Just a note that the two modifiers don't cancel each other.
If a city has 100 base food and 100% bonus, a 5% increase is still 5.
If the city required 1000 food, and now requires 1050, in the 6 turns for a new pop the 5% bonus will produce only 30 food. This means that in this case, we were harmed by that setup, and they don't cancel each other.
This is part of the reason why keeping the population stupid in the early game is "good"- if you get -75% food required to grow, you will reach the maximum (as supported by the city's food supply) pop that much faster. (-30% from education doubled the speed, in this example)
@T-brd, was food required to work as it used to so that -50% food required means that we need 50% less food, or that growth is 50% faster? IE, -50% from 100 base will return a 50 food requirement, or 67?
It seems each level of negative education reduces food needed to growth by 10%.
On first era you can get 10% reduction to food requirement for growth.
On 10th era you get 100% reduction to food growth requirement meaning growth every turn.
On last era you get 130% reduction to food growth meaning negative amount of food needed.....
Or reduction of food required for growth is calculated differently, so it can't overflow, when going deeply into negatives?
Civics also can increase/reduce food required for growth.
It would be nice if we could see what influences food requirements for city growth, like we can see what influences city productivity.
I set all civics for maximum food requirement reduction.
It seems like -5% reduction to food required actually acts as it speeded up growth rate by 5%.
That is -100% reduction to food required actually doubles growth speed not nullifies food requirement assuming no other modifiers present.
On Noble/Normal/Standard with default civics city needs 46 food to grow to size of 2.
I set iPopulationgrowthratepercentage to -1000 for Anarchy - one of default civics.
It didn't change to 46
I zeroed all <iPopulationgrowthratepercentage> in civics.
Now food cost is 46.
I increased one civic <iPopulationgrowthratepercentage> to 1000
Still food cost is 46.
Did I just discover bug?
Looks like civic iPopulationgrowthratepercentage is completly ignored in food cost calculations, at least for pop size of 1.
I'll do same things to palace.
<iPopulationgrowthratepercentage> of 1000: 506 food needed. 46*11 is 506 if it adjusted growth speed.
<iPopulationgrowthratepercentage> of -1000: 46 food needed. 46/11 = 4 if it adjusted growth speed.
<iPopulationgrowthratepercentage> of -99 : 1 food needed. 46/1.99 = 23 food if it adjusted growth speed.
Looks like if you get 10th negative education levels assuming baseline modifier was 0 then food growth calculator would break - that is assume modifier would be 0.
Also civics iPopulationgrowthratepercentage is not working at all.
It seems like someone was midway implementing this feature and then no one finished doing that.