Help me with a world building idea. I want a continent that’s mostly untamed, with enough monsters that spawn thanks to magic or whatever that it’s hard to travel and build anything outside of safe cities here and there, mostly along the coast or rivers, something like a JRPG where it’s mostly wilderness with monsters outside of cities. But I also want modern technology that relies on industries of mining and logging, etc, that are surely not going to be directly next to the cities, and would require safety to conduct. How can I rectify these things?
>>98425966Its called "security"
>>98425966That pretty much only makes sense if the monster spawning started after advanced technology had already been developed.
>>98425966Raw materials are shipped from overseas, cities are big on recycling and zero waste.
>>98425966Industries are small scale, prospectors forming small camps and harvesting resources until the beasts come in sufficient quantities to force them out. People need resources, so are willing to gather them under extreme conditions.Or vast machines that harvest incredible amounts at once, while being so armored and dense they might as well be one of the greater monsters stomping around themselves. They can hypothetically take the worst of the wilds, but repairs are exorbitantly expensive, and manufacture of any more of these machines is a prospect for the wealthiest men in the world.
>>98426187Mortal Engines?
>>98426194Looking it up, similar general gist, yeah. I was more thinking of how something like one those mega-excavators writ large. Or an oil rig that walks.
>>98426220>one those mega-excavators her name is Bagger 288
>>98425966>How can I rectify these things?Post-apocalyptic, maybe even post-post-apocalyptic.The apocalypse(s) happened some time ago, left behind a bunch of cool tech shit in a hurry, people for a time had been living subsistence peasanty lives in the wilderness, but they're starting to salvage, rebuild, and reutilize the dense urban centers due to all the aforementioned "cool tech shit" left behind. This creates a situation where the wilderness is still undeveloped n' dangerous, while modernity exists behind city walls. Nobody has to leave to go get wood or ore or whatever because it's all underneath the city, you just have to dig it up and protect the dig-site.Or, for that matter: post-apocalyptic space colony. The terraformation process was a success, colonies success has been ?questionable? Your planet was supposed to get regular updates, but you've either been lost to bureaucracy or they fucking automated it and without context the ai admin is stuck on dial in a confirmation loop. The supply line is intact though: stellar-shipping crates with materials, supplies, fuel, commodities, keep being regularly delivered to the capital(s).
>>98425966how about you do your own thinking?
>>98425966So you want mining and drilling towns like we got Alaska?
>>98425966you are asking for pretty much here but let me help you as best as I canfirst of all historically speaking, people always lived where they worked. that's why mining and logging towns existed. especially considering in your setting monsters roam outside the cities, the economic life blood would be heavily guarded. no reason people wouldn't live between mines and furnaces on the one side and massive walls on the other. if magic isn't off the table in city building this could make cities like in ATLA where elemental manipulation is baked into everyday lifesecond, heavy industry of any kind needs ways of transportation, meaning ships, trains or carts, portals or magical hot air balloons... you get the gist. imagine how literal tons of stuff gets hauled to and from your cities.MOST IMPORTANTLY think of what difficulties come inherently with your chosen method of transportation/extraction and how this further trickles down the production chain. maybe portals work fine but only for dead matter, wizard zeppelins work great but training/building anti gravity magic is expensive so vessels are rare. maybe some roads do exist in your wilderness but are beset with monsters which allows land trade only with army entourage...you could pull entire campaigns from what I gave you there. if you ask nicely I even you about my super special awesome homebrew concept of giant rock lizards
>>98432597I guess it can go a step further, in Alaska once mine/drill runs dry the city gets largely abandoned, since few people have reason to stay once there's no money to be made.In OP's setting, even when the mine runs dry and miners moved out just letting the existing fortification go would be a waste, so it would more likely get converted into residential settlement (perhaps keeping some faculties underground to make use of the existing mining tunnels).
>>98425966>Chunks of earth suspended high in the atmosphere by poorly understood archeotech hosting vast metropolises.>These floating islands are the only truly safe place civilization can take root, as the world below is writhes with hostile monstrosities.>This sustaining this state of being is tenuous. Every inch of earth is precious. Farmland is limited. Mining is dangerous.> It has reached a point where overtures to violence have broken out between islands. Desperate raids threaten to evolve into military exchanges that'll result in permanent material losses for all sides.> To allay this impending resource crisis, daring expeditions to the hellish world below commence.> Many excursions are doomed. Outposts raised by brave pioneers then razed by horrors within spans of days.> In the end, a few stable footholds were established. Existing in naturally defensible positions. Despite this however, these are more scarred forts than settlements. >These frontier outposts produce little, and much of what they can harvest from the hateful world around them is expended on their own self defense.
>>98425966Since it's impossible to carve roads through the wilderness all transportation is done via rivers, heart of darkness style
>>98435524>empty mines get converted into mushroom farms>cleared logging camps become farming opportunities >abandoned oil fields are dismantled and repurposed for giant factories I like this concept. many towns would need to specialize though when raw resources dry up. with magic this could be way more feasible depending on costs