Wednesday, May 29, 2013

Things he should have put in the actual book

The ACKS author added this on their forums lately:

"Based on the average frequency of encounters, the average spotting distances of encounters, the average percentage chance of an encounter being in a lair, and the average distance traversed per encounter throw, I worked up the expected number of lairs per hex.
You can use the following table to determine how many lairs will appear in each hex:

TerrainLairs Per Hex
Inhabited1d4
Clear, Grass, Scrub1d4
Hills2d4+1
Woods2d4+1
Desert2d4+1
Jungle2d6+1
Mountains2d6+1
Swamp2d6+1
Each day of searching, allow one encounter throw to find a lair."

This seems to be super-duper, key, monstroso important information if you actually wanted to clear territory to start a domain to me.


 

4 comments:

  1. Yes indeed, this would be helpful.

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  2. There is another issue with our use of squares and their use of hexes. First, I hate geometry that isn't just straight forward side times side = square feet. But I digress. I found the following on the Autarch's website while trying to work up a hex to square conversion:

    Here are the sizes in square miles of the various hexes:

    5 mile hex: area of 22 square miles

    6 mile hex: area of 31 square miles

    24 mile hex: area of 500 square miles

    30 mile hex: area of 775 square miles

    First Implication: A wilderness domain cannot exceed 4 families per square mile. A borderlands domain cannot exceed 8 families per square mile. And a civilized domain cannot exceed 25 families per square mile. So with 5 mile hexes you will have maximum families/hex of 88, 176, and 550 respectively.

    Second Implication: A domain's maximum size is one 24 mile hex. Large domains must be divided and assigned to vassals to create realms. Therefore, if you increase the size of the hex from 24 miles to 30 miles, you are increasing the maximum size of domains from 12,500 families to 18,750 families, which is an increase in the direct power of a lord of about 50%.

    Their standard size for a computation for a realm is a 6 mile hex, which is 31 square miles, which works out to roughly 1/3 of one of our 10 mile squares.

    So ultimately, what does this mean to us?

    First, if a character wanted to settle the entire 10 mile square, he'd have to clear triple the number of monster lairs that Dave listed in his original posting above.

    Second, if the character wants to control that area, he'd have to build three strongholds (of a particular value, depending on civilized/border/wilderness), one for (roughly) each third of the area. For myself, it seems slightly silly to have to spend that much to 'control' an area that size. I would think you could make it up with more patrols or watch towers or some such else, so it's open to interpretation.

    Third, one of our ten mile squares would have three times the resources. At first, this sounds good, but then you consider you could have seriously, drastically different economics from one part of the square. The initial stronghold could have an income of 8gp per family, but then you could secure the next part and discover that it's only worth 3gp per person in that area. It might be easier to just consider the income as being for the entire square, rather than figuring it per each third.

    I suppose it could be argued that a player could secure and settle the first third of a 10 mile square, then slowly expand as population and/or fortune allows further growth.

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  3. Yeah, I had roughly figured: 3 6-miles hexes equals 1 square; 5 squares equals 1 24-miles hexes. I had thought about just going with the 1/3 of a square for the domain deal.

    You can start a domain with the entire square: theoretically, a single domain can be as big as a 24 mile hex (5 squares) and only need 1 stronghold, and one resource roll.

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