![]() #тэг_для_скрыта
Пост для публичных чтений. Здесь можно выть, орать и ругаться, особенно на ГХА, Заязочку, Калмиуса и Владарга, в общем, новая болталка гиенария, так как старая у нашего матриарха - Гексаниэль - будет закрыта. Вывеска над крышей гиенария Также здесь можно спойлерить, материться и неограниченно валяться никаким в салате Если кто-то хочет, чтобы его публично зачли, оборзели и отгигиенили, оставляйте заявки в комментах (вдруг кто-то возьмется) Перевод обзора на ГП и МРМ - ссылки на все части (и ссылки на следующую часть перевода там, в комментах) Обзор Мальчика-Которого-Нет - 1 часть Обзор Она пахла круассанами Обзор Кастелян - 1 часть Обзор Тень Гигантской Кошки - 1 глава и часть 19 с разбором метлы Ждет разбора: 21 августа 2023
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Desmоnd
Samus2001 Я прибалдел от того. что у волшебников траблы с восстановлением крови. В фантастике и космооперах иногда фигурируют такие крутые аппараты, как синтезаторы плазмы или искусственной крови -можно подумать волшебники чего-то такое создать не могут. Что мешает магам придумать волшебный гематоген, и не волноваться об группах крови и доступе к ней? 3 |
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кукурузник
Ты чего? Кроветворное зелье - обычное средство магмира. Артур после укуса Нагини его хлестал, так как кровь не могли остановить. 3 |
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Desmоnd
Desmоnd Спасибо что напомнил. Таким образом. если Гарри потеряет кровь ( в человеке пять литров, потеря двух или полтора уже требует переливания), его можно напоить зельем. и он поправится. 3 |
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кукурузник
Ну, если не будет дальнейшего кровотечения из-за нарушения свёртываемости крови, то да. 2 |
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Lady Astrel
А если будет, то, как и с Артуром, надо будет пить больше зелий. Ну и остановить кровотечение, думаю, найдутся спеллы. Нагини была НЕХ, и то, Сметвик нашел лечение. 2 |
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кукурузник
Да похрен на подробности, тут в самом обосновании херня прячется! Ему срочно требуется 4-ая отрицательная кровь, самая редкая в магловском понятии, и самая редкая - в магическом, так как он полукровка и ему подойдёт кровь такого же полукровки (чистокровная для него будет слишком "ядреная", а маглорожденных - недостаточной). Пока считается, что Гарри - сын чистокровного Джеймса и маглорожденной Эванс. Совокупность факторов осложняет поиск доноров. В результате выясняется, что подходит Снейп. - Во время процедуры, которая в целом проходит гладко и раны под воздействием подходящей крови затягиваются, происходит ряд странных магических моментов, на которые обращают внимание ученый Гермиона Грейнджер и целитель Джинни Уизли. И заметно нервничает целитель Сметвик. Итак, по затравочке, Гарри подойдёт только кровь той же группы и того же "магического состава" Тогда каким хреном подходит Снейп, если он таки отец? 2 |
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Ярик
И заметно нервничает целитель Сметвик. Который до этого был в плену другого хреноавтора. который заставлял его творить глупости, вроде лечения от крестража. при помощи каши. несладкой и пресной.2 |
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кукурузник
Ярик Разве кашки без соли — не дело рук Сирожи Блевина, старого знакомого всех персонажей?Который до этого был в плену другого хреноавтора. который заставлял его творить глупости, вроде лечения от крестража. при помощи каши. несладкой и пресной. 1 |
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Сирожи Блевина Кто это? |
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Я буду честно
Это из Кумпаньона от ГХА. 2 |
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кукурузник
Таким образом. если Гарри потеряет кровь ( в человеке пять литров, потеря двух или полтора уже требует переливания), его можно напоить зельем. и он поправится. По большому счету основной проблемой при мгновенной кровопотере такого объёма будет падение давления. Магглы физраствор внутривенно льют при такой беде. Если нет перфторатного кровезаменителя. Кроветворное же не мгновенно работает. 1 |
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Кроветворное же не мгновенно работает. А хрен его знает, как оно работает. Магия же.1 |
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Виктор Некрам
Кроветворное же не мгновенно работает. Оно работает достаточно быстро, чтобы восполнять постоянно вытекающую кровь Артура. Мэджик.2 |
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Тощий Бетон_вторая итерация Онлайн
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Бля, чего я придумал. Надо нейронку озалупить так любимыми жопочтецами вопросами магбританской демографии - что-то скажет)
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Тощий Бетон_вторая итерация Онлайн
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Блым-блым-блым.
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Estimating the demographics of Wizarding Britain in the Harry Potter series requires piecing together clues from the books, as J.K. Rowling provides no explicit census. The analysis below focuses on population size, age distribution, ancestry (pure-blood, half-blood, Muggle-born), and other social factors like occupation and class, grounded in textual evidence and reasonable assumptions. Population Size Hogwarts as a Proxy: Hogwarts, the primary wizarding school in Britain, has a student body that offers insight. Harry’s year (born ~1980) seems to have about 40 students (based on named Gryffindors like Harry, Ron, Hermione, Neville, etc., and assuming similar numbers in other houses). If each year has roughly 40 students across seven years, Hogwarts enrolls ~280 students at any time. Generational Span: Wizards live longer than Muggles (Dumbledore is over 100, Griselda Marchbanks is older). Assuming a wizarding lifespan of ~100–150 years and a generational span of ~25 years, the school-age population (11–17) is a small fraction of the total. If Hogwarts students represent most young witches and wizards (some are homeschooled or attend abroad, but this seems rare), the total wizarding population can be estimated. Scaling Up: In modern societies, the 11–17 age group is ~10–12% of the population. If Hogwarts’ 280 students are ~10% of the wizarding population, Britain’s magical community is ~2,800. Accounting for non-Hogwarts students, recluses, and others, a range of 3,000–5,000 is plausible. Rowling once suggested ~3,000 in an interview, supporting this estimate. Ministry and Economy: The Ministry of Magic employs many wizards, but its departments (Auror Office, Misuse of Muggle Artefacts) are small, suggesting a lean bureaucracy for a small population. Diagon Alley and Hogsmeade, with limited shops, also imply a compact society. Age Distribution Youth (0–17): Using Hogwarts enrollment, 280–400 are school-age (11–17), with a similar number pre-Hogwarts (0–10), totaling ~600–800 minors (15–20% of the population). This aligns with a stable but low birth rate, as wizarding families (e.g., Weasleys aside) often have one or two children. Adults (18–64): The working-age group dominates, likely 60–65% (1,800–3,250). Most characters (Ministry workers, shopkeepers, parents) fall here, reflecting a society centered on adult activity. Elderly (65+): Wizards’ longevity suggests a significant elderly population, 15–20% (450–1,000). Figures like Dumbledore, Bathilda Bagshot, and Marchbanks highlight active older wizards, though some retire (e.g., to St. Mungo’s). Trends: The population seems stable, not growing significantly. Voldemort’s war caused losses (First Wizarding War killed many, e.g., Order members), but recovery by Harry’s time suggests balance. Low birth rates (small family sizes) offset long lifespans. Final Estimate Total Population: 3,000–5,000. Age: ~15–20% youth (600–1,000), ~60–65% adults (1,800–3,250), ~15–20% elderly (450–1,000). Ancestry: ~50–60% half-blood (1,500–3,000), ~10–15% pure-blood (300–750), ~10–15% Muggle-born (300–750), ~1% Squibs/other (30–50). Gender: ~50/50 (1,500–2,500 each). Ethnicity: ~85–90% white, ~10–15% minority (reflecting 1990s Britain). Geography: ~70% rural, ~30% urban/semi-urban. This is a rough sketch, as Rowling’s world prioritizes narrative over statistical clarity. Gaps (e.g., exact Muggle-born rates, Squib numbers) require educated guesses, but the books’ scale—small, interconnected—supports a tight-knit, low-population society. Estimating the demographics of the entire Wizarding World in the Harry Potter series is trickier than focusing on Britain, as J.K. Rowling provides even less detail about global wizarding populations. The books mention other schools (e.g., Beauxbatons, Durmstrang, Ilvermorny) and events (e.g., Quidditch World Cup), but hard numbers are scarce. Below, I’ll extrapolate from Wizarding Britain’s demographics (estimated at 3,000–5,000) and contextual clues to sketch the global wizarding population, covering size, age, ancestry, gender, ethnicity, and social factors. Assumptions will bridge gaps, grounded in the books’ logic and real-world parallels where applicable. Total Population Scaling from Britain: Wizarding Britain’s 3,000–5,000 is tied to Hogwarts’ 280 students. Other schools suggest similar structures. Beauxbatons (France) and Durmstrang (Northern Europe) seem comparable in size based on the Triwizard Tournament delegations (10–12 students each, implying similar total enrollment). Ilvermorny (North America) might be larger, given the U.S. population, perhaps ~500–700 students. Rowling named 11 major schools globally (e.g., Castelobruxo in Brazil, Mahoutokoro in Japan, Uagadou in Africa), with others possibly existing. Regional Estimates: Europe: Britain (3,000–5,000), France (4,000–6,000, similar to Britain), Northern Europe (Durmstrang’s region, ~5,000–8,000, covering multiple countries), Southern/Eastern Europe (10,000–15,000 combined, assuming smaller schools like Koldovstoretz in Russia). Total: ~22,000–34,000. North America: Ilvermorny serves the U.S. and Canada. If it has 500–700 students (10–15% of the population, like Hogwarts), the region has ~30,000–50,000 wizards, reflecting a larger Muggle population (U.S. ~250M in the 1990s vs. UK ~60M). South America: Castelobruxo serves Brazil and neighbors. Brazil’s population (150M in the 1990s) suggests ~20,000–30,000 wizards, assuming a similar wizard-to-Muggle ratio (1:10,000–20,000, based on Britain). Asia: Mahoutokoro (Japan, 100M Muggle population) and schools in China/India (combined ~2B Muggle population) could serve massive regions. If Asia mirrors Britain’s ratio, China (60,000–100,000), India (50,000–80,000), Japan (5,000–10,000). Total: ~150,000–250,000. Africa: Uagadou, the largest school (per Rowling), serves a continent (~800M Muggle population). If it enrolls ~1,000–1,500 students, the wizarding population is ~50,000–100,000. Oceania: Australia/New Zealand (~20M Muggle population) likely has a smaller school, ~2,000–5,000 wizards. Global Total: Summing regions: Europe (22,000–34,000), North America (30,000–50,000), South America (20,000–30,000), Asia (150,000–250,000), Africa (50,000–100,000), Oceania (2,000–5,000). Total: 274,000–469,000. Rounding for unlisted schools and hidden communities, 300,000–500,000 is a reasonable range. Wizard-to-Muggle Ratio: In the 1990s, the global Muggle population was ~5–6 billion. A wizarding population of 300,000–500,000 implies ~1 wizard per 10,000–20,000 Muggles, consistent with Britain’s ratio and the secrecy of magical communities. Age Distribution Youth (0–17): Assuming global wizarding schools enroll most children aged 11–17 (10–12% of the population, like Hogwarts), and pre-school children (0–10) are a similar share, minors are ~20–25% globally. For 300,000–500,000 total, that’s 60,000–125,000 youth (30,000–62,500 school-age). Adults (18–64): The working-age group, as in Britain, is likely ~55–60%, or 165,000–300,000. Most named characters (e.g., Ministry officials, Triwizard champions’ parents) are adults, and global events like the Quidditch World Cup draw adult crowds. Elderly (65+): Wizards’ longevity (100–150 years) suggests ~15–20% are elderly, or 45,000–100,000. Longevity seems universal (e.g., Dumbledore’s age is unremarkable), though war losses (like Voldemort’s campaigns) may thin this group in some regions. Trends: Birth rates vary. Wealthier regions (Europe, North America) likely have lower rates (1–2 children per family, like Britain), while others (Africa, parts of Asia) may have higher rates, balancing global stability. Wars and dark wizard conflicts (e.g., Grindelwald, Voldemort) cause periodic dips but don’t collapse populations. Final Estimate Total Population: 300,000–500,000. Age: ~20–25% youth (60,000–125,000), ~55–60% adults (165,000–300,000), ~15–20% elderly (45,000–100,000). Ancestry: ~60–70% half-blood (180,000–350,000), ~5–10% pure-blood (15,000–50,000), ~10–15% Muggle-born (30,000–75,000), ~1% Squibs/other (3,000–5,000). Gender: ~50/50 (150,000–250,000 each). Ethnicity: ~30–40% white, ~60–70% non-white (reflecting global Muggle diversity). Geography: ~60–70% rural, ~30–40% urban/semi-urban. This estimate assumes wizarding societies scale with Muggle populations but remain small for secrecy. Regional differences (e.g., Uagadou’s size, America’s openness) add complexity, but the books’ focus on interconnectedness (e.g., international cooperation) supports a cohesive global community. 2 |
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Тощий Бетон_вторая итерация
10% на группу 11-17 лет, но ведь это % для обычного населения, не магического, которое, как прямо указано, живет дольше, то есть % должен быть не 10% для этой группы, а меньше Но в целом, неплохие подсчеты 2 |
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Тощий Бетон_вторая итерация Онлайн
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Samus2001
Но что это железяка понимает - Роулинг же не продумала. 4 |
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Тощий Бетон_вторая итерация
Роулинг говорила, что обычно в Хогвартсе наличествует по 600-1000 учеников суммарно. 2 |
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Тощий Бетон_вторая итерация Онлайн
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Кстати, на тему того "сколько в реальности могло быть человек в игровой локации" эта хрень тоже может что-то подсказывать. Я на примере ФНВ попробовал:
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The New Vegas hub, as depicted in Fallout: New Vegas (set in 2281), consists primarily of the Strip and Freeside, with Westside as a smaller adjacent area. Based on my prior estimate, this hub has a total population of 2,400–5,800 people. Below, I’ll provide a demographic breakdown focusing on population distribution, species composition (humans, ghouls, super mutants), factional affiliation, and basic social characteristics (e.g., gender, age), grounded in game lore and dialogue from Fallout: New Vegas. I’ll keep it concise, avoid unsupported speculation, and tailor the analysis to the hub’s unique urban context. Total Population and Distribution The Strip: ~400–800 residents (15–25% of the hub). This includes casino families (Omertas, White Glove Society, Chairmen), staff (dealers, guards, prostitutes), and Mr. House’s Securitrons (not counted as residents). Each casino family has ~50–150 members (e.g., dialogue suggests the Chairmen are a tight-knit group), plus ~100–200 workers across Gomorrah, Tops, and Ultra-Luxe. Freeside: ~2,000–4,500 residents (70–80% of the hub). Freeside is a sprawling slum with squatters, scavengers, and locals under the Kings gang’s influence. Quests (e.g., “G.I. Blues”) imply thousands live in poverty, supported by the Followers of the Apocalypse. Westside: ~100–500 residents (5–10% of the hub). A smaller, fortified community with farmers and militia, Westside is semi-independent, relying on local agriculture (e.g., co-op farms) and trade with the Strip. Total: 2,400–5,800, with Freeside dominating due to its role as a catch-all for wastelanders and refugees. Species Composition Humans: ~85–90% (2,040–5,220). Humans are the majority across all areas. The Strip’s casino families and staff (e.g., Benny, Swank) are human, as are most Freeside residents (e.g., the Kings) and Westside’s farmers. They drive the hub’s economy and governance. Ghouls: ~5–10% (120–580). Ghouls are a visible minority in Freeside, like Rotface and Grecks, often facing prejudice (dialogue notes slurs from locals). The Followers’ Old Mormon Fort includes ghouls (e.g., Beatrix Russell, a guard). The Strip has fewer, possibly among workers, but none are prominent. Westside likely has a handful, integrated as laborers. Super Mutants: ~0–1% (0–58). Super mutants are rare in the hub. None reside on the Strip, and Freeside has no named mutants (Tabitha’s Black Mountain group is separate). Westside might include 1–2 (e.g., Mean Sonofabitch, a local guard), but they’re exceptional. Jacobstown, outside the hub, is the mutant hub. Note: Securitrons and other robots (e.g., Victor) are numerous on the Strip but excluded from demographics, as they’re not sentient residents. Factional Affiliation Mr. House/Strip Families: ~15–25% (360–1,450). The Strip’s population (400–800) is loyal to House or the three families (Omertas, White Glove Society, Chairmen). This includes leaders (e.g., Marjorie, Nero), enforcers, and service workers, all human-dominated and tightly controlled. Kings Gang: 10–20% (240–1,160). In Freeside, the Kings (50–200 members, per Pacer and The King’s dialogue) exert influence over ~1,000–2,000 residents. Most Freeside locals aren’t formal members but align with or tolerate their rule, seeking protection from NCR or raiders. Followers of the Apocalypse: ~2–5% (50–290). The Followers, based in the Old Mormon Fort, include ~20–50 members (e.g., Julie Farkas, doctors) and support ~100–200 Freeside dependents (patients, orphans). They’re diverse, with ghouls and humans. NCR Sympathizers: 5–10% (120–580). Some Freeside residents (e.g., squatters hoping for annexation) and Westside locals align with the NCR, drawn by promises of stability. NCR troops patrol near the Strip’s gates but aren’t residents (100–200 transient soldiers, excluded). Independents/Unaligned: 40–60% (960–3,480). Most Freeside residents are unaffiliated wastelanders, scavenging or bartering to survive. Westside’s co-op farmers (50–200) are fiercely independent, resisting both NCR and House. Social Characteristics Gender: Roughly balanced (~50/50), as no lore suggests otherwise. The Strip has male and female workers (e.g., Gomorrah’s prostitutes, male and female croupiers). Freeside’s Kings are male-dominated, but residents are mixed (e.g., women like Julie Farkas). Westside’s militia and farmers include both genders. Age: Adults (20–50 years): ~80–85% (1,920–4,930). The hub’s economy (casinos, scavenging, farming) demands working-age people. Strip staff, Kings, and Westside farmers are mostly adults. Children (<20 years): ~10–15% (240–870). Freeside has kids (e.g., Max and Stacey, chasing rats), suggesting a small youth population. The Strip has none (casinos cater to adults), and Westside likely has a few in farming families. Elderly (>50 years): ~2–5% (50–290). Rare due to wasteland hardship. The Strip’s leaders (e.g., House, technically ancient via tech) are outliers. Freeside has older scavengers, and Westside might include a few grizzled survivors. Economic Status: Strip: Wealthy elite (casino bosses, 10%) and working-class staff (90%). Caps flow freely, but disparity exists (e.g., guards vs. owners). Freeside: Mostly poor (80%), living hand-to-mouth. A small middle class (10%) trades or works for Kings/Followers; the Kings themselves (~10%) have relative wealth. Westside: Modest but stable (~100%), as co-op farming ensures food but little surplus. Contextual Notes Economy: The Strip’s casinos drive wealth, employing humans in structured roles. Freeside’s barter economy relies on scavenging and aid, supporting a larger but unstable population. Westside’s agriculture sustains its small community, insulating it from hub volatility. Security: Securitrons lock down the Strip, making it safe but exclusive. Freeside’s Kings maintain order, but crime (e.g., muggings) persists. Westside’s militia fends off Fiends, ensuring self-reliance. Sustainability: The hub survives on Strip revenue and Lake Mead water, but Freeside’s overcrowding and poverty strain resources. Ghouls and mutants face social barriers, limiting integration. |