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  1. #1
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    Warehouses are always important parts for trading towns, people who overlook those are losing all sorts of fun places for encounters to take place in. That said, I actually do count 5 people per house (single floor) 10 per house (2 floors) etc. Once I know how many are in one block then I just count blocks for that section. Then I move up and count sections and then quarters. The nobles section doubles the population density because of servants and because they have more land and are not so crowded. In terms of the physical size of the city, that's a gray area for you to play with.
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    Try picking a geographic area that you would want to settle your town in. Hopefully one that already has some towns in it. Then dig into their history. You could use the Library of Congress database of maps. It's a great resource. You will always have rural areas around your center as people will come from great distance to settle but also there will be those that were already there. Those are less likely to move in closer if they can get to the city/town readily. When you are going through the histories of the towns make note of important events. They can lead you to your city. For instance if there was a fire or flood that forced the relocation of people to a new area that could also effect your city.

    Most people will want to move to a newish town for opportunity (jobs/commerce) so think of what major industries/trade are happening in your city and supply the proper amount of workers for that. You will also need transportation in and about as well is to and from your city. That often decides a location as well.

    You can write a history for your city it's major events and growth. It's much like a character. Give it a beginning and move forward...
    Last edited by Ronson2k10; 01-21-2010 at 10:29 AM.

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    Okay, I worked up a quick idea in Paint.NET.

    I tried to keep things that are closely related close to each other. For example, The warehouses are next to the docks, and the industrial things (like boat-building and smelting) are right next to both of those. Connected to industrial and the warehouse district is the metalworkers district, and in the center of the city is the market/trade area. On the right side, I have the fort and military garissons, with the royalty/rich folk just above them.

    Then I have a gigantic hole where I guess religous centers and middle class people could stay... not sure.

    Ideas?
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  4. #4
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    Pyrandon's tutorial for Eneini got me started.

    Basically, do your geography first (water, hills, other features), then sketch in the town's expansion. Start with the original settlement and major roads, and mark all the growth as it happened, bearing in mind the city's history. It gives a much more organic feel.

    As far as town size, D&D's Dungeon Master's Guide suggests a building (of any kind) for every 10 people for an average medieval-fantasy city. Double it for a sparse population, and half for dense. That worked out well for me, using the growth-sketching method.

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    Quote Originally Posted by Ascension View Post
    Warehouses are always important parts for trading towns, people who overlook those are losing all sorts of fun places for encounters to take place in. That said, I actually do count 5 people per house (single floor) 10 per house (2 floors) etc. Once I know how many are in one block then I just count blocks for that section. Then I move up and count sections and then quarters. The nobles section doubles the population density because of servants and because they have more land and are not so crowded. In terms of the physical size of the city, that's a gray area for you to play with.
    Thanks for the feedback. When I was looking at maps here on the forums, I did notice a few that were ports, and actually did have a warehouse district. Oddly enough, the warehouses were on the opposite side of town from the docks, which seemed a bit off to me. I'll try mocking up a rough city blob, and throw it up here for comments. By blob, I mean ... well, you'll see.

    Quote Originally Posted by Ronson2k10 View Post
    Try picking a geographic area that you would want to settle your town in. Hopefully one that already has some towns in it. Then dig into their history. You could use the Library of Congress database of maps. It's a great resource. You will always have rural areas around your center as people will come from great distance to settle but also there will be those that were already there. Those are less likely to move in closer if they can get to the city/town readily. When you are going through the histories of the towns make note of important events. They can lead you to your city. For instance if there was a fire or flood that forced the relocation of people to a new area that could also effect your city.

    Most people will want to move to a newish town for opportunity (jobs/commerce) so think of what major industries/trade are happening in your city and supply the proper amount of workers for that. You will also need transportation in and about as well is to and from your city. That often decides a location as well.

    You can write a history for your city it's major events and growth. It's much like a character. Give it a beginning and move forward...
    I appreciate your comments as well, although I don't hafta worry about the location much. As I mentioned, I'm pulling this from published materials (WoG 1983 Boxed Set, the LGG, and associated maps.) What I know is that this city is the a major trade port, and was declared a regional capital after the current prince took his thrown -- He moved the center of rule to his hometown. The reason for the doubling in size makes sense, once I think about it. Orcish armies invade, take half of the territory. Citizens flee, go to the big towns.

    So, to sum it up, I know its a big important port city. I know that the town was fortified later, not first. (Althought that happened 250-300 years prior to now, so maybe not much of an impact). Oh, and the population, and the rough location ( which gives me like 30 miles quare to work with)

    Anyway, I'll respond again shortly with my thoughts bubbled down of how the layout should look
    Last edited by the-golem; 01-21-2010 at 12:44 PM.

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