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Thread: Doubling times for city populations

  1. #1
    Senior Member Senior Member RedKnight's Avatar
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    Post 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 -

  2. #2

    Default 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.

  3. #3
    Senior Member Senior Member RedKnight's Avatar
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    Default 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

  4. #4
    Dux Nova Scotia Member lars573's Avatar
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    Default 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%
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  5. #5
    Senior Member Senior Member RedKnight's Avatar
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    Default 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!

  6. #6

    Default 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.
    Last edited by andrewt; 09-25-2004 at 05:17. Reason: Corrected some stuff

  7. #7
    Senior Member Senior Member RedKnight's Avatar
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    Default 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.

  8. #8
    Senior Member Senior Member RedKnight's Avatar
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    Default Re: Doubling times for city populations

    If anyone's still interested, I put something together and posted it at TWcenter.net. Enjoy!

  9. #9
    Senior Member Senior Member Dorkus's Avatar
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    Default 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.

  10. #10
    Senior Member Senior Member Dorkus's Avatar
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    Default 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.

  11. #11
    Senior Member Senior Member RedKnight's Avatar
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    Default Re: Doubling times for city populations

    Sure, Dorkus, that'd be cool! When you get a chance.

  12. #12
    Senior Member Senior Member Dorkus's Avatar
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    Default 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.

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