Since there do seem to be some people that like the x10 idea and the related population idea, I made an effort to write down the improved population & resources idea I had in mind, although I fully realize this can’t get in Civ3, because a) the idea is probably too progressive and b) Civ3 is already too long in production to still add many new ideas. Nevertheless, comments and ideas for improvements are always welcome, just for fun (or we can always knock on the door of the CTP2-team).
Let’s st art with saying that I’ll present my idea in two ways. First way: with real numbers, that is, 10000 citizens ARE 10000 citizens/’population heads’. In an alternative way, you can use the popx10 system where 1 population head will always represent 1000 people. So done with the previous system of 10000 -> 30000 -> 60000...
A benefit of ‘popx10’ system over ‘realpop’ would be that in scenarios, you can define yourself what one population head represents. For I can imagine that you would want it to be different in a scenario playing in the Classical Age than in a sci fi hi tech scenario.
But of course, if you get rid of the old pop system and replace it with the one described above, you’ll also have to come up with a new population growth system and a new resource gathering system. Otherwise, the city radius would be fully worked with only 20000 citizens. Here comes my meagre attempt to do that.
I’ll begin my opus (I’m ‘notorious’ for making EXTREMELY long posts) with Terrain. In my theory, each terrain type would have a certain number of ‘Forage Units’, where the definition of a Forage Unit (in the future I’ll abbreviate it to ‘FU’) would be: “An amount of terrain that, without any Terrain Improvements (=TI’s), SE choices or technological advances and buildings, produces enough Food to feed one/two (why I doubt between these you’ll read later) Population Head(s).
Of course, not every terrain type contains equal amounts of Forage Units. If Firaxis decides to keep the old Civ2 terrain system, I can give a concrete example. Then, a Grassland square would contain 10000 FU’s or 10 FU’s, depending if you use the ‘realpop’ or ‘popx10’ system. Likewise, a Plain square would contain 5(000) FU’s. Keep in mind that every Pop Head needs ONE Food, not two as in Civ1/2/SMAC.
In a SMAC-like Terrain system the # of FU’s would depend on rainfall and temperature. There, it would be possible to have terrain with more random Forage Units. Instead of only 0, 5(000) and 10(000), you could have also eg. 1(000) and 4(000) FU’s.
As you might have guessed, there are ways to improve the Food output of a Terrain square, or more precisely, the # of Food each Forage Unit produces. As you remember, in the beginning a FU produces one or two Food. Ways to improve that I have come up with are:
PS: Remember all the numbers that follow are merely indicative. This is just a theory. Playtesting would be needed to know if it works.
1.IRRIGATION:
Use: If there is Irrigation present, the # of Food a FU produces is doubled, however with the restriction that the total amount of Food the square produces can maximum be increased to 20(000).
I would like to mention that in my TI system (just like this ‘Population system’, I invented it several months ago, but never took the effort to write it down. Perhaps I will do it after this, since I’m busy anyway) there is a difference between Irrigation and Farm (see later). In reality, unlike what you would suspect if you look at Civx, Irrigation isn’t used on every terrain. Irrigation is only used if the ground on itself isn’t wet enough and there needs to be brought on more water. So Irrigation isn’t used on already fertile grounds. To represent that (let’s to prevent confusion , suppose that a FU produces in the beginning two Food) an Irrigation TI can only increase Food production to 20(000). In the old Civx Terrain system, that would mean that Irrigation is useless on Grassland.
Or to give an example in a SMAC-like Terrain system: If a Terrain had 6(000) FU’s, so produced 12(000) Food, there can only be added 8(000) Food, instead of 12(000) what you would normally expect.
2.FARM:
You could compare this TI with the previous Civ2 Irrigation TI. Note that I would eliminate the Farmland TI. The effect is simply a doubling of the Food each Forage Unit produces, without restrictions.
3.TECHNOLOGY ADVANCES:
There would be lots of techs that improve the the # of Food a FU produces, like Crop Rotation, Ox Plow, Horse Plow, Mechanization, Refrigeration,… At the end of the game each FU should produce 30 or 40 (with Genetic Manipulation) Food, which is the # of grains you get these days if you plant one.
When you make the end total a city radius could produce, if all surrounding terrain were eg. Grassland, you’d get 10(000) x 21 x 30 = 6300(000) Food, or otherwise said, a city radius can feed 6300000 people or 6300 Pop Heads in popx10 before food has to be imported, which is a realistic number at the end of the game.
4.BUILDINGS:
Harbor and Fishery City Improvements could both double the # of Food there is produced in Ocean squares. And if you want to keep the Supermarket City Improvement, its use could be that you must have the building in your city before FU’s can produce more than eg. 20 Food.
5.RANDOM EVENTS:
There’s been a lot of talk about Natural Disasters. Some, like Famines and small Ice Ages, could have short but tremendous or long but smaller effects on Food production.
6.SOCIAL ENGINEERING CHOICES:
I don’t even remember anymore what it was called, but I do remember that I had a Factor in my SE model that affected your Food production. Eg., if you had for that SE factor a rating of +1, your Food production would raise with 10%. In other words, a Forage Unit normally producing 30, would now produce 33.
Next item. In Civ1/2/SMAC, pop growth was determined by your surplus food. I see two major, and obvious, problems with that. First, pop growth isn’t determined at all by surplus food, and two, people didn’t grow tons of food more than they actually needed, unless it was used for trade & export. So since surplus food didn’t exist in reality, it’s also impossible that it affects pop growth. In reality, there was/is a certain percentage of the population that is farmer. He produces food, enough for his family, and, as better technologies and equipment came available, also for other people. And for that reason, those other people didn’t need to be a farmer and could perform other jobs. That’s the entire basis of any city, or even a civilization.
Eg.: a city of 10000 people, each Forage Unit produces 4 Food, that would mean that 2500 Forage Units have to be used to produce 10000 Food, means that 2500 people would have to be Farmer, the other 75% can do other jobs.
A more modern example, a city of 6000000 people, each FU produces 30 Food, means 200000 people farmer or 3.3%, rounded down 3%, 97% of the population can perform other jobs. BTW, 3% is in my country indeed the % of the populace having to do with food. This proves to me that my model is of acceptable realism.
But in my model, what do the people do that don’t work in the agricultural sector. What I have come up with til now is the following. You would as player determine yourself how much % of your population works in each category.
1. People with a bureaucracy job, working for the government. The # of people doing that would depend on your SE Efficiency rating. The higher it is, the more people working in Bureaucracy. So for this category, you wouldn’t decide the # of people working in it. Happily, this % should be fairly small.
2. People doing Public Works. Indeed, the CTP system of Terrain Improving. The more people you assign to this job, the more TI’s you can build that turn.
3. People doing Trade & Commerce. Every Population Head you assign to this task, produces one Trade arrow. Trade can be used for Taxes, Science and Luxuries.
4. People doing Labor. Every Population Head you assign to this task, produces one Labor. I won’t begin to explain Labor here. Therefore, I send you to the List v2.0. You’ll find it somewhere between that heap of information.
So as you can see, if many people have a farmer job, thus if you have an agricultural civilization, like eg. In the Dark Middle Ages, you won’t have much Trade, Science, Labor and Industry. The opposite holds also true. This is again, I think, more realistic than Civ2.
Now you can understand why in the beginning I doubted if a Forage Unit should produce one or two Food. If it should only produce one, 100% of the population would have to be farmer, so you wouldn’t have any Public Works, Labor or Trade. Therefore, two Food per FU seems more advisable.
But if food surplus doesn’t determine pop growth anymore, what does? This matter I haven’t worked out yet very precisely. However, what I can already say is that I would want it to depend on 3 things: birth rate, death rate and migration.
Birth rate would depend on:
1) Religion (see religion model): the stronger the populace believes in one religion, the more children, since religions usually support that.
2) Child Labour: In The Joker’s model it was I think, there is a law to choose if you have Child Labour or not. Well, if Child Labour is allowed, there are more children, since that means more workers => more money. So less children if Child Labour doesn’t exist and children have to go to school. They aren’t that useful (I know, I may sound a bit rude now, bit it’s the simple truth.).
3) Women emancipation and contraception: doesn’t need an explanation, I think.
Death rate would depend on:
1) Disease, Hygiene, Medical Care: Translated in Civ-terms, whether or not the city has an Aquaduct, Sewer System, Hospital, etc. I would eliminate the ‘tout court’ effect of eg. Aquaduct in Civ2, where no Aquaduct means zero pop growth above size 8.
2) Food, Famine: If there’s too LITTLE food, people die. That is the only way food has effect on pop growth. However, quite a big one, in previous eras and still now in the Third World.
Migration (if there’s a Migration model): doesn’t need further explanation I think.
These 3 factors should be expressed in promille = # of people per 1000 per year that are born/die/immigrate/emigrate.
An example might make it clearer.
A very large city for that time, somewhere in the Classical Age, 100000 inhabitants. Immigration and emigration are equal, so they don’t have an effect.
The Birth rate is 36 promille, death rate 35. Means a yearly increase of 1 per 1000. Calculated for the entire city that means 100 per year. But since in a Civ-game a turn is 20 years around that time, you’ll have 2000 more citizens that turn. Or in a system where one population head equals 1000 people, you’ll have two more pop heads. An increase from 100 to 102.
Well, that’s about it for my ‘population model’. Now it’s time for you to bless me into heaven or curse me into hell. For those of you who still would be interested, I still have a Terrain Improvement model to tell about.
Most important to note, for this TI model there is need of a SMAC-like Terrain model, with something determining Food output (or better # of Forage Units) and something determining Mineral/Shield/Raw Material output (not the same as Labor).
Food output would be determined by rainfall and temperature. These two are determined by altitude, latitude and sea/wind currents. Each combination of these two factors (arid, moist, rainy with cold, temperate, warm) would give its own type of vegetation with its own number of Forage Units. Eg. Arid+Cold = Arctic. Rainy+Temperate = Deciduous Forest. If chopped it would become something similar to Civ2 Grassland. Others could be Desert, Steppe/Savanne, Jungle, Swamp, Pine Forest, Tundra… A bit like Civ2. Note however that Hills and Mountains aren’t included since they are no vegetation type. Which brings me to the second part: Mineral output.
It is very generalized to say that ALL hills and mountains contain things that are to be mined. Therefore I would again opt for a SMAC-like system, like Flat, Rolling, Rocky. I would change the names though, since a high altitude not-mineral-containing hill called ‘Flat’ seems inappropriate. But since for the moment I don’t have anything better, I’ll use these terms.
Now the model itself.
A terrain tile can maximum have 4 TI’s. These are the categories. Of each category there can only be one on a terrain tile.
1.FARM:
Doubles food output. You can build this Improvement everywhere and always, except on Rocky terrain and terrain that contains zero FU’s (=Arctic, I would give Desert a few FU’s, say 1(000).)
2.OTHER RESOURCE-IMPROVING TI’S:
a) Irrigation: Use known. Same restrictions as Farm.
b) Animal Farm (better name wished): Supposed that the same Shield/Mineral system is kept, it adds 1 Mineral. Unlike SMAC you don’t get a food penalty when you build this. Not in Rocky.
c) Culture Farm (better name wished): Grows uneatable crops for trade, such as cotton, tobacco… Adds a certain amount of Trade. So just as in SMAC, Roads don’t add Trade. Not in Rocky, not in Arid+Cold and Arid+Temperate squares.
d) Mine: Adds a certain (high) amount of Minerals. Can only be built in Rocky squares.
3.TRANSPORT TI’S:
Road: 1/3 normal movement points
Railroad: 1/5 normal MP’s
Highway: 1/10 normal MP’s
(Maglev: no movement points used)
4.MILITARY/OTHER TI’S:
Fortress: +100% Defense
Airbase: Air units can land here.
Outpost: No ‘fog of war’ on the square on which it is built plus all surrounding squares. +25% Defense.
Radar: Modern Outpost. Has a vision range of 2. +25% Defense.
Canal: Can be built on a square if it borders at least to 2 Ocean squares. Both Land and Sea units can enter a square with that TI on it.
M@ni@c
Let’s st art with saying that I’ll present my idea in two ways. First way: with real numbers, that is, 10000 citizens ARE 10000 citizens/’population heads’. In an alternative way, you can use the popx10 system where 1 population head will always represent 1000 people. So done with the previous system of 10000 -> 30000 -> 60000...
A benefit of ‘popx10’ system over ‘realpop’ would be that in scenarios, you can define yourself what one population head represents. For I can imagine that you would want it to be different in a scenario playing in the Classical Age than in a sci fi hi tech scenario.
But of course, if you get rid of the old pop system and replace it with the one described above, you’ll also have to come up with a new population growth system and a new resource gathering system. Otherwise, the city radius would be fully worked with only 20000 citizens. Here comes my meagre attempt to do that.
I’ll begin my opus (I’m ‘notorious’ for making EXTREMELY long posts) with Terrain. In my theory, each terrain type would have a certain number of ‘Forage Units’, where the definition of a Forage Unit (in the future I’ll abbreviate it to ‘FU’) would be: “An amount of terrain that, without any Terrain Improvements (=TI’s), SE choices or technological advances and buildings, produces enough Food to feed one/two (why I doubt between these you’ll read later) Population Head(s).
Of course, not every terrain type contains equal amounts of Forage Units. If Firaxis decides to keep the old Civ2 terrain system, I can give a concrete example. Then, a Grassland square would contain 10000 FU’s or 10 FU’s, depending if you use the ‘realpop’ or ‘popx10’ system. Likewise, a Plain square would contain 5(000) FU’s. Keep in mind that every Pop Head needs ONE Food, not two as in Civ1/2/SMAC.
In a SMAC-like Terrain system the # of FU’s would depend on rainfall and temperature. There, it would be possible to have terrain with more random Forage Units. Instead of only 0, 5(000) and 10(000), you could have also eg. 1(000) and 4(000) FU’s.
As you might have guessed, there are ways to improve the Food output of a Terrain square, or more precisely, the # of Food each Forage Unit produces. As you remember, in the beginning a FU produces one or two Food. Ways to improve that I have come up with are:
PS: Remember all the numbers that follow are merely indicative. This is just a theory. Playtesting would be needed to know if it works.
1.IRRIGATION:
Use: If there is Irrigation present, the # of Food a FU produces is doubled, however with the restriction that the total amount of Food the square produces can maximum be increased to 20(000).
I would like to mention that in my TI system (just like this ‘Population system’, I invented it several months ago, but never took the effort to write it down. Perhaps I will do it after this, since I’m busy anyway) there is a difference between Irrigation and Farm (see later). In reality, unlike what you would suspect if you look at Civx, Irrigation isn’t used on every terrain. Irrigation is only used if the ground on itself isn’t wet enough and there needs to be brought on more water. So Irrigation isn’t used on already fertile grounds. To represent that (let’s to prevent confusion , suppose that a FU produces in the beginning two Food) an Irrigation TI can only increase Food production to 20(000). In the old Civx Terrain system, that would mean that Irrigation is useless on Grassland.
Or to give an example in a SMAC-like Terrain system: If a Terrain had 6(000) FU’s, so produced 12(000) Food, there can only be added 8(000) Food, instead of 12(000) what you would normally expect.
2.FARM:
You could compare this TI with the previous Civ2 Irrigation TI. Note that I would eliminate the Farmland TI. The effect is simply a doubling of the Food each Forage Unit produces, without restrictions.
3.TECHNOLOGY ADVANCES:
There would be lots of techs that improve the the # of Food a FU produces, like Crop Rotation, Ox Plow, Horse Plow, Mechanization, Refrigeration,… At the end of the game each FU should produce 30 or 40 (with Genetic Manipulation) Food, which is the # of grains you get these days if you plant one.
When you make the end total a city radius could produce, if all surrounding terrain were eg. Grassland, you’d get 10(000) x 21 x 30 = 6300(000) Food, or otherwise said, a city radius can feed 6300000 people or 6300 Pop Heads in popx10 before food has to be imported, which is a realistic number at the end of the game.
4.BUILDINGS:
Harbor and Fishery City Improvements could both double the # of Food there is produced in Ocean squares. And if you want to keep the Supermarket City Improvement, its use could be that you must have the building in your city before FU’s can produce more than eg. 20 Food.
5.RANDOM EVENTS:
There’s been a lot of talk about Natural Disasters. Some, like Famines and small Ice Ages, could have short but tremendous or long but smaller effects on Food production.
6.SOCIAL ENGINEERING CHOICES:
I don’t even remember anymore what it was called, but I do remember that I had a Factor in my SE model that affected your Food production. Eg., if you had for that SE factor a rating of +1, your Food production would raise with 10%. In other words, a Forage Unit normally producing 30, would now produce 33.
Next item. In Civ1/2/SMAC, pop growth was determined by your surplus food. I see two major, and obvious, problems with that. First, pop growth isn’t determined at all by surplus food, and two, people didn’t grow tons of food more than they actually needed, unless it was used for trade & export. So since surplus food didn’t exist in reality, it’s also impossible that it affects pop growth. In reality, there was/is a certain percentage of the population that is farmer. He produces food, enough for his family, and, as better technologies and equipment came available, also for other people. And for that reason, those other people didn’t need to be a farmer and could perform other jobs. That’s the entire basis of any city, or even a civilization.
Eg.: a city of 10000 people, each Forage Unit produces 4 Food, that would mean that 2500 Forage Units have to be used to produce 10000 Food, means that 2500 people would have to be Farmer, the other 75% can do other jobs.
A more modern example, a city of 6000000 people, each FU produces 30 Food, means 200000 people farmer or 3.3%, rounded down 3%, 97% of the population can perform other jobs. BTW, 3% is in my country indeed the % of the populace having to do with food. This proves to me that my model is of acceptable realism.
But in my model, what do the people do that don’t work in the agricultural sector. What I have come up with til now is the following. You would as player determine yourself how much % of your population works in each category.
1. People with a bureaucracy job, working for the government. The # of people doing that would depend on your SE Efficiency rating. The higher it is, the more people working in Bureaucracy. So for this category, you wouldn’t decide the # of people working in it. Happily, this % should be fairly small.
2. People doing Public Works. Indeed, the CTP system of Terrain Improving. The more people you assign to this job, the more TI’s you can build that turn.
3. People doing Trade & Commerce. Every Population Head you assign to this task, produces one Trade arrow. Trade can be used for Taxes, Science and Luxuries.
4. People doing Labor. Every Population Head you assign to this task, produces one Labor. I won’t begin to explain Labor here. Therefore, I send you to the List v2.0. You’ll find it somewhere between that heap of information.
So as you can see, if many people have a farmer job, thus if you have an agricultural civilization, like eg. In the Dark Middle Ages, you won’t have much Trade, Science, Labor and Industry. The opposite holds also true. This is again, I think, more realistic than Civ2.
Now you can understand why in the beginning I doubted if a Forage Unit should produce one or two Food. If it should only produce one, 100% of the population would have to be farmer, so you wouldn’t have any Public Works, Labor or Trade. Therefore, two Food per FU seems more advisable.
But if food surplus doesn’t determine pop growth anymore, what does? This matter I haven’t worked out yet very precisely. However, what I can already say is that I would want it to depend on 3 things: birth rate, death rate and migration.
Birth rate would depend on:
1) Religion (see religion model): the stronger the populace believes in one religion, the more children, since religions usually support that.
2) Child Labour: In The Joker’s model it was I think, there is a law to choose if you have Child Labour or not. Well, if Child Labour is allowed, there are more children, since that means more workers => more money. So less children if Child Labour doesn’t exist and children have to go to school. They aren’t that useful (I know, I may sound a bit rude now, bit it’s the simple truth.).
3) Women emancipation and contraception: doesn’t need an explanation, I think.
Death rate would depend on:
1) Disease, Hygiene, Medical Care: Translated in Civ-terms, whether or not the city has an Aquaduct, Sewer System, Hospital, etc. I would eliminate the ‘tout court’ effect of eg. Aquaduct in Civ2, where no Aquaduct means zero pop growth above size 8.
2) Food, Famine: If there’s too LITTLE food, people die. That is the only way food has effect on pop growth. However, quite a big one, in previous eras and still now in the Third World.
Migration (if there’s a Migration model): doesn’t need further explanation I think.
These 3 factors should be expressed in promille = # of people per 1000 per year that are born/die/immigrate/emigrate.
An example might make it clearer.
A very large city for that time, somewhere in the Classical Age, 100000 inhabitants. Immigration and emigration are equal, so they don’t have an effect.
The Birth rate is 36 promille, death rate 35. Means a yearly increase of 1 per 1000. Calculated for the entire city that means 100 per year. But since in a Civ-game a turn is 20 years around that time, you’ll have 2000 more citizens that turn. Or in a system where one population head equals 1000 people, you’ll have two more pop heads. An increase from 100 to 102.
Well, that’s about it for my ‘population model’. Now it’s time for you to bless me into heaven or curse me into hell. For those of you who still would be interested, I still have a Terrain Improvement model to tell about.
Most important to note, for this TI model there is need of a SMAC-like Terrain model, with something determining Food output (or better # of Forage Units) and something determining Mineral/Shield/Raw Material output (not the same as Labor).
Food output would be determined by rainfall and temperature. These two are determined by altitude, latitude and sea/wind currents. Each combination of these two factors (arid, moist, rainy with cold, temperate, warm) would give its own type of vegetation with its own number of Forage Units. Eg. Arid+Cold = Arctic. Rainy+Temperate = Deciduous Forest. If chopped it would become something similar to Civ2 Grassland. Others could be Desert, Steppe/Savanne, Jungle, Swamp, Pine Forest, Tundra… A bit like Civ2. Note however that Hills and Mountains aren’t included since they are no vegetation type. Which brings me to the second part: Mineral output.
It is very generalized to say that ALL hills and mountains contain things that are to be mined. Therefore I would again opt for a SMAC-like system, like Flat, Rolling, Rocky. I would change the names though, since a high altitude not-mineral-containing hill called ‘Flat’ seems inappropriate. But since for the moment I don’t have anything better, I’ll use these terms.
Now the model itself.
A terrain tile can maximum have 4 TI’s. These are the categories. Of each category there can only be one on a terrain tile.
1.FARM:
Doubles food output. You can build this Improvement everywhere and always, except on Rocky terrain and terrain that contains zero FU’s (=Arctic, I would give Desert a few FU’s, say 1(000).)
2.OTHER RESOURCE-IMPROVING TI’S:
a) Irrigation: Use known. Same restrictions as Farm.
b) Animal Farm (better name wished): Supposed that the same Shield/Mineral system is kept, it adds 1 Mineral. Unlike SMAC you don’t get a food penalty when you build this. Not in Rocky.
c) Culture Farm (better name wished): Grows uneatable crops for trade, such as cotton, tobacco… Adds a certain amount of Trade. So just as in SMAC, Roads don’t add Trade. Not in Rocky, not in Arid+Cold and Arid+Temperate squares.
d) Mine: Adds a certain (high) amount of Minerals. Can only be built in Rocky squares.
3.TRANSPORT TI’S:
Road: 1/3 normal movement points
Railroad: 1/5 normal MP’s
Highway: 1/10 normal MP’s
(Maglev: no movement points used)
4.MILITARY/OTHER TI’S:
Fortress: +100% Defense
Airbase: Air units can land here.
Outpost: No ‘fog of war’ on the square on which it is built plus all surrounding squares. +25% Defense.
Radar: Modern Outpost. Has a vision range of 2. +25% Defense.
Canal: Can be built on a square if it borders at least to 2 Ocean squares. Both Land and Sea units can enter a square with that TI on it.
M@ni@c
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