Thanks for the reply! I don't know of any way to adjust grid scale axes independently of one another in Foundry, but I'll see how it looks if I stick them in a square grid. If that's untenable, stretching is extra work but not that big a deal. Thanks!
SophieNicole
Recent community posts
These look great but on Foundry v12 the only way they tile correctly is if the vertical axis of the tile is stretched (from 384px to 448px). Otherwise the hexes are vertically squashed and will not line up with the hex grid at all. Not sure if this is some kind of flaw with my foundry install or if it's intended behavior, but nobody else seems to be commenting about it.
I can't speak for the developer, but this is how I've viewed it: historically a dwelling would have two parents, several children (up to 8 or 10 depending on various factors, 4 is a good average assumption), and 2 to 4 grandparents. There might also be a couple aunts and uncles. So that's around 8 to 10 people per household, using my educated guess assumptions. How many other buildings there would be beyond houses would depend on various factors, but a general rule of thumb is the larger the village the more buildings will be not-houses. You'd want grain storage, animal housing, and the like for any village. As it gets larger you'd start to see taverns, inns, shops, government buildings, brothels, et cetera. There's going to be some kind of calculus relating the average population to the average number of shops, of taverns, of restaurants, et cetera, but that's beyond my level of education on the subject.
If you're designing a village for a tabletop game or something like that, it's easy enough to re-jigger the numbers to your liking (5 people on average per household, say) and pick a number of buildings based on that average. That's what I do.