Okay, here’s a very rough sketch of a proposed idea for population… Maybe an advanced/expanded cities report chart.
It’s to make population more In the game then just city sizes.
Propaganda, a new mechanism, can be used to sway alignment and city growth.
Propaganda, much like espionage, is altered towards whatever you pick, increased spending increases whatever agenda your trying to push.
Population can be forced into migration to other cities of yours, like colonies. You can use propaganda to ease the harsh responds of it. Populations of cities can be evacuated from danger zones to save your nations size and other such mechanisms can be used upon your citizenry.
Now, I don’t have civ4 so the pic is kinda rough, also less then half way through I decided you’ll get the picture without me having to do it all

if it seems like just a blurt of nonsense… Well,
bite me
Population:
Total Population:
Military Personal (units) = Soldiers. Intelligent services. Military Personal counts as a portion of your Total Population, and cannot exceed that amount. This portion depends on your government. Normally your Military can be a percentage of your Total Population, this percentage increases with circumstances. Civics such as Martial Law increases troop limit.
Research Personal = Scientist. Librarians. Teachers.
Cultural Persons = Entertainers. Designers. Figure Heads. Writers. Architects. Speakers.
Trades Persons = Business Heads. Retail Employees. Advertisers. Financier Etc.
Research Personal, Cultural and Trades Persons, are a limited portion of your Total Population based towards scientific/cultural/trade advancement. The amount of persons is not controlled, though you can increase the limit of persons allowed by increasing spending on the area. Established Persons can be moved around your empire.
Work Force = Agricultural workers. Miners. Engineer. Maintenance Workers. Medical Professionals. Law-Enforcement Personal. Firefighters.
Your work force is the general labor of your empire. Each is a limited portion of the Total Population; the number of each can be switch around with each other and/or increased by more spending. Agricultural workers work on your landscape (excluding Mines). Miners work mines, rigs, drills and such. Maintenance workers are general workers all cities need to keep up, they don’t work any tiles or give any benefits, however, without the recommended amount your city could start to decay, which will reduce the output and population of the city. Medical Professionals keep the city healthy, they do not work tiles or give any other benefits. Law-Enforcement Personal keeps the crime rate down, which keeps people happier. They also help to counter enemy espionage and keep order when negative events hit. Firefighters do not work tiles or provide any other benefits other then helping to keep people happier and reduce the effect of negative events.
General Peoples = Unemployed. Under-aged. Restrained. Undereducated. Homeless.
General Peoples are a portion of your Total Population that do not provide any thing to your empire. They are effected the same as the rest of your population, and cause disorder, etc… General Peoples are more easily upset and sickened. Unemployed are the peoples that can be put to work with increases in funding in any working sector. Under-aged are peoples who are not of age yet and thus do not provide any benefits to your empire, however, they have the greatest effect on your empire in the long-run. If your empire lacks the Research Personal to educate all the under-aged peoples, then they become ‘undereducated’ whom do not add to the empire and are likely to become Homeless, who are a strain to your empire. Undereducated peoples slightly reduce the cities culture, and make the cities more unhappy or unhealthy when it gets unhappy or unhealthy. Homeless people causes unhealthiness, unhappiness in cities, reduces city income and culture. Restrained people are those who only have limited rights in labor, education and other areas.
Populations have alignment.
This could be towards; Ideologies, Religions, civics, ethnicity, national or even independents.
All people have alignment; they may align themselves with Ideologies, Religions, civics, ethnicities or nationalities, or independents.
Peoples from other nations will have alignment towards their native nationality and/or ethnicity.
Your peoples might fall in favor of a foreign Ideology; if they do then you face unhappiness, revolt, civil-unrest, and population deflection towards nations under that ideology, you also face the chance of terrorist/extremist and even open rebellion, until your nation adopts that ideology or you crush that support for that ideology. The same happens if they align themselves with any thing else foreign, religions, civics, ethnicities or nations or independents.
Worst of all, your units can have alignment towards a foreign ideology or whatnot. Units with alignment towards foreign elements will face the chance of unit deflection towards nations under those foreign things.
Each Portion of your population shows how much your losing in revenue to each, how much each is making in income, how much culture their putting out, their scientific out put, etc..
Population Deflection causes three things to happened; people from that city will migrate to another city (of which their deflecting to). The population of the city will be less likely to resist invasion (i.e. Partisan event). City defense will be reduced.
Unit Deflection causes units to flip to other side. Or cause a hidden –15% combat chance.
I can’t think of anything for the summer/winter mod atm, if I come up with anything I’ll let you know.
TRADING POSTS
Trading posts are specialized cities with reduced maintenance, growth and available buildings. They are designed to harvest resources and connect those resources to your empire (via waterways or a roadway connecting it to a city or another post connected to a waterway). While less miffing than a city, other nations, natives, etc. may not appreciate them.
A question: in real life, do these sometimes evolve into full cities? Should they be upgradeable?
I’ll say, yes. Most trading post established pre-modern-era have become cities by now. I think over time, population growth/heavy human traffic/wealthy environment should sift a TP into a city, but that you should also be able to upgrade/prevent from growing your TPs, IMO.
For a alliance of more then one partner, I think it should work something like this, (If it can, might not) If you want to join, you have to ask one of the members in the alliance. When you do, that member then goes on to propose your joining to all the other members, who all have to say yes for you to join. All via Diplomacy.
It's like, you ask for a pact. The other guy says yes, then he ask all the other members for, i guess, a renewed pact that has you in it. IMO
