|Depicted: 18-mile hexes|
I have reduced the scale of the above map to 18 miles per hex, in order to create a 90-mile separation between Ooredoo, an island at the edge of Pangaran, and Jawanda. Thus the island is marginally close enough for a dangerous journey in a fishing boat, which we presume our party of fighters will try to accomplish, bringing them to this new place.
[as an aside, I have made the decision not to attach intelligence to tech levels after all. I know this is something I discussed back with the first implementation of the system, but after all this is a learning experience. I know some will miss this note, it was meant to be included in the last post, but I'm remembering to add it now]
I've made only a rough drawing of Ooredoo above. I have a more detailed version in 6-mile hexes to present; I could have updated the map above with the map below, but I felt at this point it was a detail that wasn't really necessary. The important point here is the distance between the two places.
Here is a 6-mile hex map of Ooredoo:
|Depicted: 6-mile hexes|
My goal here is to depict familiar hex-types as they manifest around tech-6. The deserts have become dry, unproductive rifts and sinks, which still offer the potential of meeting monsters in the hills and back country, but which have little influence on the island's infrastructure apart from inconvenience.
I have also divided the island into two terrains. On the west, a flat watered plain, with a base supply of 2 food. Should I start describing that as '11' food? To emphasize I'm referring to the number of 1s in the expression and NOT the number of food? This seems to be really confusing some people.
On the east, we have a dry hill-plain, hardly better than the best lands in the previous desert culture, with 1 food and 1 hammer per hex. The type-7 hex around Sayur has precisely the same productivity that Ai had in Jawanda (our starting hex).
But does it? Unlike Ai, Sayur produces cereals, vegetables and at least one type of livestock: goats, sheep or swine. Reindeer is pretty much out, as this is still close to the tropics. See the link for where I'm getting this from. We can further identify these things, if we want, by defining cereals as maize, vegetables as sweet potatoes and even a specific kind of goat, sheep or swine ~ but the point is that the small amount of food production in Sayur comes from these things and NOT from hunting and gathering.
How is this different? Well, archery is now a skill set that the locals have, so the population is likely to defend itself with bows rather than spears. If attacked, an inhabitant of Sayur will likely run away, then return later with bow and try to chop the party down one by one from a distance. This is a new mind-set.
As well, Pangaran in general has no religion. They've abandoned mysticism, so they are largely a pragmatic sort, much like one would expect of frontier settlers. These are hardened, rugged individualists, living more in families than in clans, as there is less need to depend on others in order to eat. We defend better and our food supply is more secure and diversified, so we can afford to be in it for our personal gain.
Moving on to the type-6 hex surrounding Qimo and Raya Pos, we have again the same relationship as Bodo and Cai in Jawanda . . . except that now the increase in food supply creates the existence of fruit trees, which will be scattered along the heights above the sea, where they can catch the morning dew. Both the cereals in Sayur and the fruit in Qimo enables fermentation, so drinking now becomes a thing to do. Drinking brings the option of intoxication as well as other social problems. Qimo does remain a transshipment point, like Eom and Guba before it, but now it has more interesting things to ship.
Turning to the other end of the island, the type-6 and better hexes produce a great deal of food: 111 food, so that instead of merely a large settlement, we have made villages of Tangarang, Umar and Vekasi. The latter two of these, however, lack hammers altogether. Obviously, this means the table I posted earlier today and which I have already linked with this post will need an adjustment (learning process), as these can't be "nomadic hunting and gathering" cultures. I will adjust "subsistence farming" from 1 hammer to 0 hammers, fixing that hole.
The lack of hammers would indicate no animals, but we still have plenty of cereals, vegetables and fruits to supply a food source. The population of Umar and Vekasi, both of which produce coins, is at least able to exchange food for bare necessities, such as the most simple of weapons, skins and the occasional maintenance of objects they have to pay to replace. Life for these people is very primitive, but in a very different way that Jawanda: there are lots of people surrounding these two villages, 400-1000. That's more than probably the whole region of Jawanda.
Tangarang is a little better off. It has one hammer, gained from becoming type-5: but there is a lot of pressure put on that single hammer, so we can assume that a lot of extra goods must be brought in from outside to support the needs of all of West Ooredoo. Still, none of these people are starving. They are just living very simple lives.
For the time being, I think that covers it. I'll make some rolls and determine that we have 1,301 persons in Ooredoo, in an area of about 12.3 hexes: about 105 persons per 6-mile hex. This is much higher than the maximum should be for tech-6, which is around 49 per hex. But Ooredoo is just a part of a larger region, so we can offset the density by adding additional hexes elsewhere.
I'll be taking a break from this for a bit, not producing another post tomorrow. I have a general idea what to do next, but I want to contemplate that a bit, and see how this one plays.