts for illicit activity
- shantytowns
- areas where the homeless gather
- leper colonies
I guess it shows that I like my fantasy gritty and harsh, with lots of problems and externalities.
If you can get a copy of the old Thieves World RPG boxed set, it has an awesome system for populating cities.
This goes to show the depth of this site. I haven't seen this until just today while digging for some town maps.
But since I'm here you might love this link: http://arcana.wikidot.com/list-of-me...an-professions
“When it’s over and you look in the mirror, did you do the best that you were capable of? If so, the score does not matter. But if you find that you did your best you were capable of, you will find it to your liking.” -John Wooden
* Rivengard * My Finished Maps * My Challenge Maps * My deviantArt
I think its also important to factor in regional issues such as trade routes, difficult terrain, low hanging fruit resources vs more intensive investment schemes, as well as weather patterns.
They naturally lead to all sorts of interesting things to map.
For example
If there are regular floods, then there will be a very important engineering guild which will be in need of large numbers of day laborers during certain times of the year. Is there a market for these workers ? are they slaves ? indentured servants ?
Where does the financing for this kind of settlement pattern come from. Clearly a kind of banking group which then needs some protection.
Where do these workers live ? are they migrants or localized ? If they travel they will be in need of transport. What forms will the city or town be using ? water based ? land based ? If they are migrants perhaps there is a place to setup contracts which means there needs to be a kind of postal system. Money paid into contracts needs to be deposited and or delivered.
Maybe the workers also have their own barter system where they exchange things they need such as temporary shelter, foodstuffs, clothing, footwear. The list is endless. What kind of shelters ? tents made of ? What kind of food ? This requires a food distribution and production business center. Clothing made of ? If its wool then the herders and all associated aspects of weaving need to be established. Footwear made of ? leather perhaps ?
and so on
I love all the lists on this thread btw
thanks so much for sharing
than you for the list, i copy it with my lists of workers in middle age (in french, ask me if you're interested by it).