raystuttgart
Civ4Col Modder
Somehow I really never liked the Vanilla Growth mechanic.
It is simply boring and unimmersive ...
No matter how big the Colony is as long as there is food, nothing else matters.
Drop 200 Food and boom a new settler is born ... yeah, that is fun.
This post is kind of outdated because it was considering randomness.
(In hindsight that was actually a bad idea - thus a new concept was created.)
The most current concept without randomness is here.
-----------
The main change I suggest is that Food is becomes just a precondition but Food alone does not suffice.
So yeah, it will still be needed and consumed but there are other conditions that actually trigger Growth.
The mechanic algorithm I suggest works a bit like "Learning by Doing".
(It uses Threshods and Chances. Thus it is not deterministic anymore.)
-----------
This would lead to the following:
1) Small Cities will grow slower. City spamming might be reduced. <---------- This I really like.
2) Unhealthy Cities will grow slower. Health more important. * <---------- This I really like.
3) Unhappy Cities will grow slower. Happiness more important. ** <---------- This I really like.
4) Generally Growth over all will be reduced. Early game more challenging. <---------- This I really like.
5) Food may become more interesting for trade, not just "Birth rate enhancer". <---------- This I really like.
6) More potential to create Traits, Civics and Techs for the future. <---------- This I really like.
* Health already influences Growth Thresholds, now it would also influence Growth chances.
** Happiness also already influences Growth Thresholds, now it would also influence Growth chances.
-----------
What about AI?:
We might need to give AI a bit easier rules because it may not focus that much on Health and Happiness.
But generally this mechanic should work for AI as well and we should be able to teach this to AI.
What about the effort to implement it?:
Considering effort this is a piece of cake. Also balancing should not be that much of an issue.
But as I said above, I would need to give AI easier rules - otherwise effort may become higher.
What about peformance?
Performance impact is basically near 0. This would be checked only if Food threshold is reached.
Also the logic in itself is so simple that it is near impossible to notice a difference in performance.
What about new players?
Well, it needs to be explained of course. (e.g. in Colopedia and Forum)
I for sure expect some false bug reports, but once we explain things it should be ok.
Will this be XML configurable?
Of course, all of the variables discussed will be in GlobalDefinesAlt.xml.
You will even be able to completely deactivate this mechanic and switch to Vanilla.
-----------
Summary:
Food bombing alone will not cause instant growth anymore.
If Population is small or city is unhealthy or unhappy you may still have to wait a few turns.
Also, there is a bit of luck involved and thus also a bit of surprise.
(I am not necessarily a fan of these deterministic systems.)
-----------
Well that is it already.
Looking for feedback.
It is simply boring and unimmersive ...
No matter how big the Colony is as long as there is food, nothing else matters.
Drop 200 Food and boom a new settler is born ... yeah, that is fun.

This post is kind of outdated because it was considering randomness.
(In hindsight that was actually a bad idea - thus a new concept was created.)
The most current concept without randomness is here.
Spoiler :
-----------
The main change I suggest is that Food is becomes just a precondition but Food alone does not suffice.
So yeah, it will still be needed and consumed but there are other conditions that actually trigger Growth.
- Food --> Precondition to check if Growth is possible, but will not directly trigger Growth
- Population + Health + (Net) Happiness --> Chance for Growth per turn in % (if enough Food)
- Min Chance for Growth per turn (if enough Food) --> 10% (to ensure that small Cities will also grow)
- There might be Traits, Civis or Techs that increase chances of Growth per turn
The mechanic algorithm I suggest works a bit like "Learning by Doing".
(It uses Threshods and Chances. Thus it is not deterministic anymore.)
-----------
This would lead to the following:
1) Small Cities will grow slower. City spamming might be reduced. <---------- This I really like.
2) Unhealthy Cities will grow slower. Health more important. * <---------- This I really like.
3) Unhappy Cities will grow slower. Happiness more important. ** <---------- This I really like.
4) Generally Growth over all will be reduced. Early game more challenging. <---------- This I really like.
5) Food may become more interesting for trade, not just "Birth rate enhancer". <---------- This I really like.
6) More potential to create Traits, Civics and Techs for the future. <---------- This I really like.
* Health already influences Growth Thresholds, now it would also influence Growth chances.
** Happiness also already influences Growth Thresholds, now it would also influence Growth chances.
-----------
What about AI?:
We might need to give AI a bit easier rules because it may not focus that much on Health and Happiness.
But generally this mechanic should work for AI as well and we should be able to teach this to AI.
What about the effort to implement it?:
Considering effort this is a piece of cake. Also balancing should not be that much of an issue.
But as I said above, I would need to give AI easier rules - otherwise effort may become higher.
What about peformance?
Performance impact is basically near 0. This would be checked only if Food threshold is reached.
Also the logic in itself is so simple that it is near impossible to notice a difference in performance.
What about new players?
Well, it needs to be explained of course. (e.g. in Colopedia and Forum)
I for sure expect some false bug reports, but once we explain things it should be ok.
Will this be XML configurable?
Of course, all of the variables discussed will be in GlobalDefinesAlt.xml.
You will even be able to completely deactivate this mechanic and switch to Vanilla.
-----------
Summary:
Food bombing alone will not cause instant growth anymore.
If Population is small or city is unhealthy or unhappy you may still have to wait a few turns.
Also, there is a bit of luck involved and thus also a bit of surprise.
(I am not necessarily a fan of these deterministic systems.)
-----------
Well that is it already.

Looking for feedback.

Last edited: