Friday, June 21, 2019

Improvements

This material isn't ready for the wiki yet, but I'd like to try it out.

For this next bit, some background:
Labour is measured in points, with 1 pt. = 1 person between the ages of 15 and 65, possessing the necessary sage abilit to be considered "trained."  
Workers who are not trained count as 0.4 points of labour and are limited to crude developments or buildings (see below).  Adult workers older than 65 subtract 0.08 points per year.  Child workers younger than 15 subtract 0.15 points per year.  One trained worker is able to oversee two other workers lacking the necessary sage knowledge so that they can act as nearly trained; each of these semi-trained workers count as 0.9 points of labor each, and will gain 0.01 points per week, towards tasks they’ve already learned.
Build hexes are 1,304 yards in diameter and are nearly one-half square miles in area (305 acres).  The diameter of three build hexes = one 2-mile hex.  A hex this size provides a good context for the size of hide-units discussed earlier.  The largest possible hide on the worst possible land would stretch over three build hexes; the best land would allow three hides to fit comfortably inside one build hex.  Thus the "build hex" defines the manor estate, or at least the kernal of one.

That looks about 1,304 yards in diameter.

The next goal is to construct a time-frame for "improvements" that can be made on the land, such as these listed below (necessary sage study listed in brackets).

I've crunched some numbers on the worker-unit and build-times in Civ-4.  Nevermind the particulars, but the times listed below for the amount of work done seems appropriate from other readings and my gut instincts.  Naturally, these will seem "off" to some, and "dead on" to others; there really are no definitive numbers possible, given that we're speaking of 17th century mechanics, materials and know-how.  Anything can always be adjusted if it does seem like too long a time, but in each case I've tried to error in the ballpark of making the work take longer that it could under ideal circumstances.

That's partly so that any benefits that might accrue to labor skills will retain some realism in construction times.  Do keep in mind that in any of the examples below that the times and labour requested do not include the acquisition and delivery of materials, which would be extra labour and time.  When materials on-site are used, such as earth, sand or general filling material that is presumably available and non-specific, the time to obtain that material IS included in the time given.

         Communal land [faith, leadership, ritual].  Organizes six or more farming families so that materials, ability and experience of the whole group can be applied to every task, intensifying the value of farmed land. Harrowing, fertilization and irrigation of crops can be improved, fostering healthier, vibrant plants and greater crop yields progressively over three years (+⅕, +½ and +1⅓ in succession, remaining at that level thereafter). Requires permanent hayward and 4 adult workers per virgate.

         Cottage [carpentry]. Crude development, with varying immediately available materials used for construction (sod, rough-hewn timber, wattle & daub, thatch, etc.). 1 week’s labour per 10 ft. section of wall or 5 x 5 ft. section of roof. Trade materials optional.

         Fortification [logistics]. Used to solidify and defend a plot of land, not necessarily including buildings, in order to create a fortified camp. This includes earthen or turf ramparts, including baskets filled with dirt or stone, a wooden palisade, trenches, a rampart, stakes, wooden towers at intervals, pits and potential traps. The effect is to reduce practical approaches to one twelfth of the surrounding perimeter, allowing a strong defence. Does not include stonework or castle-making. 150 weeks labour to ready an area of one block, 87 combat hexes in diameter with a circumference of 273.3 hexes (1,367 ft.), which can then be effectively defended by 50 soldiers, two-deep at the entrances, with 6 commanders.

         Hacking [woodcutting]. Clearing a forested build hex sufficiently so that it can be made ready for other improvements, with room for roads, farms, mills and all. Includes some grubbing of stumps. 45 weeks labour.

         Hunting camp (scouting). Crude development, serving as an outpost and slaughtering area for hunting, with smokehouse and post-holes for tents. 2 weeks labour.

         Mine [mining]: Crude development, for preparing a space for the extraction of minerals following discovery of the ore body. Strips surface vegetation, building access shaft, sluice boxes and more so that buried ore deposits can begin extraction. 10d6 weeks labour, as precise location of ore cannot be known without exploration. Requires 2 cub.ft. of wood per 125 cub.ft. of mine space below ground, plus tools and haulage. Following labour spent, mine may be deemed unproductive.

         Orchard [plantation culture]. Crude development for the purpose of producing labour-intensive crops such as citrus, coffee, tobacco, cotton, tree nuts, spices, grapes, hops and so on. Areas must be clear-cut and protection from the elements for labourers, walkways, freshwater wells and in-filling of mosquito infested ponds must be provided. 75 weeks labour per bovate. Requires tools, baskets; materials specific to area.

         Quarry [mining]. Crude development, for preparing for the pit mining of materials found near the surface, most likely building stone. Establishes initial benches for providing access to the richest material. 90 weeks labour before ore or stone can be removed. Requires tools and haulage.

         Road, cobbled [logistics]. Finishes out an existing rutted road with cobblestones, sand and clay, without paving (see below). Produces a hard, pitched causeway that drains in bad weather, providing a good surface for wagons, carriages and horses hooves. Surface is yet rough and is subject to necessary shoring in 6 to 12 years (equals 10% of original work). Width of 9 ft., with 2 ft. roadbed. 1 week’s labour per 1¼ chains of distance (⅛ furlong). Requires 845 cub.ft. of stones and 211 cub.ft. of sand per chain of distance.

         Road, paved [logistics]. Lays broadly rectangular quarried stone overtop of rutted roads, cemented with mortar, to produce a solid, durable causeway that serves as a pleasant and smooth surface for carriages and wagons. Is subject to necessary reworking every 11 to 40 years, but will endure decently for more than a century. Width of 12 ft., with 3 ft. roadbed. 1 week’s labour per 2 rods (½ chain) of distance. Requires 277 cub.ft. of broken rock or gravel, 178 cub.ft. of paving stones, 119 cub.ft. of sand and 20 cub.ft. of mortar per rod of distance.

         Road, rutted [logistics]. Crude development, with digging out and grubbing a route through forested and non-forested land to create a furrow or track sufficient for cart-travel, ending with a serviceable road. The result is often uneven and loads will sway in places. Width of 8 ft., with room for passing. 1 weeks labour per 2½ chains of distance (¼ furlong). Requires 2.2 cub.ft. of crushed rock, stone, broken pottery or other material per chain of distance, for packing soft places.

         Stabling & corrals [animal husbandry]. Crude development, providing shelter and pens for domesticated animals. Enclosure size depends upon animal type. Materials may vary, but usually consist of stiles or broken rock. 2 weeks labour per ton of animal, at a rate of 20 cub.ft. of wood per ton.

         Tillage [farming]. Crude development, incorporating well building, irrigation, fertilization and grubbing of rough-farmed land for good-quality cultivation. 4 weeks labour per bovate. Requires a plough, one shovel per worker and 10 cub.ft. of rough-hewn timber.

         Watermill [carpenter, mason]. A structure that uses a water wheel to drive a mechanical process such as milling, rolling or hammering. Watermills require the development of a backwater, a dammed body of water within a main river, that ensures continuous steady flow through the water wheel channel. The mill encloses a mechanism that turns a horizontal shaft, used to drive machinery. 60 weeks masonry work and 60 weeks carpentry work, each of which requires sage knowledge. Requires up to 240 cubic yards of broken material for dam construction, 350 cub.ft. of mortared stone and 400 cub.ft. of wood, plus tools and shop materials, depending on the purpose of the mill.

         Windmill [carpenter, mason]. Consists of a brick or stone tower, on which sits a wooden cap or roof, which can be rotated to bring the sails into the wind. Typically includes a four-sail frame, with crude cloth work. The interior encloses a mechanism that turns a vertical shaft, used to drive machinery for manufactures, most typically a cam. 60 weeks masonry work and 30 weeks carpentry work, each of which requires sage knowledge. Requires 824 cub.ft. of brick or mortared stone, 200 cub.ft. of wood, plus tools and shop materials, depending upon the purpose of the mill.

         Workshop system [artisan]. Organizes a “cottage industry” to bypass the guild system by creating a homespun rural labour force. Workers in home shops fabricate articles from raw materials, which are brought to a central market to be assembled and sold. A trader supplies raw materials and collects the finished goods. Popular for cloth production, pottery and ceramics and chintz. 11 weeks labour per home-shop. Requires 33 cub.ft. softwood, 150 cub.ft. thatch, plus tools, work table, stools, shop materials.

Obviously, this is expandable, if something else is needed.  I have it in mind that labour is needed to cause the above improvements to produce goods and materials, sort of reversing the Civ-4 way of doing things, since I need actual products to sell, not "hammers."  So the next step would be to go through the above and describe how that production manifests, per worker.

After that, the third step would be to work my way through the vast list of buildings and structures, determining how long they require to put into place, adjusting the size as needed (since obviously a barracks or library of any size can be created).  Like the examples above, I'd want to break down any given building to its core elements, and then allow the player to decide how large the structure would be built according to the player's needs and budget.

I think this hangs together.  I'm counting on the reader to tell me if this sounds clear and functional.

2 comments:

  1. Man, Alexis, this is spookily similar to an idea I was hacking together recently—I was even going to make a request for it, so this is excellent. I was going to go down a grittier "man-hours" per week route, with ideas for how sage abilities and the background generator would add or subtract effective man-hours. I've been trying to figure out how to give my players options for developing land—this is highly appreciated.

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