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Post by Username17 »

The micro foundations of farming seem to work out OK. The basic farm at fertility 1 has 5 people and is 20 acres and makes 20 Koku. The farmers mostly eat their own food, so they functionally get 90% on the first five Koku and 60% on the rest, giving them 8.5 gp worth per month after eating - which works out to about what they'd get if all five family members worked as laborers for 27 days of every month. And they are presumably doing it with somewhat less work than that. Taking the Sabbath of Hextor off every six days or whatever.

This means that even homesteaded undeveloped farmland is worth working, but not to the degree that people with marketable skills are going to say "Screw that, I'm growing potatoes!" It also means that there's quite a bit of room to improve farmland. High quality farmland in Japan was making upwards of five Koku per acre, and that's not unreasonable. Assuming the farmers still mostly eat their own food you're looking at 56.5 gp going to the farm each month at fertility 5. Such a farm would be able to pay significant amounts in taxes, because their base income is about 12 gp per person. That's a reasonable top end for the family farm - enough to be rich but not eating at fancy restaurants every day rich.

This also feeds nicely into the Barony. The Barony is assumed to run on the Manor or Plantation model. That means it has about 500 agricultural acres and is worked by about 40 people. At fertility 1, the Plantation is making about 500 Koku and they get about 300 gp as an operating budget. That's enough that they could hire their laborers as basic laborers for about 100 gp per month and have 200 gp to have a small staff, make occasional capital improvements, and of course keep the Baron's family in the style they are accustomed to. That's a large enough income that it perhaps makes sense to invest in their own mill (as that would generate about 50 gp per month), and at higher development levels Barons could be rich enough to outfit their own armsmen. That all looks like it checks out. Players can build up a Barony from the dirt and there's enough wealth circulating that it can chug along and you could do adventures to reinvest in it and shit.

Anyway, the micro foundations that are a little bit more difficult are the Guilds.

So a Guild doesn't have an inherent dirt-based income stream. It's all gold based, and that means it's entirely dependent on the urban population and development level. It's more ephemeral, because the amount of money that can be taken in by a thieves guild or a brewers guild is pretty much arbitrary. Your cash outlays are pretty high, because you're maintaining an entire staff of skilled labor. There has to be enough customer base to support that skilled labor, so the size of a Guild is pretty strictly limited by the urban population and development.
Grek wrote:The level inappropriateness happens in the other direction, Frank. If your level one ass can take the Tax Collection action in order to acquire 25000 gold for personal use, that breaks certain aspects adventure portion of the game for the first handful of levels. Ditto if you can Hire Mercenaries (to explore the dungeon for you), Seize Him! (to make a human enemy go to the dungeons) or Lay Siege (to collapse the pyramid on top of the mummy).
I broadly agree that income of any kind can severely impact low level play.

The Hireling issue is perhaps more fundamental. It's been there since the beginning - characters can hire mercenaries or train a pack of dogs or whatever and hit well above their weight. Mostly players don't seem to do that for whatever reason, but when they do it works pretty well.

To an extent I'm even OK with it. D&D is still pretty fun when everyone is controlling a main character and three mooks. It bogs down if people get much more than that, and also too the game goes off the rails hardcore if one of the players is a mastermind and the other players are not. 5th edition is the worst about this, but that's ever been so.
Chamomile wrote:Whatever amount of scaling you want, you could obviously achieve by adjusting the rate at which the amount of ranks you have and the cap on them comes in, or else by adding in level-gated non-rank bonuses.
Not only is this not obvious, it's not true. The entire point is that the measure of scaling from apprentice weaver to master weaver should not be character level. At all. Being very good at weaving should not mean that you're separately qualified to fight giants and lead armies. Skills should simply be orthogonal to level. Ranks was not a good idea. It does not do good things. It can't be made to work. People have been trying for nineteen fucking years, and there are no numbers you can plug in to make that not be a load of ass.

And aside from the fact that you should be able to go from apprentice pottery to expert pottery without gaining any levels, the d20 is actually a pretty bad RNG for that kind of mundane task. It works out OK for long jumping, where it's basically OK that the generated distances aren't very different one person to the next, but it's not OK for like wood carving and shit. The Take 10 and Take 20 thresholds are better than nothing, but they are still extremely blunt instruments. The RNG is flat, so it doesn't have any numbers that it normally rolls and thus there's no such thing as a normal result. A character one point off the Take 10 threshold of succeeding all the time fails half the time. It's not even possible for the system to generate routine tasks that characters can usually succeed at. That's fucking mind blowing.

No. You can't fix it with a math patch. It's a bad system. It's unsalvageable. Kill it with fire and start over.

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Post by Username17 »

Mord wrote:Imagine you are a high-level party of adventurers who has just come to some glorious heavenly citadel in the upper planes. What do you see? Is it nothing but high-CR angels in full battle dress teleporting around their Wish-made golden palaces, or is there a class of heavenly noncombatants who make society work?
The Great Wheel cosmology is awful and the less I have to talk about Gehenna or Bytopia the better. A bunch of those planes are super redundant and I just can't be fucked to remember what the difference between Arborea and The Beastlands is even supposed to be. But that's really beside the point. Obviously you're going to have some kinds of celestial and infernal realms.

My preference would be for the birds in celestial gardens to mostly just be birds. I want to be able to eat a chicken dinner in Celestia without having to start the fight music or getting accused of cannibalism. I enjoy stories like Top Ten where "even the guy working the soda fountain has super powers" but the truth is that settings like that are pretty hard to engage with in any kind of examined fashion. And that makes it a bad role playing environment.

The City of Brass can still have something absolutely stupid like 500 powerful Efreeti or whatever. But the generic populace should just be Azer or Firenewts or something. It's fine for the generic populace to be like Gnolls or Bugbears where they are individually tougher than a human peasant - but not so powerful that you'd have to care about what they could accomplish individually. You physically can't track the powers of ten thousand different plebs, and 10,000 isn't even a big town.

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Post by Grek »

Outsiders, including petitioners, do not need to eat or sleep. Celestial creatures (including any humans/chickens/grapevines that were born on Celestia) need to eat, sleep and breathe normally for their creature type. They also have a minimum intelligence of 3, meaning that any celestial chickens you encounter will be sapient creatures and ethically wrong to fry in holy oil and myrrh.

I suggest ignoring those rules entirely.
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Post by merxa »

Players wlli be universally disappointed if they go to heaven and chicken dinners, apple pie taste the same. If someone picks a pear from a tree in heaven they expect it to be special and it should be.

If the planes aren't different there's no point in having them exist.
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Post by Username17 »

Grek wrote: I suggest ignoring those rules entirely.
Yeah, pretty much that. Having an ox or a cat that's smart and can understand language "because it's celestial" is a fine origin story for why you have a super ox or a super cat. But the Oz logistics of everything talking don't actually make any sense and no one actually gives a shit what thousands upon thousands of talking field hamsters have to say about anything.

You want filth demons to be covered in flies, but those flies should basically just be normal flies. Maybe flies that are immune to poison gas so they can buzz around filth demons, but no more than that.

A decent model would be the mana nodes from Master of Magic. The availability of magic power grows basilisks and shit, and makes the trees grow big and funny - but the grass is still grass. There's magic shit around, but most of the scenery is just scenery.

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Post by Iduno »

merxa wrote:Players wlli be universally disappointed if they go to heaven and chicken dinners, apple pie taste the same. If someone picks a pear from a tree in heaven they expect it to be special and it should be.

If the planes aren't different there's no point in having them exist.
Better individually, but also less capable of using the population (at least in non-emergencies) to balance it out?
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Post by Username17 »

Iduno wrote: Better individually, but also less capable of using the population (at least in non-emergencies) to balance it out?
I don't think the supernal realm has to be meaningfully balanced against anything. It wouldn't be weird at all to me if the celestial realms had hexes with fertility levels above five. Modern high yield crops like potatoes make over twenty Koku per acre, and I could easily imagine literally magic soil equaling or exceeding the output of modern fertilizers.

Heavenly crop land is real good and the farmers are rich, but there aren't that many farms because you actually need urban population to use agricultural output. That demand limit is basically irrelevant at the production levels that normal land produces. But magical lands where a family farm makes 400 Koku or more runs out of demand pretty quick.

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Post by LR »

merxa wrote:Players wlli be universally disappointed if they go to heaven and chicken dinners, apple pie taste the same. If someone picks a pear from a tree in heaven they expect it to be special and it should be.
Every fruit grown in the celestial realms is fat and juicy because the soil is so rich with nutrients and never has to be minded. Every fruit in the infernal realms is grown in barren soil and is sour and shriveled and decays to ash in a day in the harsh environment. No need to make them specially magic fruits when the environment is magical.
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Post by merxa »

What about mana from heaven?

Planar Agricultural products could easily be a new tier good to support the special units or other outputs from.heaven.

Liquid pain farms, Bottles of hope, raw chaos, planar pearls, etc etc.
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Post by Schleiermacher »

Planar Agricultural products could easily be a new tier good to support the special units or other outputs from.heaven.

Liquid pain farms, Bottles of hope, raw chaos, planar pearls, etc etc.
This kind of ties into a question about the Wish economy that's been on my mind.

In the Wish economy, the ultimate reason why high-level currencies aren't fungible with gold is that you can make as much gold as you like with Wishes, but you can't make those special materials.

But that won't necessarily hold true if your system doesn't spesifically have a Wish spell with those spesific limitations and loopholes. Which is kind of a problem because the Wish spell as written, never mind the loopholes that make it possible to participate in the Wish economy before the game breaks down and the campaign ends, are as stupid as they are necessary. So whither the justification for the high-tier economy that's not fungible with gold?

Is it as simple as "powerful magic can make tons of mundane riches, but mundane materials, even rare and precious ones, can't make powerful magic"? Like how you can turn astral pearls into gold in Dominions, but not vice versa, and it's usually a waste anyway because you can get gold by taxing your empire but you need those gems to keep your ritual economy running?
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Post by OgreBattle »

What if gold is like fossil fuels, you use it up for magical effects. Digging up gold is for people that can't wish for it
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Post by Omegonthesane »

Schleiermacher wrote:
Planar Agricultural products could easily be a new tier good to support the special units or other outputs from.heaven.

Liquid pain farms, Bottles of hope, raw chaos, planar pearls, etc etc.
This kind of ties into a question about the Wish economy that's been on my mind.

In the Wish economy, the ultimate reason why high-level currencies aren't fungible with gold is that you can make as much gold as you like with Wishes, but you can't make those special materials.

But that won't necessarily hold true if your system doesn't spesifically have a Wish spell with those spesific limitations and loopholes. Which is kind of a problem because the Wish spell as written, never mind the loopholes that make it possible to participate in the Wish economy before the game breaks down and the campaign ends, are as stupid as they are necessary. So whither the justification for the high-tier economy that's not fungible with gold?

Is it as simple as "powerful magic can make tons of mundane riches, but mundane materials, even rare and precious ones, can't make powerful magic"? Like how you can turn astral pearls into gold in Dominions, but not vice versa, and it's usually a waste anyway because you can get gold by taxing your empire but you need those gems to keep your ritual economy running?
Pretty sure that is intended to be how the Wish Economy works - planar materials can make high level magic and items, gold cannot. Certainly this is suggested by the original write up and codified in Red Rob's expanded wish economy magic item rules.

And it is also generally assumed that you can reliably sell, but not reliably buy post-Wish items for very large amounts of gold in an emergency, like trying to get a cash down payment for an attack helicopter or a house.

While I wouldn't call it the main reason why the Wish Economy was made in the first place (and not just bcos that is super fucking not my call to make) the wish economy also has the benefit of getting people to actually spend gold on literally anything other than personal adventuring power once in a while. And that holds true even if you don't have a means of infinite Wishes, or even a means of 3/day Wishes.
Last edited by Omegonthesane on Tue Nov 26, 2019 5:46 am, edited 1 time in total.
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FrankTrollman wrote:The entire point is that the measure of scaling from apprentice weaver to master weaver should not be character level.
There are two kinds of players: Players who want their skills to rise with level and players who don't care about skills at all. You can make NPC classes that advance nothing but skill ranks if you really need superhuman weavers to nevertheless be a punk in combat (although traditionally someone with superhuman art skills can do shit like make their paintings or sculptures come to life and save them from danger/loneliness), but playable classes need to have skill advancement in the exact same way and for the exact same reasons as it needs to have combat advancement. The only reason to move away from it is to move away from having a class and level system completely.
And aside from the fact that you should be able to go from apprentice pottery to expert pottery without gaining any levels, the d20 is actually a pretty bad RNG for that kind of mundane task.
If you want to argue that 2d10 or 3d6 are better bell curves than d20 broadly speaking, then I don't disagree, I'm just confused why you brought this up like it was a problem with the skill system, specifically. Really, though, I only bring this up for the sake of thoroughness, because this sounds like where it's heading is using dicepools for skills and only skills. Trivial gains in verisimilitude will never be worth asking players to learn a second resolution mechanic. If you want to pursue your "every game should be Shadowrun in a silly hat" obsession, you need to go all-in on that by moving away from using the d20 for any resolution mechanic.
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Post by Username17 »

Chamomile wrote:There are two kinds of players: Players who want their skills to rise with level and players who don't care about skills at all.
This is horseshit. Unmitigated, unrefined, indefensible horseshit.

Players want to have skill improvements be a thing that they can achieve, but that is in no way the same as wanting things to improve with level. People want their domains to improve, but that doesn't mean they want their domains to automagically improve when they go up in level, nor does it mean they want their domain to abstain from growth during their quests between the times they go up in level. If you conquer a town, your domain should have another town in it, whether or not that also gave you enough XP to ding.

The argument for having skills that are separate from class features is necessarily also an argument for having skills that are separate from class level. Spending some time to learn how to translate Sahuagin or bake lembas bread should be a thing you can do. It should not require you to wait until you've collected enough fire giant foreskins. The arguments for tying basket weaving ability to character level are actually worse than the arguments for tying magic sword ownership or domain army size to character level.
Chamomile wrote:You can make NPC classes that advance nothing but skill ranks if you really need superhuman weavers to nevertheless be a punk in combat
I didn't think your position could get worse. Then it got worse. Making classes that have 'levels' that don't actually correspond to baseline competencies in core tasks means that your levels don't mean anything and you'd be better off not having them. You are literally floating the RIFTS idea where one person is a 2nd level Space God and another person is a 2nd level Hobo. Stop it. Stop making terrible suggestions.

If you want to argue that 'No actually, 3e's skill system is fine' then you should go make your own fucking thread and stop thread shitting on this one. Your position is ridiculous and you refusing to let it die is borderline offensive.

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Post by Chamomile »

FrankTrollman wrote:Players want to have skill improvements be a thing that they can achieve, but that is in no way the same as wanting things to improve with level.
Like, in the strictly logical sense that it is theoretically possible for players to want one thing and not the other, sure. In practice players don't want to have to juggle multiple advancement systems anymore than they want to juggle multiple resolution mechanics. People want domains to improve separately from level because domain expansion is already completely intuitive: Your domain expands when you take actions which expand it. Skills can't work the same way.
Making classes that have 'levels' that don't actually correspond to baseline competencies in core tasks means that your levels don't mean anything and you'd be better off not having them.
3.X lasted two decades with NPC classes and nobody seemed to care.
If you want to argue that 'No actually, 3e's skill system is fine' then you should go make your own fucking thread and stop thread shitting on this one.
I offered you that option multiple posts ago and you want out of your way not to take it.
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Post by DrPraetor »

I think the discussion about celestial economics is more interesting.

Once you've devoted time to giving players the ability to build irrigation improvements, you might want to obviate that ability entirely at the next tier (in the same sense that lockpicking is basically irrelevant at some point.) You might not!

You may or may not want to obviate lumps of shiny metal, but I'm certain that you don't want to obviate units of account. Different currencies are fungible by definition - so the labor exchange rate between gold and star metal may be awful but it can't be infinity.

Likewise, in Tier 4 you may use zombies or golems to effectively mechanize your agriculture, raising your agricultural labor surplus from 40% of the population to the like-99% we have in an industrial economy. You still want to be able to use koku - agricultural productivity - as a unit of account, even when your GDP is (5 bushels of rice is about $25, 20 trillion / 25) 800 billion koku.

That said, when you conquer exotic hexes maybe you can farm spice melange or the apples of immortality, but having Vahnatai crystal smiths and shit in your exotic settlements is I think more interesting.
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Post by The Adventurer's Almanac »

FrankTrollman wrote:The argument for having skills that are separate from class features is necessarily also an argument for having skills that are separate from class level. Spending some time to learn how to translate Sahuagin or bake lembas bread should be a thing you can do. It should not require you to wait until you've collected enough fire giant foreskins. The arguments for tying basket weaving ability to character level are actually worse than the arguments for tying magic sword ownership or domain army size to character level.
At risk of threadshitting, I find this intriguing. Would skill advancement work as a function of time and effort spent? How can you have low level NPCs who have baller skills without also having low level PCs that are off the RNG compared to their peers?
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Post by Iduno »

The Adventurer's Almanac wrote:
FrankTrollman wrote:The argument for having skills that are separate from class features is necessarily also an argument for having skills that are separate from class level. Spending some time to learn how to translate Sahuagin or bake lembas bread should be a thing you can do. It should not require you to wait until you've collected enough fire giant foreskins. The arguments for tying basket weaving ability to character level are actually worse than the arguments for tying magic sword ownership or domain army size to character level.
At risk of threadshitting, I find this intriguing. Would skill advancement work as a function of time and effort spent? How can you have low level NPCs who have baller skills without also having low level PCs that are off the RNG compared to their peers?
Depending on the skill, you can just not care that they don't both fit on the same (section of the) RNG. There have been master blacksmiths, but I am not one of them. Just because there are masters who can make a consistently good product, doesn't mean I should have a 5% chance to make something good. Being on the same RNG only matters if two people have a similar skill level to one another.

Alternatively, for crafting and other skills where one person is likely to be twice as good (or more) at something as someone else, you probably want a dice pool system. Having twice (or four, or ten times...) as many dice is something you can just do with a dice pool. If I've only got one die, I usually can't get more than one success, so I can't possibly succeed at a difficult task.
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Post by The Adventurer's Almanac »

Iduno wrote:Alternatively, for crafting and other skills where one person is likely to be twice as good (or more) at something as someone else, you probably want a dice pool system. Having twice (or four, or ten times...) as many dice is something you can just do with a dice pool. If I've only got one die, I usually can't get more than one success, so I can't possibly succeed at a difficult task.
Fascinating. You don't think players might find it weird, switching from, uh... regular rolling? to dice pools just for crafting?
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Post by deaddmwalking »

It might not seem weird.

If a skill requires multiple rolls that are additive (ie, you need to make 15 successful checks to equal the GP cost of the item) then it's not a hard leap to make all those checks simultaneously.
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Post by The Adventurer's Almanac »

Like, say, if making skill checks already involved throwing a fistful of d6s and adding the numbers up?
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Post by Iduno »

The Adventurer's Almanac wrote:Fascinating. You don't think players might find it weird, switching from, uh... regular rolling? to dice pools just for crafting?
The Adventurer's Almanac wrote:Like, say, if making skill checks already involved throwing a fistful of d6s and adding the numbers up?
Usually if you're throwing more than 1-2 dice, you'd go with a system where any number over a threshold counts as a success (maybe above 3 for a d6), and you only need to count how many of those you got. Counting totals probably makes a smoother RNG, but also requires enough addition that it's going to take a noticeable amount of time (computers make this easier).

I don't know that you'd want to mix the 2 systems you and I are describing, but maybe using dice pool for skills and d20/similar for combat could work.
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Post by Mord »

DrPraetor wrote:Once you've devoted time to giving players the ability to build irrigation improvements, you might want to obviate that ability entirely at the next tier (in the same sense that lockpicking is basically irrelevant at some point.) You might not!
Yeah, that's pretty much the page that I'm on: currently I still feel that it's totally open to question whether it's in-theme for there to even be agriculture in Heaven/Hell, regardless of whether we consider it convenient to continue using units of account originally derived from agriculture to describe economic output.

Frank already stated his preference that life in Heaven would be really nice for the farmers, relative to the Prime Material, but that there would still be farmers with all the implications of that.

For some reason, the thing I keep thinking of here is the Pandemonium Fortress in Diablo II. It's a bastion of the High Heavens with literally factually two people in it, plus possibly an angel guarding the gate (who certainly doesn't have much to say if he is there). It feels right to me on a gut level that the forces of celestial Good just have way lower manpower requirements than Evil. To this day I am distinctly confused and irritated by the fact that, when Diablo III pulled back the curtain on the Heavens, it revealed that up there was full of all kinds of sprawling cities with skyscrapers and stuff.

I guess that's kind of what you would expect out of a domain game where you could conceivably be the Domain Council of Elysium and each of the PCs has achieved Archangel status, but that feels kind of like the same game you were playing with dirt farms, just with fancier hats.

If your domain play has entered the celestial tier, you might not really need/want to care about agricultural outputs anymore. That in and of itself might be a signifier of your entry into the larger world: when you stop giving a shit about agriculture in your dominion the same way you stopped packing pemmican on your wilderness treks when the Cleric learned Create Food And Water.
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Post by Username17 »

The thing about everfull coin bags and bottles of endless water and such is that they don't actually produce unlimited amounts of gold or water or whatever, just 'a lot.' An endless ration pouch or a Murlynd's spoon both make more than enough food for an individual to eat indefinitely, but they do factually make different amounts of food and if you consider the group rather than the individual, that difference matters.

From a society standpoint the question then becomes how many people are fed by any particular contrivance, and how many people you have to feed. A level 5 caster who can cast create food and water every day makes 15 Koku for the year. Which is coincidentally the surplus contribution of a single family farm at fertility 1. A 20th level caster who had the ability to create food and water at-will and never slept and just cast it over and over again 24 hours a day would produce 8,640 Koku, which is the surplus of 576 Fertility 1 family farms - or roughly half a hex (or a whole hex of hills or some other slightly suboptimal terrain with an appropriately limited farm limit).

The celestial and infernal realms still have Koku because they still have population. And while they have appropriate workarounds for getting food from literally miraculous sources, on the macro scale that's simply equivalent to an entirely achievable amount of mundane farming. A well irrigated shire full of stout Halfling yeomen can produce an amount of surplus food that will equal quite a few divine cows or meat forests or whatever.

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Post by Dean »

I kinda envision heaven and hell as having opposite food making mechanisms. I picture the celestial realms as a place where you can mostly just pluck fruit from a tree and not be hungry for a day. I think it's acceptable to just say that celestial realms have super crazy koku multipliers enough to create a society where you don't even need people to farm, a few people who want to do and that's enough.

Hell on the other hand of course has awful near barren soil and the only farm types that produce decent food in it are maggot pits or whatever. So even if you become a lord of hell you're still eating maggots. There's just no option to rule abyssal kingdoms and also have peach farms.

The final check for all of this is that you always make planar transportation methods expensive. Or else Celestia becomes the bread basket of the universe, where everyone owns one hex they use to produce all their food.
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