In the "reduce population when military is built" thread, Theben suggested that instead of population points being reduced, we might just reduce "bushels" instead.
This lead to think, why not just model population "loss" at a finer level using "bushels" period?
One thing to notice is that although head/population increases with city size point level, the bushel/head is approximately constant. (Because at larger population level, notice that the bushel box also increases).
There are several consequences of using the "bushel model". All of them are good and I see absolutely NO DOWNSIDE!
1. Far more realistic and accurate.
Currently in Civ1/Civ2, whether there is a single bushel or the box is nearly filled, you lose one population point. How about if you lose a set number of bushels instead? (If you go under zero, reduce the population point and then take away the appropriate number of bushels with the "full bushel box" at the lower population point.)
Also resolves the (I built a settler from a level 20 city so that settler theoretically equals 100,000 people, why am I only building a new 10,000 settlement?)
2. Losses can be spread out amongst cities!
When you build a settler (or military unit), it should not be the case that all the people wanting to try to build a new settlement should come from ONE CITY. But using the bushel model, the loss can be spread. Say a settler costs 30 bushels and you have 3 cities. Then each city can lose 10 bushels each. Same thing for military units! (see separate population reduced when building military thread). Makes population loss occur at a NATIONAL level!
(which BTW is also more realistic and accurate. When you draft soldiers for tank divisions or whatever, although you may build the tanks in "Paris" you are most likely drafting from the whole nation. Also for settlers, a whole "settler wagon train" might and most likely was formed by people from throughout the nation joining together on a pioneering expedition.)
3. Requires NO change in population head model.
Bushel can be (and correctly so) be thought of as "population head fractions".
[This message has been edited by polymths (edited May 15, 2001).]
This lead to think, why not just model population "loss" at a finer level using "bushels" period?
One thing to notice is that although head/population increases with city size point level, the bushel/head is approximately constant. (Because at larger population level, notice that the bushel box also increases).
There are several consequences of using the "bushel model". All of them are good and I see absolutely NO DOWNSIDE!
1. Far more realistic and accurate.
Currently in Civ1/Civ2, whether there is a single bushel or the box is nearly filled, you lose one population point. How about if you lose a set number of bushels instead? (If you go under zero, reduce the population point and then take away the appropriate number of bushels with the "full bushel box" at the lower population point.)
Also resolves the (I built a settler from a level 20 city so that settler theoretically equals 100,000 people, why am I only building a new 10,000 settlement?)
2. Losses can be spread out amongst cities!
When you build a settler (or military unit), it should not be the case that all the people wanting to try to build a new settlement should come from ONE CITY. But using the bushel model, the loss can be spread. Say a settler costs 30 bushels and you have 3 cities. Then each city can lose 10 bushels each. Same thing for military units! (see separate population reduced when building military thread). Makes population loss occur at a NATIONAL level!
(which BTW is also more realistic and accurate. When you draft soldiers for tank divisions or whatever, although you may build the tanks in "Paris" you are most likely drafting from the whole nation. Also for settlers, a whole "settler wagon train" might and most likely was formed by people from throughout the nation joining together on a pioneering expedition.)
3. Requires NO change in population head model.
Bushel can be (and correctly so) be thought of as "population head fractions".
[This message has been edited by polymths (edited May 15, 2001).]
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