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Thread: Population ideas

  1. #1
    Senior Member Senior Member Oaty's Avatar
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    Default Population ideas

    Right now it's too easy to grow a city in size and then have an unlimited pool to recruit from.

    An idea I thought of is you can recruit up to ~10 percent of a cities population in a given ~20 turn cycle.

    So if you have a huge city with 24,000 people in it. You can only recruit 2400 men from that city within the next 20 turns. (10 game years) This way you can have a true war of attrition. The percentage should also be adjusted to what unit size you are using. Since I play on huge unit size my references are to huge unit sizes.

    Also exterminating a city (24,000 population) now has more dire consequences. So instead of having 2400 recruitable men from that city you reduced your recruiting power or possibly the enemies if you so desire down to only 600 men.

    Also make it much harder to grow a city/town up in size. You know, just a little magic and Nepte or Dumatha is a large city. Wich is a bit rediculous. And how the A.I. Selucids made Dumatha a huge city is beyond me but I have a screenshot if anyone's interested, not that I suspect any A.I cheating or anything.

    Make farm upgrades much more expensive but much more needed in important cities. So going back to some old mechanics a 20 percent increase of base farming level but ontop of that the better the farming the better increase in pop growth. So a Nile city might see a big fat 1.5 percent increase in growth from 1 upgrade a poor farming province only get's half a percent wich makes that farm upgrade that much less valuable.
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  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Population ideas

    Given how I managed to drain the Iberians, Gauls and Germans in a single game I do not feel it is too bad.

    While I agree something needs to be done Ithink your ideas are simply too good for us. We tend to win out battles, or at least inflict serious losses. So the less population the AI can draw on the more we will see factions that run out of steam fighting us for a relatively short period of time.
    You may not care about war, but war cares about you!


  3. #3

    Default Re: Population ideas

    Although the population boom in RTW is unrealistic (spawning like rabbits), there are other factors that matter more:

    1) Cheap Units.
    2) Cheap Upkeep.
    3) Cheap Buildings.
    4) Short Building time.
    and last but not the least,
    5) Easy to build economy.

    Even with a large pool if it is financially prohibitive then it balances out.

  4. #4
    Cynic Senior Member sapi's Avatar
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    Default Re: Population ideas

    I think that your unit recruitment shouldn't be allowed to surpass the population growth rate over a 10 (or whatever) year period - if there were 10 000 people in a city with a 1% growth rate, you could only recruit 1000 people every 10 years, and if you did them in the first turn
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  5. #5

    Default Re: Population ideas

    Have different type of population like
    Nobles
    Knights
    Craftsmen
    Farmers
    Peasants

    And you can only recruit units by what type they are in.
    Also when exterminating a population you can chose who

  6. #6

    Default Re: Population ideas

    its a good idea guys to recruit only 10percent .so its more realistic

  7. #7
    Humanist Senior Member A.Saturnus's Avatar
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    Default Re: Population ideas

    Quote Originally Posted by sapi
    I think that your unit recruitment shouldn't be allowed to surpass the population growth rate over a 10 (or whatever) year period - if there were 10 000 people in a city with a 1% growth rate, you could only recruit 1000 people every 10 years, and if you did them in the first turn
    The question of how many people you should be able to recruit realistically within 10 years is irrelevant because
    there are no years.
    Last edited by A.Saturnus; 06-08-2006 at 21:33.

  8. #8
    Friend of Lady Luck Member Mooks's Avatar
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    Default Re: Population ideas

    I still dont understand why there are no years...
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  9. #9
    Join the ICLADOLLABOJADALLA! Member IrishArmenian's Avatar
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    Default Re: Population ideas

    Quote Originally Posted by boastj
    Have different type of population like
    Nobles
    Knights
    Craftsmen
    Farmers
    Peasants

    And you can only recruit units by what type they are in.
    Also when exterminating a population you can chose who
    I like this idea much more. It adds a class aspect that was always present at this time.

    "Half of your brain is that of a ten year old and the other half is that of a ten year old that chainsmokes and drinks his liver dead!" --Hagop Beegan

  10. #10

    Default Re: Population ideas

    Quote Originally Posted by IrishArmenian
    I like this idea much more. It adds a class aspect that was always present at this time.
    And makes the game's recruiting system like HoM&M..
    "Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."

    Cry, the Beloved Country by Alan Paton.

  11. #11
    Vote: Sasaki Member ByzantineKnight's Avatar
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    Default Re: Population ideas

    Quote Originally Posted by boastj
    Have different type of population like
    Nobles
    Knights
    Craftsmen
    Farmers
    Peasants
    Great Idea
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  12. #12

    Default Re: Population ideas

    Just an observation on population- I noticed in the video with the programmer giving an overview of the game that trade now adds to population growth.

  13. #13
    Hammer of the Scots. Member r johnson's Avatar
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    Default Re: Population ideas

    It would be great and far more realistic to limit troops to the size of the country/city. Also you could have maybe more peasants than knights, out of 2400 maybe 1500 peasants + 900 knights/men at arms
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  14. #14

    Default Re: Population ideas

    What about augmenting the race of the population. Was there a way in RTW that when you conquered a settlement of one ethnic origin, which became disloyal because of ethnic strife, that you could add colonists of your own ethnicity who would be more loyal? I know you could move peasants around, but not sure if that changed ethnicity. If not, could such be added to mtw2?You should even have multiple ethnicities in provinces, perhaps certain provinces such as flanders would provide colonists who were better at drainage etc, thus having flemish colonists improves drainage and irrigation. Certain colonists provide better or hardier soldiers. This may be getting a bit racist now or non-pc but thats the way the medieval world operated. The addition of colonists from certain provinces could allow the training of new units in the provinces they're moved too. This could also allow for the introduction of jews in the game as mentioned in another post. All colonists need to be appeased by making sure there are facilities (churches mosques synagogues temples) which reinforce their culture in each province. The abscence of such would lead to ethnic strife. and too much ethnic strife could lead to expulsion or worse?

  15. #15

    Default Re: Population ideas

    Quote Originally Posted by r johnson
    It would be great and far more realistic to limit troops to the size of the country/city. Also you could have maybe more peasants than knights, out of 2400 maybe 1500 peasants + 900 knights/men at arms

    That's kind of what they are doing: if you listen to the 6th twcenter.com podcast they talk about it. Each city has a recruitment pool of how many men can be trained at a given time.

    Far more men at any time can be trained to be peasant soldiers, than can be trained to be royal knights, and so in one turn you can recruit several units of peasants, but mabye only a couple of royal knght units

    Over time, the pools replenish themselves, but if you recruit lots of royal knights one year, you may have to wait a couple of turns until there are enough suitable horsemen for you to recruit them again.

    The size of the pools depends on the size of your settlement.
    (And I would guess that the replenish rate would be tied to the population growth rate)

  16. #16
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Population ideas

    damiekpe ^^

    Sounds like good news

    Anyways sounds great that they have improved the way you can recruit.... oh wait from a military point of view that hurts

    Also just another idea to throw in there is perhaps units recruitment time could be related to city size so small cities/towns take 3 or 4 turns, while large cities can pump out the same unit in 1 turn
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

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