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13 апреля в 14:30
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:
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.
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