That's the point about philosophical arguments, Julie... hardly anyone bothered to go into the issues I raised in my first post either...
First, here are some statistics for you. Please bear with me for a moment.
All over the game, there are 84,179 digging slots for 6,593 characters. Plenty.
Of course, this isn't fair; there are large unpopulated areas out there. For places that actually *have* a population, there are 4.305 slots. In places where there are three or more inhabitants, there are 2.981 slots.
Switching back to outdoors pop only now (not sure about Jos' trick), a report by region.
Code: Select all
region slots chars
Cantr 919 1046
Yarlitskov 603 290
Pok 807 1253
Shai 27 5
Kwor 394 516
Schwozar 78 24
Ducquasdal 101 23
Xortikran 487 836
Oorc 319 183
Ssonigo 442 190
Rukoppe 115 33
At first glance, this is indeed a point for all those arguing against resource slots. All over the region, there are insufficient slots for all, and these are bound to peak at some locations.
However, let's focus on actual active projects right now. For those 6.593 chars, there are *only* 1,279 active gathering projects with 1,356 participants. The rest is loitering, sleeping, travelling, manufacturing (I could do some research but that's irrelevant here), but NOT gathering.
Splitting that up per region as well (chars gathering, that is) yields:
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chars
gathering slots
Cantr 285 919
Yarlitskov 109 603
Pok 397 807
Shai 2 27
Kwor 169 394
Schwozar 15 78
Ducquasdal 8 101
Xortikran 224 487
Oorc 42 319
Ssonigo 84 442
Rukoppe 21 115
That's a totally different picture... for an island like Pok, there are only 397 slots used of the 807 available. There are no regions where more than half the slots are used.
That might be caused because there are so many places where people cant't gather, you say? OK, let's take a look at that... How many towns are running at their gathering limit, or limit minus one to compensate for usage friction?
Running at full capacity.........................21
Minus one........................................17
Total "excess" pop in those towns...............405 + 182 = 587
Total towns with more outdoors pop than slots...148
Total "excess" pop in those towns.............1,782
Now, what do all these figures tell us? First, the excess pop figure is flattered - obviously, not all outdoors pop actually *wants* to gather, and never has been. They might be manufacturing stone hammers, building houses and roads, asleep and starving, crowbarring a boat, be roleplaying a sex scene, whatever. But even then, there's only 587 chars in towns where they cannot start a gathering project right now (besides, about 140 of those are in just three towns. I have reason to believe that this was temporary pop anyway). That's less than 10% of the total chars.
Most of the excess pop is located in big cities, with 40+ pop. These are hubs of the economy, with smelting and clothing industries, lots of buildings, machinery, boats, and vehicles, vast storage rooms controlled by powerfull people, etcetera. As someone said, you cannot farm for carrots if you spawn in New York City... so if you want to be a farmer, you have to move out. Same for Cantr... if you want to be a gatherer, go find yourself a slot, there are plenty of them. If you want to stay where you spawn, you should probably become an industry or construction worker, a trader, a cook, a clerk... The choice is yours, and you do have the choice.
Julie... you have asked me to comment on some issues. Hereby.
Julie wrote:Some good points, Wichita. I'd like to add that you really need a certain population density before specialisation in manufature becomes seriously viable, especially in Cantr, where distances are so huge, instantaneous communication impossible., and your workforce and clients drop dead on you far too often. It beats me why the Prog Dept atre trying to cap the poulation of large towns, just as we're beginning to attain the requisuisite density in some places.
We are not capping them, we are capping their gatherers. We hope the chars will understand this and become industry workers, for industry is seriously underdeveloped in Cantr. You have no idea of the horrible relation between current existing stocks of raw materials (hematite, carrots) versus industrial output goods (i.e. iron, propane, cooked meat, etc.)
Julie wrote:Yeah, but Cantr has certain peculariies which don't occur IRL. At a rough estimate, I'd say those towns cover something like 30,000 square kilometers on average (judging by the walking distance betwen towns) not 20 acres, so youd expect them o hold a lot more people- and you need them to hold a lot more people if we're going to seriously develop.
You shouldn't think like that... if we're talking 70 citizens right now, we say "big city"... IRL, this would be a mere one-street-town. In my view, in economic terms, each char represent thousands of people.
Julie wrote:Also all the resources within that huge area are somehow crammed into a single indivisible "location" It's far too easy for one organisation to gain a monoply. I's far too easy for a totalitariam govenment to spring up. Throw ilimited gathering slots into that single, indivisible location, and that makes it just about necessary for a totalitarian government to sprng up,. There's no other vaguely effective way to organise that. (That's what bugs me most, The sudden loss of political diversity)
Despotism is indeed an effective organization... but it is bugged by other problems, most notably the Disease. And who says that this is the only way with slots introduced? You could either see the town leader say "Hey! Get off my slot immediatly, you lousy newspawn!" or "Hello sir. Our town has land scarsity, so you can't start digging projects just like that. However, if you sign your name at the bottom of that note over there, your turn will come within a matter of days... oh and here are some carrots for those days". With my chars, I have seen (variations of) those each.
Julie wrote:Private ownership of some segment of that land shoud also be possible.
It shold also be possible to designate some part of that land as "common land " . It isn't. But the fact that resources were unlinimited as yet meant we didn't have to coinfront those problems before. We could act as if those things were possible, and nobody had any pressing reason to argue about it. I was hoping (and vaguely assuming) that the Prog Dept would A) allow the population to grow a bit more and B) Implement some kind of realistic land division sysem, long before they threw in the limited resource thing. I was shocked that they did it all backwards like this.
Now, this game won't be worth playing (not from my perspective) until that happens.
This was indeed how Jos originally envisioned it... on the other hand, this would have been hell to implement, and probably wouldn't have happened in a long time. If you ask me, implementing *some* sort of land scarcity (even all crammed into one spot), is "better" than no land at all, though this is obviously very much open to debate. Besides, now that this is actually implemented, I see way better how this system could get tweaked to allow for things like private land... something that couldn't have happened when all thought out beforehand. (Believe me - we tried and failed.)
Julie wrote:Hmmm…that’s a spurious argument. You’re speaking of new discoveries superceding old technology,and the economis disruption that results. .
Well, I guess you are right. Nonetheless, the invention of the computer could be seen as a "Laws of Mechanics" for Remington (in the sense of not having influence on it). In Cantr, this doesn't occur because it is so simple for existing companies to start producing any item that the RD enters into the database, mainly because they all need iron.
Jur.
Edit - sorry for the un-readability of the tables... I hope you understand them...
Edit2 - Thanks, marol... did the other one too...