[Return of health] Population pyramid

mamuz

Chieftain
Joined
Sep 21, 2010
Messages
44
First, i'd like to say that i prefer the design in Civ V than Civ IV : social policy tree linked to culture, 1UPT and hex tiles, no more sliders, upkeep for buildings and roads, limited ressources. All these concepts are better even if some balance and AI issues cause troubles with them. I hope for an improvment, for this two points, essentially. Don't blame too much Firaxis for that. The fact is that a game like Civilization NEEDS to have thousands of testers. No company can handle this kind of tests without our help.

However, if there's one thing i regret deeply from Civ IV, it's health. I can't explain why it has disappeared. It was a good concept which makes some ressources useful.

Then, here's the core of my idea in purpose to reintroduce health in a different way.
It’s a bit long and complex but in term of design it’s simple and it allows macro-management or micro-management. I’m sure some of you will appreciate.

I ) Health and population pyramid

About health, remember how we could collect health point :)health:) in Civ IV and imagine it’s globally the same in Civ V (sheep, crab, aqueduc, etc…).

The main part of this core idea is to link health point with a population pyramid.

The population pyramid could be divided into 10 periods of years: from 0 to IX (from 0 to 100 years old if you prefer, but if it helps imagine something like 0 = baby; I = children; II = young adults; III, IV, V, VI = adults; VII, VIII, IX = seniors).

The number of health points represents the middle age when your citizens die. For instance, if a city has 5 health points, all citizens with an age in the period V die at the end of turn instead of having the age VI.

In consequence, having 10 health points should be a long and hard process. If we check the world today, only 4 countries have reached the life expectancy of “Citizen(VIII)” : Japan, Canada, Australia and France.
I think the best way is to limit sheep, crab to a number like Civ V made with strategic ressources. Then, only the same number of cities can benefit of this ressources.

II ) Population growth

First, a citizen eats for 2 foods each turns like in Civ V.
But, now that a citizen dies each turn, we need to adapt the birth rate. Even if food isn’t realist, it’s a good design. We can keep strictly the same: excess of 2 foods give a new citizen…. BUT, this time, each turns (*). For instance, an excess of 5 foods will give 2,5 citizens each turn (in fact 2 the next turn, 3 the turn after).

(*) : To fully understand the following, keep in mind what is the sequence of each EOT:
i ) count the food produced by all citizens in a city and add the food put in stock during the last turn.
ii ) then, citizens who are not allowed by health to live more… just die.
iii ) count the required food to feed the youngest alive citizens. The others die by starvation.
iv ) make as many 0-aged citizens as the excess food allows


Note : It's better to consider that a city produces +0 food (yes, cities don’t produce food). It implies that a city settled in a plains don’t give any food (food bonus of the tile is destroyed). Cities just give hammers and gold. Build them next to food resources of 2 or don’t build them.

Exemple of a new game :
I’m in 4000BC with a settler and 0 health’s point (we don’t live very old by these ancient days :/ ):
--
Turn 1 :
I build a city on a toundra (0 food) and the citizen(0) (-2 food) exploit a sheep on a plain (+ 2 food, i guess). I build a worker.
EOT1 : City produces 2 foods. Citizen(0) dies. City has now an excess of 2 foods. A new citizen(0) replaces the old one.
--
Turn 2, …, 10 : … (the same thing happens in the city).
Turn 11 : My worker is ready to build a pâturage on the sheep tile…
--
Turn 15 : The tile improvement is finished. Health is 1.
EOT12 : City produces 3 foods. Citizen(0) grows to Citizens(I). City has an excess of 1 food in stock.
--
Turn 16 : …
EOT13 : City produces 3 foods and has 1 in stock since the last turn. Citizen(I) dies. City has now an excess of 4 foods. Two new Citizen(0) replaces the old one.
--
Turn 17 : The 2nd citizens works in a mine which bring no more food.
EOT17 : City produces 3 food. Both Citizen(0) grows to Citizen(I). City has only 3 food for two peoples, one of them die by starvation. The other take 2 food. It stays only one food. No Citizen(0) appears.
etc…


III ) Why make things complex when we can do them simpler ?

Yes, health in Civ IV was simpler.
But, this kind of complex rules is easy for a computer, invisible for people who like macro-managing (the population will grows normally if they build farms and will live longer if they take care of health) and interesting for people who like micro-managing (essentially because of the following).

IV ) Different ages, differents possibilities.

Ok. Now, we have a pyramid of the ages like in the reality (people of the XXIth century live longer than people before JC), keep going on and talk about which bonus is given by the citizens (in addition to the tiles they are exploiting).
The bonuses below are quite random (it’s just an idea not a specification) and i guess social policy and/or tech tree can be used to activate or add these bonuses.

Then, an example of possible bonus given by each citizen to a city (it's not realistic at all, and certainly unbalanced in Civ V context):

Age(0) : -1 :gold:
Age(I) : nothing
Age(II) : +3 :hammers: +1 :science:
Age(III) : +2 :hammers: +1 :science: +1 :gold:
Age(IV) : +1 :hammers: +1 :science: +2 :gold:
Age(V) : +2 :science: + 2 :gold:
Age(VI) : +2 :science: + 1 :gold: +1 :culture:
Age(VII) : +1 :science: +3 :culture:
Age(VIII) : -1 :gold:, +6 :culture: -1 :health:
Age(IX) : -2 :gold:, +8 :culture:, -2 :health:

The idea behind this kind of bonuses is :
- city with no health costs
- Low health tends to leads to a more productive city
- Middle health to a merchant city
- High health to a cultural city

(to be continued...)
 
Then, a city of 10 citizens (with constant 20 foods) pays each turn (independently of bonus due to buildings, worked tiles and specialists):

health is 0 => it costs 10 :gold:
health is 1 => it costs 5 :gold:
health is 2 => it costs 3,33 :gold: for 9,99 :hammers: and 3,33 :science:
health is 3 => it costs 0 :gold: for 12,5 :hammers: and 5 :science:
health is 4 => it pays 4 :gold: and 12 :hammers: and 6 :science:
health is 5 => it pays 8,33 :gold: and 10 :hammers: and 8,33 :science:
health is 6 => it pays 8,57 :gold: and 8,57 :hammers: and 10 :science: and 1,42 :culture:
health is 7 => it pays 7,5 :gold: and 7,5 :hammers: and 8,75 :science: and 5 :culture:
health is 8 => it pays 5,55 :gold: and 6,66 :hammers: and 7,77 :science: and 11,11 :culture: and -1,11 health
health is 9 => it pays 3 :gold: and 6 :hammers: and 7 :science: and 18 :culture: and -3 health

V ) Balancing things and enhancement

Balancing things is a hard job. As it’s just an idea thrown like a bottle in the sea, good luck if someone is inspired by that, but i guess it's required to rethink all hammers/gold/science/culture balancing in the game !

Especially when I think about enhancements as social policy “mandatory school” allows to add +1 science to Citizens(I) and (II), etc…

VI ) Conclusion

It was funny for me to write this idea and try to explain it briefly (as briefly as I can, I have a lot of enhancement based on this idea in my mind…). My English is not really fluent, but I hope it was clear enough for people who read these last lines.
I’m not sure this kind of idea is good for all kind of playing. But as I said, as complex as it is, it’s easy to implement, it can be invisible for people who don’t like micro-management and good for those who like it. Moreover, I guess that for people (like me) who like to shape his empire after winning a game, it can be a new challenge.

What can I say is that Civ V inspired me. What can I say too is that, even if I think health is a good thing, I don’t want to see the same health than in Civ IV.

Go ahead !
 
I like it, even if it's just a rough sketch at the moment. One thing though, population growth could possibly be somehow tied to the number of young adults, as that's the group that mainly reproduces. That would mean cities of young population would experience a self-escalating population growth, but not obtain too many older and more productive citizens. Same thing as we see in some parts of Africa today. Many visitors comment the apparent floods of children.

The number of health points represents the middle age when your citizens die. For instance, if a city has 5 health points, all citizens with an age in the period V die at the end of turn instead of having the age VI.

I know the idea is just in its infancy at the moment, but shouldn't deaths rather be spread out more evenly among the population, but with the average centered around the health value? Having all citizens live to exactly the same age seems a little artificial to me. This means we could have infant mortality for a long time, but gradually less of it as the game progresses. If we combine this with citizens being unproductive their first turn (children), it would give a strong incentive to boost health.

I like implications of this idea. Think for example of migration. Cities could somehow compete with each other for their attractiveness, and the cities that wins out this contest will grab adult population from the ones that loses out, thus getting the benefits of population without the drawbacks of childrearing. Also industrial cities (factories and industry could give high attractiveness - just bear with me at the moment) would drain population from the young and rapidly reproducing agricultural cities, but then die population dies quickly because of rampant unhappiness.

I might be geting a bit ahead of myself now, but I'm really a fan of a bit of realism in games likes these, and your idea absolutely got to me :D Especially as it is so easy for a computer to do such calculations and easy to ignore for players who are not into this sort of management.
 
Interesting to say the least. I think it could work but the system shouldn't be limited to cities. I think units (military and civilian) should be considered in this health and population pyramid as well.
 
Yes, I hope they find a way to work health back in. The math can be supercomplicated, as above, without necessarily making the game more complicated.
 
Interesting...but I can't help but think that this is way too complex. I mean, I think health should play a large part in the game too, but having population pyramids that would seem to require a whole lot of attention does appear to make it way more complex than it needs to be.

Also, you allow for growth of more than one citizen per turn, which to me seems a rather overpowered way of doing it. No doubt this would be a very fundamental change and would be balanced in that regard if implemented, but at the moment, with the way the tile and improvement system works, adding multiple citizens per turn would be rather overpowered.
 
Interesting...but I can't help but think that this is way too complex. I mean, I think health should play a large part in the game too, but having population pyramids that would seem to require a whole lot of attention does appear to make it way more complex than it needs to be.

I agree the mechanism is complex. But, i think implications are quite simple. But, you've maybe right, a simpler thing can certainly exists with Health.

Also, you allow for growth of more than one citizen per turn, which to me seems a rather overpowered way of doing it. No doubt this would be a very fundamental change and would be balanced in that regard if implemented, but at the moment, with the way the tile and improvement system works, adding multiple citizens per turn would be rather overpowered.

I thought about that, too. And i think first it was a problem, too. Finally, i think it can be exactly the contrary. At the beginning of the game (take my example of Citizens(0) costs 2 gold), no one wants to growth quickly if health doesn't follow (it will cost a lot of money). You don't want big city if health can't support them (it costs).
Moreover, if population can grow quickly later (when health can reduce the cost), it can decrease quickly too, for example during war if an enemy destroy farms. In conclusion, even if the system allows "sharp" move of population, the best way to increase it is to go smooth, i guess.

But, you've right about balancing the game. All needs to be changed. A bit hard for a patch. Maybe for a new Civ, too ! ^^
 
How could a civilization survive with only 0-9 years population?

I guess it's necessary to adjust the model in order to ensure that there's always at least one 10-19 citizen. If not, then it'll become a "baby civilization" who can't stand the test of time.

Other than that, the model is well done.


I've asked the following in another thread, but maybe i get an answer here.

Does anybody has played Master of magic? There growth wasn't based in food, just "breeding capabilities" of the race and space available. Of course food was needed to feed the civilians, but excess food was instead for the military. Yes, it was an imperial granary.

What does this have to do with the model proposed in this thread?
Well, i think it could be possible to base the population growth in health, culture and space.

Health is clear, it'll represent that "breeding capabilities"
Culture might be not as clear, but a strong one gives a sense of unity and belonging, so when people feel "part fo the group" then it'll favor its growth.
Space, the more tiles unworked the easier to provide living space for the new families.

Maybe i'm way out from the topic. If so, i'm sorry... if not, thanks for reading. ;)
 
How could a civilization survive with only 0-9 years population?

It can't for sure ! But, i've try to keep the model as simple as i can.

I've asked the following in another thread, but maybe i get an answer here.

Does anybody has played Master of magic? There growth wasn't based in food, just "breeding capabilities" of the race and space available. Of course food was needed to feed the civilians, but excess food was instead for the military. Yes, it was an imperial granary.

What does this have to do with the model proposed in this thread?
Well, i think it could be possible to base the population growth in health, culture and space.

Health is clear, it'll represent that "breeding capabilities"
Culture might be not as clear, but a strong one gives a sense of unity and belonging, so when people feel "part fo the group" then it'll favor its growth.
Space, the more tiles unworked the easier to provide living space for the new families.

Maybe i'm way out from the topic. If so, i'm sorry... if not, thanks for reading. ;)

Space (tile unworked) is a nice design. It could easily replace food. Just count the number of unworked tile each turn, put the number in a stack. When stack has reached 50 (for instance), add 1 population. If i compare to the food system, the differences in term of game play is that culture impact really your growth. I mean expend quickly your culture expand your population quickly, but... without expand of culture, population will grow hardly after 3 or 4 pop (if i consider how Civ V works today with culture). Then, you need to play culture to grow, and the big problem is, if you play with massiv culture building in your city... how to stop the grow ? :/

However, concerning population pyramid, i think it's not complient. Because, as the last poster said : with my design, population can grow very quickly. And, at the beginning, if we can't control a smooth growth, it hurts. With space as a source for growth, we can't really control the growth. So, things have to be made to mix these 2 concepts.
 
Growth must then be a function of:

Current population, as more people "breeding" means more baby "booming" and current available space, as more tiles unused means more housing can be built (in Master of magic hammers could be converted into housing).

Then current culture per turn might determine maximum total empire population, while current global health (just as happiness is global now) might determine the maximum age pyramid steps in order to limit maximum population per city.
 
I thought about that, too. And i think first it was a problem, too. Finally, i think it can be exactly the contrary. At the beginning of the game (take my example of Citizens(0) costs 2 gold), no one wants to growth quickly if health doesn't follow (it will cost a lot of money). You don't want big city if health can't support them (it costs).
Moreover, if population can grow quickly later (when health can reduce the cost), it can decrease quickly too, for example during war if an enemy destroy farms. In conclusion, even if the system allows "sharp" move of population, the best way to increase it is to go smooth, i guess.

But, you've right about balancing the game. All needs to be changed. A bit hard for a patch. Maybe for a new Civ, too ! ^^

Yeah, perhaps.

Having to take it smoothly would depend on it being always rather difficult to stay healthy. I know in Civ4, it would be quite possible in many cases to add on multiple population points without having to worry too much about health problems.
 
Top Bottom