Hi Alex / other helpful folks,
I was wondering if I might have some assistance with a random assortment of questions that might help me understand some of the details of the rules a bit better. Without further ado:
1. The ACKS Companion has great rules for creating your own spells, but they don't seem to extend to the ritual spells. That is, for example, I don't see how Cataclysm or Undead Legion fit into the Blast or Summoning spell guidelines. I'm wondering if there were some guidelines or rules that were applied for working out these spells, or if in future I should just look at any player-proposed ritual spells and thumb-suck it compared to the other existing ritual spells. (I ask because I'm so acutely aware that Alex has a lot of maths behind this game that he hasn't published).
2. The rules for building a stronghold assume 3,000 workers. The rules in D@W Domains let you use your troops as labour, assuming a mix of unskilled and skilled. (I'm presuming the assumption is that the troops will have come from other useful vocations). But if players are wanting to build something in their own small domain, using only their own small domain's labour (say, if they're trying to keep it a secret), are there some guidelines on how many people might be suited to the task?
3. The core book has availability of a number of different kinds of hirelings (healers, mariners, engineers, etc). What about journeyman and master craftsmen? (And apprentices for that matter). Should I just be looking at other hirelings that have 1, 2 or 3 proficiencies in their "thing" and equating it to that? (Healer might be a good equivalent?)
4. Maximum hex population. The ACKS core book sets it based on the the classification of the hex (civilised, borderlands, wilderness). I have also used Brennall's house rules for deterministic land revenue values in the past, which I quite like. I'm wondering if any consideration was (or is, by GMs) given to population limits based on terrain type. A crude example being that snow-covered mountains would likely not support as many families as somewhere in the middle of a major river system. Too hard? Low benefit:effort ratio?
5. This one's a bit more of a flight of fancy rather than a question, but I was wondering if anyone's formalised/codified a system of mechanical impact of different cultures. For example, in a Mongolia-esque nation, citizens might be born to the saddle, meaning a lot more than 1 man in 8 (as per D@W:C) could be a horse archer. Perhaps the ability to ride a horse in war comes as easily to them as being a heavy infantryman does in other cultures. This stems from my interest in running a game of kings where nations are mechanically differentiated by more than just their size and land revenue. (I was originally inspired to try to fudge something based on A Song of Ice and Fire RPG's house improvements, but the scaling doesn't really work. Cultural tendencies, on the other hand...). I'm happy enough trying to work up my own, but am always impressed that so much seems to have already been done by others before me, so thought I'd ask.
I'll stop here for now. Very grateful for any replies :)