While trying to come up with a metric for determining costs in producing magic items, training units, and putting up buildings, I had this idea.

10 turns to train a unit
100 turns to train a mount/build a vehicle
1,000 turns to enchant an item/construct a building
10,000 turns to enchant an artifact/construct a wonder

Ultimately, a “turn” will be a “day,” but I haven’t quite bridged those concepts yet. Some other bridges still require building, like between the concepts of units and actual characters . . . and so forth.

The important point is having a starting point and then working on the rationale. Eventually I’ll arrive at something like rules, but I have to start somewhere.

Here’s an example in training:

Mount & Blade tells me it’ll take about a week to train 6-12 peasants as recruits. I may be mixing up some of the terminology here, but if I’m given to understand that a “unit” of peasant fighters is somewhere between 6-12 dudes, then it works.

Also, my character had points in the “Training” skill, so it may have improved my time. I didn’t get that far into it, and I didn’t find anything helpful on the wiki.

On the other end of the scale is the wonder. These are designed to stand the test of time. When I did research into famous landmarks and stuff back when I was developing “Wonder” as a spell effect, and working on generational models for construction, 14 years looked pretty good.

That was only when a society actually had the infrastructure to build a wonder.

Stonehenge for example, took much longer.

But 10,000 turns works out to between 27-28 years. That’s about twice the 14 years I had estimated as a “good amount of time for a wonder.”

If we take into account more efficient building methods, ‘halving’ 28 years for a wonder is actually pretty good.

When we get into the 80-100 years or so it took to construct a medieval cathedral, we’re talking about constructing a monument in 29,200-36,500 turns. Is it because the infrastructure couldn’t support it, because the construction kept getting paused, or because it was a more expensive project?


At the same time, this allows me to revisit my early ideas of developing “public works” in the context of a tabletop roleplaying game. Remember those from years ago? Man, that was exciting. Maybe I can make some headway on that.