For those not enamoured with details, here are my conclusions from a few tests, qualified by the fact that I manipulated the game a little.
Conclusions
- I can confirm, categorically, that the various Temples of Juro (and I suppose other 'growth' temples), and the water supply buildings, both have no effect on squalor itself. Squalor seems to be a factor that is only related to city size, and government building. However, they do counter its effects on public order (via health and culture), whilst farms counter the decrease in growth rate.
- Only the Government buildings and certain Governor traits and ancillary characters, seem to affect the level of squalor, given a constant population. The ancillary characters Geomancer (+1) and Architect (-1) both affect squalor if they are in the governor’s retinue, as well as a number of his traits: alleviators include the Natural Philosophy, Kind Ruler and the Good Builder lines, each varying from 1 to 3 (5 to 15%) in effect depending on the level you reach along those trait lines. The prim and proper trait also affects squalor, reducing it by 1. Traits that add to the problem include the Bad Builder, Miserly, and Cheapskate lines; again their affect is from 5 to 15%, only this time in the wrong direction.
- The growth of squalor appears to be linear, at a rate of approximately 1% per 300 men, assuming you have constructed the appropriate level Government building. EDIT: The situation is slightly more complex than this. See later on.
- You seem to get a fixed penalty if don't construct the available government building, rather than a compounded one, but that requires more in-game testing to be sure.
- I can also confirm the reports of others that the Imperial Palace is indeed the trigger for Old Marius to reform the Legions, as I got to train Legionaries on the first turn! There may be a secondary date trigger as well though.
Methodology
All right, here's what I did:
I started a Brutii game, medium setting. I gave myself a large injection of cash > 1,000,000 denarii. I set all tax rates to normal. Removed both governors from my two cities, and then gave Tarentum a population of 30,000 men from 4,500. I only improved growth buildings (using process_cq), and monitored for squalor.
Immediate effects:
Squalor: 15% > 125%
Growth rate: 2% > -21%
Garrison: 60% > 5%[*]
Taxes: 772>1224 (58.5% increase)
Trade: 238>307 (28% increase)
Constructed: Latifunda, Curia, Pantheon of Juro, and an Arena (for public order, daily games)
Squalor: 100%
Growth rate: -0.5%
Garrison: 5%
Taxes: 1224
Trade: 530
The reduction of squalor came when I constructed the Government buildings, 5% for Pro-Consuls/ 20% for Imperial palace (remember my population is now 30,000)
In my other city, Croton, I did three experiments. In the first one, I increased the population from 4,300 to 30,000, but I then immediately constructed all the growth and water supply buildings. In the 2nd, I did the same, only I then reduced the population back to the 4,300 level and let it grow very rapidly indeed. In the 3rd, I destroyed the water supply buildings and let it grow without them. The idea of the latter two was to study the effects if rapid growth rate with and without water buildings, the first was to gauge any differences between a 30,000-man city with and without adequate water supply.
As with a number of such studies, I'm badly hampered by the intrinsic rounding in the game. For instance, a squalor level of 10% could mean as little as 5.01% (if they round up) or as much as 14.99% if they round down. Even assuming that they round to the nearest 5%, that’s still +/-2.5% either way. This makes it very difficult to determine if the relationship between factors is linear or just slightly non-linear, as that level of error essentially makes observation at the lower end highly suspect.
[*] In another
post, I concocted a formula for garrison bonus. Here I can show it working (the garrison was 5 80 man units):
-2.8 + 701*(80*5/4500) = 60%
-2.8 + 701*(80*5/30000) = 6.4%
Right, I think I've earned my pint this evening...
Major edit
Tabulated below are the population levels, for each Government building, for each level of squalor.
Sq%: Public order penalty from squalor. To get the growth penalty, divide by ten.
GV = Corresponding population level for settlement with the Governor's Villa.
GP = Corresponding population level for settlement with the Governor's Palace.
Code:
Sq% GV GP
5 1500 1500
10 3000 3000
15 4250 4500
20 5000 6000
25 5750 7500
30 6500 9000
35 7250 10500
40 8000 12000
45 8750 12750
50 9350 13500
55 9500 14250
60 9700 15000
65 10050 15750
70 10250 16500
75 10400 17250
80 10750 18000
85 10900 18350
90 11100 18700
95 11450 18750
100 11750 19050
105 11800 19400
110 12150 19500
115 N/a 19750
120 12500 20100
125 12850 20250
130 13200 20450
135 13250
...
NB: There is a limit on the amount of disorder that squalor can cause. This seems to be 125%. I don't believe there is, in any practical sense, a similar limit for the growth rate penalty.
See posts further down the thread for explanation of the figures in this table
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