CITY : Social Stratification and new growth mechanism
City have "real" population and also use social stratification. The ratio between classes will depend on buildings, civics, techs, government, etc...
Growth is calculated from Birth and Death Rate, with a base variation between class and further variation relative to each class from external events.
The only one coded ATM is food rationing (which happens when the stock goes below a threshold), it will raise the death rate of all classes, but much more the DR of the lower class than the upper class.
OTOH, for game play reasons, the lower class has the highest birth rate.
The cities always keep 50% of the stock for themselves, the food stock in Cairo is not raising because anything collected above the 50% is currently send to the warrior in the desert.
Don't mind the "3031" for turns before growth, it's not linked to the new mechanism yet.
In that city the death rates of the lower class is now more important than the birth rate, but after applying the social stratification ratio, the other classes are also affected more than just because of the change in their own DR ratio.
While under heavy rationing the food consumption is much lower, and that state is locked for a few turns, which allow the stock to be restored a bit.
The stock is higher, the city is now under medium rationing, population is raising again... and will of course trigger another heavy rationing phase
Don't worry, I'll add new buildings to control housing (most of the actual ones are going to control health) very early in the game.
Low housing will limit the birth rate, allowing you to control better when to allow a city to growth if there is not enough food in the area.
Also note that there will be buildings to convert resources (wheat, sheep, ..) to food
Moderator Action: This post and all following posts up to post #26, have been copied here and some may have been edited to fit the topic, but the original (unedited) posts are still available in the main thread - Gedemon
Spoiler City composition :
City have "real" population and also use social stratification. The ratio between classes will depend on buildings, civics, techs, government, etc...
Growth is calculated from Birth and Death Rate, with a base variation between class and further variation relative to each class from external events.
The only one coded ATM is food rationing (which happens when the stock goes below a threshold), it will raise the death rate of all classes, but much more the DR of the lower class than the upper class.
OTOH, for game play reasons, the lower class has the highest birth rate.
The cities always keep 50% of the stock for themselves, the food stock in Cairo is not raising because anything collected above the 50% is currently send to the warrior in the desert.
Don't mind the "3031" for turns before growth, it's not linked to the new mechanism yet.
Spoiler Heavy rationing in a city :
In that city the death rates of the lower class is now more important than the birth rate, but after applying the social stratification ratio, the other classes are also affected more than just because of the change in their own DR ratio.
While under heavy rationing the food consumption is much lower, and that state is locked for a few turns, which allow the stock to be restored a bit.
Spoiler A few turns later... :
The stock is higher, the city is now under medium rationing, population is raising again... and will of course trigger another heavy rationing phase
Don't worry, I'll add new buildings to control housing (most of the actual ones are going to control health) very early in the game.
Low housing will limit the birth rate, allowing you to control better when to allow a city to growth if there is not enough food in the area.
Also note that there will be buildings to convert resources (wheat, sheep, ..) to food
Moderator Action: This post and all following posts up to post #26, have been copied here and some may have been edited to fit the topic, but the original (unedited) posts are still available in the main thread - Gedemon
Last edited: