Population
Created: May 23rd 2000
Updated: -
There is a popular demand for a better population system. This is a description of a system that intends to satisfy that demand. I will be updating this when things are discussed and decided. From the beginning of the description you can see, when it was updated, and what was changed.
The key idea is to use "population units". Each tile could have several PU's. All the individuals in the PU belong to the same "group". Each group has these things in common:
-ethnicity (this means to what tribe they originally belonged to)
-religion (regardless of how the religions are handled)
-location (in same tile)
-owner (the civ that "owns" them; this can be also none)
-controller (the city that controls them; this can be also none)
In every tile there is only one PU belonging to the same group. So, the amount of individuals is not any fixed number, but rather the actual amount of people.
Every PU has also some properties specific to it:
-amount: the total amount of individuals
-reproduction: the net amount of new individuals produced per turn (the net amount means the amount of new-born members reaching adult age, excluding the members dying naturally)
-happiness: this is the average value describing how content the people are to their living conditions
-age structure/workforce %: either a simple percentage of people in the working group, or the amount of children, women, men, and seniors.
-professions: the amount of people exercisig each profession
-workhours: the amount of hours spent working per year
-creative energy: a figure showing the "free time activity" of the PU
-efficiency: the percentage of workhours used for actual work
If the PU hasn't got a controlling city, they are independent, but still produce stuff to the region they belong to. IF it hasn't got an owner civ, they work only to get living for themselves. This is mainly for primitive tribes.
When a city or tile is conquered, the PU's in it preserve their ethnical identity. At certain point, some citizens may "change" their identity (when new generations start to born) and their original ethnical group loses members to the conquerer group. Some kind of "immigration" between ethnicities. This is affected by how the host population treats the conqured one, among other things.
In certain situations it might be possible that two populations merge forming an entirely new ethnicity. This could happen for example when the two populations have same rights, and the other pop isn't very much smaller. This would be especially likely, if the populations belong to a region that declares independency from some other nation - like in America. It will take some time (dozens of turns) for the new ethnicity to create its unique culture.
I hope I can update this soon. -amjayee
Created: May 23rd 2000
Updated: -
There is a popular demand for a better population system. This is a description of a system that intends to satisfy that demand. I will be updating this when things are discussed and decided. From the beginning of the description you can see, when it was updated, and what was changed.
The key idea is to use "population units". Each tile could have several PU's. All the individuals in the PU belong to the same "group". Each group has these things in common:
-ethnicity (this means to what tribe they originally belonged to)
-religion (regardless of how the religions are handled)
-location (in same tile)
-owner (the civ that "owns" them; this can be also none)
-controller (the city that controls them; this can be also none)
In every tile there is only one PU belonging to the same group. So, the amount of individuals is not any fixed number, but rather the actual amount of people.
Every PU has also some properties specific to it:
-amount: the total amount of individuals
-reproduction: the net amount of new individuals produced per turn (the net amount means the amount of new-born members reaching adult age, excluding the members dying naturally)
-happiness: this is the average value describing how content the people are to their living conditions
-age structure/workforce %: either a simple percentage of people in the working group, or the amount of children, women, men, and seniors.
-professions: the amount of people exercisig each profession
-workhours: the amount of hours spent working per year
-creative energy: a figure showing the "free time activity" of the PU
-efficiency: the percentage of workhours used for actual work
If the PU hasn't got a controlling city, they are independent, but still produce stuff to the region they belong to. IF it hasn't got an owner civ, they work only to get living for themselves. This is mainly for primitive tribes.
When a city or tile is conquered, the PU's in it preserve their ethnical identity. At certain point, some citizens may "change" their identity (when new generations start to born) and their original ethnical group loses members to the conquerer group. Some kind of "immigration" between ethnicities. This is affected by how the host population treats the conqured one, among other things.
In certain situations it might be possible that two populations merge forming an entirely new ethnicity. This could happen for example when the two populations have same rights, and the other pop isn't very much smaller. This would be especially likely, if the populations belong to a region that declares independency from some other nation - like in America. It will take some time (dozens of turns) for the new ethnicity to create its unique culture.
I hope I can update this soon. -amjayee
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