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Talk:Population

From Barbarians of Gor

Revision as of 20:02, 28 December 2023 by Branwyn (talk | contribs)
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Ships

Available Ships for the "out of game" resolution of roleplay conflict between clans or hubs.

"Men on a Ship" can be broken down into how many men are needed to sail a ship, how many men are needed to row a ship but can not/will not fight, and how many men on a ship can fight. Let's see how this works out then.

Unmanned

At this time we have no mechanical or game rule limitation on how many ships a clan/player can craft and place. We probably will have to implement one because of lag, but we don't have one at this time. This means that players can claim to have some reasonable number of unmanned ships, as long as those ships are represented in game REGULARLY. Not just pulled out of their pocket and dropped in the water. These ships CAN NOT be sailed because we have a mechanical limitation on sailing them AND a rule limitation on the fiction of sailing them.

Sailing

To keep things simply it is assumed that the small and medium ships can be sailed by a small crew which is hand-waved. This means that a player can claim to sail a ship for the purposes of non combat/conflict and not have to worry about how many NPCs it takes to sail them.

  • A player has to be involved, and it must be a free person. So if a clan of 10 has 5 free persons they can sail 5 ships for the purposes of travel/trade.
  • Hubs can make this claim based on the 8 captains mentioned above.

Rowing & Combat

The only necessary reason to claim a ship is rowed is to have the ability to implement combat maneuvers. We are estimating that the medium ships take between 20 and 30 "people" to man. That could be less or more based on the design, but let's just estimate at 25. A rowed ship can execute "fictional" combat maneuvers such as rapid escape, sharp direction turning, ramming other ships, etc.

  • A clan can claim to have a rowed ship if they have at least 1 person and 24 crew comprised of followers or players (excepting female slaves). By referring to above you'll note that non-followers, such as crafting thralls and thespians, can not be used for actions outside of their function. This means you need at least 1 free person and 7 additional players to get a count of 24 followers on your clan follower screen. If all of those players are free persons or male thralls then your required follower count drops by 7. For clans, all NPCs on a ship count as combat viable.
  • A hub must allocate men to row these ships out of their counts above. So 125 men would be able to row 5 ships. For hubs, only half of the men on the ships can fight, the rest are slaves and can only be used to row.


Server Hubs

Being changed for Season 3. Torvald's Landing, Turan Cove and Port Argentum

This is my current estimates for the hub populations. It is based on Baene and I's "feel good" estimates for a WYSIWYG setting. From: https://donjon.bin.sh/fantasy/demographics/. Which I have used consistently before

Each Hub is 4 tiles, each tile is 1 pasang (.7 miles), so a hub is 2.8 square miles, or approx 250 people.

Our Estimates
  • 125 women
  • 125 men
  • Approx 50% men to women
  • Approx 50% free to slave
  • 8 captains/lieutenants

Unlike clans, all free men of the hub are assumed to be able to fight or they wouldn't really have survived. Additionally, 10% are red caste/elite warriors from non-caste cultures. These are the captains/lieutenants. All kajirus/thralls can be counted in defensive or combat support, such as rowing ships or canon fodder. They can also be freed if the plot requires such a drastic solution.