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City Growth Excess

Krikkit1

Emperor
Joined
May 6, 2013
Messages
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We have seen that when a Settlement gets enough Growth (food) it has a Growth event with a population that needs to be placed.
EITHER
in a blank tile to Improve it and make it a Rural District
OR
in an Urban District with Buildings up to the City Specialist Limit

What happens if there is nowhere to place the population?
If all tiles in the city radius are filled and all the Urban Districts have the Max number of Specialists … does
it get placed as an inactive specialist (doing nothing until the limit increases)
get lost?
crash the game? (can’t go to next turn)
not add that pop?
 
Given what we know about the game and some civ bonuses (Majapahit), I’d go with „inactive specialist“. Potentially, this goes to the point where late game growth has no bonus anymore because specialist slots can‘t keep up with food.
 
We already seen this before. In Civ 5, if you have more population than the workable tiles and specialist slots, they become unemployed people who only cost foods and happiness.
 
We already seen this before. In Civ 5, if you have more population than the workable tiles and specialist slots, they become unemployed people who only cost foods and happiness.
As I vaguely remember, there was a Mod for Civ V that introduced a Migration mechanic to move 'excess' population out of a city to another one.

It sounds like something like that, either at the choice of the gamer or as a built-in mechanic, could/should be added to Civ VII. Historically, going all the way back to Uruk, people 'voted with their feet' to find a better place to live.

In most cases, it was moving into a city for better job and security prospects (why City = Wall in many early languages). A way to implement that in game might be to relate 'migration' to amenities like numbers of buildings providing jobs (Kilns, Saw Pits, Fishing Quays, etc), and having Walls around the city. Features providing a 'better life', like Gardens, Baths, Altars, Monuments, Wonders might also be applicable, and of course the Palace was always a source of jobs providing services to the Elites, and access to political/economic/social Power.
 
Good question. I guess some kind of migration to other, not filled, cities/towns would be a good way of fixing that?
 
Maybe there‘s a micro-intensive way to migrate pops manually: build a settler (-1 pop in city A) and settle it in another city (+1 pop in city B).
 
Considering the Statue of Liberty ability:

Statue of Liberty: Happiness Base. Spawns a set number of Migrant Units, which are Civilian Units that can trigger a Growth Event in Settlements. Must be built on a Coast tile adjacent to land.

The idea of migrants units exists as part of the game. Albeit it may also indicate it may be unlikely to be something that exists elsewhere, or if it does in just rare occasions as otherwise it would decrease the value of this wonder too much if you could easily get migrants. I could totally see some being able to be spawned sometimes by decision on narrative events.

Would be interesting if there was a modern age mechanic, now or eventually, where a settlement with strong culture our tourism could affect nearby foreign cities not in making they turn to you, but making they from time to time lose populations giving you a migrant unit. Alternatively, a country at war with a lot of war weariness or similar could end up losing population that turns into migrants to nearby countries not at war, etc.

Maybe there‘s a micro-intensive way to migrate pops manually: build a settler (-1 pop in city A) and settle it in another city (+1 pop in city B).
That could work if more balanced (expending the time you could build a settler seems to have low value for the effort, imo). For example, if you take the amount of time you would for a settler to then lose 2 pop and get 2 migrant units.
 
We have seen that when a Settlement gets enough Growth (food) it has a Growth event with a population that needs to be placed.
EITHER
in a blank tile to Improve it and make it a Rural District
OR
in an Urban District with Buildings up to the City Specialist Limit

What happens if there is nowhere to place the population?
If all tiles in the city radius are filled and all the Urban Districts have the Max number of Specialists … does
it get placed as an inactive specialist (doing nothing until the limit increases)
get lost?
crash the game? (can’t go to next turn)
not add that pop?

As far as I understood considering the diverse video shown, the amount of food to have growth is not linear, so it is harder and harder to gain population. Moreover, the use of urban quarters will remove part of the food production, so the only source of food will be town. However those will have to choose between growing themselves, or sending excess food to cities.

You will have to balance between the number of cities vs. town, as well as growth of town vs. feeding cities. Due to that, you may run out of food to sufficiently grow both at a very high level...

Add to that specialists that will consume food AND hapiness. Their number will evolve with techs/civies (I think by the end of antiquitiy you can have something like two per quarters?). Considering their high yield, they will be used. But once again you will have to weight them versus city growth (you lose both a new tile exploited, so most of the time food yield, and have additionnal consumption).

All in all, I doubt we will see many "useless population", but most of the time lament about about the lack of food...
 
Maybe there‘s a micro-intensive way to migrate pops manually: build a settler (-1 pop in city A) and settle it in another city (+1 pop in city B).
That would be Very Very bad, micro shuffling of population should not be in.
 
That would be Very Very bad, micro shuffling of population should not be in.
It works well enough in ES2. Not sure I'd want it in Civ, though. In ES2 it's part of a minigame or puzzle where specific populations have specific bonuses and penalties in specific environments, which isn't the case in Civ.
 
As I vaguely remember, there was a Mod for Civ V that introduced a Migration mechanic to move 'excess' population out of a city to another one.
I'm already looking into "farm city" by growing to size 6 on food tiles and then using the excess food to create migration into more important cities.
 
The idea of migrants units exists as part of the game. Albeit it may also indicate it may be unlikely to be something that exists elsewhere, or if it does in just rare occasions as otherwise it would decrease the value of this wonder too much if you could easily get migrants.
It's possible that it's unique to the Statue of Liberty, and what makes me say that is that they in this spot define what the unit can do. If it was a known unit, available in other ways, they might have just said "spawns a set number of migrant units."

What I'm proposing is not certain. They might have written "spawns a set number of migrant units," then said to themselves "nothing else we have released has mentioned migrant units, so we better spell out what those do, so that people will understand what we're talking about in this description of SoL"
 
I wanted to ask this question for a while but I didn't think it was worth its own thread but what happens if a population dies from famine, conquest or disaster? I'm assuming you don't lose a district. My guess would be it works by Civ 6 district logic where you don't lose the district but you need to grow past the peak population to put down a new one. And even if you keep those districts do they still get worked if you don't have the population for them? If I had to guess for that one the districts built earliest or that provide the most food would be prioritized. I wish they kept the population assignment system because its the only way I can see this mechanic working.
 
I wanted to ask this question for a while but I didn't think it was worth its own thread but what happens if a population dies from famine, conquest or disaster? I'm assuming you don't lose a district. My guess would be it works by Civ 6 district logic where you don't lose the district but you need to grow past the peak population to put down a new one. And even if you keep those districts do they still get worked if you don't have the population for them? If I had to guess for that one the districts built earliest or that provide the most food would be prioritized. I wish they kept the population assignment system because its the only way I can see this mechanic working.
I would imagine you either
1. lose a Specialist from an urban tile (just causes the specialist count to go down…doesn’t remove the buildings…which give yields even with 0 specialists)
2. lose the Improvement from the rural tile (and only Improved Tiles are worked)…which means you lose the district

As for food… it seems that Rural populations (ie Tile Improvements) don’t consume food but Specialists do…so in the event of Famine at least I would guess only Specialists would die.

Basically
Urban Districts = Buildings, no population required (but Specialists on the tile boost it)

Rural District=Improvement=Population (the population Is the Improvement… if you remove the pop you remove the Improvement….
a pillaging/disasters seem to leave the population and improvement… just in a state where they need to be repaired to give yields
 
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What happens if there is nowhere to place the population?
Reviving this thread since we now have the answer to that question (and a bit more) in this video
  • If a city can't employ the new citizen, you automatically receive a free migrant unit in the city center tile which you can then use to grow another settlement (unless you decided to do OCC)
  • Not asked but interesting to know : population growth bonuses actually reduce the amount of food needed to grow (which is stronger than increasing food production) and don't have diminishing return which means that 100% population growth bonus actually eliminates the need for food. You basically grow every turn! This is hilarious and will probably be patched quickly so abuse it while it lasts :lol:
 
We already seen this before. In Civ 5, if you have more population than the workable tiles and specialist slots, they become unemployed people who only cost foods and happiness.

This used to give you extra production too, somehow. Unemployed people produce stuff too, I suppose 😁
 
Reviving this thread since we now have the answer to that question (and a bit more) in this video
  • If a city can't employ the new citizen, you automatically receive a free migrant unit in the city center tile which you can then use to grow another settlement (unless you decided to do OCC)
  • Not asked but interesting to know : population growth bonuses actually reduce the amount of food needed to grow (which is stronger than increasing food production) and don't have diminishing return which means that 100% population growth bonus actually eliminates the need for food. You basically grow every turn! This is hilarious and will probably be patched quickly so abuse it while it lasts :lol:
Hopefully they patch it correctly (by actually FIXING THE CALCULATIONS) instead of just capping at 90% max
 
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This used to give you extra production too, somehow. Unemployed people produce stuff too, I suppose 😁
Ah yes, the "Work Houses" mechanic: Unemployed = Forced Labor for Food.
 
Are there no work houses? No prisons?
I've seen Dungeons, but no modern Prisons or Penitentiaries (although, to be honest, with 6 Feb Release coming so soon I've stopped watching for specific 'reveals' in the last coupe of weeks).

Also, have not seen anything linking 'Extra Production' to either Dungeons or any other Forced Labor structure.

Realizing that Work Camps, forced labor institutions and chain gangs have really negative connections in the 20th century: an in-game mechanic called 'Slave Labor' or 'Gulag' will probably not do sales any good anywhere, even if they are appropriate for certain government-types, like Fascist, Communist or (American) Democracy.
 
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