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  1. #1
    Chuffed to be a Member Juvenal's Avatar
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    Default Re: Population

    @McHrozni

    Don't forget that military unit sizes are scaled down, this means settlement population must be identically scaled down since recruiting a 160 man unit takes 160 from the population total.

    What is the scale factor?

    Well with game scale set to 'large', if an 80 man cohort represents a real cohort of 500 men (http://members.aol.com/FlJosephus2/romanArmy.htm) then the scale would be roughly 1:6.5

    To get a simulated Rome population of 1,400,000, assume 350,000 men of fighting age (a quarter) meaning you need a game population of 54,000.

    OK, this is bigger than Rome gets in my games, but it does actually look achievable.

    This reminds me of another (hard-coded) problem - populations are the same whatever the unit scale (I think) - so population growth can only be properly balanced for one scale.


    I agree that most cities should have a lower size cap, this would make Rome, Carthage etc much more important and interesting. I am sure I have read threads discussing this - but I can't remember whether it was EB or another mod.

    -edit (remembered large scale unit sizes)
    Last edited by Juvenal; 02-02-2007 at 21:53.

  2. #2
    EBII Council Senior Member Kull's Avatar
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    Default Re: Population

    As QM pointed out above, slashing BFLs (basic farming levels) has changed the dynamic here quite a bit. In v.81 you will find that population increase buildings aren't something to be avoided like the plague.
    "Numidia Delenda Est!"

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