Its only recently, from my understanding of economics am I able to make a better informed homebrew system for basic civic building. This Creation of Civic Entities, is useful for the world builder who have players who want more details.
Coming up with the material for this took time and this is a by-product of my mixed interest of business (economics) and gaming. Specifically the allocations and their causes and effects were something I wouldn't be able to figure out on the fly. Having it down on "paper" helps a lot in getting a bearing.
This is not for everyone and this is a work in progress. I am happy to accept any constructive criticism for my works, so that I can improve on them. There are errors i cannot see because of the ideas I'm juggling with in my head, so pardon the mistakes.
This is meant to create civic entities so that a GM can populate his setting with regions that act like "living" organisms. These act like NPCs, reactive and life-like. They respond to events and circumstances: changing, growing, thriving, withering, or dying. Like NPCs, these are in themselves stories of ordinary people and their lives. Their joys, sorrows and hardships told in the abstraction of a rule base, and readily available to the Story tellers interpretation and the Player's observation.
Players who have in them the force and insight of great leaders of old might find these organisms helpful in telling their character's story. Despite the macro scale of the actions of these entity, it is the tiny details that fuels much of the stories. Details that act like allegories to the tale of the entire region.
The other Links can be found in the Stuff I made Section
Civic Entity Creation Spreadsheet
Mass Combat Made Easier
Mass Combat Quality Distribution Calculator Spreadsheet.
Why cube root? Many of the economic correlations are curved by nature because of diminishing returns. Representing it in this way is simpler and fairly easy to pull off. Anyway, i'm not a mathematician and math is not a strength, although I try to tackle them despite the amount of time it would eat up.
Plugging in The Art of Critical Decision making again.
Art of Critical Decision making lessons concerning Productive Internal Conflict, Facilitation and Roles of a Leader, etc. are all marvelous and very useful advice to game masters. again I highly recommend that GMs take advantage of the "science" of handling groups of people and facilitating the most effective and creative output possible.
It is not only fun, it is also enriching. I find the skill and the ability to smooth over conflict, enhance productivity in others as well as myself, and see through the haze of confusion, emotions, risk and fleeting time as powerful tools in working towards maximum enjoyment.
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