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==[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20112181#post20112181 Land Value and Resources]== As written, each hex has a given land value, which is the average amount of revenue that each peasant family produces per month, abstracted out. Some of those peasants will be farmers, some will be herders and trappers, some will run little wildcat mines, some will log timber. As written a hex's land value doesn't really change and we can sort of handwave what it is the families do to produce revenue. However, when I populate these hexes randomly I've got a category for resources (such as timber, spices, mines, etc.) that, unless the resource ends up occupying more than 1/4 of the hex I consider to be a one-shot resource that doesn't affect the land value. You can leave it, you can clear-cut it or you can harvest it in a sustainable manner; the last two options will produce some immediate short term cash benefits but won't affect the overall land value.
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