Below are some more domain-play rule guidelines for handling foraging and farming. The agriculture rules will undoubtedly gain a good deal more detail as I expand the list of available crops beyond the simple grains modeled below.
These guidelines like yesterday's construction rules are a work in progress. Feedback is appreciated.
Hunting and Gathering
Hunting and gathering can be a short-term fix for the food problem. A full-time hunter/gatherer can maximally sustain 4-16 individuals (including himself). The rate varies according to the abundance of game and other wild foodstuffs in a hex—and the skill and technology of the hunter.
Things to keep in mind with this activity:
- That you can only sustain a relatively small group of individuals in a locale. Thirty individuals for each adjacent five-mile hex of the hunting grounds. (Thus if you had a base camp area that hex and available hunting grounds in the surrounding six hexes could sustain up to 210 people in that area).
- The maximum rates are adjusted by season and climatic events. Game and other forage will be difficult in winter in cold climes or scarcer in a dry season in a more tropical one.
- Hunting at the maximum rate is not sustainable over time. Over several months of this activity the area you will have chances of declining yields due to over-hunting.
- This being a fantasy rpg there is always a chance that your hunters will encounter creatures other than what they are hunting out in the field.
All farming is conducted on a square mile basis (640 acres). Each five-mile hex contains 21.65 square miles.
However, not all land in a hex is arable. The GM will determine the number of square miles that are tillable in each hex (medieval manors had about 20-40% of available land under cultivation).
An average harvest of the “Big Three” mixed grains (wheat, barley, and rye) will support—after re-devoting seed back into the land—the equivalent of 186 people for a year. The harvest can also be converted into 4,480 bushels or 9,672 food/weeks for game purposes.
A minimum of 40 laborers is necessary to have a decent harvest, 64 is optimum. Throwing on more workers will improve yields up to a point.
|1 or less||Disastrous||50%|
|20 or more||Miraculous||250%|
-8 Tech level 1
-2 Tech level 2
+1 Tech level 5
+2 Tech level 6
+3 Tech level 7
+1 for every two Druids 3-5th level assigned
+1 for each Druid over 5th level assigned
+1 for each Cleric over 5th level