RedKnight
10-12-2004, 16:39
This has probably been pointed out before, but I just did a little test of whether queuing units affects population growth.
Which is to say, if you queued up 10 peasants (which drops your city population by 600 immediately, if unit size is 60 men), will this differ from individually making 1 peasant unit for the next 10 turns? What will your final population be in each case?
In my little test case, carried out for 4 turns, I found that surprisingly I had MORE people in the city if I queued them, vs. doing them individually. The reason being - that queuing these 4 peasants reduced population enough to have caused growth rate to go from 1.0% to 1.5%!
I used a test city savegame which had 7500 people to start with. Growth rates actually bounced around some in both cases, but in the end the queued city had 7592 people, whereas the unqueued city had 7559. The queued city stayed at 1.5% the whole time whereas the unqueud city was 1.5% the first two turns, then went to 1.0%.
So, counter to one's first thought, the act of queuing units might (or might not) actually result on more population in the long run. It might have been unusual that I was right at a boundary that caused the city growth to increase. In any event, I would think that the way to tell is, if you see your growth rate go up when you queue your units.
This probably won't hold for fairly small populations though (a few thousand or less), unless the growth rate shot up incredibly (which I doubt it could). It probably also depends on the number of men in the unit you want.
Which is to say, if you queued up 10 peasants (which drops your city population by 600 immediately, if unit size is 60 men), will this differ from individually making 1 peasant unit for the next 10 turns? What will your final population be in each case?
In my little test case, carried out for 4 turns, I found that surprisingly I had MORE people in the city if I queued them, vs. doing them individually. The reason being - that queuing these 4 peasants reduced population enough to have caused growth rate to go from 1.0% to 1.5%!
I used a test city savegame which had 7500 people to start with. Growth rates actually bounced around some in both cases, but in the end the queued city had 7592 people, whereas the unqueued city had 7559. The queued city stayed at 1.5% the whole time whereas the unqueud city was 1.5% the first two turns, then went to 1.0%.
So, counter to one's first thought, the act of queuing units might (or might not) actually result on more population in the long run. It might have been unusual that I was right at a boundary that caused the city growth to increase. In any event, I would think that the way to tell is, if you see your growth rate go up when you queue your units.
This probably won't hold for fairly small populations though (a few thousand or less), unless the growth rate shot up incredibly (which I doubt it could). It probably also depends on the number of men in the unit you want.