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  1. #1

    Default Re: Population

    It seems to me that one of the major difficulties is the granularity of the pop growth rate. 1/2% is the hardcoded smallest step change per turn, and 1.005 ^ 4 = a MINIMUM growth rate of 2% per 4 turn year. AFAIK, this exponential growth / shrinkage rate is hardcoded (non-integer pop growth bonus in the EDB causes a CTD). Again AFAIK, the add_pop script can only deal with a fixed number, not a formula (-487 instead of -1% of 48700). You guys know <lots> more than I do about scripting, but I don't see a way you can pull off any growth rate less than 2% / year short of regular bouts of worldwide single turn plague to bring the average down.
    "Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.

  2. #2
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Population

    At the risk of sounding redundent. I just posted this in the suggestions thread.

    Quote Originally Posted by QwertyMIDX
    I think we should all wait and play some on the next build before worrying about this too much. We slashed BFL's (which provide the base rate of population growth among other things) by over 50% across the board. We from an average of about 5 to one a little under 2. That is an average drop in growth of 1.5% right there. My next goal is actually to make large and huge cities require lots of time and money invested in infrastructure to get. That's for the build after next, but rest assured, we're working away at it.
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