TruePurple
Civ wanna B
- Joined
- May 18, 2005
- Messages
- 1,367
As you can see in the first link of my sig, this has been a long standing wish/problem I have had with Civ. From before Civ 4 was even out I asked for this and even with Civ 6 it seems they still use this crumby food=people and more cities means more pop growth system. Whether it be by mod or Civ 7 or Civ 8 or Civ 9, can we please consider alternatives?!?
. . . Food shouldn't directly turn into people. What are they saying, that they lump food together like mashed potatoes in human shape and cast a magic spell and the food statue turns into a person Pinocchio style? Pfft
. . . You have X number of people, population grows according a percentage of your population number. That percentage will fluctuate on a per city bases according to various factors including availability of food. And not having enough food means starvation and unhappy citizens that can't work well.
. . . For example, you have 10,000 people, the growth rate is 5% per turn. Meaning next turn you get 500 more people in your city, turn after that 550, and so on. As long as you have the food.
. . . You make a settler out of 5,000 of them (yes you can control how many people you send) So now the city has 5000 people and next turn it gets 250 more people. The settlers can also grow en-route but at a severe penalty.
. . . Key here is that not only will this make for better and more realistic game play, it will also naturally solve the expansion issue. You expand when you have the people to expand, and you can't when you don't. Thus your very population becomes something to protect, nurture etc.
. . . So why expand if more cities don't mean more growth? To claim land for your nation and claim and use important resources. Also overcrowding, if a city can't house its numbers, you expand out.
. . . You could also have villages and stuff, especially back in ancient times, people were more spread out and agricultural farmers. Early game would require spread out because the tech wouldn't allow much housing in one spot and the distance away you can farm land for food would be limited, so you need many population centers to farm enough food to feed everyone.
. . . But latter game could see consolidation of population into major cities via game mechanics like this that naturally encourage it as technology advances and allows higher population density and the population wanting to be near the most improvements they can. (natural migration of population between your cities without you doing anything)
. . . Troops should come from the population,
Actual population numbers dropping from the troops leaving the general population, you can retire them and put them back in latter.
Consequences for losing troops in battle, besides the actual population loss, morale issues too.
. . . Imagine this, just like in actual history, you could have farmer soldiers, they do the soldiering on their winter days etc. when crops can't be grown, meaning you only have access to them some of the time, but because they go home to farm. The advantages could be that farmer soldiers still contribute as workers for food production and to the general population numbers for population growth. Disadvantages could be low morale and much weaker than the dedicated soldier, tough to gain experience. When a farmer soldier needs time off for the farm, it disappears and you need to bring them back to the front again.
. . . Also, having troops up should require paying them. Having troops die for your cause, you can either pay the family for their loss or suffer more morale problems.
. . . Also such systems would naturally combat early rushing. Hard to rush someone when your struggling to feed your own population and find enough gold just to pay some basic defense units against barbarian attacks.
. . . Food shouldn't directly turn into people. What are they saying, that they lump food together like mashed potatoes in human shape and cast a magic spell and the food statue turns into a person Pinocchio style? Pfft
. . . You have X number of people, population grows according a percentage of your population number. That percentage will fluctuate on a per city bases according to various factors including availability of food. And not having enough food means starvation and unhappy citizens that can't work well.
. . . For example, you have 10,000 people, the growth rate is 5% per turn. Meaning next turn you get 500 more people in your city, turn after that 550, and so on. As long as you have the food.
. . . You make a settler out of 5,000 of them (yes you can control how many people you send) So now the city has 5000 people and next turn it gets 250 more people. The settlers can also grow en-route but at a severe penalty.
. . . Key here is that not only will this make for better and more realistic game play, it will also naturally solve the expansion issue. You expand when you have the people to expand, and you can't when you don't. Thus your very population becomes something to protect, nurture etc.
. . . So why expand if more cities don't mean more growth? To claim land for your nation and claim and use important resources. Also overcrowding, if a city can't house its numbers, you expand out.
. . . You could also have villages and stuff, especially back in ancient times, people were more spread out and agricultural farmers. Early game would require spread out because the tech wouldn't allow much housing in one spot and the distance away you can farm land for food would be limited, so you need many population centers to farm enough food to feed everyone.
. . . But latter game could see consolidation of population into major cities via game mechanics like this that naturally encourage it as technology advances and allows higher population density and the population wanting to be near the most improvements they can. (natural migration of population between your cities without you doing anything)
. . . Troops should come from the population,
Actual population numbers dropping from the troops leaving the general population, you can retire them and put them back in latter.
Consequences for losing troops in battle, besides the actual population loss, morale issues too.
. . . Imagine this, just like in actual history, you could have farmer soldiers, they do the soldiering on their winter days etc. when crops can't be grown, meaning you only have access to them some of the time, but because they go home to farm. The advantages could be that farmer soldiers still contribute as workers for food production and to the general population numbers for population growth. Disadvantages could be low morale and much weaker than the dedicated soldier, tough to gain experience. When a farmer soldier needs time off for the farm, it disappears and you need to bring them back to the front again.
. . . Also, having troops up should require paying them. Having troops die for your cause, you can either pay the family for their loss or suffer more morale problems.
. . . Also such systems would naturally combat early rushing. Hard to rush someone when your struggling to feed your own population and find enough gold just to pay some basic defense units against barbarian attacks.