Originally Posted by Imperator
that's the thing. Certain buildings (farms, granaries, etc) SHOULD help population growth, but all other buildings shouldn't. I know you can rationalize anything (ex-trade buildings increase wealth which stimulates growth) however the problem is that the RTW-platform simply doesn't represent population management well. A decline in population doesn't have to mean the city is a gutter, but just that the birth-rate is lower than the death-rate. Since there is no death rate (your cities are populated by ageless people, I suppose:shame: ) the only way to keep growth rates accurate and an actually requiring management is to allow no buildings besides farms and granaries to improve population growth.
I know this would make life as a Barbarian hard, but if EB wants each faction to represent one tribe, then they have to reflect the difficulty facing a single tribe trying to dominate all of Germania/Gaul. It would also add another level of city management to worry about (of which there is lots in EB :juggle2: ), but as far as I can tell, EB players enjoy challange and realism and that's exactly what this brings to the table. A few changes in the EDB folder will not only make EB harder, but prevent every city from becoming a little Roma or Carthago on the map, allow certain cities to become trade hubs without the need to impose city restrictions, and bring a whole new depth to city management and army recruitment.