12-02-2014, 04:38 PM

(12-02-2014, 02:22 PM)Jumpingfist Wrote: Well I am surprised I took the region kind of wish I didn't. Basically assures me there are no cities to be found. Spend a lot of extra orders fighting with the boards in this region. I am sure the DW is having a hard time getting control maybe because 4 of his PCs would normally fall in R2 are now R3 including one R3 PC in the Sea of Terror! Get your boats ready Dwarf your going swimming.

Thing with the Random cities. If one region has 3 and another has 0. That is about a 60k swing in gold. Well more than 50% I make controlling this region. That is a Hugh advantage that makes the game become more luck based than skill for victory. I thought about this and the clumping of PCs here is what I came up with.

Cities - 0 to 3 cities - number of cities will modify number of other PCs in region

0 cities - plus 2 towns. - say two because with cities at random spots they really become strong holds now and are an advantage.

1 city - no effect

2 cities - minus 1 town

3 cities - minus 3 towns plus 1 village

Special R5 has 1 extra city Avalon. Everyone knows where it is and helps insure R5 is bigger on average as it should be being in the center of the map.

Placing PCs subdivide the region into 4 areas of equal squares for PC placement purposes only. Have three random ways to subdivide either Rows, Columns, or quadrants. Then randomly place PCs starting with cities in each area going from quadrant to quadrants. Example. R10 is shaped kind of like a shoe is gets randomly divided into columns. R10 is 71 squaresslightly bigger than average regions so would have 4 columns of 18 18 18 and 17 squares. First column would be K-P take out WP and add to next column going from Q-T. Part of T would be split into column 3 and so on until you have 4 divided areas. Not place PCs starting with a random column number, we will use 2. And will use a set up of 2 cities 6 towns(7 randomly rolled minus 1 for two cities) and 9 villages. Columns would have

C1 - 2 towns, 2 villages

C2 - 1 city, 1 town, 3 villages

C3 - 1 city, 1 town, 2 villages

C4 - 2 towns, 2 villages

It is still possible to have clumps but small clusters and more likely to be divided around the region.

My suggestion-

Cap region population based on number of starting capitols in the region.

420,000 +or - 5%.

Increase population 50% for an extra starting capitol.

Roll for # Cities

Subtract cities from the total.

Divide the remaining population 2/3 towns and 1/3 villages.

Place all the PC's randomly in the region.

Apply any regional population modifier to all pop centers

If you have no city you will then get roughly 2 extra towns.

Regions with more than one starting kingdom will have more to split but less than somebody with their own region.