Trimming The Fat
Ok, as EkoNES continues to crawl slowly towards completion (ie. the Start) I have decided to trim some of the excess features and details that will lengthen the delay until the game can start, slow down the running of the game, and increase confusion levels for both the players and the mod. Here is a list of things that have been cut, things that may be cut, and things that will definitely not be cut. Please feel free to give opinions or suggestions.
Crime Rate: It was an unnecessary feature, that would just lead to confusion. Buildings and effects that would havee increased crime now decrease stability, which I think is pretty fitting, and effects and buidlings that would have decreased crime now increase stability and approval and provide a small amount of espioange.
Specialists: Well, they're not completely cut. The Professional workforce type is renamed ''Specialists'' and encompasses things like doctors, researchers, judges, law enforcers and lots of other things. There will still be ''great people'' style events, and I feel that with the removal of the traditional style of specialists these will be more important and unique. I'm considering reversing thsi change though as I thought it was an interesting second use of workforces and a good way to fill out lacking techs with specialist slots/discounts.
Effect of Resources: As it is now, resources provide a whole range of effects such as food bonuses or extra gold to the owner of the resource, regardless of whether they were imported or home-grown. This is on top of the gold that both parties get from a trade, and on top of the bonuses ''resource improvements'' have over standard improvements of the type. I might cut the additional effects of resources, I need opinions.
Outposts: No longer have stats, they are now very cheap ''surveilance'' improvements. Minor Towns and Forts still have small stat boxes.
Minor Towns: Now have 3 stages of development only. Growth is controlled by the player. The size stat is equal to the number of workforces available, and all workforces in these towns, named ''Rural'' Workforces cost 20 gold. Rural workforces can be used in place of Gatherer or Labourer workforces.
Simplification: The spreadsheet has been simplified slightly, due to the removal of specialists and some minor things.
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Also, I've found a solution/compromise to the population problem. More details coming soon.
EDIT:
Quasi-Realistic Population Stat:
Cities start at 4 population units, which equates to 4 workforces. (Minor towns can reach population three, at which point they can be upgraded to a city)
Each population provides 2 gold each turn in tax.
To get more population points, a player can spend 10 food, 10 production, and 10 gold for each point. The price does not increase over time.
Each population costs 2 food per turn in upkeep and decreases the health of the city by 2%.
There is a maximum amount of population a city can have without boosting buildings. ''Management'' buildings such as city halls and town halls can increase this limit.
The amount a city can grow in size by each turn is called the growth rate. The growth rate is controlled by the health and stability of the city. If health and stability become too low, the city cannot grow. This is because the death rate has increased due crime or disease, or the birth rate has decreased due to the uncertain future of the city. Not being able to grow can be very bad if your population has been decreased by events and you no longer have enough workforces to run your improvements, or sufficient size to run certain buildings. Events that decrease population will only remove workforces if there are no ''unemployed'' population points in the city.
Generally, if health and stability are average the growth rate will be 1. Below average the growth rate will be 0. Above average health and stability values (~70) can allow for large population increases (2 or even 3 per turn). However, realistically it is unlikely to ever increase a city by that many people as the price is fairly high and you get negative effects from having a too large population, particularly if you cannot employ them, as unemployed population do not provide gold and cause a small approval decrease, while all negative effects still apply. Events can increase or decrease the population, when iit is increased you will not usually need to pay the cost of growth.
This seems to tie togeather the Health, Stability and Growth concepts quite nicely.