Originally posted by GePap
Food needs to be a commodity to be traded certainly. Growth of cities should be based on its trade levels, or by government policy and of course technology levels which set the rates of mortality rates and fertility rates.
For examples, we use simple formulas to say population growth for the Civ should be X (based on fertility rates and given population (% in childbearing age)). That is modified by the mortality rate for that area (which can be set by geography, plus normal rates of disease given the level of tech) and then trade levels -do people leave the city, or do people move into the city becuase it is a large trading center?
Which one, should not be very difficult at all to program, anymore than any other formulas. That forces the player to manage his food more carefully, since some cities, simply by virtue of being important trade centers-so then you get situations like with Rome, of having to feed the masses of risk riots.
Ways population growth are affected are:
Lower fertility rates (educate women specifically)
Lower mortality rates (better health systems)
Change trade levels (ban movement into a city, ban immigration, put limits on internal migration-all of which make it easier to manage populationns, but at an economic and stability cost)
Forceably move people (create new cities, forced migrations)
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