I dunno, for me the vanilla game wasn't so difficult to the degree where I needed extra growth to survive... but then again I only ever play M/M. I actually only build farms in areas with less than 2% fertility, and even then only up to maybe the second tier. Health buildings like sewers or growth temples are usually enough to boost the population growth to an acceptable rate for me.
I strongly agree... it's one of my biggest peeve about RTW, actually, way above the dumb AI and their awful pathfinding, or historical inaccuracies like screeching women or head hurlers.Which is why I made reference to what I believe are unrealistic demographics with respect to population growth. Not that a game has to mirror history in all respects, but how often did cities revolt against the owner as a result of squalor or too rapid growth? For political and religious reasons, yes......numerous examples. But because the populace was overly affluent? (I equate rapid growth rate with increasing wealth......maybe not a valid comparison)
The bottom line for me is that it seems nutz to have to resort to repeated massacre of civilians in order to keep control of large cities (and shipping peasants around adds even more tediousness to an already overly-tedious task, IMHO). I don't care how many measures you take to slow this down, or how good your governor is (and governors don't live for forever).....at some point you will reach ZPG and then NPG, and your only alternative is to wait for the plague.............................![]()
But Omanes Alexandrapolites rationalised it in a way which I thought made it at least not too immersion-breaking: that increasing population may also reflect the growth of a wealthy and powerful urban elite, who may manipulate the citizens to disaffectation with the regime or into backing a pretender or something.
(Or at least that's how I remember it, apologies if that's not what you originally meant, Omanes...)
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