v1.2 Settlement Actual Growth *Rate* Estimates

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Nov 17, 2024
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I am aware this is the third thread for this lol, but I wanted to make a new one because previous tables and graphs have looked at the food requirements to grow in each age. This does not give a picture of realistic growth rate however, as the rate at which settlements can recieve food increase throughout the era as population growth means more tile yields, plus tile yields get better in each era - the graphs would only be indicative of rate if food income was constant.

There are a lot of things which affect food income and growth rate: specialisations, beliefs, civ and leader abilities, mementos, technologies, civics, policy cards, specialists consuming food, connected towns, etc, etc. So to make this very rough estimate, I am simply assuming each population is turned into one farm, with all food increases from techs and buildings immediately applied - plus the base food from the city hall to allow for growth at 0 rural population. While this is super simplistic, it should give a better picture of the actual growth rates in each era.

The tables from which the graphs are made:
Spoiler :

1745496343258.png


The rate of population growth is now relatively consistent in each era. Antiquity settlements grow fastest initially, but large populations will grow faster in the Modern age - and that's not considering food buildings and more towns, which will all boost population growths. So even though the graphs of food required to have a growth event make it look like modern settlements will now grow slowest, this isn't the case.

1745497152821.png


If we compare this to before, it's a pretty dramatic change. I've cut off the x-axis for better comparison, spoiler has a full version and one with a logarithmic x-axis. As we've already seen on the previous graphs, growth is slower initially in all eras, then becomes faster at different points, with similar intersects to this graph. The modern age has been nerfed, growth is still slower than it used to be (presumably also crossing at a certain population), although it is still the fastest of all eras as food yields are highest. Potential for late antiquity growth has been boosted a lot, it would previously take hundreds of turns to get to substantial populations even if all other food income increases and growth rate reductions were factored in, although early growth has been nerfed a little.

1745497464136.png


Spoiler :
1745497326688.png
1745497427522.png


TL;DR: While graphs of population vs food requirement might make it look like the growth speeds in each age went from Antiquity<Exploration<Modern to Modern<Exploration<Antiquity, I think this very, very rough estimate shows that is not the case.
Instead, growth is still fastest in Modern and slowest in Exploration, but with nerfs and buffs to bring them more in line with each other and overall boosting growth rates.
 
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I am aware this is the third thread for this lol, but I wanted to make a new one because previous tables and graphs have looked at the food requirements to grow in each age. This does not give a picture of realistic growth rate however, as the rate at which settlements can recieve food increase throughout the era as population growth means more tile yields, plus tile yields get better in each era - the graphs would only be indicative of rate if food income was constant.

There are a lot of things which affect food income and growth rate: specialisations, beliefs, civ and leader abilities, mementos, technologies, civics, policy cards, specialists consuming food, connected towns, etc, etc. So to make this very rough estimate, I am simply assuming each population is turned into one farm, with all food increases from techs and buildings immediately applied - plus the base food from the city hall to allow for growth at 0 rural population. While this is super simplistic, it should give a better picture of the actual growth rates in each era.

The tables from which the graphs are made:


The rate of population growth is now relatively consistent in each era. Antiquity settlements grow fastest initially, but large populations will grow faster in the Modern age - and that's not considering food buildings and more towns, which will all boost population growths. So even though the graphs of food required to have a growth event make it look like modern settlements will now grow slowest, this isn't the case.

View attachment 729973

If we compare this to before, it's a pretty dramatic change. I've cut off the x-axis for better comparison, spoiler has a full version and one with a logarithmic x-axis. As we've already seen on the previous graphs, growth is slower initially in all eras, then becomes faster at different points, with similar intersects to this graph. The modern age has been nerfed, growth is still slower than it used to be (presumably also crossing at a certain population), although it is still the fastest of all eras as food yields are highest. Potential for late antiquity growth has been boosted a lot, it would previously take hundreds of turns to get to substantial populations even if all other food income increases and growth rate reductions were factored in, although early growth has been nerfed a little.

View attachment 729976



TL;DR: While graphs of population vs food requirement might make it look like the growth speeds in each age went from Antiquity<Exploration<Modern to Modern<Exploration<Antiquity, I think this very, very rough estimate shows that is not the case.
Instead, growth is still fastest in Modern and slowest in Exploration, but with nerfs and buffs to bring them more in line with each other and overall boosting growth rates.

When do you sleep? I don't know how you have time to play the game at all when you spend so much time on awesome things like this. Thank you!

By the way this changed my mind on thinking they accidentally flipped the growth in the code.
 
When do you sleep? I don't know how you have time to play the game at all when you spend so much time on awesome things like this. Thank you!

By the way this changed my mind on thinking they accidentally flipped the growth in the code.
Cheers! Definitely seemed like they'd accidentally flipped something at first glance, which is why I was motivated to dig deeper and see if that was actually the case or not. The trick is I don't have much time to play the game - I was planning to this morning but then spent it all working on this instead lol.
 
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