Domains don’t
work like hexes.
That’s a
lesson I learned quick when trying to use ACKs for an overland map hex-based
kingdom management game. See, in ACKs, you control ‘a domain’ and the domain is
one territory between a single 6-mile hex (the smallest) and a 24-mile hex (the
largest). We’re helpfully informed that the 24-mile hex is representative of 16
6-mile hexes. That’s because garrison fee and stronghold requirements are based
on the 6-mile hex standard. You need a progressively larger and more beefy
fortress for larger territory. However, once you hit the 24-mile hex, you need
to start giving out territory to henchmen, since ACKs doesn’t let you have more
than one 24-mile hex directly under your control.
Ironically,
my plan to centralize the stronghold is more in line with this since under ACKs
RAW you’d just control multiple hexes in one domain (although ironically that
domain would have only a single land value).
With SKM I’ve
realized that the ‘domain’ doesn’t quite work for what we’re going for, but I
do like the idea of limiting the administration range. I feel kind of bad about
cribbing the 24-mile hex idea, but the idea of around 16 hexes being maximum
seems reasonable. As I stated way back in another post, a 24 mile hex is about
512 square miles. That’s larger than the New York Metro area. That is,
legitimately, a freaking huge amount of land. So, we’ll probably keep the 16
6-mile thing to form the center of power for our PC rulers. Each one of them is
still just starting off with 7 (a central hex surrounded by six others),
meaning they need 6 more to max out.
Originally,
I made all of the kingdoms ‘borderlands’ in ACKs to represent that they had
spent decades being drained of resources and personnel by their evil
lizard-like overlords. This is because hex types matter a lot in terms of pop,
income, and requirements for stronghold and garrison in ACKs. In SKM however, I don’t
think I want or need that level of complexity. Having low population on its own
is a pain without having to upgrade the surrounding hexes nearby to a higher ‘tier’
before being able to increase your pop, and as stated before, we’re not
building strongholds in every hex.
So, no more
borderlands, civilized and wilderness hexes. I’ll need to figure out a ‘settlement’
mechanic to let players build towns though.
So, we need
to figure out settlements, vassal states, and the nitty gritty numbers for
stuff..
Still a lot
of work ahead.
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