Boris Gudenuf
Deity
Population Growth in cities is almost never directly related to 'available food' and has no relationship at all to 'excess food' as the game would have it now.
In fact, as I remember from a few Population Geography classes 'way back when (when I was at University the Vietnam War was Current Events) - and talking to my sister and her husband, who both have Doctorates in Geography - historically cities were lousy places to have and raise children, because before Sanitation/Germ Theory, a crowded city had a distressingly high mortality rate for infants and toddlers.
Therefore, up until the Industrial Era, most of the city population growth does not come from Food/birth rate in the city, but from people moving into the city from the countryside (or other cities).
Reasons for moving to a city were:
Protection - city walls lead to Population Growth
Access to 'Amenities' - as in, markets with varieties of food, craft goods from specialists,Culture in the form of Entertainment, etc
Access to Jobs/Making a Living - since cities concentrated the workshops and markets and warehouses and other structures that required labor
Access to Power and Culture - the Palace/Capital was always a market for Luxury goods, so artisans moved close to it, and if you wanted to Rise In The World, you needed to be close to the Throne - Capitals do grow faster, all other factors being equal.
So, we could have a much more synergistic model for Population Growth, based on All the resources available to the City, Bonus as well as 'Amenity', to create Jobs, and on construction in the city, since Districts and their Buildings also provide employment of all kinds. Extra Food and Housing does not bring people into a city, unless they can also make a living there. Libraries, Universities, Markets, Banks, Harbors, Temples and such do make people move to the city, looking for work and good pay. Lack of food and housing will keep people away from a city (or make them leave) which in turn may strangle the output of Districts and Buildings in the city for lack of workers.
Then, with the Industrial Era, 'modern' Sanitation/Health Care causes the Effective Birth Rate to skyrocket - not because more children are born, but because more of them live to be adults than before. In addition, mass work forces required by Factories attract workers seeking Jobs from Outside the City, and steam/internal combustion-powered transportation makes it much easier for the population to move from country to city and city to city. At this point also, the 'Food Producing Radius' of the city changes to Infinite, since food can be trucked, railroaded or steam shipped in from all over the world rather than carted in from the nearby countryside.
So, the early City Growth Dynamic should be based on Jobs, Protection and Amenities available to the city, while Housing and Food are only Negative Factors - excess does not count, lack will stifle growth. Then in the Industrial Era, just over the nominal 'half-way point' in the game, the factors in the Growth Dynamic change dramatically as food basically drops out of the equation completely and Jobs and Amenities - including, emphatically, Culture, Education, and Health Care in the city - become the primary factors in city growth.
People have been posting about the problems of Late Game Boredom: City Growth with a more 'realistic' - dynamic - mechanism, could require you to dramatically revise your city management in the last half of the game...
In fact, as I remember from a few Population Geography classes 'way back when (when I was at University the Vietnam War was Current Events) - and talking to my sister and her husband, who both have Doctorates in Geography - historically cities were lousy places to have and raise children, because before Sanitation/Germ Theory, a crowded city had a distressingly high mortality rate for infants and toddlers.
Therefore, up until the Industrial Era, most of the city population growth does not come from Food/birth rate in the city, but from people moving into the city from the countryside (or other cities).
Reasons for moving to a city were:
Protection - city walls lead to Population Growth
Access to 'Amenities' - as in, markets with varieties of food, craft goods from specialists,Culture in the form of Entertainment, etc
Access to Jobs/Making a Living - since cities concentrated the workshops and markets and warehouses and other structures that required labor
Access to Power and Culture - the Palace/Capital was always a market for Luxury goods, so artisans moved close to it, and if you wanted to Rise In The World, you needed to be close to the Throne - Capitals do grow faster, all other factors being equal.
So, we could have a much more synergistic model for Population Growth, based on All the resources available to the City, Bonus as well as 'Amenity', to create Jobs, and on construction in the city, since Districts and their Buildings also provide employment of all kinds. Extra Food and Housing does not bring people into a city, unless they can also make a living there. Libraries, Universities, Markets, Banks, Harbors, Temples and such do make people move to the city, looking for work and good pay. Lack of food and housing will keep people away from a city (or make them leave) which in turn may strangle the output of Districts and Buildings in the city for lack of workers.
Then, with the Industrial Era, 'modern' Sanitation/Health Care causes the Effective Birth Rate to skyrocket - not because more children are born, but because more of them live to be adults than before. In addition, mass work forces required by Factories attract workers seeking Jobs from Outside the City, and steam/internal combustion-powered transportation makes it much easier for the population to move from country to city and city to city. At this point also, the 'Food Producing Radius' of the city changes to Infinite, since food can be trucked, railroaded or steam shipped in from all over the world rather than carted in from the nearby countryside.
So, the early City Growth Dynamic should be based on Jobs, Protection and Amenities available to the city, while Housing and Food are only Negative Factors - excess does not count, lack will stifle growth. Then in the Industrial Era, just over the nominal 'half-way point' in the game, the factors in the Growth Dynamic change dramatically as food basically drops out of the equation completely and Jobs and Amenities - including, emphatically, Culture, Education, and Health Care in the city - become the primary factors in city growth.
People have been posting about the problems of Late Game Boredom: City Growth with a more 'realistic' - dynamic - mechanism, could require you to dramatically revise your city management in the last half of the game...