Hail
Satan's minion
some drastic measures ![crazy eyes :crazyeye: :crazyeye:](/images/smilies/crazyeyes.gif)
remove
add
explanations:
population growth is exponential in nature
i will start with the most well known differential equation: f(t) = df(t) / dt
f(t) = A * exp(t), A >= 0.
if t is discrete, than the equation becomes f(t+1) = (1+k)*f(t), k > 0.
if f(0) = 1 than f(t) = (1+k)^t.
k is the gc.
this gc is very important. this is where health, overgrowding, etc. comes into play
resume:
in civ terms: t is turns. pop(t) is city population at turn t.
pop(t + 1) = (1 + gc) * pop(t); where gc is a function of health, starvation, overgrowding, etc.
each terrain type and terrain improvement type has a labor value
to work a grassland farm, hill mine, etc. the player needs to allocate pop.
for simplicity suppose it's an all-or-nothing. either the player allocates the full amount or the tile
will not be worked.
farms can "cost" more pop than mines or the opposite. whatever the game-designer wants
the bottom line:
the proposed game mechanics are surely more realistic, but are they more fun than the current ones?
what ya all think?
![crazy eyes :crazyeye: :crazyeye:](/images/smilies/crazyeyes.gif)
remove
- drop city sizes
- drop population growth model solely based on food surplus
- separate health and happiness (they serve mostly the same purpose -> limit city growth)
- drop one citizen per tile rule
add
- population growth is exponential in nature
- happiness effects population efficiency(bonus to yields)
- health effects the growth coefficient(gc)
- each terrain type and terrain improvement type has a labor value: the pop needed to "work" such tile
explanations:
population growth is exponential in nature
Spoiler :
i will start with the most well known differential equation: f(t) = df(t) / dt
f(t) = A * exp(t), A >= 0.
if t is discrete, than the equation becomes f(t+1) = (1+k)*f(t), k > 0.
if f(0) = 1 than f(t) = (1+k)^t.
k is the gc.
this gc is very important. this is where health, overgrowding, etc. comes into play
resume:
in civ terms: t is turns. pop(t) is city population at turn t.
pop(t + 1) = (1 + gc) * pop(t); where gc is a function of health, starvation, overgrowding, etc.
each terrain type and terrain improvement type has a labor value
Spoiler :
to work a grassland farm, hill mine, etc. the player needs to allocate pop.
for simplicity suppose it's an all-or-nothing. either the player allocates the full amount or the tile
will not be worked.
farms can "cost" more pop than mines or the opposite. whatever the game-designer wants
the bottom line:
the proposed game mechanics are surely more realistic, but are they more fun than the current ones?
what ya all think?