<Nexus>
Traveler of the Multiverse
I start this thread because I think that the way of cities population growth works is not very good.
How it works now:
When a city is founded, either by a settler or (for barbarian cities) spawned, it starts at 1 population. From there it may grow to any size if it has enough food.
Population growth is computed in the game via an intermediate mechanism called the food bar. The food bar represents a stockpile of food in that city. When a city produces more food than its population eats, it has a food surplus; this extra food is added to the food bar each turn. When the food bar is filled, the city will normally grow (gaining 1 population). This will not happen, however, if the "don't grow" option on the city has been selected. When a city grows and it does not have a granary, the food bar will be reset to zero, plus any overflow. If the city has a granary, the food bar is reset to whatever amount is in the granary (usually, to half-full), plus overflow.
Why is it bad?
Because it is both unrealistic and unbalanced.
Current population growth depends ONLY on food supply. This mechanic is perfect for the ancient era, good in the classical and acceptable in the medieval. But from renaissance onward - when traveling food to greater distances becomes more and more common - local food supply was less and less deterministic in population growth.
A city should not grow large only because there is an abundance of food, but other factors should also influence the rate of population growth - happiness, culture, employment, war threat, migration are a few examples.
The actual mechanic is also bad because it considers that all produced food can be used only locally. This is very far from reality. Think of our modern globalized world traveling food all over the globe or ancient Rome importing food from its provinces (e.g. Egypt).
It is also exploitable, especially now that we have "Hurry food" for the Caravan unit. With it you can boost up a city's population by several levels in a few turns. (Removing the ability to "Horry food" is a solution, but not a good one IMO).
How it should work?
Food production should determine the LIMIT of city population and not the SPEED.
I think that a formula like this could be better:
C*[(100+



C: A constant rate of growth, scale-able by Speed, Map size, Difficulty, Era or whatever is needed.


CultLvl: The more influential a city, the faster it grows.

Food shortage: If a city starves it still has to decrease.
It is just a base idea for brainstorming. The formula sure needs some changes, like it should also count with the war threat a city may face.
There are other things that could/should be considered also: Golden Age/Anarchy, Migration, Civics affecting migration, Redistributing surplus food and Granaries (%food stored after growth).
I hope you find my post constructive and useful
