The history discussion thread in the unit movement thread got me thinking about something that's been nagging me ever since Civ1: population in Civ games isn't modeled very accurately. In Civ1 it's very abstract and not much of an issue, but in CtP2 the exact population of a city is actually a crucial statistic for city growth. Population can be visible in two places: cities and units.
Cities are inhabited by people and it takes a certain amount of people to make a city 'grow'. How much resources a city produces depends on how the population is distributed over various tasks, etc. The main problem with the CtP2 population system is that 1 pop = 10,000 units, always. That's more or less accurate sense in the earliest age, but for the rest of the game it's not. For Classical and post-Medieval times it's too small, for Medieval Europe it's too large (see below for a more detailed breakdown if you're interested).
Though not modeled in current Civ-games, units are people who are removed from your city population to work in the army: if you build a Warrior, you don't actually build a single warrior person, but rather it represents a unit (division, battalion, squad, band, whatever you want to call it) of numerous Warriors. In the other thread there was/is quite a bit of discussion about the size of these units, but it's safe to say it's significant. For example, conservative estimates place the total size of the Roman army around 300 AD at some 600,000 men, which is more than the population of even the largest cities in the Empire (except for Rome itself) and about 1% of the total population. This 1% is about accurate for modern times as well, at least until the cold war ended (now many countries have dropped to about 0,5%). During WWII for the most important nations the percentage of military (wo)men on the total population was even about 10-20%. With such large numbers, one could make a strong case for somehow modeling this in Civ as well.
I can think of two implementations for a more accurate population model: a simple one and a more complex one.
In the simple model the city population would simply be a more accurate reflection of real history: ancient cities would have roughly 5-50k citizens (as is true now), classical ones 30-300k, medieval ones up to 600k, renaissance cities up to 800/900k and industrial, modern and future ones could range into the millions. There are basically two ways of doing this: either make cities bigger in terms of pop-points (medieval cities would be size 10-60 rather than 10-16) or by making the number of people per pop-point non-linear. In that case, if a large classical age city is about size 10, we should make sure 10 poppoints equals 200-300k people. Maybe a combination of those two solutions would be best. Anyway, this doesn't model super-metropoli like Rome and some Chinese cities, or the tiny towns of medieval Europe, but those were rather exceptional situations. Any model will have its imperfections...
The simple unit model would be that every unit costs a certain amount of population to produce, just like it has a production cost. A legion historically represents 6-10,000 people (though that number can be tweaked for game balance), so once you've built the unit, your unit will appear in the city but the population of that city will be decreased by 6,000. If you don't have enough people, you're simply not allowed to complete the unit until you do (same as building units in a city that already has 12). This is actually a very good thing for gameplay, as it hinders very aggressive expanionsism especially in the early going, thus preventing the human from running away with the game too soon. It should be fairly easy to make the AI deal with this: the only change compared to the current situation is that it shouldn't build too many units in very small or low-growth cities.
The complex system would be an expansion from the simple system, but with the added option to control everything more: instead of a Legion just costing 6,000 pop, you could assign up to 6,000 people to your unit. The more people, the more expensive the unit would be to build (more weapons, equipment, housing, etc would be needed) but the stronger it would be on the battlefield. For cities too you could specify exactly how many units should be entertainers, how many farmers, etc. You could even add sectors to the economy: assign people to the courthouse to fight crime, to the city walls to increase defense, to the granary to increase growth, etc. This system could get rather complex though and involve quite a bit of micromanagement, especially if you add the economic sectors part.
Well, those are some ideas to play with, I'm curious to hear what others think and what other ideas they have. The poll isn't necessarily final but I'd like to know where people currently stand. Personally, I'm not sure yet what I want, though I'm strongly leaning towards favouring a simple model for both units and cities. The added gameplay value of adding a population cost for units would be most useful and the simple city model is a nice and fairly painless correction in terms of historic accuracy (and it would help make the unit model work as well: it would be a bit silly to fight WWII with infantry divisions of a mere 3,000 men )
Some additional information about city-sizes, for those with an interest in history:
Most cities of Egypt, Mesopotamia, Persia, India and China in ancient times (up to ~1500 BC) had a population of somewhere between 5,000 and 20,000 inhabitants, with spikes to about 50,000 for the really big ones. This is more or less reflected in CtP2. In the 500-800 years after that cities could grow even larger, cities of 50-80,000 inhabitants becoming more common and there were even a handful of cities with 100-150,000 inhabitants. From about 500-400 BC onwards, the really big metropoli of the day could grow as large as 1 million inhabitants, though 'standard' cities still ranged from about 10,000 to 30,000 (Europe) or 50,000 (North Africa, Near Asia) and even up 100,000 inhabitants (Far Asia). Similar numbers apply to Mayan cities and Teotihuacan as well. All this isn't really modelled in CtP2: the largest cities up until the Medieval Age will typically be size 12 or so, or 120,000 inhabitants (and that's already fairly exceptional) - for the smaller cities CtP2 isn't far off but it doesn't come close for the big ones.
In Medieval times, Europe's city population declines sharply. E.g. London, despite being the capital and one of the economic powerhouses of England, is little more than a small town with 10-15,000 inhabitants around the time of the Norman invasions. But that actually made it the largest city in Christian Europe AFAIK (not counting Constantinople; keep in mind Spain was Muslim in those days). Outside Europe though, the largest cities remained of about the same size, where regular cities grew steadily. Badgdad had 1+ million inhabitants in 850 AD, Cairo 0.5 million (that's size 100 and 50 by CtP2 standard ) and smaller cities ranged from 50-300,000. Chinese cities were even larger, housing up to several million people in their capitals. In late Medieval times (>1300 AD), Europe starts to urbanise again, with the largest cities (Milan, Venice, Paris) housing several hundred thousand and other major cities up to 50,000. These small European numbers shouldn't be modeled in CtP2 but it's good to be aware of them.
Needless to say, in Renaissance times Europe boomed further (in 1700 London and Paris both have some 600,000 inhabitants) to catch up with the rest of the world (which more or less stabilized) and past the Industrial times the sky was the limit for the biggest cities (in 1900 London had some 6.5 million inhabitants, Paris 2.7 and New York 3.5).
Some links:
Cities worldwide throughout history: http://hypo.geneve.ch/www/cliotexte/.../pop_vill.html
Cities in Europe/Middle East in Medieval times: http://scholar.chem.nyu.edu/tekpages/urbanpop.html
Ancient cities worldwide: http://faculty.washington.edu/modelski/WCITI2.html
Ancient Sumerian cities: http://www.jameswbell.com/geog004sum...?1033472396940
Ancient East Asian cities: http://www.ancienteastasia.org/speci...rldcities2.htm
Egytptian and Mesopotamian cities: http://irows.ucr.edu/research/citemp.../mesegptth.xls (XLS file)
London: http://www.kcl.ac.uk/humanities/cch/...pop-table.html
Paris: http://www.demographia.com/dm-par90.htm
Cities are inhabited by people and it takes a certain amount of people to make a city 'grow'. How much resources a city produces depends on how the population is distributed over various tasks, etc. The main problem with the CtP2 population system is that 1 pop = 10,000 units, always. That's more or less accurate sense in the earliest age, but for the rest of the game it's not. For Classical and post-Medieval times it's too small, for Medieval Europe it's too large (see below for a more detailed breakdown if you're interested).
Though not modeled in current Civ-games, units are people who are removed from your city population to work in the army: if you build a Warrior, you don't actually build a single warrior person, but rather it represents a unit (division, battalion, squad, band, whatever you want to call it) of numerous Warriors. In the other thread there was/is quite a bit of discussion about the size of these units, but it's safe to say it's significant. For example, conservative estimates place the total size of the Roman army around 300 AD at some 600,000 men, which is more than the population of even the largest cities in the Empire (except for Rome itself) and about 1% of the total population. This 1% is about accurate for modern times as well, at least until the cold war ended (now many countries have dropped to about 0,5%). During WWII for the most important nations the percentage of military (wo)men on the total population was even about 10-20%. With such large numbers, one could make a strong case for somehow modeling this in Civ as well.
I can think of two implementations for a more accurate population model: a simple one and a more complex one.
In the simple model the city population would simply be a more accurate reflection of real history: ancient cities would have roughly 5-50k citizens (as is true now), classical ones 30-300k, medieval ones up to 600k, renaissance cities up to 800/900k and industrial, modern and future ones could range into the millions. There are basically two ways of doing this: either make cities bigger in terms of pop-points (medieval cities would be size 10-60 rather than 10-16) or by making the number of people per pop-point non-linear. In that case, if a large classical age city is about size 10, we should make sure 10 poppoints equals 200-300k people. Maybe a combination of those two solutions would be best. Anyway, this doesn't model super-metropoli like Rome and some Chinese cities, or the tiny towns of medieval Europe, but those were rather exceptional situations. Any model will have its imperfections...
The simple unit model would be that every unit costs a certain amount of population to produce, just like it has a production cost. A legion historically represents 6-10,000 people (though that number can be tweaked for game balance), so once you've built the unit, your unit will appear in the city but the population of that city will be decreased by 6,000. If you don't have enough people, you're simply not allowed to complete the unit until you do (same as building units in a city that already has 12). This is actually a very good thing for gameplay, as it hinders very aggressive expanionsism especially in the early going, thus preventing the human from running away with the game too soon. It should be fairly easy to make the AI deal with this: the only change compared to the current situation is that it shouldn't build too many units in very small or low-growth cities.
The complex system would be an expansion from the simple system, but with the added option to control everything more: instead of a Legion just costing 6,000 pop, you could assign up to 6,000 people to your unit. The more people, the more expensive the unit would be to build (more weapons, equipment, housing, etc would be needed) but the stronger it would be on the battlefield. For cities too you could specify exactly how many units should be entertainers, how many farmers, etc. You could even add sectors to the economy: assign people to the courthouse to fight crime, to the city walls to increase defense, to the granary to increase growth, etc. This system could get rather complex though and involve quite a bit of micromanagement, especially if you add the economic sectors part.
Well, those are some ideas to play with, I'm curious to hear what others think and what other ideas they have. The poll isn't necessarily final but I'd like to know where people currently stand. Personally, I'm not sure yet what I want, though I'm strongly leaning towards favouring a simple model for both units and cities. The added gameplay value of adding a population cost for units would be most useful and the simple city model is a nice and fairly painless correction in terms of historic accuracy (and it would help make the unit model work as well: it would be a bit silly to fight WWII with infantry divisions of a mere 3,000 men )
Some additional information about city-sizes, for those with an interest in history:
Most cities of Egypt, Mesopotamia, Persia, India and China in ancient times (up to ~1500 BC) had a population of somewhere between 5,000 and 20,000 inhabitants, with spikes to about 50,000 for the really big ones. This is more or less reflected in CtP2. In the 500-800 years after that cities could grow even larger, cities of 50-80,000 inhabitants becoming more common and there were even a handful of cities with 100-150,000 inhabitants. From about 500-400 BC onwards, the really big metropoli of the day could grow as large as 1 million inhabitants, though 'standard' cities still ranged from about 10,000 to 30,000 (Europe) or 50,000 (North Africa, Near Asia) and even up 100,000 inhabitants (Far Asia). Similar numbers apply to Mayan cities and Teotihuacan as well. All this isn't really modelled in CtP2: the largest cities up until the Medieval Age will typically be size 12 or so, or 120,000 inhabitants (and that's already fairly exceptional) - for the smaller cities CtP2 isn't far off but it doesn't come close for the big ones.
In Medieval times, Europe's city population declines sharply. E.g. London, despite being the capital and one of the economic powerhouses of England, is little more than a small town with 10-15,000 inhabitants around the time of the Norman invasions. But that actually made it the largest city in Christian Europe AFAIK (not counting Constantinople; keep in mind Spain was Muslim in those days). Outside Europe though, the largest cities remained of about the same size, where regular cities grew steadily. Badgdad had 1+ million inhabitants in 850 AD, Cairo 0.5 million (that's size 100 and 50 by CtP2 standard ) and smaller cities ranged from 50-300,000. Chinese cities were even larger, housing up to several million people in their capitals. In late Medieval times (>1300 AD), Europe starts to urbanise again, with the largest cities (Milan, Venice, Paris) housing several hundred thousand and other major cities up to 50,000. These small European numbers shouldn't be modeled in CtP2 but it's good to be aware of them.
Needless to say, in Renaissance times Europe boomed further (in 1700 London and Paris both have some 600,000 inhabitants) to catch up with the rest of the world (which more or less stabilized) and past the Industrial times the sky was the limit for the biggest cities (in 1900 London had some 6.5 million inhabitants, Paris 2.7 and New York 3.5).
Some links:
Cities worldwide throughout history: http://hypo.geneve.ch/www/cliotexte/.../pop_vill.html
Cities in Europe/Middle East in Medieval times: http://scholar.chem.nyu.edu/tekpages/urbanpop.html
Ancient cities worldwide: http://faculty.washington.edu/modelski/WCITI2.html
Ancient Sumerian cities: http://www.jameswbell.com/geog004sum...?1033472396940
Ancient East Asian cities: http://www.ancienteastasia.org/speci...rldcities2.htm
Egytptian and Mesopotamian cities: http://irows.ucr.edu/research/citemp.../mesegptth.xls (XLS file)
London: http://www.kcl.ac.uk/humanities/cch/...pop-table.html
Paris: http://www.demographia.com/dm-par90.htm
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