Noticed there was some interest in another thread regarding the establishment of close proximity kingdoms (or settlements as referred in the blog), so I wanted to break that discussion out into its own thread. Specifically aiming at discussing the top end Settlements and the strategic and logistical implications, I went to the blog and re-read some of this:
Goblinworks Blog wrote:
Settlements—In order to create a player settlement, a fort must be advanced using a special settlement construction process. Before this can begin, the hex must be cleared of any watchtowers or forts owned by any character not a signatory of the settlement's charter. Building a settlement requires massive amounts of resources and extensive amounts of time.
The features of a settlement are varied and warrant their own separate dev blog. Since we do not expect the first player settlements to be introduced into the game until well after launch, we'll reserve those details for now.
and also this blog regarding the production of goods, but specifically the Settlement Input and Settlement Output portions as the various types of inputs and outputs are divided up by Easy-gather, and PvE-sourced categories.
i've been left pondering what sort of ramifications exist at the fusion of these two concepts. Given the size of a hex, how large/small a group can we realistically expect to control an entire hex. From an archived thread we find the area of a hex breaks down to about .51, with the sides of about .71 miles. Even when you consider the 15 seconds to a minute timeframe (for travel and time passage, not actual gameplay), It seems to me a rather considerable number of people would be required to completely secure a hex. Being able to protect your borders would be a challenge, much less invading a neighboring hex and waging war with another settlement (even if Fort sized or smaller).
Anyone else have some thoughts on the matter?