==========
city/messages #1, from slayer@gibbs.oit.unc.edu, 1257 chars, Jan 1 17:21 95
----------
*** COPIED FROM: >>>mail/messages 111 slayer@gibbs.o(1179)1Jan95 17:21 c109*
From slayer@gibbs.oit.unc.edu  Sun Jan  1 22:18:01 1995
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Date: Sun, 1 Jan 1995 17:21:32 -0500
From: Scott de Marchi <slayer@gibbs.oit.unc.edu>
To: Paul Owen <firedrake@cix.compulink.co.uk>
cc: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
In-Reply-To: <memo.687058@cix.compulink.co.uk>
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I think that would be a fine idea.  Most cities suffer from not having 
well-developed personalities (NPC's) complete with homes, places of work, 
interests, other NPC's they know (and relationships thereof), wealth, 
economic influence, etc.

We could all do a section, and then have our NPC's "talk" / interact with 
each other a bit for unity.

Scott


==========
city/messages #2, from firedrake, 978 chars, Dec 31 18:30 94
----------
*** COPIED FROM: >>>mail/messages 106 firedrake(911)31Dec94 18:30
Date: Sat, 31 Dec 94 18:30 GMT
From: firedrake@cix.compulink.co.uk (Paul Owen)
Subject: City
To: LISTPROC@tower.clark.net
Cc: firedrake@cix.compulink.co.uk
Reply-To: firedrake@cix.compulink.co.uk
Message-Id: <memo.682180@cix.compulink.co.uk>

Would Anyone be interested in helping to design a detailed city that can 
be "dropped" into any world setting.

What I have in mind is to design a city layout, then have lots of people 
join together to design the buildings/inhabitants of the entire city.

If enough people are interested then I will draw up some sort of game 
plan as to how it should be done so that work does not get duplicated the 
city could then be made available to everyone or at least those that have 
contributed to it at the very least.

-------------------------------
------- >> Paul Owen << -------
 firedrake@CIX.compulink.co.uk
-------------------------------


==========
city/messages #3, from slayer@gibbs.oit.unc.edu, 1257 chars, Jan 1 17:21 95
----------
*** COPIED FROM: >>>mail/messages 111 slayer@gibbs.o(1179)1Jan95 17:21 c109*
From slayer@gibbs.oit.unc.edu  Sun Jan  1 22:18:01 1995
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Date: Sun, 1 Jan 1995 17:21:32 -0500
From: Scott de Marchi <slayer@gibbs.oit.unc.edu>
To: Paul Owen <firedrake@cix.compulink.co.uk>
cc: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
In-Reply-To: <memo.687058@cix.compulink.co.uk>
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I think that would be a fine idea.  Most cities suffer from not having 
well-developed personalities (NPC's) complete with homes, places of work, 
interests, other NPC's they know (and relationships thereof), wealth, 
economic influence, etc.

We could all do a section, and then have our NPC's "talk" / interact with 
each other a bit for unity.

Scott


==========
city/messages #4, from rolemaster@tower.clark.net, 1495 chars, Jan 1 17:14 95
----------
*** COPIED FROM: >>>mail/messages 112 rolemaster@tow(1423)1Jan95 17:14
From rolemaster@tower.clark.net  Sun Jan  1 22:21:16 1995
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From: William Barr <wbarr@leland.Stanford.EDU>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Paul,

> Would Anyone be interested in helping to design a detailed city that can 
> be "dropped" into any world setting.

I would be interested in helping out.  I suppose the first thing to do is
generate the number of inhabitants along with deciding which graphic
standard will be used for maps, etc.

Bill



==========
city/messages #5, from rolemaster@tower.clark.net, 1495 chars, Jan 1 17:14 95
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*** COPIED FROM: >>>mail/messages 112 rolemaster@tow(1423)1Jan95 17:14
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From: William Barr <wbarr@leland.Stanford.EDU>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

Paul,

> Would Anyone be interested in helping to design a detailed city that can 
> be "dropped" into any world setting.

I would be interested in helping out.  I suppose the first thing to do is
generate the number of inhabitants along with deciding which graphic
standard will be used for maps, etc.

Bill



==========
city/messages #6, from jsgilli@lookout.ecte.uswc.uswest.com, 1752 chars, Jan 1 16:41 95
----------
*** COPIED FROM: >>>mail/messages 113 jsgilli@lookou(1680)1Jan95 16:41
From jsgilli@lookout.ecte.uswc.uswest.com  Sun Jan  1 23:37:49 1995
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Subject: City Design - reply
To: firedrake@CIX.compulink.co.uk
Date: Sun, 1 Jan 1995 16:41:17 -0700 (MST)
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Paul,

I would be interested in helping out with the city design.  Let me know
about organization (open mailing to participating designers I suppose),
etc.

Later, 
gil

-- 
Gil Gilliland                   jsgilli@lookout.ecte.uswc.uswest.com  
U.S. West Technologies
Platform Design & Engineering

	"If you don't change your direction, you'll end up
	    where you're headed"

	  		- Dwayne Andreas -

==========
city/messages #7, from rolemaster@tower.clark.net, 1554 chars, Jan 1 18:16 95
----------
*** COPIED FROM: >>>mail/messages 114 rolemaster@tow(1482)1Jan95 18:16
From rolemaster@tower.clark.net  Mon Jan  2 07:12:01 1995
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From: Scott de Marchi <slayer@gibbs.oit.unc.edu>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

I think that would be a fine idea.  Most cities suffer from not having 
well-developed personalities (NPC's) complete with homes, places of work, 
interests, other NPC's they know (and relationships thereof), wealth, 
economic influence, etc.

We could all do a section, and then have our NPC's "talk" / interact with 
each other a bit for unity.

Scott


==========
city/messages #8, from rolemaster@tower.clark.net, 1838 chars, Jan 3 3:26 95
----------
*** COPIED FROM: >>>mail/messages 116 rolemaster@tow(1766)3Jan95 03:26
From rolemaster@tower.clark.net  Tue Jan  3 10:09:19 1995
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From: Grasshopper <donald@ss1.digex.net>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

we could do more than share our NPCs... our PCs could feel a lot less like
abnormalities if we use each others PCs, too.  that is, my PCs could be models
for NPCs in your world, and vis-versa.  you get a lot more variety in the
imagination that creates the characters, the players can avoid the trap of
feeling like what's happening to them is the only thing going on in the world..
all we really have to do is update each other on our PCs' doings and not make
any major changes to one another's characters...

a setting that gives rise to adventures should attract more than a half-dozen
or so people from a population of (hundreds of thousands? millions?) lots.

-D-

==========
city/messages #9, from rolemaster@tower.clark.net, 2963 chars, Jan 3 10:13 95
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*** COPIED FROM: >>>mail/messages 117 rolemaster@tow(2891)3Jan95 10:13
From rolemaster@tower.clark.net  Tue Jan  3 15:18:06 1995
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From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

On Sun, 1 Jan 1995, William Barr wrote:

> Paul,
> 
> > Would Anyone be interested in helping to design a detailed city that can 
> > be "dropped" into any world setting.
> 
> I would be interested in helping out.  I suppose the first thing to do is
> generate the number of inhabitants along with deciding which graphic
> standard will be used for maps, etc.

This sounds good. However I'd first like to know just what kind of a 
city it would be. How big? Where is it (riverside, crossroads, 
mountains, by the sea)? Is it a city-state or part of a larger nation?
What professions are available (or should it be profession-based
at all)? How about races?  This kind of project should have a manager who 
would decide these kind of things (of course based on the general opinion).

I think a city-state would be best. Seaside/riverside/mountains: they
all got possibilities. Professions: only the basic professions 
(ChLaw and maybe CompI) with a couple of remarkable exceptions
(the lvl 43 Magus ;) ). A BIG city: at least 100000 residents, so that
there's material enough.

How about using the RMCI-population generation system. I could do it 
quite easily, since I have transferred it to computer-program. It rolls
levels too, but they can be discarded.

How to put it up: well the best way to set it up would be to use WWW (IMHO).
GIF-format for pictures and staight ascii-files for the rest. 

	juuso
--
IMHP  Juuso Vesanto   email  vesanto@snakemail  servinmaijantie 10 C 33 Espoo
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

		The small girl smiles. One eyelid flickers.	
		She draws a pistol from her knickers.
		She aims it at the creatures head,
		And bang bang bang she shoots him dead.


==========
city/messages #10, from M.Corso@agora.stm.it, 879 chars, Jan 3 18:16 95
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*** COPIED FROM: >>>mail/messages 118 M.Corso@agora.(808)3Jan95 18:16
From M.Corso@agora.stm.it  Tue Jan  3 19:50:37 1995
Received: from agora.stm.it ([194.20.43.3]) by tom.compulink.co.uk (8.6.9/8.6.9) with SMTP id TAA14511 for <FIREDRAKE@CIX.COMPULINK.CO.UK>; Tue, 3 Jan 1995 19:50:37 GMT
To: FIREDRAKE@CIX.COMPULINK.CO.UK
Subject: Ri: City Design
Date: Tue,  3 Jan 95 18:16:12 GMT
Message-ID:  <9501031817.aa16187@agora.stm.it>
From: M.Corso@agora.stm.it
Apparently-To: firedrake@cix.compulink.co.uk

 rt> What I have in mind is to design a city layout, then have lots of

people
 rt> join together to design the buildings/inhabitants of the entire city.

Looks nice. I would be willing to contribute to the project the best I
can. Before I'd like to know how do you think to put the things together.
Looking forward to your kind answer,

Mauro Corso.



==========
city/messages #11, from rolemaster@tower.clark.net, 1645 chars, Jan 3 17:43 95
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*** COPIED FROM: >>>mail/messages 119 rolemaster@tow(1573)3Jan95 17:43
From rolemaster@tower.clark.net  Tue Jan  3 22:47:50 1995
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From: J=Gallemore%SC%137TAW@ANG137FS.ang.af.mil
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

Is it possible to get a copy of this program?

- - - - - - - - - - - - - - Original Message - - - - - - - - - - - - - -
Juha juuso Vesanto <vesanto@snakemail.hut.fi> wrote:

How about using the RMCI-population generation system. I could do it 
quite easily, since I have transferred it to computer-program. It rolls
levels too, but they can be discarded.

- - - - - - - - - - - - End of Original Message - - - - - - - - - - - -

J BAN Gallemore
via VERY HappyMail!

==========
city/messages #12, from rolemaster@tower.clark.net, 1612 chars, Jan 3 17:53 95
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*** COPIED FROM: >>>mail/messages 120 rolemaster@tow(1540)3Jan95 17:53
From rolemaster@tower.clark.net  Tue Jan  3 23:03:57 1995
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From: i.c.e@genie.geis.com
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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I might advocate that only geographic and political information be generated
at first. That would allow enough time for the rest of the standard system
to come out. Then you could populate the city with characters from the
standard system.
 
BTW, Spell Law is off to the printer. It should make it to the stores by
late January or early February.
 
 
John W. Curtis III
 Rolemaster Series Editor
 Production Director
 Iron Crown Enterprises, Inc.
 

==========
city/messages #13, from rolemaster@tower.clark.net, 2172 chars, Jan 3 17:55 95
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*** COPIED FROM: >>>mail/messages 121 rolemaster@tow(2100)3Jan95 17:55
From rolemaster@tower.clark.net  Tue Jan  3 23:03:43 1995
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From: wbarr@leland.stanford.edu (William P. Barr)
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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Apparently-To: firedrake@cix.compulink.co.uk

>we could do more than share our NPCs... our PCs could feel a lot less like
>abnormalities if we use each others PCs, too.  that is, my PCs could be models

Gee, I thought all PCs were abnormal.  :)

>imagination that creates the characters, the players can avoid the trap of
>feeling like what's happening to them is the only thing going on in the world..

Great!  Instead, they can have all sorts happening to them that they can't
do a damn thing about!  :)  I like that .... LOTS.

Bill

*********************************************
*William P. Barr                                        (415) 723-6632 (work)*
*Multimedia Coordinator                          (415) 725-7398 (fax)   *
*Stanford Computer Forum
*
*ERL 448/450                            wbarr@cs.stanford.edu (business)*
*Stanford, CA, 94305-4055    wbarr@leland.stanford.edu (leisure)*
*USA                                      "My opinion is mine and only mine*
*********************************************



==========
city/messages #14, from rolemaster@tower.clark.net, 3423 chars, Jan 3 17:56 95
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*** COPIED FROM: >>>mail/messages 122 rolemaster@tow(3351)3Jan95 17:56
From rolemaster@tower.clark.net  Tue Jan  3 23:04:54 1995
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From: wbarr@leland.stanford.edu (William P. Barr)
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: City Design Project
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Juuso,

>city it would be. How big? Where is it (riverside, crossroads,
>mountains, by the sea)? Is it a city-state or part of a larger nation?

First, I think the city should be at the mouth of a river, on a sea coast.
This would allow for much more diversity, and would also easily explain
various odd characters and how they might have arrived in the city.

As for the second question, I really don't think it matters, much.
However, I like the idea of a free city, especially one with enough muscle
to keep all surrounding nations, nervous.

>I think a city-state would be best. Seaside/riverside/mountains: they
>all got possibilities. Professions: only the basic professions
>(ChLaw and maybe CompI) with a couple of remarkable exceptions

I think all professions should be available.  Of course, each one has a
very strong and limiting guild and admission is highly nepotistic/pricey.
:)

>(the lvl 43 Magus ;) ). A BIG city: at least 100000 residents, so that
>there's material enough.

In eastern terms, that is but a large town.  I would think we would want
about 50K people within the walls and perhaps 10 times as many in the
surrounding regions and outside the main walls.

>How about using the RMCI-population generation system. I could do it
>quite easily, since I have transferred it to computer-program. It rolls
>levels too, but they can be discarded.

This will save a lot of work.  I certainly don't mind the levels, because
they can be altered as necessary (and may have to be if this is to be a
capitol or has a university).

>How to put it up: well the best way to set it up would be to use WWW (IMHO).
>GIF-format for pictures and staight ascii-files for the rest.

JPEG, please.  :)

*********************************************
*William P. Barr                                        (415) 723-6632 (work)*
*Multimedia Coordinator                          (415) 725-7398 (fax)   *
*Stanford Computer Forum
*
*ERL 448/450                            wbarr@cs.stanford.edu (business)*
*Stanford, CA, 94305-4055    wbarr@leland.stanford.edu (leisure)*
*USA                                      "My opinion is mine and only mine*
*********************************************



==========
city/messages #15, from rolemaster@tower.clark.net, 2119 chars, Jan 4 5:21 95
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*** COPIED FROM: >>>mail/messages 123 rolemaster@tow(2047)4Jan95 05:21
From rolemaster@tower.clark.net  Wed Jan  4 10:32:49 1995
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From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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On Tue, 3 Jan 1995 J=Gallemore%SC%137TAW@ANG137FS.ang.af.mil wrote:

> Is it possible to get a copy of this program?

Sure. It runs in DOS and is written in Borland TurboPascal.
It is a modified version of the COMPI-algorith allowing the
user to set formulas (linear only) to calculate the professions
and institutions.

Warning: there is no 'help' or manual and I really don't have
time to write up a proper one. I have tried to make it userfriendly though.

I could send it to the archives (how?)
or I could make it available through my WWW-homepage...
Which is better?

juuso
--
IMHP  Juuso Vesanto   email  vesanto@snakemail  servinmaijantie 10 C 33 Espoo
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

		The small girl smiles. One eyelid flickers.	
		She draws a pistol from her knickers.
		She aims it at the creatures head,
		And bang bang bang she shoots him dead.


==========
city/messages #16, from rolemaster@tower.clark.net, 3706 chars, Jan 4 6:23 95
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*** COPIED FROM: >>>mail/messages 124 rolemaster@tow(3634)4Jan95 06:23
From rolemaster@tower.clark.net  Wed Jan  4 15:17:08 1995
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From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design Project
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On Tue, 3 Jan 1995, William P. Barr wrote:


I suggested a town of 100000 residents...
 
> In eastern terms, that is but a large town.  I would think we would want

In modern day, yes, but not so in medival or even roman days. 
The magic compensates (a lot, according to the individual GM) but 
a town of 100000 residents is about the biggest (in my world) 
without being the largest in the whole continent.
Well, just my opinion...

> about 50K people within the walls and perhaps 10 times as many in the
> surrounding regions and outside the main walls.

50000 people inside the walls and 0,5 million outside? This rises a 
good question: how big (land+sea)area do you need to keep them all alive?
Things to remember: we can assume that they have effective agriculture, 
but the transport facilities are not near what they are in modern days
(no trucks or trains). This implies that the agricultural areas must
be near the town itself. The same applies to fishing. 

> >How about using the RMCI-population generation system. I could do it
> >quite easily, since I have transferred it to computer-program. It rolls
> >levels too, but they can be discarded.
> 
> This will save a lot of work.  I certainly don't mind the levels, because
> they can be altered as necessary (and may have to be if this is to be a
> capitol or has a university).

Okay. I could throw in a suggestion but I would like know things like:
1. how big part does the religion play in town? (how many clerics etc.)
2. are there big monasteries inside the town? (how much 
monks/w.monks/hw.monks)
3. how much criminal activities?
4. are there much mentalist users?
5. what is the average level? does it vary according to profession?

I suppose that if there is only one evil cleric he/she is bound to be
highlevel.
I suppose that 'fighters' make up most of the army (in addition to 
a little group of fanatics called 'warriors'). 
I suppose there exists at least a couple of magical academies and 
the magician is the main magical profession. 
The professions crafter,fisherman and farmer are the most common
making up over 60% of the population.

juuso
--
IMHP  Juuso Vesanto   email  vesanto@snakemail  servinmaijantie 10 C 33 Espoo
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

		The small girl smiles. One eyelid flickers.	
		She draws a pistol from her knickers.
		She aims it at the creatures head,
		And bang bang bang she shoots him dead.


==========
city/messages #17, from rolemaster@tower.clark.net, 1514 chars, Jan 4 6:10 95
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*** COPIED FROM: >>>mail/messages 126 rolemaster@tow(1442)4Jan95 06:10
From rolemaster@tower.clark.net  Wed Jan  4 15:19:10 1995
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From: pohlke@inf.fu-berlin.de (Andreas Pohlke)
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Subject: Re: City Design Project
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Hi!
Huh? I didn't read the "City Design" thread, but the title seems to
suppose a project on designing a city.
Really?
(very, very interesting!)
Is this multi-builder-town (like an antology....) going to 
be an "official" platform (i.e. module) for RM?
Where is the WWW-page?
How can I join the designer crew?

excited,
Andreas.


==========
city/messages #18, from rolemaster@tower.clark.net, 1543 chars, Jan 4 6:15 95
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Hi!

Forgive me, but I didn't read the "City Design" thread.
Is there going to be a project supported by readers of
this mailing list on designing a city?
Great! Where can I sign the scroll? Where is the WWW page?
Is it going to be an official "module"?
Let's build a city and hope it is not going to look like 
thieves world (argl!), although an antology.

Excited,
Andreas



==========
city/messages #19, from jackobin, 619 chars, Jan 4 19:15 95
----------
*** COPIED FROM: >>>mail/messages 131 jackobin(554)4Jan95 19:15
Date: Wed, 4 Jan 95 19:15 GMT
From: jackobin@cix.compulink.co.uk (Jamie Jackson)
Subject: Re: City Design Project
To: firedrake@cix.compulink.co.uk
Cc: jackobin@cix.compulink.co.uk
Reply-To: jackobin@cix.compulink.co.uk
Message-Id: <memo.727635@cix.compulink.co.uk>

Paul,

Good luck with your city design project, it sounds like a great idea.
Though with all the great ideas being thrown at the mailing list your 
going to have to keep a tight reign on it all. ;-)


            -= Jacko =-
    
P.S. Were is this WWW page of yours?


==========
city/messages #20, from rolemaster@tower.clark.net, 2726 chars, Jan 4 11:10 95
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*** COPIED FROM: >>>mail/messages 136 rolemaster@tow(2654)4Jan95 11:10
From rolemaster@tower.clark.net  Thu Jan  5 01:17:24 1995
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From: maillet@megaree.cert.fr (Luc Maillet)
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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> From: i.c.e@genie.geis.com
> 
> I might advocate that only geographic and political information be generated
> at first. That would allow enough time for the rest of the standard system
> to come out. Then you could populate the city with characters from the
> standard system.

Yeah. Not to mention the fact that qualitative information such as politics,
demographics, economy, population origins, pecularities of the social stratifi-
-cation, customs... are far more important than knowing that there are a couple
of 30th level mages hanging around.

Why? Because the qualitative can be used by absolutely anybody. While the
technical aspects are usable only by those who happen to use the "good" rules
(and we all know each house rule is a step away from the standard system) AND
who happen to GM at the correct power level.

I'm all for qualitative descriptions. Give names, give rumours, give hints at
what noteworthy people supposedly are (e.g. "Dar Shak, the Thane of the Aris
merchant house, is not only rumoured to be a practicer of magic, but darker
and sinister tales are that he indulges in ritual sacrifices, and that a
number of unresolved disappearances could be linked to him. Of course, the
missing ones being dregs or foreigners, the corrupted militia obligedly turns
a blind eye to these "unfortunate accidents.")
But don't say he's a 15th level crossover between a Maleficant (RC5) and a
Necromancer (RC2), currently under the growing influence of a Type IV demon...

To each his own interpretation, I say.

								Luc.

==========
city/messages #21, from rolemaster@tower.clark.net, 5701 chars, Jan 4 11:15 95
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*** COPIED FROM: >>>mail/messages 138 rolemaster@tow(5629)4Jan95 11:15
From rolemaster@tower.clark.net  Thu Jan  5 07:02:04 1995
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From: maillet@megaree.cert.fr (Luc Maillet)
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design Project
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> From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
> 
> On Tue, 3 Jan 1995, William P. Barr wrote:
> 
> 
> I suggested a town of 100000 residents...
>  
> > In eastern terms, that is but a large town.  I would think we would want
> 
> In modern day, yes, but not so in medival or even roman days. 
> The magic compensates (a lot, according to the individual GM) but 
> a town of 100000 residents is about the biggest (in my world) 
> without being the largest in the whole continent.
> Well, just my opinion...

For a straight comparison, Paris, the largest medieval city (in terms of
population) housed 200000 residents (circa 1200).
> 
> > about 50K people within the walls and perhaps 10 times as many in the
> > surrounding regions and outside the main walls.
> 
> 50000 people inside the walls and 0,5 million outside? This rises a 
> good question: how big (land+sea)area do you need to keep them all alive?
> Things to remember: we can assume that they have effective agriculture, 
> but the transport facilities are not near what they are in modern days
> (no trucks or trains). This implies that the agricultural areas must
> be near the town itself. The same applies to fishing.

Once again, medieval comparison: France during the XI-XIIIth century period
counted from 10 to 15 million people. Rural life was the norm. A country like
France (half a million square kilometers) could easily support a 20-25 million
population even under medieval agricultural techniques (this was the case in
antiquity).

So, basically, using a mixed landscape (forests, mountains, plains...) and a
fairly long coastline, you can say that you need 0.2 square kilometers to feed
one habitant. A 500000+ city-state would then require a territory of about
100000 square kilometers, given a standard arable land ratio. Under favorable
conditions (fertile plains mainly, favorable waters...), I think you can reduce
the surface to about 30000 square kilometers. Which still is large for a mere
city-state (200x150 kilometers). Not to mention that you have to find a plain
that large first... and then defend it.

I suggest cities in the 20000-50000 range, neighbour villages included. It
keeps administration, economics, and most of all conditions of living (sewers,
or lack thereof, for instance) to manageable levels.

> Okay. I could throw in a suggestion but I would like know things like:
> 1. how big part does the religion play in town? (how many clerics etc.)

That is very important, but dependant on the general setting.

> 2. are there big monasteries inside the town? (how much 
> monks/w.monks/hw.monks)

Linked to the above point, obviously: secluded religious orders would not
readily build monasteries in large cities.

> 3. how much criminal activities?

Of paramount importance.

> 4. are there much mentalist users?
> 5. what is the average level? does it vary according to profession?

This is unimportant IMHO. Technical data can easily be deduced from qualitative
description. Better describe how the city lives first.

> I suppose there exists at least a couple of magical academies and 
> the magician is the main magical profession.

Not necessarily. If magic is frowned upon, no "magical academy" will exist
(take the Ars Magica setting for an example). And, depending on the way of
life, the city's history, etc... the main magical profession could well be,
say, alchemists (a very common choice), or seers, or astrologers... For
instance, an Inca-like civilization would IMHO not bear many magicians...

> The professions crafter,fisherman and farmer are the most common
> making up over 60% of the population.

That's true, of course. But do we need to state it? Those people are best left
without a "profession", as the term really has an "adventuring" connotation.
Better say that there are only about 180 supposed practitioners of sorcerous
studies (that means all kind of non-channeling magic) in the city. Rumours
have it that the Cult of the Mole (Mother Earth) has a number of its high-
ranking priests dabbling in necromancy, raising the spirits of the dead and
binding them to the bones Mother Earth keeps in the soil. Etc, etc...

I'd rather read and use THAT than a cold "there are 28 Magicians, 12 Alchemists and 6 Illusionist ranging from 3rd to 17th level in the city, all of them in
the same Magical Academy. The leader is a 17th level Magician who knows all the
Magician base lists up to 20th level (etc, etc)..."

But that's only MHO.

								Luc.

==========
city/messages #22, from rolemaster@tower.clark.net, 5701 chars, Jan 4 11:15 95
----------
*** COPIED FROM: >>>mail/messages 138 rolemaster@tow(5629)4Jan95 11:15
From rolemaster@tower.clark.net  Thu Jan  5 07:02:04 1995
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From: maillet@megaree.cert.fr (Luc Maillet)
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design Project
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> From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
> 
> On Tue, 3 Jan 1995, William P. Barr wrote:
> 
> 
> I suggested a town of 100000 residents...
>  
> > In eastern terms, that is but a large town.  I would think we would want
> 
> In modern day, yes, but not so in medival or even roman days. 
> The magic compensates (a lot, according to the individual GM) but 
> a town of 100000 residents is about the biggest (in my world) 
> without being the largest in the whole continent.
> Well, just my opinion...

For a straight comparison, Paris, the largest medieval city (in terms of
population) housed 200000 residents (circa 1200).
> 
> > about 50K people within the walls and perhaps 10 times as many in the
> > surrounding regions and outside the main walls.
> 
> 50000 people inside the walls and 0,5 million outside? This rises a 
> good question: how big (land+sea)area do you need to keep them all alive?
> Things to remember: we can assume that they have effective agriculture, 
> but the transport facilities are not near what they are in modern days
> (no trucks or trains). This implies that the agricultural areas must
> be near the town itself. The same applies to fishing.

Once again, medieval comparison: France during the XI-XIIIth century period
counted from 10 to 15 million people. Rural life was the norm. A country like
France (half a million square kilometers) could easily support a 20-25 million
population even under medieval agricultural techniques (this was the case in
antiquity).

So, basically, using a mixed landscape (forests, mountains, plains...) and a
fairly long coastline, you can say that you need 0.2 square kilometers to feed
one habitant. A 500000+ city-state would then require a territory of about
100000 square kilometers, given a standard arable land ratio. Under favorable
conditions (fertile plains mainly, favorable waters...), I think you can reduce
the surface to about 30000 square kilometers. Which still is large for a mere
city-state (200x150 kilometers). Not to mention that you have to find a plain
that large first... and then defend it.

I suggest cities in the 20000-50000 range, neighbour villages included. It
keeps administration, economics, and most of all conditions of living (sewers,
or lack thereof, for instance) to manageable levels.

> Okay. I could throw in a suggestion but I would like know things like:
> 1. how big part does the religion play in town? (how many clerics etc.)

That is very important, but dependant on the general setting.

> 2. are there big monasteries inside the town? (how much 
> monks/w.monks/hw.monks)

Linked to the above point, obviously: secluded religious orders would not
readily build monasteries in large cities.

> 3. how much criminal activities?

Of paramount importance.

> 4. are there much mentalist users?
> 5. what is the average level? does it vary according to profession?

This is unimportant IMHO. Technical data can easily be deduced from qualitative
description. Better describe how the city lives first.

> I suppose there exists at least a couple of magical academies and 
> the magician is the main magical profession.

Not necessarily. If magic is frowned upon, no "magical academy" will exist
(take the Ars Magica setting for an example). And, depending on the way of
life, the city's history, etc... the main magical profession could well be,
say, alchemists (a very common choice), or seers, or astrologers... For
instance, an Inca-like civilization would IMHO not bear many magicians...

> The professions crafter,fisherman and farmer are the most common
> making up over 60% of the population.

That's true, of course. But do we need to state it? Those people are best left
without a "profession", as the term really has an "adventuring" connotation.
Better say that there are only about 180 supposed practitioners of sorcerous
studies (that means all kind of non-channeling magic) in the city. Rumours
have it that the Cult of the Mole (Mother Earth) has a number of its high-
ranking priests dabbling in necromancy, raising the spirits of the dead and
binding them to the bones Mother Earth keeps in the soil. Etc, etc...

I'd rather read and use THAT than a cold "there are 28 Magicians, 12 Alchemists and 6 Illusionist ranging from 3rd to 17th level in the city, all of them in
the same Magical Academy. The leader is a 17th level Magician who knows all the
Magician base lists up to 20th level (etc, etc)..."

But that's only MHO.

								Luc.

==========
city/messages #23, from rolemaster@tower.clark.net, 2283 chars, Jan 5 11:5 95
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From: Juha juuso Vesanto <vesanto@snakemail.hut.fi>
To: Multiple recipients of list <rolemaster@tower.clark.net>
Subject: Re: City Design
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On Wed, 4 Jan 1995, Joerg Guenther wrote:

> Hi juuso
> 
> could you tell us the location of your WWW-homepage???
> It would be the best way to get hands on your program :-)

My WWW-homepage is "//www.hut.fi/~vesanto/"
>From there choose 'role playing games' and then 'Citydesign-programs'.

The program is in the 'nation.arj' archieve-file. You'll need arj.exe
program to uncompress it. Arj.exe can also be found from the directory.

There's also another utility-program: timeline.exe (archieved in the file
timeline.arj). Nice tool for generating random history timelines.
It is based on a randomevent -table from some RM companion.

The transfer worked fine here in Espoo in the local machines.
Mail me if there are any problems.

juuso
--
IMHP  Juuso Vesanto   email  vesanto@snakemail  servinmaijantie 10 C 33 Espoo
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

		The small girl smiles. One eyelid flickers.	
		She draws a pistol from her knickers.
		She aims it at the creatures head,
		And bang bang bang she shoots him dead.


==========
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From: J=Gallemore%SC%137TAW@ANG137FS.ang.af.mil
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Subject: Re: City Design
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How's about WWW.  (BTW, Netscape is a pretty cool product!  Much better 
than Mosaic!)


- - - - - - - - - - - - - - Original Message - - - - - - - - - - - - - -
Juha juuso Vesanto <vesanto@snakemail.hut.fi> wrote:
I could send it to the archives (how?)
or I could make it available through my WWW-homepage...
Which is better?



- - - - - - - - - - - - End of Original Message - - - - - - - - - - - -

J BAN Gallemore
via VERY HappyMail!

==========
city/messages #25, from jackobin, 619 chars, Jan 4 19:15 95
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*** COPIED FROM: >>>mail/messages 131 jackobin(554)4Jan95 19:15
Date: Wed, 4 Jan 95 19:15 GMT
From: jackobin@cix.compulink.co.uk (Jamie Jackson)
Subject: Re: City Design Project
To: firedrake@cix.compulink.co.uk
Cc: jackobin@cix.compulink.co.uk
Reply-To: jackobin@cix.compulink.co.uk
Message-Id: <memo.727635@cix.compulink.co.uk>

Paul,

Good luck with your city design project, it sounds like a great idea.
Though with all the great ideas being thrown at the mailing list your 
going to have to keep a tight reign on it all. ;-)


            -= Jacko =-
    
P.S. Were is this WWW page of yours?


