Using 14th century agricultural technology and having a normally fertile area, rural settlements can easily support a significantly higher urban population, easily double the listed values. For fertile areas (like the Mediterranean) the urban population could reach like 25-30%, pre-plague and renaissance Italy and Spain had several large cities and a smattering of smaller ones. ]]>

For example, in xD&D, movement rates are based on multiples of 3, so a matching hex scale makes the math easy when determining how far a party can move in the wilderness. For example, daily mileage in Cook’s Expert D&D is a PC’s movement rate (30′, 60′, 90′ or 120′) divided by 5 (X19). This always gives a multiple of 6: 30/5 = 6; 60/5 = 12; 90/5 = 18; 120/5 = 24. A 6-mile hex makes it very easy to see how far a character can travel in a day.

In systems where movement is based on multiples of 5 (like Chimera), a 5-mile hex does the same thing. I’d offer that a 5-mile hex also has the advantage of intuitive math – we’re arguably more used to counting things off by fives than by sixes – so when viewing hex maps at that scale, it may also be a little easier for us to understand distances.

It’s certainly possible to create 6-mile versions of the hex templates here, but I have to confess that it’s not a priority for me, given available time. However, if there’s enough demand, I could be persuaded to bump it up on the list.

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