Doubling times for city populations
I'm 6 hours into RTW and already playing with the math. Here are doubling rates for population expansion - actually, doubling rates for anything, given a particular percent increase:
% Years to double
---- ----------------
0.5 140.0
1.0 70.0
1.5 46.7
2.0 35.0
2.5 28.0
3.0 23.3
3.5 20.0
4.0 17.5
4.5 15.6
5.0 14.0
5.5 12.7
6.0 11.7
6.5 10.8
7.0 10.0
7.5 9.3
8.0 8.8
8.5 8.2
9.0 7.8
9.5 7.4
10.0 7.0
It follows the simple exponential math rule of 70, a.k.a. 70/% = years, where % is the percent increase.
OMG this looks really messy! Can anyone show me how to post text that's nicely indented in columns, using this board's html? Html loves to strip out formatting - :help:
Re: Doubling times for city populations
You don't necessarily need double, though. The progression goes 2000-6000-12000 and I don't know the last one.
Re: Doubling times for city populations
If someone could tell me all the city levels, and the max percent growth, I could make a nicer chart or table. I'm still learning the basics so I couldn't put too many boundaries - but the rule of 70 is always good ~:cool:
Re: Doubling times for city populations
L1-Governors House (bare min pop appears to be about 400-500)
L2-Governors Villa 2000+ population
L3-Governors Mansion 6000+ population
L4-Pro-Consols pallace 12000+ population
L5-Imperial pallace 24000+ population
Highest pop growth I ever managed to get (with daily games and low taxes) 6%
Re: Doubling times for city populations
Thanks, Lars! A couple quick things -
1) have you ever seen anything besides a whole percent or a half a percent? e.g. 1.0 or 1.5, but never 1.3 or 1.27 or whatever.
2) L5 is the highest, and there's no need to worry about growth for it (past 24k), right? (just growth up to it)
thanks!
Re: Doubling times for city populations
Growth depends on a number of factors.
1. Basic Farm - it depends wholly on the land itself. Highest I've seen is 5.5 and lowest is 1.5.
2. Farm Improvements - it doesn't seem to be 0.5% for every additional bonus but I'm not sure. All I know is that it improves it.
3. Market Bonus - bonus from market and upgrades.
4. Taxes - low gives bonus, high gives penalty.
5. Temples - Temple of Ceres gives a bonus.
6. Health - Aqueducts and stuff.
7. Squalor - Penalty related to your population. Also related to how much growth you have, it seems.
8. Governor V&Vs - I recall a farm bonus tied to 2. There might be more but I don't recall any.
I might've forgotten something.
Re: Doubling times for city populations
ty andrewt - when you say lowest is 1.5 and highest 5.5, is that for farms, or for population in general?
I should have some graphs and/or tables out in a day or three, depends on how the weekend goes.
Re: Doubling times for city populations
If anyone's still interested, I put something together and posted it at TWcenter.net. Enjoy! ~:cheers:
Re: Doubling times for city populations
Quote:
Originally Posted by RedKnight
ty andrewt - when you say lowest is 1.5 and highest 5.5, is that for farms, or for population in general?
I should have some graphs and/or tables out in a day or three, depends on how the weekend goes.
1.5-5.5 is the range of base population growth rates, unaffected by any other modifiers (food imports, slave imports [distinct from slave transfers], public heatlh, etc)
There's a file in the data directory that gives you info on these base farm/growth levels. If anyone's interested, i can find the exact file name and directory path. I check it periodically, but I don't recall exactly where it is since I already have a sense of which provinces are good growth.
Re: Doubling times for city populations
Quote:
Originally Posted by andrewt
Growth depends on a number of factors.
1. Basic Farm - it depends wholly on the land itself. Highest I've seen is 5.5 and lowest is 1.5.
2. Farm Improvements - it doesn't seem to be 0.5% for every additional bonus but I'm not sure. All I know is that it improves it.
3. Market Bonus - bonus from market and upgrades.
4. Taxes - low gives bonus, high gives penalty.
5. Temples - Temple of Ceres gives a bonus.
6. Health - Aqueducts and stuff.
7. Squalor - Penalty related to your population. Also related to how much growth you have, it seems.
8. Governor V&Vs - I recall a farm bonus tied to 2. There might be more but I don't recall any.
I might've forgotten something.
slaves, food imports.
Re: Doubling times for city populations
Sure, Dorkus, that'd be cool! When you get a chance.
Re: Doubling times for city populations
\Program Files\Activision\Rome - Total War\Data\world\maps\base\descr_regions.txt
Using default install.
Note that the "base farm level" here does not give the actual growth rate.
It determines both farm incoem and base pop growth.
I have no idea what the actual formula is, but I do know that 14 is the highest value (Carthage, Patavium), and that this maps to 5.5% growth.