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Economics of the Emirates of Ylaruamby Fabrizio Nuzzaci
I publish here my DEFINITIVE version of Ylaruam economics (ver. 7.3).
I assure you that I will no longer work on Ylaruam because, by now, my PCs are plagued by constant nightmares themed "sun burning!" and "sandstorms" (...).
The next simulation will be Vestland (Gaz. 7): mountains, woods, water and snow!!!
Compared to my previous post, I changed the management file a lot, I increased the number of vassal fiefdoms (both to represent the differences between the various territories, and to show a more complex feudal system) and I took into account some advice that I was given.
About the latter, in particular, I considered a "minimal" (but sometimes decisive) production of food magically created by clerics (the rules of the game, however stretched, don't allow to feed many people by magic), just as I put areas of stable settlement (some wilderness hexes) on the commercial way between the emirates of Dithestenia and Nicostenia (actually, as described in Atlas 2).
As in my first post, I must thank Thorfinn Tait for the biggest work of mapping Mystara and his generosity, giving the chance to modify it.
My attempt is to display on the Thorfinn's maps the settlement zones of the human populations and other "friendly" peoples, based as much as possible on the official informations available; then, simulating their economies.
This could be useful for both the "campaigns" of the game ("where are the bad guys?") and for creating domains ("how many inhabitants could there be in that map hexagon?" or "how many troops can hire that contry?"); or this is just a waste of time ...
This is my LAST map of Ylaruam, based on Thorfinn's update map:
On the map you may see:
1) colored population levels:
- (green = settled;
- yellow = borderlands;
- light violet = wilderness;
- other colours = no human population (but … what about monsters?? ).
2) several vassals (more than before) all bordered in red and withe:
- n. 4 vassals of Alasiya (*): before there were only two (Deraan and Hedjazi) having thought only of the "surplus limit" (*) and distances from the capital Ylaruam; but I had to create two NEW vassals (Sulba and Kuznetz) to better represent the feudal system and ... prevent the inhabitants of Yalruam from being able - in fact - to cultivate the fields near Sulba or Kuznetz ... (you may observe that the "mansus" close to Ylaruam are smaller than before: now, each family living close to Ylaruam cultivates 27,29 acres, instead 43,34 acres!);
- n. 1 vassal of Nicostenia (Cubis) (*);
- n. 1 vassal of Nithia needs its vassal (Cinsa_Men_Noo), due to the significant differences between the coastal part and the internal area;
- n. 2 NEW vassal of Abbashan (Jaboor and Fabia), due to the significant differences between the coastal part and the internal area;
(*) Alasiya and Nicostenia resource's income are really huge, so them have to create vassals or lose a part (more than 15.000 gp/month "resource's" income, according Rules Cyclopedia dominion's economic);
3) the Barimoor's Underground Complex (mapped in Gazetter 2, but not on the Thorfin's map);
4) the village of Dar El Tamyya (already present on Thorfinn's map, but of which I have set the population in 300 inhabitants: the difference between the 229,700 indicated in Gazetteer 2 and the 230,000 indicated in PWA1 and TM2););
5) the village of Kirkuk (already present on Thorfinn's map, BUT now placed in Makistan Emirate instead in Dithestenia) for the following reasons:
- Dithestenia is a really an under-populated Emirate: I think we cannot place here the Kirkuk village (400 people, with other people in surronding area), simply because this Emirate hasn't enough population (and not enough military strenght to protect its territory);
- there are at least 650 nomads living around Kirkuk, plus a group of 130 bandits: too many people (400+650+130 = 1.180) for the under-populated Dithestenia (its total population is 7.600);
- Barimoor's Agents strike Kirkuk (this means Kirkuk must be close the "Barimoor's underground complex"; the hills in the middle of Dithestenia aren't);
- Gaz. 2 describes Kirkuk as a city in an hilly region close to the Altan Tepes (there are rains), but it's also very close to the desert;
- placing Kirkuk in Makistan, we meet all the conditions described in the Gazetter 2 (even the presence of the the ruins of the Thyatian fort could be reasonable) and makes the city a "key-place" to keep away the Barimoor's enemies;
- another good placement (there is a Thyatian fort) could be in Nicostenia (the 2nd hex, south/west Cubis) but, again, Cubis seems far from the "Barimoor's underground Complex".
The Gazetteer 2 indicates the following levels of civilization, expressed in inhabitants per square mile (sqm):
- coastal plain (settled): 40-70 inhabitants/sqm (more in the major cities of Nithia-Abbashan-Nicostenia);
- steppe (settled): 10-20 inhabitants/sqm
- hills (settled): 5-10 inhabitants/sqm;
- hills (and any other territory) "borderland": 1-5 inhabitants/sqm;
- hills/desert (and any other territory) "wilderness": less than 1 inhabitants/sqm;
- desert/borderland: 30-60 inhabitants/sqm (this is definitely a MISTAKE: borderland areas cannot have more than 5 inhabitants/sqm).
I had to INTEGRATE these values with the following:
- plain (settled): 20-30 inhabitants/sqm;
- oasis (settled): 10-20 inhabitants/sqm.
Now, knowing that an 8-mile-diameter hex has an area of 55,426 square miles (sqm), we can calculate an "average" of how many inhabitants might be in a given hexagon of maps (settled/borderland/Wilderness).
For those who want a setting with a greater extent of human presence, it would be enough to halve the density of wilderness hexagons to double the number.
In fact, in my representation I specifically indicated a density of 0.90 inhabitants/sqm (= 50 inhabitants per hexagon) for each wilderness areas; the rules of the game set a maximum limit of 0.99 inhabitants/sqm.
However, in this way, you would have a more or less stable human presence even in "very hot" areas (primarily the underground complex of Barimoor) as well as a considerable distance from the most important population centers (up to 24 miles in the desert maybe it would be too much ... but that, of course, is just my opinion.)
Here are my LAST Emirate's economics:
Emirates Informations are taken from Gazetter 2 and TM2.
All Emirate's "Land" and "Sea" armies are composed as described in PWA1.
About the dominion economics: I based mostly on BECMI-Rules Cyclopedia, but referring to 8 miles hex (instead 24 miles hex).
There are some add on (as ex. Artisans, Merchants and Wealthy families), but for the specific profile of economic reconstruction (i.e., the "assignment of the population to resources" and "relative taxes and income"), I must point out that was my interest applying the official BECMI-RC rules (so, gp in abundance for all!!), with which we have all been passionate; wasn't my wish develop different appropriate rules.
About the cost of officers and specialists: I had to integrate the official rules of the game. As example:
- I assume 2HD (and 3HD) troop's cost is + 10 gp for a 2HD soldier (and + 20 gp for a 3HD soldier) to the base cost (D&D Expert Set).
- I assume a 3HD sergeant will cost 60 gp/month (following BECMI rules, a sergeant would cost just 20gp /month).
Surely you will notice "my" Emirates have complexively more "peace time" troops (1,200 Defensive troops + 4,920 Land army in 14 Divisions + 600 Sea Army in 10 fleet's Divisions = 6,695 TOTAL), than indicated in TM2 (2,860 military) or in PWA1 (1,5% of 230,000 inhabitants = 3,450) (*).
My wish is also that even the poorest emirate (Dithestenia) is able to deploy at least 1 regiment (120 mounted bowman 2HD): to doing so, in Ylaruam has been necessary setting the salt tax at 10% (instead 20%) for Nicostenia, Makistan, Abbashan, Nithia and Dithestenia; otherways some of these Emirates would have any (or very small) army ... and Alasiya would have too big!
(*) I didn't consider informations from the X10 Red Arrow Black Shield, that runs in 1200 a.c. and gives to the Ylaruam's army the following 'wartime' strenght: 14 divisions of 715 personnel, each with a BR of 151 (the expedition army counts 10.010).
About other matters, however, I tried to make a realistic simulation; as example, the Food Balance is based on rules I wrote, reading several articles (and I'm still working on it).
But always keeping an eye on the game: near all Emirates (not Nithia) benefit from "Garden in the Desert" technology bonus (+10% crops production): we could immagine clerics helping people to increase cultivations. And, in every emirate, Deputy Chaplains create some food to help the rulers.
A last note: the order of "Eternal Truth" receives 161,728 gp from the tithes; to this, we should also add some coins from the faithfuls.
Below is a SUMMARY for the whole country, were it is also possible to compare the densities for the different types of land in each Emirate: