Does Population need reworking?

Joined
Jul 21, 2003
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When I read Rcoutme's complaint about the power of bombardment against cities-especially against high population cities-it got me to thinking that maybe the entire population system of civ 3 needs a reworking. Do other people agree with this and, if so, how would you go about improving it?

For my own part, I can see two ways that it could be done:

1. Retain the population point system, but have the food needed to generate a new 'pop head' roughly analogous to the number of people the head 'represents'. For instance, if you have 25 food boxes for a population 2 city, and if population 2=1000 people and population 3=5000 people, then each food box might represent 140 people. Under this system, bombardment and plagues won't eliminate an ENTIRE population head, but will instead reduce your food boxes accordingly. So, as an example, a cannon unit might destroy 2 food boxes if it hits the population, wheras a catapult might only destroy 1. This way, you get much finer gradations in population loss than is currently the case. Also, in this system, you could give certain units a 'food cost' to represent the cost in manpower to produce them. In addition, pop-rushing' would result in destroying 'food boxes' in order to generate shields for an important project. Again, in both of these cases, the gradations are a great deal smoother.

2. Sort of the same as 1. Still have population points, but each population head is comprised of X 'sub-heads'. For instance, pop head 1 might contain 5 'sub heads', wheras pop-head 2 might contain 10 'sub-heads', pop-head 3 might contain 20 and so on! Each 'sub head requires y food boxes to produce. In the city screen, these sub heads are invisible, but you can click on a head to see how many 'subs' it has. Like 1 above, this gives a much finer gradation in population, with the added advantage of being able to turn 'subheads' into specialists-giving much finer control over specialisation.

Whichever method is used, I definitely feel that there should be a difference between city SIZE and city population. A city's size increases as you achieve certain tech milestones, or when you build certain improvements/wonders. Your population keeps growing according to availability of food and water, in conjunction with your nations 'social agenda'. The point is that your population can outgrow your city size, leading to an increased chance of crime, unhappiness, disease and emigration. Wheras population number might go up and down over time, city size stays more steady (unless bomdardment leads to destruction of relevent infrastructure!)
Anyway, just some thoughts, but it would be great to hear what ideas other people have!

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
1. Retain the population point system, but have the food needed to generate a new 'pop head' roughly analogous to the number of people the head 'represents'.
Very clever idea. I only worry, though, that it might cause confusion, since some people might not realize just how equivalent food and population are and complain "How come the catapult decreases the food in my granary?"

2. Sort of the same as 1. Still have population points, but each population head is comprised of X 'sub-heads'. For instance, pop head 1 might contain 5 'sub heads', wheras pop-head 2 might contain 10 'sub-heads', pop-head 3 might contain 20 and so on! Each 'sub head requires y food boxes to produce. In the city screen, these sub heads are invisible, but you can click on a head to see how many 'subs' it has. Like 1 above, this gives a much finer gradation in population, with the added advantage of being able to turn 'subheads' into specialists-giving much finer control over specialisation.
Also a reasonable idea, although "sub-head" sounds kind of silly. Obviously, each face in the city screen represents more than one person, but its still strange to think of one head being divided into multiple "sub-heads".

Whichever method is used, I definitely feel that there should be a difference between city SIZE and city population. A city's size increases as you achieve certain tech milestones, or when you build certain improvements/wonders. Your population keeps growing according to availability of food and water, in conjunction with your nations 'social agenda'. The point is that your population can outgrow your city size, leading to an increased chance of crime, unhappiness, disease and emigration. Wheras population number might go up and down over time, city size stays more steady (unless bomdardment leads to destruction of relevent infrastructure!)
I agree that physical size and population should be able to diverge, although thats somewhat of a separate issue from the issue of having finer gradations of population.

Some reworking of the food system could potentially adress both issues.
 
Sounds like needless complication to me. I would just like to see the AI use some of the same exploitive tactics against me.
 
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