Does anyone actually know anything about Demographics?

Buttercup

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This is the screen that time forgot, the screen that no-one cares about, the screen that punches your ego in the face even when you've played, as far as you can tell, as perfectly as possible. The screen has no meaning other than personal pride and a sense of perfection:



But what the crackerjack does any of it even mean? Where does it get these stats and how do you, as a player, play to manipulate them? And, for some, is it better to have a low score or a high score in them?

Ok, ok, ok, some are pretty darn obvious. So let's exclude Population, GNP, Mfg. Goods and Land Area, It's obvious you get these by having the most citizens, the most annual income, the most overall production and the most, well, land area.

Pollution, yes, that's pretty obvious too, it's 1 ton per square of pollution. In my games it always drops a pollution blob before you click end-turn before the victory screen, and always in a place where you can't do anything about it, it's like some kind of in-built 'thing'. But that's a different topic.

But now we get a bit more complicated:

Literacy - I'm guessing this relates to the number of Libraries/Universities you have? But is that all? And, it's a bit of an unfair stat on conquerors isn't it? What with you having to take empty cities on the turn it goes to the victory screen. Are we supposed to buy Libraries and Universities two and three turns after taking a city or something? And how come, even when you have all Libraries and Universities maxed in a long-standing civ it still might only give you 98% - what gives?

Disease - The only disease I know of is from Marsh/Jungle. And any disease rarely happens on the end-turn moment, it's kind of a one-off moment for very early cities. So how does it calculate this? How many Marshes and Jungles you have left un-worked at the end? And why am I third when I have 0%, can it not do the concept of joint-first? Or is it something else?

And then we move onto the ones I simply have no idea at all about:

Life Expectancy - ???

Family Size - ??????? (do you need this a high number or low number?)

Military Service - ????????????? (do you need this a high number or low number?)

Annual Income - GNP/Population ??????????

Productivity - Mfg. Goods/Population ????????????????

Approval Rating - The extent to which any remaining Civs are Gracious/Polite/Annoyed/Furious with you ???????????????????????????????

Any insight would be great, not for the "does it matter" but for the "niggling perfection"...
 
Here is what I have from years ago:

SCORES

Everything is multiplied by the difficulty factor. 1-8, Chieftain-Sid.

Population consists of 1 point for every specialist or content citizen in your civ, and 2 points for every happy citizen. This score is multiplied by Difficulty.

Territory is 1 point for every tile within your cultural borders. This score is multiplied by Difficulty.

Future technology I'm not sure on, but it's suppose to be like 50 points per each. This score is multiplied by Difficulty. I think this is broken.

Adding Population + Territory + Technology up gives you your turn score. Adding up every turn score and then dividing by the number of turns played yields the base score. Then the bonus is added.

The bonus is simply by date, the formula is (2050 - Date) * Difficulty. It is awarded for any victory condition.


F11:

Approval rating:
The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.

Round down (50% + ((Number of happy citizens) - (Number of unhappy citizens)) / (Total number of citizens) / 2 * 100%)

Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.
Sum(i=1..N) {Pop in City(i)}
Pop in City = {Sum (j=1..(City Size)) {j} + (Food in Storage) / (Storage Size)} * 10000


GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million

Mfg. Goods: Total non wasted shields in all your cities.
1 shield = 1 megaton.

Land Area: # of tiles in your territory * 100.
1 Tile =100 square miles
Sea is included in this, but does not help in the territory part of your game score.

Literacy (%)
(Citizens who live in a city with a Library + Citizens who live in a city with a University + Citizens who live in a city with a Research Lab) / 3 / (Total Number of Citizens) * 100% + (3% if Literature discovered)
If every city has just a library you will have 33%, because they are missing the other 2 science buildings.

Edit: Or live in a city with 1 or more scientific Great Wonders (Great Library, Newtons, SETI, Theory of Evolution, Cure for Cancer, and Internet) Copernicus's does not count because despite it helps science, it isn't given the scientific flag. Having 1 of those wonders counts the same as if they had all the other improvements in the city. Two small wonders (Apollo and Intelligence Agency) give you credit for having 50% science in that city. You also get 3% added to your literacy rate when you get the literature tech. No bonus when you get education. Great Library still helps your literacy rate even after it is obsolete.

Disease (%)
(Number of Floodplains + Jungle in territory) / (Total Number of territory tiles) * 100%
Marshes have no effect and neither do granaries.

Pollution: # of tiles that are currently polluted. 1 ton = 1 polluted territory tile.

Life Expectancy (# of years)
20 + {(Citizens who live in a city with a Granary + Citizens who live in a city with a Aqueduct + Citizens who live in a city with a Hospital) / 3 / (Total Number of Citizens) * 80}.

Family Size: The average amount of excess food that each city is producing/2. If you have 1 city that is producing 4 extra food, that 4 food would feed 2 people, so your family size would be 2 children. Minimum is 1, hard to say exactly what the max would be. In most cases you won't see this above 2, maybe 3 or 4 if all your cities are extremely rich in food, experiencing a very fast growth period or just put down a a lot of railroads on irrigated tiles.

Military Service: 10 years * # of military units / # of citizens. Military units are units with an attack and defense value, so workers, scouts and princesses don't count. Kings do. So at the start of a mass regicide game you will have a military service of 70 years because of the 7 military units *10 years divided by just your 1 citizen. 0 years if you have no army or you have just a few units, but thousands of population points.

Annual Income: The number of connected strategic/luxury resource types in your territory. The minimum value is 1 and you get a +1 bonus for your first trade route with another civ. Thanks DaveMcW.

Productivity: The total amount of non corrupted gold, non wasted shields, and excess food you are producing in all your cities.
(Total Shields) - (Total Waste) + (Total Commerce) - (Total Corruption) + (Net Total Food).
 
That's excellent, that looks pretty much as good as it gets. All that's left for me to do is get out my calculator and practice learning the equations
Spoiler :
:eek2: :help: :hide:


So with Military Service and Family Size is it better to have a low number or a high number?
 
That's the best description of this screen I've ever seen, vmxa. Including explanations of some areas, like Annual Income, that I'd understood before.

For family size, higher is better since it means your cities are growing quickly.

For military service, it depends. The higher it is, in general, the stronger your military is relative to your size. But it doesn't take into account your military's technology, and you could have a long military service in part because you have an unusually low population. A long military service could also mean you have an unnecessarily large military, and are paying more than you need to be in support. So it depends. If you're playing a peaceful game with Civ3 Vanilla Republic as your government (with 0/0/0 support), a low military service is good. If you're a warmonger, higher is often better.

Fun fact: Your military service can exceed your life expectancy. While this defies common sense, it can happen in Civ3, primarily early game if you build a lot of military units quickly and have slow growth.
 
I just had a quick 2 hour game getting a city to 20k on a huge map in Regent (would have been 1 hour 40 but in the last 20 turns the AI decided to march and sail past my city in a war :( ) and I tried some of the equations:

Approval Rating - my citizens were just content the entire game, no luxuries, rarely any lux slider if I could help it, just using buildings and wonders to keep everyone content and then, a couple of turns before the victory screen, cranked the lux slider to all-happy and the victory screen gives me 100% approval - so, a neat thing to remember the turn before the victory screen, crank the lux slider to boost your approval rating :)

Literacy - Hmmm. There seems to be a maximum limit of 99%, because I just got 99%, even though:

57 / 3 / 19 * 100% + (3% if Literature discovered) = 103%

Life expectancy - Hmmm. There seems to be a maximum limit of 99 years, because I just got 99 years, even though:

77 / 3 / 19 * 80 = 108 years

Family size - I got 1 child, but I suspect you could manipulate this at end turn in games where you keep everything size 12, or stop growth to hold back pollution rates, and then, on the last turn, put all the mountains/hills tiles into ocean squares. (I forgot I was checking for this and let the city go to 19 after Shakespeare's).
 
GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million

It should be noted that corruption is calculated before the effect of multiplyer buildings such as market places. This can create the illusion of lowered corruption. Also it means that those buildings have a lower effect on GNP as one might expect because corrupt commerce gets no bonus from such buildings.

In the late game GNP figures can become somewhat exaggerated as average corruption is very high unless communism solves that issue.

Literacy (%)
[...](3% if Literature discovered)[...]You also get 3% added to your literacy rate when you get the literature tech.[...]

Philosophy works, too. The precise condition is to have one technology that allows a scientific wonder.

So with Military Service and Family Size is it better to have a low number or a high number?

Usually a high family size is prefered. But very fast population growth may require large amounts of workers to have enough improved tiles for the population. As a republik that can be quite expensive. Also a high family size usually means to reduce production in favour of growth. That is not always favourable.

After reaching size 12 positive growth is not always desired. Before hospitals no growth is possible and any citizen above 12 creates pollution. Usually those big populations are still worth it.

One important goal is to have so ample population, that no further growth is desired. So you increase family size in the short run just to bring it to the minimum in the long run.
 
By "which is preferred", I mean by game rankings in that final screen, not what you or your score might require personally.

I did some math wrong in my post above, it should have been:

20 + (57 / 3 / 19 * 80) = 100 years, still proving that 99 appears to be the max (unless someone knows different).

Re: Any tech which allows a Scientific Wonder - so basically everyone except some obscure HoF games.

I recently finished a different game with different stats and, again, my literacy came up 99% even though the math said I should get 102%, so more proof that 99% seems to be a max-thing for some % based categories (but not approval rating).

I'm not totally confident on the math for the Approval rating as I scored 97% but the math suggested I scored 95.6% (even only 96% if rounded up and not down), so there must be something odd that teaks that equation.

It does seem to always round down as I had 1.6 family size but got noted as 1 child per family and likewise I has 2.74 years of military service but got noted as only 2 years.

Another oddity arrived as I had a life expectancy of 73 years but the game only noted that I had a life expectancy of 70 years.

I had 21 towns of exactly 12 Citizens and 1 town size 11 and 1 town size 10 = 273 Citizens of which 12 were specialists (all happy apart from the specialists). All had Granary, Aquaduct (or lake) and no-one had a Hospital or Shakespeare's. So I'm wondering if you're lucky enough to not need an Aqueduct then it will unluckily count that as not having an Aqueduct for the purposes of the rating total.

20 + {(23 + 23 + 0) / 3 / (Total Number of Citizens) * 80} = life expectancy

20 + {(46/3/23)*80 = 73.333333
 
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