With the economic foundations sorted, this part gets back to the distribution of fortifications, defensive networks, and Inns.

Table Of Contents
Chapter 5: Land Transport
5.1 Distance, Time, & Detriments
5.1.1 Time Vs Distance
5.1.2 Defining a terrain / region / locality
5.1.2.1 Road Quality: An introductory mention
5.2 Terrain
5.2.0 Terrain Factor
5.2.1 % Distance
5.2.2 Good Roads
5.2.3 Bad Roads
5.2.4 Even Ground
5.2.5 Broken Ground
5.2.5 Marshlands
5.2.7 Swamplands
5.2.8 Woodlands
5.2.9 Forests
5.2.10 Rolling Hills
5.2.11 Mountain Slopes
5.2.12 Mountain Passes
5.2.13 Deserts
5.2.14 Exotic Terrain
5.2.15 Road Quality
5.2.15.1 The four-tier system
5.2.15.2 The five-tier system
5.2.15.3 The eight-tier system
5.2.15.4 The ten-tier system
5.2.16 Rivers & Other Waterways
5.2.16.1 Fords
5.2.16.2 Bridges
5.2.16.3 Tolls
5.2.16.4 Ferries
5.2.16.5 Portage & Other Solutions
5.3 Weather
5.3.1 Seasonal Trend
5.3.2 Broad Variations
5.3.3 Narrow Variations
5.3.3.1 Every 2nd month?
5.3.3.2 Transition Months
5.3.3.3 Adding a little randomness: 1/2 length variations
5.3.3.4 Adding a little randomness: 1 1./2-, 2-, and 2 1/2-length variations
5.3.4 Maintaining The Average
5.3.4.1 Correction Timing
5.3.4.1.1 Off-cycle corrections
5.3.4.1.2 Oppositional Corrections
5.3.4.1.3 Adjacent corrections
5.3.4.1.4 Hangover corrections
5.3.4.2 Correction Duration
5.3.4.2.1 Distributed corrections: 12 months
5.3.4.2.1.1 Even Distribution
5.3.4.2.1.2 Random Distribution
5.3.4.2.1.3 Weighted Random Distribution
5.3.4.2.2 Distributed corrections: 6 months
5.3.4.2.3 Distributed corrections: 3 months
5.3.4.2.4 Slow Corrections (2 months)
5.3.4.2.5 Normal corrections: 1 month
5.3.4.2.6 Fast corrections: 1/2 month (2 weeks)
5.3.4.2.7 Catastrophic corrections 1/4 month (1 week)
5.4.4.3 Maintaining Synchronization
5.4.4.4 Multiple Correction Layers
5.4 Losses & Hazards
5.5 Expenses – as Terrain Factors
5.6 Expenses – as aspects of Politics
Last time, in Part 3:
5.7 Inns, Castles, & Strongholds
5.7.1 Strongholds
5.7.1.1 Overall Military Strength
5.7.1.1.1 Naval Strength
5.7.1.1.2 Exotic Strength
5.7.1.1.3 Adjusted Military Strength
5.7.1.2 Mobility
5.7.1.2.1 Roads
5.7.1.2.2 Cross-country
5.7.1.3 Kingdom Size and Capital Location
5.7.1.4 Borders
5.7.1.5 Terrain
5.7.1.6 Internal Threat
5.7.1.7 Priority
5.7.1.8 Threat Level
5.7.1.9 Zones
5.7.1.9.1 Abstract Zones
5.7.1.9.2 Applied Considerations
5.7.1.9.2.1 Sidebar: Why do it this way?
5.7.1.9.3 Preliminary Zones, Zomania
5.7.1.10 Kingdom Wealth
5.7.1.10.1 Legacy Defenses
5.7.1.10.2 Military Training
5.7.1.10.3 Disaster Relief
5.7.1.10.4 Religion
5.7.1.10.5 Magic
5.7.1.10.6 Tools
5.7.1.10.7 Entertainment
5.7.1.10.8 Resource Development
5.7.1.10.9 A Hypothetical Disaster
5.7.1.10.10 Housing & Funding Boosts
5.7.1.10.11 Food
5.7.1.10.12 Diplomacy
5.7.1.10.13 Trade
5.7.1.10.14 Education
5.7.1.10.15 Transport (Road Maintenance)
5.7.1.10.16 The Impact On Population
5.7.1.11 Military Need: Theoretical Scenario 2
Today:
5.7.1.12 Stronghold Density
5.7.1.13 Zone Size
5.7.1.14 Base Area Protected per Stronghold
5.7.1.14.1 The Distance between defensive centers
5.7.1.14.2 The relationship between defensive patterns
5.7.1.14.3 The shape of the defensive pattern
5.7.1.14.4 What is 100% coverage, anyway? 5.7.1.14.5 Calculating Area Protected
5.7.14.5.1 Three Satellite
5.7.14.5.2 Four-Satellite
5.7.1.14.6 Configuration Choice(s)
5.7.1.14.7 The Impact On Roads
The Impact on populations
5.7.1.15 Economic Adjustments
5.7.1.16 Border Adjustments
5.7.1.17 Historical vs Contemporary Structures
5.7.1.18 Zone and Kingdom Totals
5.7.1.19 Reserves
5.7.2 Castles, Fortresses, and the like
5.7.2.1 Distance to a satellite fortification using 2d6
5.7.2.2 Distance to a neighboring hub
5.7.2.3 Combining the two: the nearest neighbor
5.7.3 Inns
In future parts of this chapter
5.8 Villages, Towns, & Cities
5.8.1 Villages
5.8.1.1 Village Frequency
5.8.1.2 Village Initial Size
5.8.1.3 The Generic Village
5.8.2 Towns
5.8.2.1 Towns Frequency
5.8.2.2 Town Initial Size
5.8.2.3 The Generic Town
5.8.3 Cities
5.8.2.2 Small City Frequency
5.8.2.3 Small City Size
5.8.2.4 Size Of The Capital
5.8.2.5 Large City Frequency
5.8.2.6 Large City Size
5.8.4 Economic Factors, Simplified
5.8.4.1 Trade Routes & Connections
5.8.4.2 Local Industry
5.8.4.3 Military Significance
5.8.4.4 Scenery & History
5.8.4.5 Other Economic Modifiers
5.8.4.6 Up-scaled Villages
5.8.4.7 Up-scaled Towns
5.8.4.8 Up-scaled Small Cities
5.8.4.9 Upscaling The Capital & Large Cities
5.8.5 Overall Population
5.8.5.1 Realm Size
5.8.5.2 % Wilderness
5.8.5.3 % Fertile
5.8.5.4 % Good
5.8.5.5 % Mediocre
5.8.5.6 % Poor
5.8.5.7 % Dire
5.8.5.8 % Wasteland
5.8.5.9 Net Agricultural Capacity
5.8.5.10 Misadventures, Disasters, and Calamities
5.8.5.11 Birth Rate per year
5.8.5.12 Mortality
5.8.5.12.1 Infant Mortality
5.8.5.12.2 Child Mortality
5.8.5.12.3 Teen Mortality
5.8.5.12.4 Youth Mortality
5.8.5.12.5 Adult Mortality
5.8.5.12.6 Senior Mortality
5.8.5.12.7 Elderly Mortality
5.8.5.12.8 Venerable Mortality
5.8.5.12.9 Net Mortality
5.8.5.13 Net Population
5.8.6 Population Distribution
5.8.6.1 The Roaming Population
5.8.6.2 The Capital
5.8.6.3 The Cities
5.8.6.4 Number of Towns
5.8.6.5 Number of Villages
5.8.6.6 Hypothetical Population
5.8.6.7 The Realm Factor
5.8.6.8 True Village Size
5.8.6.9 True Town Size
5.8.6.10 Adjusted City Size
5.8.6.11 Adjusted Capital Size
5.8.7 Population Centers On The Fly
5.8.7.1 Total Population Centers
5.8.7.2 The Distribution Table
5.8.7.3 The Cities
5.8.7.4 Village or Town?
5.8.7.5 Size Bias
5.8.7.5.1 Economic Bias
5.8.7.5.2 Fertility Bias
5.8.7.5.3 Military Personnel
5.8.7.5.4 The Net Bias
5.8.7.6 The Die Roll
5.8.7.7 Applying Net Bias
5.8.7.8 Applying The Realm Factor
5.8.7.9 The True Size
5.8.7.9.1 Justifying The Size
5.8.7.9.2 The Implications
5.9 Compiled Trade Routes
5.9.1 National Legs
5.9.2 Sub-Legs
5.9.3 Compounding Terrain Factors
5.9.4 Compounding Weather Factors
5.9.5 Compounding Expenses
5.9.6 Compounding Losses
5.9.7 Compounding Profits
5.9.8 Other Expenses
5.9.9 Net Profit
5.10 Time
5.11 Exotic Transport
And, In future chapters:
- Waterborne Transport
- Spoilage
- Key Personnel
- The Journey
- Arrival
- Journey’s End
- Adventures En Route
5.7.1.12 Stronghold Density
This subsection is where everything was supposed to start coming together.
The principle, as outlined in my notes, is incredibly simple – divide the area of each zone (adjusted for terrain) by the size of a structural units, adjusted for the military financing both contemporary and historical, to determine the density of strongholds and castles. Tweak for hostile / friendly borders. Each of these defensive structures has an entirely independent reason to exist, and becomes a nexus around which a community can and will aggregate. The more hostile the surrounding territory, the stronger this effect; the more subdued and pacified, the more these structures will stand in isolated, near but not at the heart of, settlements.
The content of this entire chapter, so far, has been aimed at generating and documenting the facts upon which the above process rests. The worldbuilding that resulted from the economic considerations was entirely a bonus.
Unfortunately, while the concept is simple and direct, the implementation, it turns out, is anything but.
▪ Base Area of a zone – easily calculated.
▪ Adjustment for terrain – easily done. Terrains that provide a source of hostile forces effectively increase the area, so that there are more protective structures; terrain that is easily farmed increases the number of people needing to be protected, so this also increases the effective area, and also increases the threat posed by those hostile forces. This can be reflected by first multiplying the area by a threat levels factor and then multiplying the result by a “benign factor”. 5.7.1.13 handles all of this.
▪ Divide by the area protected by a set of defensive structures – I thought this would be simple, too, but it isn’t. The complication is in overlaps, which can’t be counted twice. And that is further complicated by variations on the basic pattern of related structures. And it’s complicated a third time by the compounding of historical and contemporary values. I had thought that the discussion of the practicalities of the projection of power had solved these issues – it hasn’t, it’s just a starting point. 5.7.1.14 is going to have to delve into this a lot deeper. I’m simplifying it a bit by separating out that last consideration and handling it in 5.7.1.17.
Actually, there is a simple solution – I just hadn’t thought of it when I encountered the difficulties described above. But I have, now!
▪ Adjusting the result for military expenditure, which can (and almost certainly will) cause unnecessary structures to be abandoned and left to fall into ruin, was more complicated than I thought it would be, but the hard work has already been done, and a lot of solid world-building resulted along the way. 5.7.1.15 handles this.
▪ Tweaking for hostile / friendly borders: This is going to be quite simple – it simply adds or subtracts from the structures emplaced along the border. If it adds, that decreases the density elsewhere; effectively increasing the area that each structure has to protect; if it subtracts, that either frees up structures for deployment along a hostile border or acts to increase the density in the region overall. 5.7.1.16 addresses this.
The end goal: to be able to state how far apart these defensive structures are and how many men and women they contain in military service. 5.7.1.18 does this for fixed infantry, 5.7.1.19 handles mobile forces (including naval and cavalry), 5.7.1.20 adds reserves, and 5.7.1.21 aggregates everything.
This is, ultimately all about demographics – how many people there are in a zone and how they are distributed. Because the military have to be there, have limits to how much and how many they can protect, and spend money (acting as a basis of local economy), this is the starting point for defining the answers to those demographic issues.
The intent for this section wasn’t to spell out how it was all supposed to come together, it was to briefly discuss the differences in defensive structures. If you’re going to supply a ‘road map’ to the content, the place to put that is normally in the top level of the relevant section – 5.7.1 in this case. But, while going through and making sure that I had all my ducks in a row, I noticed the problems.
There are two solutions: go back and expand the prior discussion, or revisit the subject, taking it further when necessary. I am choosing the latter, given the natural flow that exists in what has already been written.
Side-note: actually, the original plan was to do terrain factors for the entire Kingdom and then zoom in – so going from generalities to a sandboxed zone. But compound error magnitudes meant that it didn’t work.
5.7.1.13 Zone Size
The easiest way to determine zone size is to use the same technique that was described for Kingdom size – but there’s a small catch.
If there’s an error in the process, it gets magnified by the number of zones. You can’t rely on the unmagnified error being small enough not to cause problems. The only solution is to use smaller units. For simplicity, these should not only be whole numbers, but should also be a simple fraction of the units that you used for the Kingdom calculation.
▪ 5 miles / 5 km – divide by 5 to get 1-mile / km units.
▪ 6 miles / 6 km – divide by 2 to get 3-mile / km units.
▪ 8 miles / km – divide by 2 to get 4-mile / km units or divide by 4 to get 2-mile / km units. The latter are preferable.
▪ 10 miles / km – divide by 2 to get 5-mile / km units.
▪ 12 miles / km – divide by 4 to get 3-mile / km units
▪ 15 miles / km – divide by 3 to get 5-mile / km units.
▪ 16 miles / km – divide by 4 to get 4-mile / km units.
▪ 18 miles / km – divide by 6 to get 3-mile / km units.
▪ 20 miles / km – divide by 4 to get 5-mile / km units or by 5 to get 4-mile / km units. The first is probably good enough.
… and so on.

For this map, I’ve zoomed in on zones 1, 2, and 3 of the Zomania map. (I’ve redrawn the borders, roads, coast, etc by tracing over the existing lines because they were far too thick at this scale).

This, from memory, is about where the 20-whatever divisions were from the whole-of-Kingdom area measurement that I made earlier. I’ve divided the distance into 4, so divisions of 5-whatevers (yes, the time is coming where I’ll have to commit to miles or kilometers, but I’m going to keep things generic for as long as possible).
Drawing in the additional strips gives me this:

I started at the bottom of Zone 1, and drew in my boxes until I had it fully defined. I then changed color from blue to green and did zone 2, and then to purple and did zone 3. I also faded the horizontal divisions quite a bit so that the boxes stood out a little more strongly – and then added a drop shadow to them to make them even more obvious.
Note that this methodology supports complete sandboxing – you need only detail the zones that you actually need, and can use a broader estimate for the rest. As more zones get detailed, the rough estimate will be replaced with precise totals.

A couple of specific notes to point out before I get into the results.
★ At the bottom of Zone 1, I drew an extra line to determine how much of the 5-unit vertical division lay outside the zone, then used that to set the width of the box. Only the top part counts, in other words.
★ At the top of Zone 1, things get a little funky. I did the left-hand box first, aligned on the right to the bend in the coast. I then did the box to the right of it to contain the main part of the strip/zone overlap, and then the smallest box to deal with the remainder of the strip. That left a tiny little box for the strip above it.
★ I deliberately tried to keep these same sub-divisions for the bottom of Zone 2, on the premise that the half-way point in each strip and sub-strip would be the same – either it was part of Zone 1 or Zone 2, there was no alternative to this either-or.
★ Also at the bottom of Zone 2, note the tiny little box which introduced a new subdivision within that strip.
★ Although the scale marker shows only 5-unit division marks, I actually was able to estimate by eye down to 1/4 of a unit. I’m good at that. If you are not, indicate subdivisions or use a ruler instead of doing it by eye.
Okay, so here are the results – starting, always, from the bottom strip and working up.
Zone 1:
▪ 16.5 × 5 – (2/5 × 5 × 16.5) = 82.5 – 33 = 49.5
▪ 17 × 5 = 85
▪ 16.5 × 5 = 82.5
▪ 14.5 × 5 = 72.5
▪ 5.75 × 2.25 + 4 × 8 + 1 × 4 = 12.9375 + 32 + 4 = 48.9375
▪ 2 × 4 = 8
▪ Total = 346.4375, round to 346.44
Zone 2:
▪ 0.75 × 0.5 + 6 × 1 = 0.375 + 6 = 6.375
▪ 12 × 5 = 60
▪ 14 × 5 = 70
▪ 11 × 5 = 55
▪ 8 × 5 = 40
▪ 9 × 1.5 + 15.5 × 3.5 = 13.5 + 54.25 = 67.75
▪ 6 × 5 = 30
▪ Total = 329.125, round to 329.13
Zone 3:
▪ 4.25 × 2.75 + 19 × 2.25 = 11.6875 + 42.75 = 54.4375
▪ 18 × 5 = 90
▪ 19 × 5 = 95
▪ 19 × 3.5 + 17 × 1 + 14 × 1.5 = 66.5 + 17 + 21 = 104.5
▪ 8 × 5 = 40
▪ 0.75 × 1 = 0.75
▪ Total = 384.6875, round to 384.69
Next, we have to adjust these areas for terrain. We start with the Threat Level Factor:
▪ Mining 1.5
▪ Volcanoes: 1.4, + 0.01 for each active
▪ Mountains: 1.4, -0.1 if small or constantly snow-capped
▪ Forest 1.25, + 0.1 if especially dense
▪ Woods 1.2, + 0.05 if especially dense
▪ Hills 1.2
▪ Scrub 1.1 (includes groves & orchards)
▪ Coast 1.1
▪ Pasture 0.9 (includes savannah)
▪ Farmland 0.9 (includes plantations & vineyards)
▪ Desert 1.2
▪ Rocky 1.3
▪ Bog 1.3
▪ Swamp 1.5
If two terrain types apply, use the average.
▪ Town: -0.1 (only if no cities)
▪ City: -0.2
▪ Foreign Town within 5 miles: + 0.1
▪ Foreign City within 25 miles: + 0.2
▪ River: + 0.2
▪ Coast: + 0.25
▪ With cliffs &/or Caves: + 0.05
▪ With beaches: -0.05
▪ Ruin: + 0.4
▪ Civilized: -0.1
▪ “Wild”: + 0.1
▪ Known Hostile Forces: + 0.3
The adjustments are cumulative. You may not have decided certain factors, like towns and ruins – either commit to one being there right now, or halve the adjustment.
We’re obviously going to need the terrain breakdowns prepared earlier. Except that I didn’t actually give you any specifics for the example kingdom.
Zone 1:
Farmland 55%
▪ Base Value 0.9
▪ City -0.2
▪ River (assumed) + 0.2
▪ Coast + 0.25
▪ Cliffs + 0.05
▪ Beaches -0.05
▪ Civilized -0.1
▪ Total: 1.05
▪ Base Area: 346.44
▪ 55% × 346.44 = 190.542
▪ 190.542 × 1.05 = 200.0691
▪ Round to 200.07
Hills & Farmland: 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Modifiers as above total + 0.15
▪ Total: 1.2
▪ Base Area: 346.44
▪ 15% × 346.44 = 51.966
▪ 51.966 × 1.2 = 62.3592
▪ Round to 62.36
Orchards 30%
▪ Base Value 1.1
▪ City -0.2
▪ River (assumed) + 0.2
▪ Civilized -0.1
▪ Total: 1.0
▪ Base Area: 346.44
▪ 30% × 346.44 = 103.932
▪ 103.932 × 1 = 103.932
▪ Round to 103.93
Effective Area: 200.07 + 62.36 + 103.93 = 366.36
Zone 2:
Farmland 85%
▪ Base Value 0.9
▪ Town or City (not sure at this point) (-0.1 + -0.2)/2 = -0.15
▪ River (assumed) + 0.2
▪ Coast + 0.25
▪ Beaches -0.05
▪ Civilized -0.1
▪ Total: 1.05
▪ Base Area: 329.13
▪ 85% × 329.13 × 1.05 = 293.74825
▪ Round to 293.75
Hills (with Farms) 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Town or City (not sure at this point) (-0.1 + -0.2)/2 = -0.15
▪ River (assumed) + 0.2
▪ Coast + 0.25
▪ Beaches -0.05
▪ Civilized -0.1
▪ Total: 1.2
▪ Base Area: 329.13
▪ 15% × 329.13 × 1.2 = 59.2434
▪ Round to 59.24
Effective Area = 293.75 + 59.24 = 352.99
Zone 3:
Farms 75%
Base Value 0.9
▪ Town or City (not sure at this point) (-0.1 + -0.2)/2 = -0.15
▪ River (assumed) + 0.2
▪ Civilized -0.1
▪ Total: 0.85
▪ Base Area: 384.69
▪ 75% × 384.69 × 0.85 = 245.239875
▪ Round to 245.24
Hills with Farms 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Town or City (not sure at this point) (-0.1 + -0.2)/2 = -0.15
▪ River (assumed) + 0.2
▪ Civilized -0.1
▪ Total: 1
▪ Base Area: 384.69
▪ 15% × 384.69 × 1 = 57.7035
▪ Round to 57.70
Hills with Orchards 10%
▪ Base Value (1.2 + 1.1)/2 = 1.15
▪ Town or City (not sure at this point) (-0.1 + -0.2)/2 = -0.15
▪ River (assumed) + 0.2
▪ Civilized -0.1
▪ Total: 1.1
▪ 10% × 384.69 × 1.1 = 42.3159
▪ Round to 42.32
Effective Area = 245.24 + 57.70 + 42.32 = 345.26
Finally, we have to adjust these results for the “Benign Factor”. These use the same base values as the “Threat Load” above, but the modifiers are different:
▪ Town: + 0.1 (only if no cities)
▪ City: + 0.2
▪ Foreign Town within 5 miles: -0.1
▪ Foreign City within 25 miles: -0.3
▪ River: + 0.1
▪ Coast: + 0.15
▪ With cliffs &/or Caves: + 0.05
▪ With beaches: + 0.15
▪ Ruin: + 0.4
▪ Major Road: + 0.2
▪ Civilized: + 0.2
▪ Known Hostile Forces: -0.2
▪ “Wild”: Average the subtotal with 1
▪ Get the square root of the subtotal
Zone 1:
Farmland 55%
▪ Base Value 0.9
▪ City + 0.2
▪ River (assumed) + 0.1
▪ Coast + 0.15
▪ Cliffs + 0.05
▪ Beaches + 0.15
▪ Civilized + 0.2
▪ Subtotal: 1.75
▪ Sqr Root (1.75) = 1.323
▪ Adjusted Base Area: 200.07 (includes %)
▪ 200.07 × 1.323 = 264.69261
▪ Round to 264.69
Hills & Farmland: 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Modifiers as above subtotal + 0.85
▪ Subtotal: 1.9
▪ Sqr Root (1.9) = 1.378
▪ Adjusted Base Area (includes %): 62.32
▪ 62.36 × 1.378 = 85.93208
▪ Round to 85.93
Orchards 30%
▪ Base Value 1.1
▪ City + 0.2
▪ River (assumed) + 0.1
▪ Civilized + 0.2
▪ Subtotal: 1.6
▪ Sqr Root (1.6) = 1.265
▪ Adjusted Base Area (includes %): 103.93
▪ 103.93 × 1.265 = 131.47145
▪ Round to 131.47
Effective Area: 264.69 + 85.93 + 131.47 = 482.09
Zone 2:
Farmland 85%
▪ Base Value 0.9
▪ Town or City (not sure at this point) + (0.1 + 0.2)/2 = + 0.15
▪ River (assumed) + 0.1
▪ Coast + 0.15
▪ Beaches + 0.15
▪ Civilized + 0.2
▪ Subtotal: 1.65
▪ Sqr Root (1.65) = 1.2845
▪ Adjusted Base Area (includes %): 293.75
▪ 293.75 × 1.2845 = 377.321875
▪ Round to 377.32
Hills (with Farms) 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Town or City (not sure at this point) + (0.1 + 0.2)/2 = + 0.15
▪ River (assumed) + 0.1
▪ Coast + 0.15
▪ Beaches + 0.15
▪ Civilized + 0.2
▪ Subtotal: 1.8
▪ Sqr Root (1.8) = 1.3416
▪ Adjusted Base Area (includes %): 59.24
▪ 59.24 × 1.3416 = 79.476384
▪ Round to 79.48
Effective Area = 377.32 + 79.48 = 456.8
Zone 3:
Farms 75%
▪ Base Value 0.9
▪ Town or City (not sure at this point) + (0.1 + 0.2)/2 = + 0.15
▪ River (assumed) + 0.1
▪ Civilized + 0.2
▪ Subtotal: 1.35
▪ Sqr Root (1.35) = 1.1619
▪ Adjusted Base Area (includes %): 245.24
▪ 245.24 × 1.1619 = 284.944356
▪ Round to 284.94
Hills with Farms 15%
▪ Base Value (1.2 + 0.9)/2 = 1.05
▪ Town or City (not sure at this point) + (0.1 + 0.2)/2 = + 0.15
▪ River (assumed) + 0.1
▪ Civilized + 0.2
▪ Subtotal: 1.5
▪ Sqr Root (1.5) = 1.225
▪ Adjusted Base Area (includes %): 57.70
▪ 57.70 × 1.225 = 70.6825
▪ Round to 70.68
Hills with Orchards 10%
▪ Base Value (1.2 + 1.1)/2 = 1.15
▪ Town or City (not sure at this point) + (0.1 + 0.2)/2 = + 0.15
▪ River (assumed) + 0.1
▪ Civilized + 0.2
▪ Subtotal: 1.5
▪ Sqr Root (1.5) = 1.225
▪ Adjusted Base Area (includes %): 42.32 ▪ 42.32 × 1.225 = 51.842
▪ Round to 51.84
Effective Area = 284.94 + 70.68 + 51.84 = 407.46
I thought about applying a separate factor for any tactical considerations but realized that these two already encompassed just about everything I could think of. I’m mentioning it here so that no-one thinks that there’s been something left out – as I initially would have done.
It’s also useful for the future to calculate the ratio between these adjusted sizes and the actual size, called the “Net Population Density Factor” because that tells us how much closer together Strongholds have to be.
▪ Zone 1: 482.09 / 346.44 = 1.391554, round to 1.39
▪ Zone 2: 456.8 / 329.13 = 1.38790, round to 1.39
▪ Zone 3: 407.46 / 384.69 = 1.0591905, round to 1.06
5.7.1.14 Base Area Protected per Stronghold
This sounds like such a simple factor; it’s anything but.
The problem starts with circular areas partially overlapping; you can’t count any area twice.
There’s a way to calculate that but it’s nowhere near as simple as I’d like:

But the complications don’t stop there. If that was all there was to it, I would probably have lived with it, breaking the calculation down into stages.
There are three-and-a-half factors that define the problem.
▪ The distance between defensive centers, which defines the size of the overlap within a structural defensive pattern;
▪ The shape of the overall defensive pattern;
▪ The distance and spacial relationship between structural defensive pattern (that’s the half-factor);
▪ The overlap between defensive pattern that results – again, each pattern can only count once.
Oh, and one more, that might not seem like such a big issue:
▪ Exactly how do we define 100% coverage, anyway?
I need to look at each of these separately, because the GM has decisions to make. I thought that I had already given some of them adequate coverage in earlier sections, but the reality has proven different, so I have to go back to ground zero.
5.7.1.14.1 The Distance between defensive centers

The image to the side of this text is a slightly more detailed analysis of a simple four-pointed structure. As before, there is a central Stronghold which houses both infantry and cavalry units, and a ‘ring’ of lesser strongholds that house infantry only (including archers).
Each diagram increases the separation between the central Stronghold and its satellites, measured in half time-period marches by the infantry. So for the first diagram, they are half a time unit away, in the second they are 1 time unit away, and so on. To avoid cluttering the diagram, the notations of these distances are the only labels.
Each stronghold is surrounded by a pair of rings showing how far the infantry project power full-strength (the darker colors) and the distance one strength-level down (pale colors). The exception is the central Stronghold – while the infantry here would be expected to defend the central stronghold and project power in the immediate area, they would not go further. That, and reinforcing the satellite strongholds, is the responsibility of the cavalry.
Cavalry was defined as being able to travel 3 1/2 times the distance in a day as infantry could march, but on the presumption that this would exhaust their mounts, I have drawn the zone of projected power that they provide as only 2 1/2 times that distance, which leaves them fit to engage in combat (which is potentially necessary, given that they are reinforcing the fixed infantry). The presumption made earlier, that infantry had to be able to reinforce infantry, doesn’t actually have to apply.
Okay, so that’s what you’re looking at: Let’s analyze the results.
▪ The 1/2 time unit overlap at the top is so centralized that it’s almost perfectly circular, and Cavalry would have so much range in hand that you may as well consider it to be that shape. These really are too close together to be practical – but this option definitely presents the strongest defensive structure.
▪ The 1 time-unit diagram is the ‘refined’ version of the diagram originally presented. There are more pronounced lobes surrounding the satellite strongholds, the infantry-protected area is definitely NOT a pure circle or even close to it.
▪ The 1 1/2 time-unit diagram is where things start to get interesting. There is now a separation between the satellites and the central stronghold, so they could only reinforce it (at need) with a forced march, or by more than a day of standard marching. But they project power further away from the central stronghold.
▪ The 2 time-unit diagram shows that the reach of the infantry in the satellite strongholds extends as far as the effective range of the cavalry from the central stronghold if they force-march or take two days to reach the combat front. That means that they can reinforce the quick-response cavalry in the event of trouble. At the same time, Infantry from the central stronghold can reinforce the satellites by proceeding at the same pace – either one time-unit’s forced march or two days’ regular march. This is arguably the optimum configuration from the point of view of strength – if you only have four satellite strongholds. But that’s getting ahead of myself.
▪ Finally, at 2 1/2 time units march, the forced march / 2-day’s march range of the satellites now projects beyond the optimum distance for the Cavalry, and the satellites are beyond the reach of central Infantry even at a forced march. But this, quite obviously, projects power over the greatest area of the five options presented.
▪ Not shown is a 3 time-unit distance. Requiring units to march for an extra time unit before they can reinforce one of the satellites or vice-versa doesn’t just increase the difficulty of doing so by the proportionate amount, it doubles it or worse. It really isn’t practical. That means that you are relying on cavalry for your reinforcement. The part of the satellite power projection that extends beyond the practical range of that cavalry is effectively wasted, and this would be a significant loss. Every effect and consequence that is visible in the 2 1/2 unit version is amplified, both positive, and especially, negative. It really is too far – for this particular structure.
The GM has to decide what the configuration is, within the Kingdom being constructed. But it’s too soon to make that decision.
.5.7.1.14.2 The relationship between defensive patterns
The relationship between defensive patterns can be expressed as the distance between the central points of those patterns.

This can be a little hard to see at this scale, but click on the image above to open a version 1024 × 1571!
Which brings me to the above set of diagrams. Once again, let me start by explaining what you are looking at, and then I can get down to analyzing the results.
To start with, notice the nomenclature used to label each diagram. The first number, before the comma, is the separation between satellites and central point, the same as in the previous diagram. The second number, after the comma, is the distance between these central points vertically and horizontally (the actual separation will be 1.4142 times the number shown, obviously).
I learned when doing the first examples of this sort of analysis that the use of color complicated everything to the point of near-incomprehensibility. So for these diagrams, I have reduced the base pattern to black, and then replicated it in white to show how they overlap at different separations. Hopefully, that eliminates clutter and makes them more comprehensible.
First observation: If you use a pattern of 4 satellites to a hub, then you also need to use a structure of 4 overlapping patterns. I tried alternatives (fearing another complicating factor) and nothing else actually works.
I have also removed the Cavalry circle; it wasn’t really adding anything to the understanding of what was being shown.
Finally, although the assumption is that there are four patterns overlapping the central, black pattern, I’ve only shown the upper two. Without that, you couldn’t really see the shape of the main pattern. I needed to show two overlaps so that you could also see the interactions between them.
What do these show?
▪ 1/2, 2 1/2: the edges of the overlapping lobes are in contact, and meet at the edge of the primary pattern. There is nowhere that can’t be reached by Infantry within 2 days. This is as strong a configuration as you get; in fact, it’s arguably overkill. 2.5 × 1.4142 = 3.5355 – close enough to 3.5 – so the central commands are just within 1 day’s reinforcement range of each other using Cavalry. But their horses would be exhausted by the time they got there.
▪ 1/2, 3: moving the structures further apart makes it explicit that cavalry cannot travel from one hub to another in a single day. That means that whatever fixed units are in place have to hold out for that much longer before help cam arrive. There’s now a visible gap between the two overlapping structures, so there will be a small zone reachable only by Cavalry. So the difference in configuration may be small but the implications are significant.
▪ 1/2, 3 1/2: separating the overlapping patterns just half-a-day’s march more means that there are no longer any infantry overlaps. Every pattern has to stand alone save for cavalry reinforcements. The area that can only be protected by Cavalry is also significantly greater – roughly nine times what it was in the previous configuration. So far as infantry strength is concerned, we have gone from vastly more than 100% coverage to considerably less.
▪ 1, 2: Larger patterns brought closer together. At this distance, the central point of each pattern is reinforced by each other pattern, and – if all four of the overlaps where shown – there would be virtually nothing of the reference pattern visible. 2 × 1.4142 = 2.8, which is less than 3.5, so each of the central points of each pattern are reinforcable by cavalry from its neighboring patterns. Again, this is far more than 100% force projection.
▪ 1,3: the increase in the size of each pattern means that this is the equivalent of the initial 1/2, 2 1/2 structure. There are some areas where the power projected is only 100% (50% each from 2 patterns), but for the most part, it’s higher than that.
▪ 1, 4: Gaps in infantry protection have started to appear, in which defense will rely on Cavalry. These are 4-6 times the size of the gaps in the 1/2, 3 structure (I’m assuming that the gaps between the primary pattern and each of the reinforcing patterns add up to 1x that size, each, in making that estimate). What’s more, at a minimum distance of 4 day’s march, not even Cavalry can reach those gaps in a day. 4 × 1.4142 = 5.6558 so reinforcement of one pattern by another also takes more than 1 day for Cavalry units.
▪ 1 1/2, 2 1/2: The 1-day circles of the overlapping satellites are in contact. Those satellites are reinforcable by Infantry in two days. Force Projection is substantially more than 100%. This is an effective all-infantry structure with no need for Cavalry reinforcements.
▪ 1 1/2, 3 1/2: moving the overlapping patterns a day’s march further apart still yields 100% infantry projection over a 2-day period. The area being protected is visibly larger, but there’s nowhere reliant on Cavalry.
▪ 1 1/2, 4: A small gap has now opened up in between the protected areas, so Cavalry is necessary. There isn’t as visible an increase in the area protected, but that’s not surprising given that the separation increase is half the size.
▪ 2, 3: The 1-day lobes of adjacent patterns are touching, and overlap the 1-day lobe of the primary pattern. Once again, there is a visible increase in the area protected 100%, with no cavalry necessary.
▪ 2, 4: Now it’s the 2-day lobes that are touching, and there is the slightest of overlaps with the 1-day lobes of the primary pattern’s satellites. Still 100% or better over 99% of the area protected – and that’s without Cavalry.
▪ 2, 4 1/2: Tiny cavalry-only gaps appear at the vertices of the primary pattern. Since they are 4 1/2 day’s march from the reinforcing point, they are also more than 1 day’s distance for Cavalry. While some of the area is 100% protected or better, there are areas that are not. But the area protected has visibly increased even over the 2,4 structure.
▪ 2 1/2, 4: Two day’s march from an overlapping satellite gets you to the edge of a neighboring pattern’s 1-day area. So infantry reinforcement is no longer possible. There are no areas that are not protected 100% within the two-day march, and only very small areas that are not 100% protected at the 1-day level (usually from overlaps from other defensive structures or patterns). Okay, there might be the tiniest areas at the 45-degree angles relative to the primary structure that need cavalry – but those are on the fringes of four two-day infantry marches, so even that is doubtful, and well within the margin of error of these quickly-constructed diagrams. And the area protected is absolutely enormous.
▪ 2 1/2, 5: Gaps have now opened clearly at the vertices and at the 45-degree angles. 5 units distance or less puts them well within the 2-day range for cavalry. There is obviously going to be a great deal more autonomy in the defensive patterns, with such small overlaps. Rapid reinforcement is not really possible from outside a pattern, again emphasizing self-reliance. I would describe this structure as ‘porous’. But the area covered is enormous.
And it’s the area covered per defensive structure that lets us turn an (adjusted) area into a number of strongholds within that area.
But we still aren’t ready for a GM to decide on the patterns and structures of the Kingdom he’s creating. These have all been created using the four-satellite (simplest) patterns – those are not the only options.
5.7.1.14.3 The shape of the defensive pattern
You could have three, or five, or six, or eight satellites to a pattern. And each of these options interacts slightly differently with the differences in separation.
As a general rule, the more satellites you have, the greater the projection of power and the more overlap there will be between defensive patterns. There is less reliance on the central stronghold and more on your neighboring satellite strongholds. The military strength is more dispersed and more uniformly present at the same time.

Again, this can be a little hard to see at this scale, but click on the image above to open a version 1024 × 1290!
Okay, I got ambitious in generating the diagram above – perhaps a little too ambitious, as I needed to drop in another diagram to explain what the one above was showing. I’ll get to that in a moment.
The nomenclature has been extended, as you can see – there are now “#x” before the first number, and occasionally, ” + #” after the second. “#x” refers to the number of satellites. So technically, all the diagrams presented earlier should have “4x” in front of them – but I’ve considered them to be the default, because they are the easiest to grasp. When you place overlapping patterns, sometimes there are gaps that are the exact size to hold another satellite; the count of those gaps are the # in ” + #”.
There’s also a “/#” – specifically, a “/4” – that I’ll explain when I come to it.
All that should become clearer as I go through the individual results.
The diagram above contains both kinds of diagram from earlier – there is one or more showing the structure of a pattern, and then two or more showing how those patterns combine. For the structure-of-a-pattern, the cavalry 1-day radius and 2-day radius is also shown.
Let’s step through these, one by one:
▪ 3 × 1 1/2, 4: These little bundles of three represent a very strong infantry configuration within each structure, and overlaps in the reinforcement capabilities of Cavalry based in the central hubs. Unfortunately, those hubs didn’t show up very clearly – you can see them in some of the diagrams but not others, and this is one of those cases where they are almost invisible. The first thing that you notice are the huge gaps that appear when you overlap these structures by the indicated difference. They may appear alarming, but they aren’t, and here’s why:

As you can see in the explanatory excerpt beside of this text, the projected overlapping structure, if offset correctly, plugs perfectly into the gap, completely filling it. So this is actually a solid greater-than-100% infantry Force Projection configuration.
▪ 3 × 1 1/2, 4 1/2: Even increasing the separation between patterns by a half-day’s march doesn’t change this. The coverage is solid, and the combined total is so close to a perfectly round circle that you may as well use that as the shape – just make the radius a little smaller than the outer limits of the merged pattern. Notice, too, that the Cavalry Zone is completely overwhelmed by the infantry zone. So this is all standing army with no need for Cavalry.
▪ 3 × 1 1/2, 6: Pushing things a LOT further, and gaps will start to emerge. You could conceivable plug those gaps with an extra satellite, producing a 3 × 1 1/2, 6 + 6 structure, but that became visually confusing when I tried diagramming it. Or you could upgrade those extras to full Central status, providing additional cavalry reinforcement of the satellites above and below it.
Neither should actually be necessary – if you consider the Cavalry radius shown in the first diagram, you will see that these gaps are completely covered by them.
It’s also worth noting that I worked hard to preserve the scale between these non-four configurations and the 4-satellite configurations shown earlier – so you can visually see that this protects a LOT more area, but it contains a lot more defensive structures, as well, and a higher proportion of them are the more expensive central structures.
▪ 5 × 2 and 5 × 3 and 5 × 4: These three diagrams illustrate three different 5-satellite configurations. The first shows massive infantry overlap and hence reinforcement. The second puts such reinforcement 3 days away, but there is still 100% within the two-day infantry march. At 5 × 4, there are no overlaps and gaps have started to appear; those gaps, as shown by the overlaid texture, are within 1/2 a day’s ride by the Cavalry, or just a little beyond; they would be very well covered by cavalry.

▪ 5 × 2, 6: My initial thought was to position the overlaps such that two of the satellites were the same installations, adding a ring of 15 satellites and 5 additional hubs to the larger configuration, but it became immediately apparent that there was nothing gained from doing so. So, instead, I offer this configuration for consideration.
This shows 5 hubs and satellites overlapping a 6th pattern. The area covered is larger again, visually so, but gaps have seemingly started to appear. But take a look at the satellites around the gap at the bottom of the diagram – notice anything?
To the side, there’s an excerpt of the space of talking about. But maybe you still can’t see it – so let me draw lines connecting them, quick-and-dirty, as shown to the side. It’s a mirror image of the satellite pattern of the primary structure. And that means that having the correct amount of overlap between this structure and an identical one below it would completely cover the gap.
▪ 5 × 3, 8: It’s only when you push things out to this level that you start getting genuine gaps that need to be covered by Cavalry. But, as the base 5 × 3 pattern shows, they have ample capability to do so. While this structure no longer has 100% infantry cover, it still achieves 100% Force Projection as a result. And, for the same reason described above, those ‘gaps’ are actually covered by the next group of structures.
▪ 6 × 2 and 6 × 3 and 6 × 4: Gamers tend to think in hexagons (though perhaps not so much as they used to), so the 6 × patterns look elegant and practical to us. As usual, the 6 × 2 is all about maximum defensive strength for a limited area of protection. Everything is within a 2-day march of everything else, and there are massive overlaps within the structure.
Things become a bit looser at the × 3 – and reinforcement is now 3 days away, except by horseback. The 6 × 4 pattern is the clearest, with no infantry overlap and gaps that have to be covered by Cavalry.
▪ 6 × 5 / 4: Everything that I’ve shown you so far has been a pretty solid defensive infrastructure. It’s been about rapid responses to imminent threats – appropriate for places with wild monsters running around that could crop up at any time, but most of the time, things aren’t like that. This diagram shows a 6 × 5 pattern, which means infantry isolation and gaps. But it also shows where each fortification’s infantry can get to in four day’s march.
Imagine the sequence of events – an Orc army shows up within the responsibility of one of the satellites. They immediately send alerts to their neighbors and call for reinforcements. Assuming the messages are sent by rider (and they probably would be), it’s a day-and-a-half before word reaches anyone. Even a rapid response would take a little time to organize – count that as another half-day. So, two days after the enemy were spotted, reinforcements march. Cavalry will get to the trouble spot less than 2 days later – so the defenders have to hold out for about 3 1/2 days on their own. Those reinforcements will do little but replace some of the lost men; they can only stave off the inevitable – and they will have to fight their way through enemy ranks to even do that much. But there should be enough aid that they can hold out another day-and-a-half – and that’s when the infantry reinforcements show up. Assume it takes a day for these to fight their way through to the protection of the fortification – that means that effective reinforcement is a full week away.
You might be able to say the same about a 6 × 5 1/2 / 4 configuration, which allows less organizational time and gives the reinforcements only half-a-day to get through the enemy army, but that’s getting chancy. It’s certainly not true of a 6 × 6 / 4 structure; help for that structure is an extra day away.
Eight days to respond effectively to a military threat. Is that quick enough? The answer – conditionally – is yes; the condition is that the fortification has scouts around that give some advance warning of the oncoming horde. Every day of advance warning is one day sooner that reinforcements arrive. So that would be the most porous state of military preparedness that would be considered acceptable.
Beyond this limit, it becomes necessary to delay the enemy, giving up territory for time, before a counteroffensive can begin. And that’s an entirely reasonable military paradigm in an area that’s not under constant military threat.
We’re still groping our way toward determining how many fortified positions a Kingdom has, backed by how many men. So this configuration demonstrates exactly how to appraise the key question of what the Kingdom expects those fortifications to be able to accomplish.
▪ The final configuration I have diagrammed is the 6 × 4, 12 + 12 pattern. Every fortification is 4 days infantry march away from another, so rapid response is not on the menu – but response in force very much is. There’s a very uniform density to the result. But, critically, there are gaps – six of them around the central pattern, and six more along the periphery of the greater structure. These gaps, as you can see, are exactly the right size to be filled by ‘extra’ satellite fortifications. And seamless military distribution can be achieved if the 5 satellites along one side of the resulting larger structure are also the five emplacements on the opposite side of the next such grouping.
The area protected is immense. It’s a hex whose sides are 5 × 2 × 2 = 20 day’s march to a side. The area of a hex is 3 × (sqr root 3) / 2 × side length squared – or about 2.6 × side length squared. In this case, 1039.23 × d^2, where d is the distance your troops can march in a day on ideal terrain.
If d=10 miles (low), that’s 103,923 square miles.
If d=20 miles (still low), that’s 415,692 square miles.
If d=25 miles (reasonable), that’s 649, 519 square miles.
If d=30 miles (doable), 935,307 square miles.
If d=40 miles (close to max), 1.66 million square miles.
If d=50 miles (max), 2.6 million square miles.
Remember, you need time each day to camp, set out defenses, cook food and feed your army, rest, and unpack your camp – and that has to happen in daylight because the alternative replaces one task with another (foraging for additional firewood). With anything the size of an army, 4-8 hours of daylight get burned in this fashion. If you have 10 hours of light a day, that eats significantly into it. In summer, you might be blessed with 14 hours of effective light; in winter, it might be 8 or even only 6, depending on how far north (or south) you are!
The smaller the number of men, the smaller the time that has to be sacrificed in this way – when you get down to the squad level (or an adventuring band), it might only take an hour to set up camp. So they will travel a lot faster.
But there’s one more, much simpler, configuration that I want to throw out there for consideration. It is based on the statement, “just because you can do something it is not necessary that you be required to do that thing.”

One error: the riding scale reads “days” when it should say “1/2 days”. Discovered too late to correct it.
This cuts the edges off the projection of power circles to create neat rectangular shapes that can stack in brick-like fashion, tiling an area with protection. The example above again uses a four-satellite structure to form it’s pattern, with the satellites at a distance just over 1 day’s march from the hub (1.414 day’s march if you want to get technical).
Increasing the separation to two day’s march gives this:

Note that I fixed the error mentioned above in time for this one. Observe that visibly the central pattern appears roughly the same size – it’s only when you realize that the “Cavalry Circles” are the same size in both that you appreciate how much greater the area protected is. This is a consequence of scaling to fit the available screen space.
At three day’s march, a new phenomena emerges: the corners of the satellite zones are no longer reinforcable by Cavalry with 2 days hard riding. As with the earlier examples, this means that the satellites will need to hold out for longer on their own if they come under attack, and that means increasing the military presence in them – and there’s only one place for them to come from, the central stronghold. In effect, pre-reinforcing all of them. It doesn’t take too much of that before you defeat the purpose of the configuration, i.e. having the satellites as weakly manned as possible to permit a large mobile reinforcement force to be deployed as needed.

Looking closely, the fact that these were generated as quick-and-dirty as possible becomes very apparent. Sorry.
I have one more “brick” configuration to offer. It is based on three day’s march from the satellites, and increases the distance between satellites and central hub to a full 4 day’s infantry march. Because of the trends described above, I think this is just about the limit of viability for this configuration.

Because this was getting a little hard to see clearly at CM-publishing scale, I’ve also provided a 1024 × 944 – sized version – just click on the image above. Unfortunately, the ‘quick and dirty’ becomes even more apparent at this scale, but I’ve never been one to hide my workings behind a curtain, anyway.
Each pattern of this configuration is 10 days’ march across, and square. Let’s apply the values given earlier to interpret that:
If d=10 miles (low), that’s 100 × 100 = 10,000 square miles.
If d=20 miles (still low), that’s 200 × 200 = 40,000 square miles.
If d=25 miles (reasonable), that’s 250 × 250 = 62,500 square miles.
If d=30 miles (doable), 300 × 300 = 90,000 square miles.
If d=40 miles (close to max), 400 × 400 = 160,000 square miles.
If d=50 miles (max), 500 × 500 = 250,000 square miles.
But the illustration shows 7 of these patterns in a brick-like relationship.
If d=10 miles (low), that’s 7 × 10,000 = 70,000 square miles.
If d=20 miles (still low), that’s 7 × 40,000 = 280,000 square miles.
If d=25 miles (reasonable), that’s 7 × 62,500 = 437,500 square miles.
If d=30 miles (doable), 7 × 90,000 = 560,000 square miles.
If d=40 miles (close to max), 7 × 160,000 = 1,120,000 square miles.
If d=50 miles (max), 7 × 250,000 = 1,750,000 square miles.
1.75 million square miles is admittedly less than the 2.6 million square miles of the more complex configurations – a little over 2/3 of it – but it’s still plenty big enough.
With the possible configurations all described and analyzed, only one factor remains before it’s time to make some important decisions.
5.7.1.14.4 What is 100% strength, anyway?
The final factor to be taken into account is a more philosophical one. It’s pure form is as stated in the sub-section title, but the practical one is this: How do we count the area protected? Anything with a force projection at maximum (1 day’s infantry march) is obviously 100% – but what about the area beyond that?
Earlier in this chapter, I laid out guidelines for how much force could be projected at a distance by a body of men:
An infantry unit projects it’s full power for 1 day’s travel outwards, then 1/2 at 2 days, 1/3 at 3 days, 1/4 at 4 days, and so on.
It’s maximum ‘range’ is set to 7 days, giving total effectiveness of 2.593 when you add up the fractions.
A cavalry unit projects it’s full power for 3 day’s travel outwards, then 1/2 at 5 days, 1/4 at 7 days, and 1/8 at 10 days. At 14 days travel, the strength is 1/16th.
It’s maximum practical effectiveness is also capped at 7 days, giving a total force projection of 4.5.
Let’s simplify a bit. Ignore cavalry for a moment; in terms of infantry, there are two ways of interpreting 100% projection of force:
▪ The area protected is defined as the area of possible force projection within which 100% strength or more can be brought to bear by the pattern;
▪ Each sub-zone is calculated as area × force projection and the total protected then determined. This total must equal 100%.
Clearly, the second is a LOT more complicated. It only gets worse when we factor in Cavalry.
▪ Under model 1, any shortfall in 100% force projection is to be made up using cavalry. Divide the infantry shortfall by the cavalry force projection at the outermost limit of the protected area to determine the strength in cavalry required for this function. The infantry strength of the central hub can then be reduced by the cavalry strength.
▪ Under model 2, infantry sub-areas are further subdivided by cavalry force projection and the two are subtotaled to determine the total projection of power within the protected zone. This sounds like it makes a complicated situation a lot worse, but because cavalry project 100% power at a radius of three days’ ride and cavalry move 3 1/2 times faster than infantry, that’s 3.5 × 3 = 10.5 days infantry march – and NONE of the patterns shown have infantry-based areas of protection anywhere near that large. So cavalry contribute 1:1, which effectively eradicates this added complication.
Let’s go back to the simple 4-lobe configuration and look at the combinations. I’ve added a third & 4th day’s march to the central hub, a 3rd day’s march to the satellites, and numbered each of the resulting sub-zones in the diagram.

Insanely complicated, isn’t it? So, let’s simplify with the concept of zones of responsibility, the divisions for which run at 45 degree angles outward from the central hub. Reinforcement of the satellites is only the responsibility of the central hub except for areas that are less than 2 day’s march from a satellite. No satellite has any actions greater than 2 day’s march except for reinforcing the central hub, which has sole jurisdiction within 1 day’s march. When I apply all of those restrictions, I get this much simpler diagram:

While it’s still more complicated than I would like with 37 sub-zones, it is a lot more manageable than the previous version’s 121!
So let’s look at a couple of these (I’m not going to do them all):
▪ Sub-zone 1: 2 days infantry from satellite b, >1 day cavalry from hub A, so 60% B Infantry and Cavalry A to make up the difference to 100%.
▪ Sub-zones 18, 28, 37 – the same with respect to satellites c, d, and e
▪ Sub-zone 2: >2 days march from satellite b so it’s not responsible. Cavalry from A – and possibly from the next pattern’s hub, F or G – have responsibility. 4 Day’s march for infantry from A and F/G.
▪ Sub-zone 5, 9, 29: The same with respect to satellites c, d, and e and pattern hubs H and I. 4 Day’s march for infantry from A and H/I.
▪ Sub-zone 3: Infantry: 2 days from b, so 50%B infantry strength. 4 days from A, so 25% A Infantry. Cavalry from A to make up the difference to 100% – but this requirement is going to be less than the difference from sub-zone 1.
▪ Sub-zones 10, 17, 35: The same with respect to satellites c, d, and e.
▪ Sub-zone 7: Infantry 2 days from b, so 50%B infantry strength. 3 days from A, so 33% A Infantry. Cavalry from A to make up the difference to 100% – but this requirement is going to be less than the difference from sub-zone 3.
▪ Sub-zones 11, 15, 32: The same with respect to satellites c, d, and e.
▪ Sub-zone 14: Infantry 2 days from b, so 50%B infantry strength. 2 days from A, so 50% A Infantry. Cavalry from A to make up any difference.
▪ Sub-zones 22, 24, 31: The same with respect to satellites c, d, and e.
▪ Sub-zone 8: 100% B Infantry, 33% A infantry, A cavalry to make up the difference, but as usual this will be less than the sub-zone 1 cavalry requirement.
….and so on. Regularity of the pattern makes for regularity of the sub-zone strengths.
So the penultimate consideration is this: just how much is A expected to be able to do at once? This needs to be considered separately with respect to infantry and cavalry.
In a peaceful area, the capacity to do one is probably enough – i.e. enough cavalry to reinforce 1 or 18 or 28 or 37, and enough infantry to hold A.
In a more troubled area, you might need twice as many Cavalry (2 things at once) and maybe enough infantry for 14 or 22 or 24 or 31 in addition to the standing force for A. Which means that by compromising A slightly, you could also do 2 infantry reinforcements at the same time.
In a frontline area facing a hostile force, you might want 3 Cavalry and weakening A is no longer acceptable, so A needs double or even triple the infantry (1 or 2) tasks in addition to protecting the area around A).
One more complication remains, and it’s one that’s already been highlighted:

This has, in fact, already been touched on in looking at the zones – it’s our old ‘friend’, the degree of overlap between patterns and consideration of what force projection adjustments are needed when contributions from neighboring patterns are taken into account.
The 2 1/2, 4 structure is the simplest, because it means that sub-zones 2, 5, 9, and 29 form part of the responsibility of another pattern. The 2 1/2, 5 structure has genuine gaps that has to be protected with Cavalry – half from A and half from the neighboring pattern.
So the more complex approach – with a little simplification – is more doable than it first appears. But I’m going to take the simpler approach, and assume that the military force present under ideal circumstances is exactly what’s needed to achieve 100% force projection at the weakest point in a pattern.
5.7.1.14.5 Calculating Area Protected
Having completed the overview of the many different considerations that lead to a defined configuration, it’s worth reminding ourselves of what we’re trying to get out of all this.
▪ Total Zone Area / Protected Area of 1 pattern = number of patterns for 100% force projection
▪ Number of satellites in a pattern × number of patterns = total number of satellites
▪ Number of hubs in a pattern × number of patterns = total number of hubs
Once this is known, we can determine how many men of each type are present in satellites and hubs, but that’s further down the track.
Key to all of this is determining the area protected by a single pattern of satellites and hubs, and that depends on (1) the number of satellites to a hub, (2) the distance between satellites and hubs, (3) the distance between hubs which determines overlaps, and (4) how we have defined the level of protection i.e. the Force Projection of a pattern.
At this point, my original intention was to present a table listing the various configurations and the ‘area protected’. I intended to use a spreadsheet to perform the calculations necessary to give precise values, and then move on to how a GM decided on which configuration was present in a particular zone.
The complications and complexities revealed have pretty much forced the abandonment of that approach to some extent. Instead, I’m going to give the simple solution to how to get the area protected by a pattern and then cherry-pick selected examples; leaving the actual values of chosen patterns to the GM to determine.
One simple principle makes all this work, and it comes from (4) – if a pattern is providing 50% of the force projection in an area, it counts as protecting 1/2 of that area. If it’s providing 1/3 of the force projection, it counts as protecting 1/3 of that area.
5.7.1.14.5.1 Three-Satellite

This shows me measuring the area protected by a 3-pattern. The first thing to notice is that the need to project infantry power to the 100% level in the range 2 day’s march from a satellite is definitive of the infantry strength needed; because of this, the overlaps with adjacent patterns don’t matter in this configuration. This also means that the same area gets protected even if the satellites are moved another half-day apart, or even another full day. This won’t always be the case.
Second, notice that there is symmetry along one axis – this permits one side of the boxes to (mostly) share a common alignment, making measurement that much simpler. I just have to remember to double the end result – or, better yet, since my vertical divisions are 1/2 day’s marches, I can double as I go and simplify the math.
With those notes out of the way, what’s the area protected per pattern in the 3 × 1 1/2, 4 and, 5 structures? Bottom to top (because that’s the order that I did the boxes in):
2 × 1/2 × 1/2 × 1.25 = 0.625
2 × 1/2 × 2.5 = 2.5
2 × 1/2 × 2.9 = 2.9
2 × 1/2 × 3.1 = 3.1
2 × 1/2 × 3.25 = 3.25
2 × 1/2 × 3.1 = 3.1
2 × 1/2 × 2.95 = 2.95
2 × 1/2 × 2.5 = 2.5
2 × 1/2 × 2.1 = 2.1
2 × 1/2 × 1.9 = 1.9
2 × 1/2 × 1.8 = 1.8
2 × 1/2 × 1.5 = 1.5
2 × 1/2 × 1 = 1
Total: 29.225 d^2
If d=10 miles (low), that’s 29.225 × 100 = 2922.5 square miles.
If d=20 miles (still low), that’s 29.225 × 400 = 11,690 square miles.
If d=25 miles (reasonable), that’s 29.225 × 625 = 18,265.625 square miles.
If d=30 miles (doable), 29.225 × 900 = 26,302.5 square miles.
If d=40 miles (close to max), 29.225 × 1600 = 46,760 square miles.
If d=50 miles (max), 29.225 × 2500 = 73,062.5 square miles.
If I were applying this to Zomania Zone 1, we got an area earlier of 482.09 square ‘units’ – but I carefully avoided defining the units concerned, anticipating this moment.
If the units are miles, then 482.09 × 5^2 = 12052.25 square miles; if they are km, then I have to convert 12052.25 sqr miles into sqr km = 4653.38 square miles; but if they are in day’s marching, not only do I not need to convert, I can actually throw away the entire indented second paragraph above, and the answer is 482.09 d^2.
And 482.09 / 29.225 = 16.4958 patterns. Call it 16 1/2.
Lose 1 1/2 and consider that to be the location of the capital – something that can’t be done in other zones, but I’ll take advantage of it while I can – which leaves 15 patterns. So that’s 1 palace, 15 hubs, and 16 × 3 = 48 satellites.
5.7.1.14.5.2 Four-Satellite

This shows our familiar 4-satellite hub. The simplification offered by the 3-satellite structure is no longer valid, because of the amount of overlap – technically, this is a 4 × 4, 6 structure.
The first thing you should notice when examining the above image is that there is, again, symmetry, this time around 2 axes – I’ve again used the vertical one, but you don’t have to if it doesn’t work for you. I again have vertical divisions of 1/2 a day’s march (except for one spot in the middle where I had to use quarters). That’s the easy stuff.
Overlaps here do matter, and there are two ways of handling them – which is why there are two different area measurements shown. The first is based on the principle of not counting the overlap area closest to the capital. But that actually bites into the 1-day’s march areas at the top and sides. So, option 2 relieves the overlapping pattern of responsibility for those (but not for the 2-day’s march).
Let’s do the math, as usual, from the bottom up:
Method 1:
2 × 1/2 × 1 = 1
2 × 1/2 × 1.6 = 1.6
2 × 1/2 × 1.9 = 1.9
2 × 1/2 × 2 = 2
2 × 1/2 × 2.95 = 2.95
2 × 1/2 × 3.6 = 3.6
2 × 1/4 × 3.45 = 1.725
2 × 1/4 × 2.9 = 1.45
2 × 1/2 × 2.5 = 2.5
2 × 1/2 × 2.2 = 2.2
2 × 1/2 × 2.05 = 2.05
2 × 1/2 × 1.1 = 1.1
2 × 1/2 × 0.4 = 0.4
2 × 1/2 × 0.15 = 0.15
2 × 1/2 × 0 = 0
2 × 1/2 × 0 = 0
2 × 1/2 × 0.15 = 0.15
Total: 24.775
Zomania Zone 1: 482.09 / 24.775 = 19.458 – call it 19.5;
lose the 1.5 again = 1 capital;
18 patterns = 18 hubs and 18 × 4 = 72 satellites.
Notice that this is less than the three-satellite area!
Method 2:
(2 × 1/2 × 1 = 1)
(2 × 1/2 × 1.6 = 1.6)
(2 × 1/2 × 1.9 = 1.9)
(2 × 1/2 × 2 = 2)
(2 × 1/2 × 2.95 = 2.95)
(2 × 1/2 × 3.6 = 3.6)
2 × 1/4 × 3.5 = 1.75
(2 × 1/4 × 2.9 = 1.45)
2 × 1/2 × 2.8 = 2.8
2 × 1/2 × 2.85 = 2.85
2 × 1/2 × 2.5 = 2.5
2 × 1/2 × 1 = 1
2 × 1/2 × 0.8 = 0.8
2 × 1/2 × 0.8 = 0.8
2 × 1/2 × 0.45 = 0.45
(2 × 1/2 × 0 = 0)
(2 × 1/2 × 0.15 = 0.15)
Total: 27.6
Zomania Zone 1: 482.09 / 27.6 = 17.467 – call it 17.5;
lose the 1.5 again = 1 capital;
16 patterns = 16 hubs and 16 × 4 = 64 satellites.
The calculations in brackets are the same for both methods. The 7th measurement should also be the same but it looked slightly closer to 3.5 across on the right and not close enough to 3.5 (but more than 3.4) on the left – an actual example of the margin of error coming into play!
This calculation, too, is smaller than the area protected by the 3-satellite version, and it’s worth taking a moment to see what that means.
The three-lobe pattern is protecting a larger area with fewer fortifications; the balance has to be made up with more men, so the fortifications themselves have to be larger (and probably stronger). The four-lobed pattern has a lot of overlap with its neighboring patterns, and this reduces the area of responsibility of any one fortification, so these are smaller but more numerous. The first is manpower- and money-critical; the second is a little less so. The first is closer to putting all of your eggs in one basket (but making it a good one), the second leaves things a little looser.
The large degree of overlap also means that should something happen to one of the fortifications, it can be reinforced from several sources fairly quickly. That’s not quite as true of the 3–lobed pattern.
5.7.1.14.5.3 Six (Twelve)r-Satellite
One more example, because it’s illustrative, and I’ll move on.

This is the 6 × 4,12 pattern without the +12 and with parts of the adjacent patterns redacted (but outlined) to show the gaps that have to be covered really clearly.
The question is, how to cover those gaps. There are multiple options and this really is where things can get complicated.

With Cavalry, 1 & 2 day’s ride
Option 1 is to rely purely on Cavalry. The problem here is that even at 2 day’s ride – with the mounts exhausted at the end of it – there are still tiny little gaps. That permits engagement at the start of the third day, giving the mounts time to rest. Or you could bow to the inevitable and slow your pace to get there in, say, 2 1/2 days, without exhausting the mounts at all. Either way, cavalry can support a solution, but they are not the solution – not if a timely response is called for.

3 day’s march
Option 2 is to have the infantry march an extra day – but this is not enough to completely cover the gaps.

4 day’s march
Option 3, four day’s march, does completely fill the gaps. But it’s hardly a timely response. Still, if cavalry engage the enemy after 2-and-a-bit days and can pin them down for a day-and-a-half fighting defensively, this is a viable solution. If that seems a bit much for the cavalry to handle, they can simply delay responding for a half-day or whatever, narrowing the demands placed upon them until the tactical situation becomes practical. Under this scenario, the cavalry are no longer a support mechanism, they are a tactical resource that simply have to hold until the infantry get there; you don’t care if none of them survive longer than that.
The big problem with this solution is that infantry projection of power is severely diminished at this distance. The formula is 1, 1/2, 1/3, 1/4, and so on. There are six satellites equidistant from the most vulnerable point, in the center of the gaps; and 6 × 1/4 = 1.5. Stripping those satellites of infantry gives a 50% reserve over the 100% force projection standard – or you could leave the satellites with 1/3 their infantry. 2/3 × 1.5 = 1, so that achieves 100% force projection – but at the very least, it leaves those satellites vulnerable. The reality is, then, that this involves boosting the infantry manpower in each satellite to 166%, leaving them fully defended while being able to project power all the way into the gap.
6 satellites × 1.6667 = 10 × the infantry, spread amongst the 6 satellites – to protect 1 gap.
Protecting a second gap at the same time isn’t quite as bad, because two of the satellites is already at boosted infantry levels – unless you want them able to do both at the same time, which you probably do. So that increases that satellite’s infantry by another 2/3, so 2 1/3 normal levels. It also adds another 4 satellites at boosted infantry to the 1.66 level.
By now, you should be able to observe that what this all means is that the central hub is, in fact, the most weakly-held of all the positions in the pattern, because it doesn’t have to plug any gaps.
But there is a fourth way, as explained earlier.

2 additional satellites per hub
It only takes two additional satellites per hub to perfectly plug the holes. The diagram above shows, in dark purple, the two that are part of this hub. I have ghosted the matching additions for two of the adjacent patterns – a pair in yellow and a par in red. If the same thing had been done for the adjacent patterns below this pair, the gaps in the top half of the area shown would be fully protected. Add in another pair for the adjacent pattern at the bottom and it’s almost complete – there are still two gaps at the bottom, that will be filled by the extras from the next set of patterns.
The weakest points in this structure are 2 days march from 3 satellites. 2 days’ march is 50% force projection. To get that back up to 100%, we need to increase the force stationed in those satellites by 2/3 – sound familiar?
6+2=8 satellites, 8 × 2/3 = 5 1/3. That’s the additional manpower required, minimum. Compare that with the 4-day-march solution, where we had 12 satellites at + 1 1/3 and 12 at + 2/3 out of 7 × 6=42. 12 × 1 1/3 + 12 × 2/3 = 16 + 8 = 24; to compare like with like, × 8/42 = 4.5714. So the 4-day-march requires slightly less manpower overall – but does so by throwing the lives of cavalry away and sacrificing timely responsiveness to threats. In the long run, the extra satellites are likely to be both cheaper and more cost-effective.
All this matters because it changes the area under the protection of the pattern, and that’s what we’re trying to calculate.
Under the 4-day march situation, the gaps are ‘shared’ by two adjacent patterns and the main pattern. There are 6 gaps, so the main pattern is responsible for 1/3 × 6 = 2 ‘gaps’. Either way, then, we end up with an area measurement like this:

So, to measure it up, I add boxes like this (note that we again have symmetry around the vertical axis, making it easy to use 1/2 day units for most of it – there are a couple of spots where I had to go to 1/4 units and even 1/8 units, though):

2 × 1/2 × 1.08 = 1.08
2 × 1/2 × 1.95 = 1.95
2 × 1/2 × 2.4 = 2.4
2 × 1/2 × 2.675 = 2.675
2 × 1/4 × 4.26 = 2.13
2 × 1/4 × 4.35 = 2.175
2 × 1/2 × 5.3 = 5.3
2 × 1/2 × 5.7 = 5.7
2 × 1/2 × 6.025 = 6.025
2 × 1/2 × 6.2 = 6.2
2 × 1/2 × 6.3 = 6.3
2 × 1/2 × 6.3 = 6.3
2 × 1/2 × 6.225 = 6.225
2 × 1/2 × 6.025 = 6.025
2 × 1/2 × 5.875 = 5.875
2 × 1/2 × 5.95 = 5.95
2 × 1/2 × 6.225 = 6.225
2 × 1/2 × 6.385 = 6.385
2 × 1/2 × 6.5 = 6.5
2 × 1/2 × 6.5 = 6.5
2 × 1/2 × 6.35 = 6.35
2 × 1/2 × 6.2 = 6.2
2 × 1/2 × 5.86 = 5.86
2 × 1/4 × 5.575 = 2.7875
2 × 1/4 × 5.225 = 2.6125
2 × 1/2 × 5.2 = 5.2
2 × 1/2 × 5.55 = 5.55
2 × 1/4 × 5.9 = 2.95
2 × 1/4 × 6.5 = 3.25
2 × 1/2 × 5.8 = 5.8
2 × 1/2 × 5.3
– 2 × 1/4 × 1.1
– 2 × 1/8 × 0.2
= 5.3 – 0.55 – 0.05 = 4.7
2 × 1/2 × 3.225 = 3.225
2 × 1/2 × 2.975 = 2.975
2 × 1/2 × 0.55
+ 2 × 1/2 × 0.8
+ 2 × 1/8 × 1.725
= 0.55 + 0.8 + 0.43125 = 1.78125
2 × 1/2 × 0.325
+ 2 × 1/4 × 0.2
= 0.325 + 0.1 = 0.425
0.8 × 2 × 1/4 × 0.1 = 0.04
Total = 157.62655
Zomania Zone 1: 482.09 / 157.62655 = 3.058. Call it 3, dead on.
So that’s 3 hubs and 3 × 8=24 satellites.
Lose one hub and call it a capital.
Total: 1 capital, 2 hubs, 24 satellites.
5.7.1.14.6 Configuration Choice(s)
You now have everything I can give you to assist in choosing a configuration for your defensive patterns, except for some advice.
Look at the zones that you have specified, and in particular, the threat levels. The higher these are, the more satellites and tighter the pattern configuration should be. The more secure, the fewer satellites are needed, and the looser the configuration needs to be. The capital, by virtue of its importance, should always count for more than a single pattern’s worth. Anything from 1.5 – 2.5 is reasonable – the latter possibly drawing down the strength in other patterns by a small amount that cumulatively makes a significant whole.
I encourage you to have two, three, or even four different choices based on the Zone’s threat level and proximity to the capital. You don’t just want it able to resist whatever gets thrown at it (to whatever extent that is possible), you want to defeat threats before they even get close to threatening it.
But a Kingdom is also more than the capital – if all your fields are captured and the livestock slaughtered, a besieged capital can get very hungry very quickly.
Things are not as bad in that respect in most fantasy environments because they are more medieval in social and economic infrastructure. In modern times, transportation efficiency and cost minimization means that food is warehoused for as little time as possible. That means that food reserves within a large, modern, urban environment are measured (generally) in days. In times past, this was months, with a peak just before Winter – because there was little or no food coming into the city during that season, with the possible exception of seafood.
The modern expectation is that supermarket shelves will begin to empty in 24-48 hours, but people can get by through choosing alternatives. Disaster planners estimate that this would permit the city to continue for 5-8 days. More extremist planners use a ‘worst case’ scenario of 3 days.
In the 1930s, this would have been 1-3 weeks. In the 1830s, 1-3 months. In medieval times, 6-12 months – because being besieged was always a possible threat.
The number has actually been stable at the 3 or 5 – to 8 days mark for quite some time – I remember that number being mentioned when there was a transport strike a few years back, and again last year when there was a similar event.
Basically, it won’t change until one of two things changes: the efficiency with which produce can be processed through the wholesale / retail system, for example with pre-purchasing produce (bypassing the supermarket shelves entirely), or the speed with which produce can be gathered and distributed (better roads, or some faster alternative). Larger transports can convey produce more efficiently, but take longer to load and unload and induce more wear-and-tear on the road system – natural evolution of process has more or less optimized what we’ve got in terms of efficiency.
If there is a 100% gain in efficiency, that will more or less halve the reserves – but 100% gains in efficiency are hard to come by. 10% or 25% is far more likely.
The implication is that the worse the infrastructure, the greater the reserves that will be kept on hand, and the local society would adapt accordingly. There are areas in the US, for example, where it would not be surprising for regional cities to have an extra day or two in reserve, and for towns to have three or four days in reserve.
Two other considerations that were raised earlier: (1) A good road network enables greater mobility which increases the separation possible between both satellites and patterns. In fact, it can double both values, and therefore, the area protected per pattern. (2) Difficult terrain works in the other direction, reducing mobility, though it may offset some of this loss by providing natural defenses. Even so, in difficult terrain the number of satellites and proximity of patterns should increase.
Also, remember the history – most of these fortifications would not have been constructed with ‘modern’ considerations in mind; they would have been built in accordance with the conditions extant at the time. There was a time when Zone 1 was presumably the totality of Zomania; then it expanded this way and that, creating a ring of Zones around Zone 1. And then a further ring of Zones around those, following another series of expansions. And then a few more expansions in the areas not blocked by mountains or other nations followed, notably to the north and southwest.
It’s for reasons of reflecting this sort of thing that I actually favor the hexagonal configurations – because you can shut down every second satellite to revert to a 3-lobe structure when the infrastructure is in place.
Finally, don’t fall into the trap of excessive homogeneity. There will be areas where fortifications are closer together than average and areas where they are further apart. This is actually – in part – addressed by the principle of taking internal fortifications away to raise capacity along hostile borders, as discussed earlier.
5.7.1.14.7 The Impact On Roads
The best roads possible will almost always be found connecting hubs to satellites, and to neighboring satellites. Again, mobility is a force amplifier and a massive tactical advantage, and one that no military would ignore.
Perhaps paradoxically, this ultimately means that the best roads lead from the central hub of the entire Kingdom (usually the capital) to the locations under greatest threat.
5.7.1.14.8 The impact on populations / societies
People like to be protected from harm. Villages and towns will almost always spring up around a fortification, in part to service the men stationed there, and in part because of the protection those men provide. These aren’t the only considerations, but they are significant inducements. I’ll get into this side of things more strongly in a future part of this chapter.
5.7.1.15 Economic Adjustments
Take a quick look back at 5.7.1 and 5.7.1.1 – 5.7.1.2, because it’s been a while.
In those sections, we calculated in tenths of a percent of the population, the force needed to protect an area to the military effectiveness that we set for the Kingdom. This is only the standing army, mind.
AMS3I (I for infantry) = 2.9 / 2.593 = 1.1184
AMS3C (C for cavalry) = 2.9 / 4.5 = 0.6444
AMS3T (T for total) = 1.1184 + 0.6444 = 1.7628.
This protects an area to a net strength of 2.9, which was the Adjusted Military Strength 2 calculated in 5.7.1.1.3.
The configuration of the fortifications may alter these numbers. Infantry are only 50% effective more than a day’s march from their stronghold / base – cavalry can take up some of the slack, but as a general rule, half as strong means twice as many men, which means increasing the AMSI.
1.7628 × 2 = 3.5256; subtract the cavalry contribution 0.6444 = 2.8812; divide by the original 1.7628 to get the adjustment needed = 1.623444; and multiply the AMSI by the result = 1.8157.
So 100% force projection requires 0.18157% of the population to be infantry, and 3 cavalry for every 7 × 1.623444 = 11.364108 infantry. In addition, we need 1 wizard and 1 cleric for that many infantry.
We might not be able to pay for all that. I was able to balance Zomania’s budget without cutting into the military strength, but not all Kingdoms are going to be so lucky, which was the point of 5.7.1.11.
In that hypothetical scenario, the budget for Zone 1 was reduced from 6 to 3, i.e. cut in half. So the military strength in Zone 1 strongholds will also therefore be cut in half – from a strength of 1.8157 to just 0.90785.
Using the budget – and any cuts made – you can now determine exactly what the percentage of the population in each zone is who are in the Infantry – and from that, how many cavalry, wizards, and clerics are also in the military. And how big the navy is, as well.
5.7.1.16 Border Adjustments
This simply means subtracting from the number of satellites in most of a zone to get extras to emplace along the border. Even if the border is now purely internal, if at any point it was the barrier between the Kingdom and a hostile world out there, it should get this treatment.
This would not have been done after the fact – you can’t generally move a Fort or a Tower or whatever. It would have been done in the planning stages. This is the real limitation of the 3-lobe configuration – you can’t really drop it any lower. But anything else? Sure,.
4-satellites: reduce to 3. Gives + 1 satellite each along the border.
5-satellites: reduce to 4. Gives + 1 satellite each along the border.
Or, reduce to 3, giving + 2 satellites each along the border.
6-satellites: reduce to 5. Gives + 1 satellites each.
Or, reduce to 4, giving + 2 satellites each.
Or, reduce to 3, giving + 3 satellites each.
8-satellites: reduce to 6, giving + 2 satellites each.
Or reduce to 4, giving + 4 satellites each.
Remember to look at how convenient or otherwise it is going to be to configure patterns with the extras as well.
4-satellites: + 1 = 5. No problem. + 2 = 6: No problem.
5-satellites: + 1 = 6: No problem. + 2 = 7 – awkward.
6-satellites: + 1 = 7: awkward. + 2 = 8 – No problem.
8-satellites: + 1 = 9. No problem, actually. + 2 = 10, no problem.
I haven’t shown them before, so here’s an 8, a 9, and a 10, just to round out the family.:

Observation #1: Note the apparent pattern of increase in the distance between hubs and satellites needed to fit that many satellites around the hub. I suspect that’s just a coincidence but didn’t take the time to study it further. DON’T rely on it.
Observation #2: With the 8 pattern, 2 day’s ride from the hub is the same as 3 day’s march from a satellite.
Observation #3: I’ve indicated the relationship between adjacent hubs as simply as possible. With the 8 pattern, this is VERY simple, with the two hubs sharing two satellites. Assuming that pattern persists, each pattern only effectively contains 4 hubs! So this is a quite dense defensive pattern, suitable for danger-zone deployment.
Observation 4: I used math to calculate the distance between hubs:

This is for the 8, but the same basic technique was used for all four: construct a parallelogram, divide along long axis, divide across short axis, h is known, so distance is calculated as 2 × h × cos (1/2 × acute angle).
Observation 5: The relationship between 9-patterns and 10-patterns is more complicated, with 9-patterns being the worse of the two. Hopefully, these simplified diagrams made it clear.
Observation 6: Note that the Cavalry distance shown does not change from one diagram to another – so it should give an instinctive awareness of scale.
Observation 7: In the 9-pattern, there us a gap between the 2-day march limits of hub and satellite. Those gaps either have to be protected by Cavalry alone, or by Cavalry plus third-day-march infantry (1/3 force projection). A third option would be a lesser standard of fortification \expected only to project force within 1 day’s march; 9 of these would be required, positioned at angles midway between the major satellites. I haven’t calculated it, but I suspect this is the less efficient solution in this case.
Observation 8: The gaps are about the same size in the 10-pattern as in the nine. However, 5 additional fortifications at a 2-day force-projection is a further option to consider. I suspect this would be a more efficient solution than 10 lesser fortifications.
5.7.1.17 Historical vs Contemporary Structures
Growth in a Kingdom is, generally speaking, a good thing, but it can create some military headaches. Fortifications meant to protect a border are a lot more expensive and substantial and frequent than those needed to protect an interior – and manning them takes a lot of manpower, which is therefore not where the Kingdom really needs them to be.
As if that weren’t bad enough, they can be quite expensive to maintain, and there’s almost always something better to do with the money.
But it’s not as expensive to maintain these older structures as it is to build new ones in the new optimum places – so there is often a need for a defensive compromise. Troops being out of optimum position only matters if they are insufficiently mobile to make up for the shortcoming.
There are three ways of doing this: Roads, Rivers, and Cavalry.
▪ Improving the roads automatically makes everything more mobile. There are limits to how much you can gain, though.
▪ Using rivers can be a great supplement to roads – but the river has to go where you want it to in order for this to work. Fortunately, communities have other reasons to settle along riverbanks, so at least some of the burden can be met in this way.
Both of these have a drawback – the enemy can use them, too. But there’s an advantage to compensate – the economy is stimulated; mobility of goods is just as powerful as mobility of troops, and troops move only when they have to – goods are transported and trafficked all the time. So the downside is a short-term problem, but the upside is a continuous benefit – more than making up for it.
▪ Cavalry offers neither the drawbacks nor the advantages of either of the earlier solutions. What the offer instead is flexibility. Once a road is situated, it’s permanent and not easily changed – it only goes where it goes. Rivers are automatically permanent, requiring even more resources and effort to divert – and it’s not something that can be done in response to a dynamic military emergency.
Your optimum choice in strategic terms is to combine Roads and Cavalry. But that’s also the most expensive, and kingdoms have to be selective about what roadworks they spend up on.
So the theoretical pretty picture developed in previous sections is all well and good but the reality is likely to look quite a bit different. While it might be theoretically possible for infantry to reach a historical fortification that has fallen into disuse, in practice the distance traveled might be too great due to the unevenness of distribution.
If a road or river happens to connect a contemporary fortification with the historical one, then infantry might still be the answer. While both roads and old fortifications are probably connected, whether or not it passes close to current fortifications is the unknown factor. When there’s no convenient way to extend your reach, additional cavalry are called for.
5.7.1.18 Zone and Kingdom Totals
Once you have the Zone or zones that you need most urgently detailed, it’s worth the effort to do a whole-of-kingdom approximation. Each time you detail a new zone, subtract it’s area from the overall Kingdom and recalculate; then add the specifics of the newly-detailed zone. Keep this up long enough, and eventually, you will have completely eliminated the approximation and replaced it with a contemporary total.
In particular, the size of the infantry (fixed forces) and cavalry (mobile forces) in each stronghold is critically important, because that determines how much they can protect and how much of an impact they have on the local economy..
It can be even more useful, when the PCs do something unexpected, to have divided the approximation by the number of undetailed Zones, because that at least gives you something to work with when improvising.
5.7.1.19 Reserves
Basing the number of men and women answering to the military on the mission they are expected to be able to carry out has an additional benefit – it automatically includes reserves to the minimum number required.
To increase security, all you have to do is increase the military budget and wait. As you add additional reserves, the ratio of new budget to old will tell you how to adjust the military strength, and that will in turn describe the optimum distribution of these additional forces.
But a lot of Kingdoms won’t leave their reserves on stand-by-for-rapid-deployment status – they will train them, then pay them an additional pittance to keep the military command advised of where they are located and let them return to the general workforce. That mitigates the expense by boosting the economy, but still leaves you able to call up any men in a given vicinity at need – it will only take a little while.
What none of these calculations provide for, however, is a standing army for offensive activities. It’s all been about defense so far. When a ruler starts beating his chest and issuing Declarations, he generally has to gather his army from his reserves, for the most part. Anything else is betting the farm on a long-shot (often literally).
So having some notion of the number of reserves in a given zone or sub-zone is a useful fact to have up your sleeve.
5.7.2 Castles, Fortresses, and the like
So far, I’ve been able to dance around the need for definitions by using generic terms like “hub”, “satellite”, and “fortification”, while similarly generic terms like “pattern” and “structure” were used to describe their relationship with each other, but that has carried me about as far as it can go. Time to actually define what these things are,
Satellites are fortifications based around infantry forces only. The following would qualify:
- Village Wall – A wall around the perimeter of a settlement. If erected in haste, they are typically made of wood, earth, or a combination of both. Areas under slightly greater threat may add a second palisade or a moat. Those areas under greatest threat may commit to a stone wall, but this is rare. Walls are constructed to protect a settlement from small-scale raids or wildlife. Their primary purpose is to provide a basic deterrent and a first line of defense rather than to withstand a sustained siege. See Defensive Wall | Wikipedia and Walled Village | Wikipedia.
- Lookout / Observation Post – A small, elevated structure – which could be a simple platform in a tree, a small stone hut on a hill, or a temporary wooden structure – used to watch for approaching enemies. It is not designed for defense but for early warning, often manned by a small number of sentries. However, when coupled with a small fort, the lookout can trigger a defensive action. Often coupled with signal towers (essentially more of the same, some distance apart, each with line of sight to the next) which can notify distant fortifications of impending attack. See Watchtower | Wikipedia.
- Guardpost – A small building or fortified position, usually along a road or river. Its purpose is to control access, check travelers, and serve as a base for a small group of guards. It is generally a point of control, not a self-sufficient fortification. Most larger fortifications have one or more guard posts to control access to the fortification. See Guardhouse | Wikipedia.
- Tower – A tall, slender structure. In real life, usually attached to a wall or part of a larger complex; in Fantasy gaming, however, they are also commonly found in isolation, and are sufficiently popular as Wizardly domiciles that it’s pretty much a cliche. The problem with that is that the isolation possible in a tower is tailor-made for wizards, so the cliche isn’t going away any time soon. A tower can be a lookout, a point from which to fire projectiles at attackers, a key part of a wall’s defensive network, or a self-contained defensive stronghold. However, towers tend to have very limited capacity for manpower – so they are suitable as a small satellite, but not (in isolation) as a hub. See: Tower | Wikipedia and
Fortified Tower | Wikipedia
- Camp – A camp is a temporary or semi-permanent settlement, often for a military force on the move – but in this context, it’s a semi-permanent installation that has been upgraded and made permanent while retaining the title originally bequeathed to it. While a camp may have defensive features like a palisade or a ditch, its primary purpose is to provide a place for soldiers to rest and organize, not to be a long-term defensive structure. That makes it suitable as a satellite but not as a hub. See Military Camp | Wikipedia and Training Camp | Wikipedia.
- Fort (small) – A fortified military installation (from which the name derives, obviously). Small forts are outposts, typically designed to house a garrison and serve as a base of operations. A fort is built specifically for military purposes and often lacks the residential comforts of a castle. They are typically positioned strategically to control a key location like a river crossing, bridge, mountain pass, or trade route. See Fortification | Wikipedia.
- Keep – Outside of Fantasy games and fiction, a keep is the most fortified and often central tower within a castle, the last line of defense, a fortified residence for the lord and his family, and often a secure storage location. It forms a core part of a castle, but is not a standalone structure in its own right in most cases. In Fantasy games, all that goes out the window – a keep can be the surviving remnant of an overrun castle, surrounded by ruins, or it can exist completely independently of any larger structure. It is often not a tower when used in that sense, but a reinforced building (usually of stone) and the base of operations of a garrison. The shift comes about because the term is a romantic one to attach to a location of significance, and has been ever since D&D’s “Keep On The Borderlands”. See Keep | Wikipedia.
- Castle (tiny) – A number of defensive structures nested in series, usually with a fortified outer wall and a dwelling with stone walls several feet thick. Towers attached to one or both are common, as are moats. Positioned on the highest ground available, which can be artificially increased in height if necessary, castles usually serve as a residence for the ruling Local Noble and their family. The differences between a small castle and a typical one are simple but profound; a small castle might have a single curtain wall and a simple keep, only a small bailey (the courtyard inside the walls), and a garrison of limited size. It might house a minor noble or none at all. One of the military functions of a castle is to withstand sieges for long periods of time; the smaller the castle, the shorter this expectation. The smallest might only be able to hold out for a month or three – but that’s still enough to pin an enemy down, whittling away at its numbers. Defeating one castle only to find another a little deeper into the territory being attacked is generally enough to hold off an army until the season turns – and Winter always favors the defenders. A large castle dials all this up to 11, as you’ll see below. See Castle | Wikipedia.
- Fortress (small) – A significant and permanent military fort, and designed to be just that from day one – no compromises. The very term implies a significance of scale and fortification, designed to withstand a long and determined siege – six months to a year, minimum. Fortresses are often a key part of a kingdom’s strategic defense, controlling a large region and serving as a hub – but if a threat is now or ever has been dire enough, fortresses may well be constructed as forward satellites, although reduced in scale compared to their larger namesakes. Again, compare with the “hub” entry below.
There aren’t as many choices for hubs, which are fortifications housing a mixture of unit types.
- Stronghold – A general term for a heavily fortified place, which can be a castle, a fort, or a natural feature like a mountain pass that has been fortified. The term emphasizes its strength and the difficulty of capturing it rather than a specific architectural style. The name implies that it’s a stronger-than-usual exemplar of it’s actual structure type. Instead of walls three feet thick, maybe they are ten feet thick – but note that there aren’t more of them than would be usual. If a castle, a stronghold often foregoes many of the outbuildings associated with a relatively comfortable lifestyle for the inhabitants, and rarely has a resident noble other than as military commander.
- Fort – Large forts are designed for a specific military purpose, be it training of new recruits or garrisoning a wide area. A large fort will often have 5-10 times the manpower as a small one.
- Fortress – A fortress is a step up from Fort again; the term implies implies a significant scale and a high level of fortification, designed to withstand a long and determined siege. It is often a key part of a kingdom’s strategic defense, controlling a large region. As with the smaller variety, the term implies significance of both scale and defenses. A fortress can probably hold out for 1-2 years if under siege – and even then, it’s a shortage of supplies, not a shortage of manpower, that would be the limiting factor.
- Castle – A proper castle has several layers of defense. There might be a stone or wooden wall around the entire community; there is another around the castle and bailey, possible with a couple of towers thrown in; there may well be a moat; there are then the castle walls, with more towers. There may even be a second wall around the inner core of the community, designed to be a place to which the defenders can fall back when the outer wall is breached. Ideally, the gap between walls is greater than the range of siege engines, so that they can’t hang around outside one wall, lobbing missiles at the one inside. They can be hard to find, but aerial views of reconstructed castles can be extremely enlightening – it’s one of the side-benefits I get from watching the Tour De France every year! In general, if you think a castle and its surrounds are adequately defended – add another layer of defense! It might be elevation, or an outer wall, or an outer moat (not a good idea because it limits growth within the protected area), or adding additional towers to the outer wall. Castles almost always serve as the residence of a noble family, and that also adds their bodyguards to the manpower. A castle’s first job is defense (2-5 years of siege, more of there’s a way of replenishing supplies even partially); it’s second job is protecting the residents; it’s third is projecting power (ie threats and intimidation) with its very presence; and it’s fourth job is attacking any enemy foolish enough to stick their head in the lion’s maw. Side-note: One mistake that is often made when designing complex defensive structures is placing the entrances that lead from one protected area to another in line. You want them substantially offset so that if one is forced, the attacker has to turn and travel a fair distance under heavy bow-fire to reach the next. If inner walls are shorter than outer ones, then they can be closer to them, making the passage between narrow – perhaps too narrow for siege engines. If they are elevated, so that the enemy have to climb uphill to reach the next entrance, that only slows them down and makes your archers more effective. Always ask yourself, ‘what else can I do to make this place a death trap for an attacker’. A large castle will have multiple concentric walls, multiple towers, a more extensive series of baileys and outbuildings, and would typically house a larger garrison and a more elaborate household.
- Citadel – A citadel is the strongest of the lot, a fortress or fortified area within a city, whose primary purpose is to defend the city – and, if the walls are breached, to serve as a last refuge for the defenders. Think of it as a stronghold within a stronghold. A citadel may be attached to a castle, but it’s more likely that it will be a separate structure – think of a rough oval with castle at one focus and citadel at the other. One of the major differences is that a citadel is not designed to resist a siege, it’s designed to enable the force within to break up a siege. A castle is a political and administrative venue as much as it is a defensive fortification; a citadel is all military purpose and no niceties or compromises.
Of course, if there are naval forces based somewhere, there are some additional choices like “Port”.
Four other terms could use some definition while I’m about it:
- Palisade – A fence of sharpened wooden stakes, typically used as a quick and simple defensive perimeter for a camp or a small settlement. It is an older, simpler form of a defensive wall.
- Bailey – The open area or courtyard within the walls of a castle. It is the enclosed living and working space, often containing stables, barracks, and other structures. The bailey is a key part of the castle complex but not a defensive structure itself. A castle often has an inner and an outer bailey.
- Donjon – An alternative name for the keep, especially in Norman castles. The term is French in origin and describes the central, most fortified part of the castle.
- Moat – A flooded channel which can only easily be crossed via a drawbridge. Traditionally filled with water, and sometimes with sharpened spikes – though these won’t survive being immersed for very long, so either there’s a regular program of replacements or they are only put in place at the last minute – and not at all in the event of a surprise attack. RPGs open up new possibilities, though few GMs seem to take advantage of them – a moat filled with lava, kept boiling hot by fire elementals, or a moat filled with Green Slime or Gelatinous Cubes – perhaps with a thin covering of water to disguise the fact. Another fun option is to breed a variety of rust monsters that can breathe underwater – then fill the moat only to a depth of about three feet, just deep enough to hide them.
So, at this point, you know more or less where the fortifications are located, and have selected a fortification type appropriate to the locations and defensive functions that they play. Now it’s time to compromise the pretty ideal picture with a dash of realism.
Decide – and document – why that particular location is preferable for that type of defensive structure. That often defines the terrain in which the fortification is situated, and that in turn should influence at the very least the area immediately around it.
If a structure is supposed to be one day’s march, it’s not likely to be less than half of that away, and not likely to be more than half more – which calls for a dumbbell curve.
If you map a 2d6 roll’s probability, you get a pyramid shape with the apex at the average result. It takes three dice before you get an actual curve to the probability. For the distance between satellite fortifications, 2d6 is probably good enough; for the distance between hubs, use 3 or even 4d6.
Here’s how:
5.7.2.1 Distance to a satellite fortification using 2d6
(2d6-2) × F + X –
– sets the minimum result to X
– sets the maximum result to X+10F
– sets the average result to X+5F
To get X, divide the theoretical separation by 2:
▪ if 1 day apart, X = 1/2 × 1 = 1/2.
▪ if 2 days apart, X = 1/2 × 2 = 1.
▪ if 3 days apart, X = 1/2 × 3 = 1 1/2.
… and so on.
If the theoretical average is going to be 2X (which it is, by definition), then having one X already accounted for leaves one to come from F × die roll. In other words, 5F=X and 10F=2X – so simply divide the theoretical separation by 10 to get F.
Which means that our rolls are:
▪ if 1 day apart, 0.1 × (2d6-2) + 0.5
▪ if 2 days apart, 0.2 × (2d6-2) + 1
▪ if 3 days apart, 0.3 × (2d6-2) + 1.5
▪ if 4 days apart, 0.4 × (2d6-2) + 2
…. and you can take it from there.
5.7.2.2 Distance to a neighboring hub
Things get a little more complicated with 3d6. Once again, the basic form is (3d6-3) × F + X.
– sets the minimum result to X
– sets the maximum result to X+15F
– sets the average result to X+7.5F or X + 15F/2.
To get X, divide the theoretical separation by 2, as before:
▪ if 2 days apart, X = 1/2 × 2 = 1.
▪ if 3 days apart, X = 1/2 × 3 = 1.5.
▪ if 4 days apart, X = 1/2 × 4 = 2
… and so on.
And, as before, to get the other end of the scale right, we need to calculate a range of 2X. But this time, we’re breaking it into divisions of 15/2 to get F.
▪ if 2 days apart, F = 2 × 2/15 = 4/15 = 0.26666666666666666666666666666667
▪ if 3 days apart, F = 3 × 2/15 = 6/15 = 0.4
▪ if 4 days apart, F = 4 × 2/15 = 8/15 = 0.53333333333333333333333333333333
… I don’t know about you, but this annoys the heck out of me. So I would round F off, and then recalculate X.
▪ if 2 days apart, F = 4/15 = 0.267 = 0.3
▪ if 2.5 days apart, F = 5/15 = 0.333333 = 0.3 again.
▪ if 3 days apart, F = 6/15 = 0.4
▪ if 3.5 days apart, F = 7/15 = 0.46666666666666666666666666667 = 0.5
▪ if 4 days apart, F = 8/15 = 0.5 again, legitimately this time.
▪ if 5 days apart, F = 10/15 = 0.666666666666666666666666666667 = 0.7
▪ if 6 days apart, F = 12/15 = 0.8
… and so on.
Adjusting X: X= D – 5F, where D is the total theoretical distance (which used to be 2X but isn’t any more):
▪ if 2 days apart, X= 2 – (5 × 0.3) = 2 – 1.5 = 0.5.
▪ if 2.5 days apart, X = 2.5 – (5 × 0.3) = 2.5 – 1.5 = 1.
▪ if 3 days apart, X = 3 – (5 × 0.4) = 3 – 2 = 1.
▪ if 3.5 days apart, X = 3.5 – (5 × 0.5) = 3.5 – 2.5 = 1.
▪ if 4 days apart, X = 4 – (5 × 0.5) = 4 – 2.5 = 1.5.
▪ if 5 days apart, X = 5 – (5 × 0.7) = 5 – 3.5 = 1.5.
▪ if 6 days apart, X = 6 – (5 × 0.8) = 6 – 4 = 2.
… and so on.
The results are (relatively) simple die rolls.
▪ if 2 days apart, d = 0.3 × (3d6-3) + 0.5
▪ if 2.5 days apart, d = 0.3 × (3d6-3) + 1
▪ if 3 days apart, d = 0.4 × (3d6-3) + 1
▪ if 3.5 days apart, d = 0.5 × (3f6-3) + 1
▪ if 4 days apart, d = 0.5 × (3d6-3) + 1.5
▪ if 5 days apart, d = 0.7 × (3d6-3) + 1.5
▪ if 6 days apart, d = 0.8 × (3d6-3) + 2
…. etc.
What these changes do is occasionally shorten or lengthen the variability to a convenient unit and lengthen or shorten the base value so that the average is always dead-on-target. The minimum and maximum may not be right, but with 3d6, that won’t matter very often – in fact, the error will occur just 0.46% of the time. I can live with that.
Things get a bit easier with 4d6, because the average is a whole number – but not a whole lot easier because that number is 14. But 4d8, with an average of 16, or 4d10, with an average of 20, would be acceptable choices. I’ve shown all the working so that if you want to choose one of those simpler alternatives, you have all the tools you need to do so.
5.7.2.3 Combining the two: the nearest neighbor

Consider the diagram above. d1 is the distance from hub 1 to its satellite; d2 is the distance from hub 2 to it’s satellite; and d3 is the distance between the two hubs. The top measure and positions shown are as rolled – the bottom are the theoretical. Note that there can be a completely different configuration of satellites, so theoretical d1 may not equal theoretical d2. Where this occurs, theoretical d3 should be the smaller of the two values from between the two chosen configurations.
So you’ve rolled d1 on 2d6, and d2 on 2d6, and d3 on 3d6 or whatever. The only distance you don’t know is the gap between the satellites You get this – if everything lines up in a straight line – with d3-d1-d2, using the rolled values for all three.
But things get a bit more complicated when they don’t line up.

Two diagrams for the price of one! The top shows the mess that frequently results from patterns of hubs and satellites, a mess that only grows worse if Hub/satellite 2 has a different geometry to Hub/satellite 1.
You can see – in dashed green – the straight-line distance rolled for the distance between hubs. The distances between hubs and their respective satellites – d1 and d2 – have also been rolled. The geometry of the situation makes the distance we want to know, c (as opposed to C) a difficult problem in geometry to calculate.
Fortunately, there’s an easier way – we can break the distance between hubs into A and B, do the same for d1 and d2 given their respective geometries, simply subtract A-ad1-ad2 and B-bd1-bd2 to get a and b – then it’s a^2+b^2=c^2.
Or, we could employ our old friend, vector sums. We already know the vector sum of d1 – it’s where satellite 1 is positioned. We still need to break d2 into ad2 and bd2, or the distance and the angle, which comes from the geometry of hub2 and its satellites, but which is harder to measure without a protractor. The result is a line from Hub 2 to the vector sum of d1 and d2 that is exactly parallel to c and of exactly the same length – so we can simply measure it.
But there’s a fourth way, and it’s the easiest of the lot. If we (theoretically) rotate the line between hub 1 and satellite 1 so that it aligns with the direct line between the hubs, and then do the same for hub 2 and satellite 2, you will find that c – the distance between the hubs – is exactly equal to the difference between d1+d2 and the actual hub separation, or close enough to it..
This only works if the lines are more or less pointed toward each other. If Hub 2 was higher up (further north) of satellite 2, so that the line between them was oriented into a different quadrant of relative position, it won’t work. I mean, you only have to look at the diagram above and intuitively, you know that d1+d2+c is going to be more than the straight-line distance between the two hubs; the more they separate from that straight line, the greater the extra distance to be travelled. But if the direction of travel is such that the hubs more or less line up, it’s a shortcut worth using. The rest of the time: draw a map and measure it – forget all the math and complication.
5.7.3 Inns
If there’s a road, there will be Inns stationed along it. How far apart is the interesting question.
In general, there will be an inn every day’s travel at typical speed. That’s NOT the same as an army’s marching speed, and loads and conveyances will have a big bearing on the question – but, as a rule of thumb, each day of walking brings you to an inn where – for a fee – you can spend the night in relative safety.
As a general rule, Soldiers march faster than people walk, but people walk for a longer period in a day – armies generally have to set up camp, while travelers can encamp far more quickly or stay in a cozy little inn.
And, of course, for travelers going the other way, every day’s walk also leads to an inn – so there may be more inns along the way.
At least, that’s the story in relatively civilized parts of the world.
On flat, even terrain, on a good road, in good weather, a walker who is not heavily loaded or slowed by a carriage or other conveyance can generally walk 3-5 km an hour – so in 9 hours, they can cover 27-45 km. That’s 16.8-28 miles.
Every condition that is not in favor of good traveling speed is either bad or very bad.
I know I’ve offered detailed mechanics for walking speed already, but here’s a quick-and-dirty alternative:
For every factor (amongst those listed) strongly in favor of speed, count a 2. For every factor that slows progress a bit, count a 1. For every factor that slows progress a lot, count a 1/2, and for anything that’s even worse, score a 0. Include:
▪ road condition
▪ terrain impact
▪ good, indifferent or bad weather (hot or cold makes no difference)
▪ load
▪ potential danger
▪ terrain suitable for an ambush or attack
▪ walking speed
▪ physical health
Add all these up and divide by 16, then multiply by 5 for kilometers an hour or 3.1 for mph.
It’s a lot less robust and accurate than earlier systems, but for a quick and easy estimate, it’s not bad.
So, what assumptions are built into the “one day’s travel” metric for inn separation? Generally, ‘typical weather” in the worst season, road condition at that time of year, no significant load, terrain impact, danger and dangerous terrain, medium walking speed, and good physical health.
That’s 0.5 + 1 + 2 + T + D + DT + 1 + 1 = T + D + DT + 5.5
No possibility of ambush, possibility of monster encounters? That’s 2 and 1 respectively, leaving terrain + 8.5 as the total.
▪ Terrain 2: 10.5 / 16 = 0.65625 = 3.28125 km/h = 2.034375 mph.
▪ Terrain 1: 9.5 / 16 = 0.59375 = 2.96875 km/h = 1.840625 mph
▪ Terrain 0.5: 9 / 16 = 0.5625 = 2.8125 km/h = 1.74375 mph
▪ Terrain 0: 8.5 / 16 = 0.53125 = 2.65625 km/h = 1.646875 mph.
All of these are slightly faster than the average pace, and over 9 or so hours in a day, the differences can add up.
Okay, with the assumptions out of the way, let’s talk Inns.

There’s a lot going on in this diagram, so take your time and look at it carefully. It outlines four different situations ranging from the simple to the complex.
Case 1 is the simplest. Hub, satellite at 1 day’s march (high danger levels indicated) – these are shown on the top of the illustration. Hub 2 is 5 days march away, and travelers pass through its satellite a little over 2 days march before reaching it – the theoretical distance was probably 2 days, but the roll indicates that just a little further took the army to an especially favorable location for a fortification. The increased distance indicates that you are heading into safer territory. Walking from one hub to the other takes a little more than 7 days, as shown on the bottom – the difference being an hour or two spent navigating Satellite 2. If I were to continue green inns past that point, they would be so close to the red inns that the pair would not be financially viable – so the green inns stop and the red inns take over.
Case 2 expands on all of the above. Satellite 2 is now 2 1/2 days march from Hub 2, and the distance between hubs has been extended to 6 1/2 days march or a smidgen more. Here, the red inns are about half-a-day different to the green, so the indication is that there are twice as many. In reality, this probably depends on road conditions; if the roads are good or very good, I would expect half of these inns to close. If the roads are bad, or the dangers high, there would be enough customers seeking lodgings that both are probably viable operations – at least for the segment between the two satellites. Security is always better in the area between Hubs and satellites.
Most roads are not dead straight lines, and most people don’t go in straight lines when they go cross-country, either; terrain, danger avoidance, and other factors can have a big influence. So Case 3 is a more realistic example. The Hubs are now 7 day’s march apart, and satellite 1 is just short of 1 1/2 days distance from Hub 1. Satellite 2 is a little short of 3 days march from its hub. As it happens, both are exactly situated at inn-distances – 2 and 4 days, respectively – with another 4 days walk in between the satellites. If this is a major trade route, the number of inns shown are likely; but from about half-way from Hub Yellow to Hub Red, if that’s not the case, then it might well be every second one, because camping by the roadside is not as dangerous.
Case 4 is the most realistic and the most complicated. The first thing to notice is that there is difficult terrain indicated when the road turns north-east, and that only the very first and very last legs are at full speed. The same factors influence marching distances, of course. Satellite 1 is back to being just 1 day’s march from Hub 1 and Satellite 2 is a little more than 3 days’ march from Hub 2 – you could probably make it in three days because you wouldn’t have to set up camp on the third day, and so could march for an extra hour or two. It’s the travel time between the two satellites that has ballooned out – almost 8 days’ march or 11 1/2 day’s walk. The straight-line distance without terrain factors is about 5 3/4 day’s walk, so the complications almost double the traveling time.
Everything is consistent with having to cross a mountain pass, steeper on its western slopes than to the East. The terrain is so difficult that this is unlikely to be a major trading route, and the weather is likely to have a deleterious effect on road conditions as well. That means that outside this trouble spot, and especially to the East of it, only one in every two inns is likely to actually exist. As soon as the road bends North (in either direction), that’s likely to change, a change that will persist until the road again bends north! In particular, there is a strong case for the southernmost inn on the Hub 1 side and the one inn north of the equivalent position on the Hub 2 side – both would probably also have a general store, but the big attraction would be getting updates on the weather expected and the road/danger conditions. Everyone would stop and check in for that information!
Even there, the lack of trade route would probably eliminate one in two or even one in three inns in favor of known campsites. Maybe the two specifically mentioned and the one at the very top of the ascent, where the road turns south would be real.
All that changes if you are in a more secure part of the Kingdom. While there is less danger and so less demand for an inn as protection, there would be greater economic activity and a greater expectation of a little “luxury” (a very relative term) which would encourage every potential inn site to be developed.
Whew! What an epic journey this post has been. Next week, it’s the regularly scheduled time out. Not quite sure what the topic will be at this point!