This is essentially the question, “why do we need government at all”. Its obvious why those in control of government want government, but what about the rest of us? Without examining the free rider problem in which guilds especially might like to conduct some business in an ungoverned space, certainly it is obvious that places of sustained disorder and random violence are not also experiencing prosperous trade or religion. Order is the first prerequisite of all the other benefits of civilization (including liberty and recognition of principles other than violence).
Order is created by establishing who is in authority, and backing them up with organized violence (reflected by titles, recruiting soldiers, and the ability to collect taxes to carry out these efforts.)
If the cost of Ruling provinces up one level is 1GB per level of the Province (with similar DC escalation), then it behooves rulers to try to exert influence in encroaching on neighboring territories with smaller provinces holdings perhaps even in preference to ruling up their own.
Give this a little more thought and I think you’ll recognize its about the same as trying to take one level of every class on the premise that it takes 1000 xp to get to it, rather than taking the total character level into consideration to determine the cost of the next level.
Ruling a province likewise must take all province levels into consideration, because unlike guild or temple holdings, control of a province does not concern itself with a part of the whole, but with the whole itself. As a guilder you can dominate the grain trade, then bakers guild, then the merchants who sell the grain in the neighboring provinces, then the tanners, then smiths and so on. That’s an extending sphere of power. But a province doesn’t work that way. The Province 1 ruler doesn’t just claim a small district, then another small district. The province ruler claims the province, and gradually intensifies their control over the whole province.
Europe went through several population shifts involving settlement, depopulation through attrition or migration, and resettlement.
There is simply no comparison between a population occupying available territory despite migration, disease, and climate change, and populations that are at their carrying capacity and then experience disease or climate change. Populations that suffer catastrophes recover quickly (in mere generations).
Real, sustained population declines (say 20,000,000 Anurieans to 5,000,000) are always accompanied by a decline in tech level.
If Anuire is not at (or near) its carrying capacity, then what precisely killed off all those people, and how has it not had its own profound effects that also need to be reflected in the game (rapid inflation, continuing outbreaks, random destabilization, abandonment of core beliefs). Vast knowledge is lost and a dark age ensues.
The current Anuire in a dark age, because it was once a modern, early industrial society?
If Renaissance is the high point in technology, then at least Anuire, Khinasi, and Brechtur are at or near their high points in population.
The argument that populations decline requires that we must also consider both what caused them to decline (and its recurrence) and the profound effect such a catastrophe would have on people’s behaviors, attitudes, and the social fabric.
If a human realm conquers a goblin province, the goblins are likely to flee or be put to the sword, and humans have to start with a sparsely-settled province. So how do we handle that in the rules?
The goblins don’t flee, and genocide isn’t possible without an industrial state to manage it. You have conquered a hostile people and will never fully gain their cooperation (without special actions at a minimum). So penalties to loyalty, RP collection, GB collection, and maximum province level penalties should all apply.
Furthermore, the prevalence of more random monsters and of magical phenomena will likely cause more refugee migrations and abandonment of land than we saw in historical Europe. Thus, I think it entirely possible that there may be provinces that are not completely settled. Do you not?
No. Because there is a counter balance of magic, both divine and arcane to offset this. Sure the world is fantastical, but its fantastical in both resilience and in threats to people. The best guide is the setting itself, in which human settlement in creeping forward, not backward as it certainly would if whole provinces were being abandoned.
Do you have any ideas or recommendations about what to do with Sources? Ryan just removes the limiters, which I find acceptable as well, but that does involve a change in story flavor for the game.
Ryan doesn’t remove the limits, but makes them structural rather than variable. I don’t think it changes the flavor, because I don’t think population can grow quickly within the span of a game, which is less than a single generation. The only difference is whether I can’t rule up provinces because the DM says no growth, or whether the populations are fixed because the DM says no growth but province holdings represent control, so they can rise.
With exponential population growth at work and populations near carrying capacity, you will not see overall growth in the tens of years but it will have a profound influence over tens of hundreds of years.