Technological/Education Property

Looks very promising!

Are you going to do this over normal building tags for the Education Auto-Buildings?
Yes.
-100% Great People rate I can deal with, but how do you reduce food required to grow by 100% and more:confused:?
That modifier should have an ultimate minimum but other positive modifiers could offset that value. So if you have one -100% and a +20% you've still got a -80% total. If you have a -120% and a +40% you still have a -80% total. If you have a -120% and no other modifiers you'd probably have some kind of -99% minimum or something - I'll check the code to be sure.

I had a totally different idea and wanted Education as a consumable resource with a simple happiness and revolution modifier if there was not enough produced in the city to satisfy the needs expressed by housing. With some spillage from one city to others as communication technology improves.
I'm not against that concept but we must admit it would take a version or two to address still and we have an emergency that this would answer to. We could at least use this to buy us some time to reconsider other ways down the road. Though I must say, I like this property in the basic structure it has now - an Instructor specialist would be a cool way to provide cities with the capability to more directly do something about their education values outside of buildings - to enable this would require a step for the mod that is far more needed for many projects to come to fruition anyhow.

BTW Your revolution modifier makes no sense as it stands. After all despots kill off the intellectuals when they want to reduce the chance of revolution not the less educated. It would need to be related to various civics.
So you would agree with me - on one point anyhow. Since despots kill off intellectuals to reduce the chance of revolution, it seems to me that they would do so because more educated people increase the chance of revolution, which is how the modifiers are proposed. An interaction with civics could be a better way to address it though so I don't mind leaving the revolution modifiers off the autobuildings directly until we can identify how that would play out more intricately.

@TB

You have my permission to edit the EQ_CIV4BuildingInfos.xml in my Science mod if you want to try out some of your ideas. I tried to keep it as a separate file in my mod so it could be easily tweaked without messing with the science buildings.
Ok thanks!

Thunderbrd, these are really great ideas and I absolutely say: Go for it!

In a Republic, Democracy or Constitutional Monarchy education should reduce the risk of revolution. In Despotism, Absolute Monarchy, Fundamentalism, Fascism etc. education should increase the risk of revolution.
I'll leave that off so we can further consider the implications. I would challenge that education reduces the chance of revolution under democracy etc... but I could see it's likelihood to increase revolution being much less under democracy since such a system makes the educated feel they have better tools to utilize other than revolution to accomplish change.

i think that some ideas are good and other aren't good.the revolution part has already been mention.other one is the food requiere to growth.the number of children that a family have doesn't depend on the education ,but on health and cost of life .for example in middle ages until the 18th-19th century,most families have lots of children,even the ones that were more educated,simply because diseasds were most of then lethal
.after ww2 there was one of the biggest increase of population in history at a time that most people have a similar educacion of the one nowadays.the only reason of the decrease of childs is that now is expensier to maintain then,but it is offset by the low mortallity rate on children.
You point out some appropriate other factors but I would still say even in those eras you'd see the higher educated would birth fewer children in general.

also the war weariness isn't rigth.you are rigth that riots happen in universities due to wars, but not all the ones studing there maybe be against it . also people in universities aren't all the population. finally there are countries like israel that even with conscription, most people doesn't complain,has they feel that they are defending their country.it all the depend on how the population is educated
To some extent true but again, I think you're pointing to other factors that ALSO influence war weariness.

finally one thing of balance and is that low educated civs would be more usefull for war,has they will have bigger cities ,much more soldiers and really low war weariness,so has long there isn't a really big tech gap,they will steamroll "educated nations"
That's actually part of the point. I want there to be some benefit to arranging the nation to be less educated if the situation is calling for it. This enhances the age old human inner conflict of savagery vs sophistication no?
 
I love the ideas that you have here, Thunderbrd. I'm curious whether this education property would fluctuate a lot between cities or if it will tend to propagate more like pollution and crime. I can see the benefits of having the border cities that are more likely to see war have less education, while the well-protected capital would have more education. However, I'm not sure how the math would work out with global modifiers like the anarchy time.

In general, right now it seems preferable to let education slide early in the game, at least on Eternity scale, since lower food reqs is huge when it can take a city a hundred+ turns to grow. A potential -200% food needed does sound silly though. Some of that will be offset by the early civics but even then, population could skyrocket if you let education slide long enough.

But mostly I want to see this system in place so I can try it out. I say go for it. :)
 
i think that you are taking the point of view of the moderm society when it comes to population: only have children when you have a home and a familly.however you need to take into account that those are economic factors,not educational ones.nowadays it takes a lot of money to support children ,and that's why there are economic helps of the goverments to help families with more than two childs. another example, there are a lot of examples of scientisc and musians that comes from families with many children but that were highlly educated for that time. let's look at the other side of the coin: in your system,in a idiotcracy families will be having lots of children. but why? why do they have to have such a big population growth?

also in your example of savagery vs sophistication, normally the side with more educated and organize leaders have much more soldiers .for example rome had much more soldiers together than any of the tribes.if they were at numerical dissadvantage in some battles,it's was because the legions were in all the parts of the empire. another example the british and the zulus.althougth the zulus were more,it was due the size of the expedition that was send there,not that the zulus were more.just look how many soldiers were use in the napoleonic campains. finally , there are always artist ,painters , high grade students that are in favour of wars

ps: it also seem to me ( althougth i'm almost sure that i'm wrong)that you think that no educated people doesn't care about being killed(and in case of radicals,is true) while in reality the low educated peasants/workers force to figth were the first to run away
 
That modifier should have an ultimate minimum but other positive modifiers could offset that value. So if you have one -100% and a +20% you've still got a -80% total. If you have a -120% and a +40% you still have a -80% total. If you have a -120% and no other modifiers you'd probably have some kind of -99% minimum or something - I'll check the code to be sure.

+100% needed to grow slows growth by half (ie. divides by 2). -99% needed to grow speeds growth by a factor of 100. They are not equivalent. The equivalent/opposite to +100% is -50%, as that speeds growth by the same factor of 2.

Then the equivalent of +200% is -66.67%, since it speeds growth by the factor 3. A 'linear' equivalence relation doesn't work in this case.
 
You could give higher Education-Effect-Auto-Buildings a "+3:mad: with Desportism", +2:mad: with Totalitarism" etc. If you scale that correctly, this could indirectly work as revolution modifier for such civics.

And the problem with higher growth rates for low educated people is most certainly the AI: It knows that high Crime is bad and low crime is good. It's also easy to teach it that high education is good and low is bad. But teach it that high education is good sometimes and in some cities while low education is good at other times and in other cities... well, I guess this would be a total mess :crazyeye:
 
I'm curious whether this education property would fluctuate a lot between cities or if it will tend to propagate more like pollution and crime.
I believe it's setup to propagate fairly similarly to crime and disease.

I can see the benefits of having the border cities that are more likely to see war have less education, while the well-protected capital would have more education.
Probably true but I think the overall effect of greater education will be better - will just enforce that you have to adapt to some growing concerns as the property value expands. Less education as a strategy would be possible yes but probably would be an overall worse position. As noted in a quote below, it's important to make one side or the other generically 'better' or worse for the sake of the AI. However, I certainly could see a clever player being able to exploit strategic differences here and perhaps eventually, if players find one end of the scale to be unusually better under clearly definable circumstances then we could try to implement that into the AI's consideration process.

Differing AI personalities could certainly see the best way to manage the property in different ways but I think that the impact of such reduced research and yields would be lethal if maintained for too long that way.

However, I'm not sure how the math would work out with global modifiers like the anarchy time.
Perhaps those should be reduced to account for multiple cities so that more developed games aren't potentially overwhelmed with modifiers. The best case scenario would be that only the city with the greatest modifier is taken into account but that has its own problems. Perhaps a National property value could determine anarchy times etc... but we don't have any User Interface for viewing a National Property level.

In general, right now it seems preferable to let education slide early in the game, at least on Eternity scale, since lower food reqs is huge when it can take a city a hundred+ turns to grow.
I'm thinking the impact on the yields would offset this benefit to the point that it's rather questionable if this strategy would be effective.

A potential -200% food needed does sound silly though. Some of that will be offset by the early civics but even then, population could skyrocket if you let education slide long enough.
Is population so likely to skyrocket when your food income is so low? Mind you, it would certainly be an interesting strategy in the beginning of the game as you say because it would empower you to rely more on hunting based food but later this wouldn't be able to compensate for the loss of Food Yield.

But mostly I want to see this system in place so I can try it out. I say go for it. :)
Cool :)

i think that you are taking the point of view of the moderm society when it comes to population: only have children when you have a home and a family.
I take this position because I believe modern society has this view because it is in fact a more highly educated society than most societies ever have been - this due to the most organized public education infrastructure that has ever been known to mankind's history - at least since the introduction of official public schooling.

however you need to take into account that those are economic factors,not educational ones.nowadays it takes a lot of money to support children ,and that's why there are economic helps of the goverments to help families with more than two childs.
Has there ever been a time when raising children was a minimal effort that took adult focus away from other potential achievements? Kids are kids and they're always going to be as taxing on a raising adult's resources in terms of time and assets as any source could possibly be. No matter what era, raising a child SHOULD (and the educated realize this) be an important decision to make that takes into account the means to manage that responsibility. In many societies, people have children without planning - and in more cases than not, this can be directly attributed to a lack of education itself as the knowledge of the means by which to ensure proper planning was lacking among those individuals. Even in the most prehistoric times the ones with knowledge could, and often did, practice birth control in one way or another. That's nothing new.

another example, there are a lot of examples of scientisc and musians that comes from families with many children but that were highlly educated for that time.
Keep in mind that it only slows growth, not cuts it off. It also expands the overall food yield by a lot so your people, having more wealth and prosperity under a higher average education level, are not completely incapable nor unwilling to raise families, even large ones. The difference is that they do so because they can do so responsibly which means they wait, if need be, until they can, which does slow things a little for them. But not by much considering that they're more likely to have those resources that gives them the confidence to raise their kids in the safety of prosperity. With disease levels being reduced by higher education levels, health would be higher too and thus the mortality rate of those children born would be higher. In all honesty, the offset between more food and better health would balance growth so that it only slows a little with higher education, not much. Thus offering a challenge to players (who aren't following this discussion) to see the overall equation as being far more positive for the highly educated society.

let's look at the other side of the coin: in your system,in a idiotcracy families will be having lots of children. but why? why do they have to have such a big population growth?
Because they don't have the awareness of not only how not to, but why not to. They aren't as responsible because they have no guidance so they breed without consideration of consequences. Consequences that very well could include starvation as food supplies are wiped out by the same lack of education. Look at what happens in many 3rd world countries today and you'll see exactly what I mean. Women that cannot possibly feed their kids are having them faster than those in civilized nations commonly do.

also in your example of savagery vs sophistication, normally the side with more educated and organize leaders have much more soldiers .for example rome had much more soldiers together than any of the tribes.
Higher educated societies also have a bonus to production. So the structure as proposed does support that. Just because more educated societies produce a more war resistant sentiment among its population wouldn't mean that it couldn't produce more units... particularly when units become the method by which those societies (on particular civics) are able to keep their people happy despite war weariness.

if they were at numerical disadvantage in some battles,it's was because the legions were in all the parts of the empire. another example the british and the zulus.althougth the zulus were more,it was due the size of the expedition that was send there,not that the zulus were more.just look how many soldiers were use in the napoleonic campains.
I get the impression you believe I'm suggesting a military unit production modifier being stronger on a lower education level... I'm not. Sure some civics can put food towards unit production but that's certainly not going to be better for the less educated nation when food production is higher on greater education levels. The problem with the population modifier on lower education is that it pushes pop to levels that cause more problems rather than solves them. One thing you might notice about C2C... particularly where crime and disease are concerned... if you overgrow your ability to address those issues you actually lose more benefits than the population brings you - then you end up having a starving and unhappy nation that can't effectively manage itself and the added population becomes a problem - one that COULD be solved by other brutal means such as slaving. Eventually I'd like to see Evil vs Good defined for leaders and influence their behaviors and strategies accordingly so that there is in fact a dark way to play that is almost as valid as a 'light' way to play. This moves us a step in that direction.

finally , there are always artist ,painters , high grade students that are in favour of wars
Sure but they would rarely outweigh the liberalizing effects of honest education. My base presumption here is that the education system is honest which isn't quite to the level of realism I'd like to develop but beyond the scope of the game to define the difference. So I'd like this system to lean in the direction of assuming that the education being delivered to the people is MOSTLY honest enough to get them thinking deeply and clearly. I think we may see a system of Social Philosophies being spread like religions eventually and in that case we may then be able to tweak education values based on what social philosophies are dominant in the city. For now we have to make a base assumption that the education is predominantly insightful and true. And in that case, most educated humans would feel more likely to be opposed to war and see it as a brutal means to accomplish complex goals.

ps: it also seem to me ( althougth i'm almost sure that i'm wrong)that you think that no educated people doesn't care about being killed(and in case of radicals,is true) while in reality the low educated peasants/workers force to figth were the first to run away
That very fear is exactly what keeps them from being resistant to their own nation's authority. They don't have the confidence to feel that they can have any kind of meaningful opinion on a national level conflict itself and usually feel victimized by being forced to be a part of it but are also subject to being more easily manipulated into feeling a sense of pride at being a part of a system that is greater than themselves, one that in their own ignorance they easily trust to have the best of intentions. The WELL educated usually see the real motives of those in power and usually, quite rationally, object. At least they remain suspicious because a truly educated person learns to think for themselves and not rely on someone telling them what is truth and what to do. Simply put, Lower educated people, throughout history, are followers while higher educated people are more inclined to either lead or object to being led.

I believe though that in a completely voluntary military system with higher educated individuals choosing to be there, you'll find morale reaches its highest points which is why when morale is inserted into the whole picture, higher education levels would lend to higher morale.

+100% needed to grow slows growth by half (ie. divides by 2). -99% needed to grow speeds growth by a factor of 100. They are not equivalent. The equivalent/opposite to +100% is -50%, as that speeds growth by the same factor of 2.

Then the equivalent of +200% is -66.67%, since it speeds growth by the factor 3. A 'linear' equivalence relation doesn't work in this case.
Ok, GREAT observations on the math that I wouldn't have noticed until (maybe) observing it in-game. I'll adjust the values on the negative factor there accordingly. Thanks for this insight!

You could give higher Education-Effect-Auto-Buildings a "+3:mad: with Desportism", +2:mad: with Totalitarism" etc. If you scale that correctly, this could indirectly work as revolution modifier for such civics.
Happiness modifiers? I suppose that could work... and would make sense and be more generic to affect rev levels as well as happiness. Cool... feel free to plot that out for me on the chart and I'll include them as you write them out (provided I see similar values to what you're showing there as those seem within balance.) I suppose some inverse happiness among the more educated under greater democratically aligned civics since those people would feel more capable of having a 'say' and the more educated they are the more they would feel that their voice should matter.

And the problem with higher growth rates for low educated people is most certainly the AI: It knows that high Crime is bad and low crime is good. It's also easy to teach it that high education is good and low is bad. But teach it that high education is good sometimes and in some cities while low education is good at other times and in other cities... well, I guess this would be a total mess :crazyeye:
You're right but I made a number of strategic observations above. Low education as a positive thing MIGHT be useful if other brutal strategies are also taking place which may make a personality driven AI benefit from being tweaked to see low education as a positive thing. But even then, overall the impact on a city from low education will always be worse than the impact of a high education UNLESS you suffer from so much unhappiness from war weariness as a result - a scenario that was taking place throughout Medieval Europe and one of the major reasons for the dark ages - leaders throughout that era NEEDED the people to be pretty stupid so they could be easily manipulated into accepting their petty and constant warfare which was based on the most selfish of aristocratic ideals. That also led society to remain stunted for over a thousand years with very little real scientific progress taking place due to so many people being kept in the dark (thus Dark Ages.)

For now, an AI that sees low education as bad and high education as good WILL be more successful than the other way around even if there may be times in the developing nation's lifespan when the situation may best call for the opposite approach. Therefore, the AI's setting to see high education as good is generically appropriate until further AI adjustments can be made later.
 
I could do this chart for you, but
1) I am not that fit in different civic systems that I'd can clearly say how much worse (or better) Despotism compared to Totalitarism is. And I won't have enough time to read properly through Wikipedia.
2) I suffer from terrible internet at the moment and haven't updated nor played the game for over a month. I try to, but I only get a few files modified per day with the SVN.
3) As I haven't play the game for so long, I can't really tell how much penalty is too much.

I'd suggest, as a very low detail plan, that there shouldn't be any :) modifiers for any Civic (well ok, probably with Green or Post Scarency...) since well educated people always tend to know it better than the current system. Just like in "Democracy is the worst form of goverment - except anything else that has been tried". Even when a president or whatever is elected only by educated people, they won't (since they can't) hoold all their promises. And well educated people tend to realise that more than stupid I think. Another point is, you can only choose from a group of people or parties to select. And if this group is completely incompetend, well, congratz that you can vote for the least incompetend... And "good" civics like Green, that probably deserve a :) for well educated people: The downside is, that they are quite expensive. And just because you are well educated, it doesn't mean you aren't selfish. So I can imagine that a lot of educated people think: "They are expensive, and they won't have any impact as long as I live. I don't have kids, so why bother?"

Also, I have no idea how the Education values look over the first 200 turns. If they are mostly negative: Good.
If they could go in the positive, how far? Your start with a lot of BAD civics and if you give educated people a :mad: modifier from them (which they should have), you will end off with A LOT :mad: in the very beginning of the game.

And how about the game in general? If you could say: at most lvl 5 until medival, lvl 7 in industrial, lvl 9 in modern and lvl 10 in TH era... then it may be a very good mechanism to balance out too much happiness in the later game.


So in short:
-no :) modifiers for civics [again, I have to keep a look ingame to see if there might be some exceptions)
- dumb people shouldn't have :mad: modifiers, since you can manipulate them easily enough to think that whatever your current goverment system is: it is great! Probably the 5 or 3 least dumb Autobuilding should have +1 :mad: from really bad civics, but that's all.
- as for the rest... really no scaling idea. I could see them quite high since we have a lot :) during the whole game.
 
Are my Story buildings at +1 Education each and one building per animal going to be a problem? They can be built by the animal and spread to all cities by Entertainers and Celebrities (spread one per unit used) and Great Artists (all that you have in any of your cities to all cities).
 
I could do this chart for you, but
1) I am not that fit in different civic systems that I'd can clearly say how much worse (or better) Despotism compared to Totalitarism is. And I won't have enough time to read properly through Wikipedia.
2) I suffer from terrible internet at the moment and haven't updated nor played the game for over a month. I try to, but I only get a few files modified per day with the SVN.
3) As I haven't play the game for so long, I can't really tell how much penalty is too much.

I'd suggest, as a very low detail plan, that there shouldn't be any :) modifiers for any Civic (well ok, probably with Green or Post Scarency...) since well educated people always tend to know it better than the current system. Just like in "Democracy is the worst form of goverment - except anything else that has been tried". Even when a president or whatever is elected only by educated people, they won't (since they can't) hoold all their promises. And well educated people tend to realise that more than stupid I think. Another point is, you can only choose from a group of people or parties to select. And if this group is completely incompetend, well, congratz that you can vote for the least incompetend... And "good" civics like Green, that probably deserve a :) for well educated people: The downside is, that they are quite expensive. And just because you are well educated, it doesn't mean you aren't selfish. So I can imagine that a lot of educated people think: "They are expensive, and they won't have any impact as long as I live. I don't have kids, so why bother?"

Also, I have no idea how the Education values look over the first 200 turns. If they are mostly negative: Good.
If they could go in the positive, how far? Your start with a lot of BAD civics and if you give educated people a :mad: modifier from them (which they should have), you will end off with A LOT :mad: in the very beginning of the game.

And how about the game in general? If you could say: at most lvl 5 until medival, lvl 7 in industrial, lvl 9 in modern and lvl 10 in TH era... then it may be a very good mechanism to balance out too much happiness in the later game.


So in short:
-no :) modifiers for civics [again, I have to keep a look ingame to see if there might be some exceptions)
- dumb people shouldn't have :mad: modifiers, since you can manipulate them easily enough to think that whatever your current goverment system is: it is great! Probably the 5 or 3 least dumb Autobuilding should have +1 :mad: from really bad civics, but that's all.
- as for the rest... really no scaling idea. I could see them quite high since we have a lot :) during the whole game.
Perhaps we should leave the happiness modifiers off until we get some further playtesting on the rest of the new details. I'm thinking education can fairly easily be increased at the beginning of the game so far as I've seen so far but I'm not 100% certain how it currently flows. I think it might be good to try to find a way to really make it tough to get up in the beginning though the education level does represent the average education with a consideration for the current tech level - it's how modern the people are really, not quite so much how knowledgeable they are when you consider how much is currently known and with that in mind it makes sense that early populations would be fairly well educated because they don't have as much knowledge to share until more specialized fields of study develop.

Nevertheless... I know what you mean about the unhappiness being a potential problem early on, not so much for the capital but for the next few cities more than anything.

Are my Story buildings at +1 Education each and one building per animal going to be a problem? They can be built by the animal and spread to all cities by Entertainers and Celebrities (spread one per unit used) and Great Artists (all that you have in any of your cities to all cities).

I think that actually will help a lot as there isn't currently a lot of ability the player would have to enhance his education levels without buildings alone. I was thinking Entertainers could be double-purposed as minor teachers that could obtain some minimal value education modifiers (like Crime modifiers on Criminals except that they'd be able to spread some positive - just not as much.)

Celebrities make sense that they could get some too. Gives some reason to have a few static entertainers and celebrities hanging around. I still think the specialist would be the most appropriate way to really empower a player here whereas a unit with as much strength at modifying education along the same lines as Law Enforcement units can reduce crime would need to be something very education specialized... like a teacher unit and I think that might be taking units too far since they would have absolutely NO combat value or any OTHER purpose. Units should be able to have multiple strategic values that can be specialized via varying promo paths imo. And I know you like to keep unit counts down as well. So I don't think a Teacher unit would be a good thing (although a GREAT Educator perhaps ;) ).

But yeah, for now I think those values will HELP tremendously, particularly since the current need is to help add to the game some further commerce assistance, most notably with research. So for now until we can further balance the system having education values lean towards the high side is probably helpful.
 
Yeah, probably the best to hold off with the :mad: from civics for now. Your other effects should do the trick.

Story Tellers could have a mission like "Collect Stories". This can only be done in non-domestic cities and when done he might get a promotion "Tales of Bear" for example, if this has been build in the city he completed the mission. If he has enough stories he can go back to a city and then tell those stories. This will destroy it but either give a one time boost (not very good for properties I guess) or builds the unknown Tales in that city.

Great Scientest could also have a new building that increases Education.
 
ok i see your point with war weariness ,althougth i believe 100% is way too high,maybe better a 50 %.remeber that higher war weariness will lead to easier defeat of Ai,either due to the technological gap or due the education level of their people.

but don't still like the way pop is manage,and i have this maybe not so great but useful idea that think it may work: adding a new feature call quality of live. higher levels decrease population growth but increasd happiness and health, while lower levels increase pop growth but increase unhappiness, health and security.
i think that it is a good way to represent the overpopulation of third world countries. the levels should go something like this:
1Miserable
2Un-berable
3very low
4 low
5 normal
6 good
7 really good
8 excellent
9fantastic
depending on buildings and techs, you will have different levels.so for example in the middle ages it can be difficult to reach higher levels, while in modern times it improve a lot.also poor buiding managent may led to have cities with lots of population but always angry and sick
 
ok i see your point with war weariness ,althougth i believe 100% is way too high,maybe better a 50 %.remeber that higher war weariness will lead to easier defeat of Ai,either due to the technological gap or due the education level of their people.
Fair 'nuff - I can diminish the modifier to a cap of 50%.

but don't still like the way pop is manage,and i have this maybe not so great but useful idea that think it may work: adding a new feature call quality of live. higher levels decrease population growth but increasd happiness and health, while lower levels increase pop growth but increase unhappiness, health and security.
i think that it is a good way to represent the overpopulation of third world countries. the levels should go something like this:
1Miserable
2Un-berable
3very low
4 low
5 normal
6 good
7 really good
8 excellent
9fantastic
depending on buildings and techs, you will have different levels.so for example in the middle ages it can be difficult to reach higher levels, while in modern times it improve a lot.also poor buiding managent may led to have cities with lots of population but always angry and sick
Puts the cart before the horse a bit doesn't it? Aren't nations suffering from a lower quality of life BECAUSE they allow themselves to overpopulate BECAUSE they are under educated about the consequences of doing so?

Am I hitting some kind of nerve here to say that more educated people are less likely to breed in greater volume? To me it seems obvious but I know there are faith based teachings this viewpoint can offend.
 
Fair 'nuff - I can diminish the modifier to a cap of 50%.


Puts the cart before the horse a bit doesn't it? Aren't nations suffering from a lower quality of life BECAUSE they allow themselves to overpopulate BECAUSE they are under educated about the consequences of doing so?

Am I hitting some kind of nerve here to say that more educated people are less likely to breed in greater volume? To me it seems obvious but I know there are faith based teachings this viewpoint can offend.

I don't know about faith-based but "smarter people have less kids" is simply wrong. It's wrong in theory, and it's not what happened in practice. High infant mortality and lack of reliable contraception is what caused us to have more kids in the first place (nothing to do with education...) When infant mortality came down, naturally our ...ahem... procreative habits took several decades to a century catching up...

By say 1950 most of our so-called developed countries had done this catching up. Before that we were all at it like rabbits like we accuse the 'developing' world of now.
 
High infant mortality and lack of reliable contraception is what caused us to have more kids in the first place (nothing to do with education...)
Greater education means reduced infant mortality and the knowledge of how and why to obtain and utilize reliable contraception. There's always an availability of reliable contraception. It's called not ... erm... don't wanna offend anyone with any particular word choice but you get my point. Abstinence is going to be more commonly practiced by the responsibly minded. Responsibility is part of what education instils.

Additionally, Education level and Intelligence level are two entirely different things. Education enhances awareness of knowledge and issues that will confront us in life. Intelligence (smarts) is how well we process and that information that we have been exposed to. Education is the exposure to knowledge - intelligence is the ability to make the best use of it. A high education is not at all an indicator of how smart a person is - though we tend to see it that way with our current system because it tends to be that intelligence is evaluated to enable a person to go as far as an education system may take them. However, many VERY intelligent people are painfully undereducated due to the lack of exposure to information for whatever reason.

Just a point to make there that doesn't necessarily impact the debate.

But seriously... anyone who takes a moment to recognize what is best for themselves and their offspring is going to practice some restraint when it comes to having those offspring. The more offspring you have, the less attention and nurturing each of those offspring may receive from your limited pool of resources (including time and focus) as a parent. Education enhances awareness and enables people to learn from the experiences of their elders, regardless of the era or the means by which education is delivered and this will enhance a person's sense of responsibility. Overbreeding for the conditions is simply a matter of irresponsibility.

Hell... education can get so bad that you can still find some people in backwards communities that still don't realize what they are even doing to have children in the first place. It just mysteriously 'happens' for these people. What option do they have to restrain themselves when they don't KNOW what's causing it? Even a small tribe after a generation or two will have its elders recognize the pattern causing impregnation enough to be able to express this to the tribe - it's only the group that doesn't bother to pay attention or share information between each other that will remain ignorant of this for long.

When people are infused with greater awareness, they begin to take responsibility for breeding as a CHOICE based behavior. As that becomes more and more the case, you'll find they CHOOSE to have less children unless they have such clear personal access to resources that the ability to provide the quality of upbringing they want their children to have is assured.

As you well note, the exception is a situation where parents tend to feel more that the infant mortality rate is so great that they'd better have as many as they can so that their family line may continue beyond them. And of course, in less educated societies overall, the increased disease and overall danger level is higher which instills this motivator in people even moreso - so even those that do have greater awareness and responsibility among the community that suffers from other education-deficit based ailments will be more inspired to raise large families.

And sure there's lots of other factors such as the psychology of soldiers returning home from war (aka the Baby Boom).


Tell you what... if you would challenge this assertion about population growth and education, please take a moment to watch the first 15 minutes of the movie Idiocracy. They make the point loud and clear and wow is it insightful! Even though what they go over there is intended for comedy, it's painfully true. That's if you can find a way to watch it... checked just now on Netflix and they don't have it for streaming :(
 
Greater education has nothing to do with infant mortality - stick well educated people well away from modern health care and child birth becomes a dangerous activity again.

I know some well educated couples who have had large families because it gives their genes a better chance of surviving a population crash due to over population. Also I heard (on news radio) about a recent study on if having fewer children in affluent and educated societies increased the chances of your genes surviving for three to four generations. The results suggested it was a bad idea to only have one or two children! Apparently we need more pandemics:rolleyes:

It is economic and health factors that influence family size not education.
 
I'll let some studies and news reports talk for me. A simple scan through these will reveal a great body of backing for my thesis, which is beyond a thesis for these folks:
http://www.cdc.gov/nchs/pressroom/97facts/edu2birt.htm

http://www.un.org/News/Press/docs/2011/pop994.doc.htm

http://answers.yahoo.com/question/i...2xvA2dxMQR2dGlkAw--?qid=20081214121911AAJXxNK

https://www.earth-policy.org/data_highlights/2011/highlights13

http://en.wikipedia.org/wiki/Fertility_and_intelligence
I think this last one says it all. Lower education leads to lower IQ which leads to greater birth rates which leads to more impediments to education. This system as proposed exemplifies this. Higher populations are tougher to keep educated as pop points drain the education property positive resources coming into the city. The lower this gets the higher the birth rate. The higher the birth rate the higher the population the more drain on education.

The vicious cycle is somewhat broken (in each direction) by the food production adjustment as more educated societies are more capable of overcoming challenges to successful agriculture so while higher educated societies require more food to grow (slower birth rate) they are able to maintain a healthy growth curve from the increased food - one that doesn't threaten to overpopulate and thus place too much strain on crime, disease and education. A somewhat slow but steady population rate that doesn't outgrow the city's production to keep up with its demands is a far better city for the nation that doesn't rot in unhealth and unhappiness wasting its human resources in being bound up by being overgrown.

On the flip side, a low educated city will overpopulate up to a problematic level, waste the usefulness of that population, and will even begin to starve itself in this bind up as crime and disease increase making less people work, more unhealth stripping the city of more food, and taxing an education system trying to keep up with the rampant growth. Only when it starves itself back down or other very effective strategies are taken to bring this back under control will this 'Red Herring' - appearingly positive but in fact not so good - feature of low education be brought back from the brink of destructiveness for the city.
 
i can give one example that prove that isn't education what reduce birthrates and his china. they get a high population growth in the country so they need to apply the one son law, a law that would led to the destruction of the country after maybe 5 or 6 generations. why? because having just one children isn't sustanible and it will decrease the population .the magic number is 2.1 for each pair (0.1 is for illness and other things)to maintain the population stable.yet many "highlly educated" countries doesn't reach this mark.i read one new that in japan they were worry due the slow childbirth rate,that if it continuos for many years,will led to problems in the country

also the part that you say that we are much highlly educated than before, i think is wrong. just look at this tv programs were people go that makes easy questions and yet they fail to answer then. it is kinda of sad, but is true that a significant part of the population doesn't seem to be enougth educated
 
also the part that you say that we are much highlly educated than before, i think is wrong. just look at this tv programs were people go that makes easy questions and yet they fail to answer then. it is kinda of sad, but is true that a significant part of the population doesn't seem to be enougth educated

That's sadly true... A lot of people have problems with basic math, grammer, lack of reading skills or really suck in general knowledge. I think you don't realize that as much, since you have mostly educated people in your enviroment. I stayed so long in a working group in a lab, that afterwards I was really supprised when I met someone that didn't study at all! In "my world", everyone had a degree! It's just that you see that all of the people around you are smart, you think that's the average and if you meet a badly educated person, you think that would be an exception.
 
I agree with Thunderbrd that higher education levels will reduce the number of children. On average (there will always be many exceptions).

But I also think that eduction should not be the main and definitely not the only effect on population growth. And it is not if you look at Thunderbird´s plans, just one effect between many. So I definitely like this concept (except the Revolution effect as stated above) and would like to give Thunderbrd a "Go for it!". Finetuning and balancing is always possible and probably needed anyhow.
 
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