Results 1 to 7 of 7

Thread: Recruitment reduces squalor?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,498

    Default Recruitment reduces squalor?

    I noticed this earlier in my Pergamon game. It might be a feature of the City Mod, but I think it's the RTW engine in general. In my capital, whenever I recruit a unit, the squalor level drops by 5%.

    I'm at the ceiling population (hovering at around 11,000) if that makes any difference. Just never noticed this before. I can understand the logic of it, fewer people means less over-crowding, just hadn't seen it happen.

    Doesn't seem to work anywhere else, maybe it's because of the size? Or because it's the capital?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2

    Default Re: Recruitment reduces squalor?

    It is a feature of the RTW engine. It simply recalculates the squalor penalty for the new population size and sometimes that means the penalty drops.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  3. #3

    Default Re: Recruitment reduces squalor?

    Quote Originally Posted by Tellos Athenaios View Post
    It is a feature of the RTW engine. It simply recalculates the squalor penalty for the new population size and sometimes that means the penalty drops.
    Precisely... Though I am a little perplexed as to what the OP means by "ceiling population"... In my current Makedon game, Pergamon's sitting on about 15,000 population and, once it completes the public baths project next season, will resume growing (it's currently at 0% growth). Admittedly this is thanks in part to an uber 8 management, 10 influence governor I have in the settlement who is increasing the population growth rate by 1.5% (the city would be at -1.5% without him) and the city's income by 1,500 Mani a turn, but even without him I could build a large granary, a mega asklepieos, an aquaduct and that "estate" thing you get after "grant of land" and easily grow Pergamon's population beyond 15,000 even without the governor (not to mention that, if I really wanted to, I could demolish the temple I currently have in the settlement and replace it with that one that gives a public health bonus)...

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,498

    Default Re: Recruitment reduces squalor?

    Quote Originally Posted by Captain Trek View Post
    Precisely... Though I am a little perplexed as to what the OP means by "ceiling population"... In my current Makedon game, Pergamon's sitting on about 15,000 population and, once it completes the public baths project next season, will resume growing (it's currently at 0% growth). Admittedly this is thanks in part to an uber 8 management, 10 influence governor I have in the settlement who is increasing the population growth rate by 1.5% (the city would be at -1.5% without him) and the city's income by 1,500 Mani a turn, but even without him I could build a large granary, a mega asklepieos, an aquaduct and that "estate" thing you get after "grant of land" and easily grow Pergamon's population beyond 15,000 even without the governor (not to mention that, if I really wanted to, I could demolish the temple I currently have in the settlement and replace it with that one that gives a public health bonus)...
    I play with the City Mod, it constrains the populations of all settlements. So with that in the population has hit a ceiling at around 11,000. The current governor has 8 management and 7 influence, but it doesn't matter.

    Actually, I just checked and he's got 10 management and 10 influence:

    Last edited by QuintusSertorius; 09-26-2010 at 13:07.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5

    Default Re: Recruitment reduces squalor?

    Is it not simply because by recruiting a unit you have decreased the total population of the settlement sufficiently to fall into the next squalor bracket. Once your settlement has recovered in size your squalor level will increase to its previous position.

  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,498

    Default Re: Recruitment reduces squalor?

    Quote Originally Posted by Cambyses View Post
    Is it not simply because by recruiting a unit you have decreased the total population of the settlement sufficiently to fall into the next squalor bracket. Once your settlement has recovered in size your squalor level will increase to its previous position.
    That certainly seems to be the case.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  7. #7
    master of the wierd people Member Ibrahim's Avatar
    Join Date
    Dec 2007
    Location
    Who cares
    Posts
    6,195

    Default Re: Recruitment reduces squalor?

    Quote Originally Posted by QuintusSertorius View Post
    I noticed this earlier in my Pergamon game. It might be a feature of the City Mod, but I think it's the RTW engine in general. In my capital, whenever I recruit a unit, the squalor level drops by 5%.

    I'm at the ceiling population (hovering at around 11,000) if that makes any difference. Just never noticed this before. I can understand the logic of it, fewer people means less over-crowding, just hadn't seen it happen.

    Doesn't seem to work anywhere else, maybe it's because of the size? Or because it's the capital?
    makes sense to me-that's how 18th century Judges in the UK tried to lower crime.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO