Population Growth

Safety vs Birth

I recently noticed several posts (not threads) about population as a resource (e.g u need people to become soldiers) and that the main population growth came from survivors of the cataclysm not people born in your towns. If this is so wouldn't the "safety" of an area be important in determining the amount of people that want to live there. This could be an interesting mechanism for the overall gameplay. Example: your opponent has more of X (mana troops resources) but all of X is being spent on fighting the war not on the safety of his empire/kingdom. what if a smaller but safer kingdom siphoned population off of a more dangerous kingdom. Of course this could become overcomplicated if an enemy could lower your safety rating. I just thought that maybe increased "safety" could be a reward for quests or other random events. 

 

1 more thought: how well known ur channeler is might also effect population growth. OMG channeler X killed the mighty dragon of doom lets go live in his kingdom.

just my 2 cents

Macc 

13,776 views 8 replies
Reply #1 Top

That can lead to turtling (which is boring and must be abolished.)

Reply #2 Top

Quoting Campaigner, reply 1
That can lead to turtling (which is boring and must be abolished.)

8|  What? turtling is fun especially in sp. on a more serious not a strong empire should be able to crush little empire np but this might help prevent the steamroller effect if the person gets careless............but idk might add a layer of drudgery late game " oh nos i was so busy pwning ppl my safety dropped and i have o pop".

Reply #3 Top

Why do you assume that these factions allow emigration? Maybe it's a "oce you're in, you're in" system. Besides, who would actively forsake the dubious saftey of a town at war to go back out into the wildeness, where it's even less safe. The only Thing I can think of that would cause people to actively leave a city is if they were terribly opporessed in osme way, or if the place was about to be totally destroyed.

Reply #4 Top

Maybe it's a "oce you're in, you're in" system

maybe maybe not :P

im not saying town at war causes ppl to leave im saying. oh no our sovereign wont protect us from raging beasts we should go to the other kingdom where they have nice beast free towns.

 

Edit: also the main point of the thread is not siphoning my idea: could there be a safety stat that determines population growth instead of linear growth. heck u could even base the pop growth off of amt of essence invested or size of teh colony.

Reply #5 Top

Snapping turtles helped found 'modern civilization' in the Americas.

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Reply #6 Top

That picture is funny! :grin:

This idea of pulling people owards you seems not a bit engaging imo. I prefer management on my side being a major factor rather than safety. Also in reality rivaling kingdoms are prone to think highly of themselves and less about their neighbours. So even if the neighbour seems safer people are not very likely to leave their country.

I prefer managing towns to be the major factor in growth. In the end, if you make the countryside safe you settle more cities because you will have safe and good sites to do so. In a way the ' safety' is therefoe already a factor even if the game does not quantify it in any way and the actuall people you gain per turn is not related to that.

Reply #7 Top

I guess it's just a question of how complicated do you want to make it. As a refugee in the wasteland, a place of safety is appealing. However it's less appealing then a place with food. :)

Reply #8 Top

Quoting Tridus, reply 7
I guess it's just a question of how complicated do you want to make it. As a refugee in the wasteland, a place of safety is appealing. However it's less appealing then a place with food.

Isn't reliable access to food and water a basic part of safety? The smilie has me wondering if I'm missing a joke. Sometimes my humour algorithms go offline without notice...