![]() |
![]() |
#4
|
|||
|
|||
![]()
IMHO the idea of the Project being of any use in the "5-years-after" period is one of those things that shouldn't be examined too closely. On the other hand, about 90% of the population would die in the first 5 years, so it MIGHT be possible for the Project to help some small areas.
But if we use the rulebook for inspiration, here's a vague guesstimate for the 150+ era: About 20 or 30 million in North America. I interpret The TM1-1 descriptions as implying certain minimum sizes. For instance, both the Frozen Chosen and Inquisitors descriptions state that they are fairly widespread. They also have Tech Levels of C (1920's tech) and D (1880's tech) respectively. I work on the assumption that these tech levels require - not simply allow - a fairly substantial population. All of the 'census' figures are of people who theoretically owe some allegiance to those Encounter Groups. For example, I'm not suggesting that the 'Warriors of Krell' are an army of half-a-million; I am saying that Krell could have that many people under his authority (possibly including several towns, one of the 'New Presidencies' - perhaps even a University) . Which leads to my next point. It's not going to be a neat map. I think it likely that post-war North America would have overlapping/competing Authorities and demands for allegiance (real-world examples: Lebanon or Somalia or Sierra Leone). For example, The Frozen Chosen might have churches within the boundaries of the New Confederacy and their congregations might prefer to see themselves as Frozen Chosen rather than Neo-Confederates. However, the New Confederacy's tax collectors would have a different opinion. Likewise, some Bikers could conceivably see themselves as new 'Knights of the Confederacy' using their skills and vehicles to further the cause of White Supremacy. Ballooners: 200K - Even if they don't have 'airborne cities', I'm assuming that there are 'cities' to support/manufacture the balloons Bikers: 100K - very wide-ranging and with good technology Breeders: 1 Million - If nothing else, the Breeders should be good at population increase. They also have a very good tech level Farmers: 5 million - the 'default' category for population outside the empires and city-states. This covers everyone not classifiable as one of the other Encounter Groups Frozen Chosen: 2 million - they cover a wide (and often fertile) area with a decent tech level Gypsy Truckers: 300K - see notes on Bikers. Assume that there are about 2000 trucker clans - each of about 150 people Inquisitors: 1 million - VERY big geographic range and they need population to support churches and training in their 'art form' Maxwell's Militia: 0.5 million - Feudal, but high-tech. They should have good health system and incentives to increase population New Confederacy: 1 million (includes slaves) New American Indians 500K Oilers: 100K Rich 5/KFS: 2 million people in Kentucky, most of Tennessee and part of Alabama ("Bullets & Bluegrass" doesn't specify population, but does give numbers for a very big military) Razers: 10K Shipmen: 50K (including shore-based support) Slavers: 20K Texans: 3 million (as per "Lone Star State") Townspeople (independent towns and city states): 1 million Warriors of Krell: 500K (high tech level and they need a high population to extort resources from) Wanderers: 100K Last edited by Matt W; 03-03-2016 at 06:19 PM. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|