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Todie

Doer of things and stuff in the videogame
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Mar 9, 2018
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(edit: this was submitted on August 20 and was voted on enough to get third place in the SPQR that week)

Background - population efficiency and large cities:

After the changes to the population and trade systems in 1.5 its become clear that the way cities and their efficiency on population output grows has changed - but is still very significant and pretty much uncapped. Big cities are for sure fun, and to an extent, its good gameplay setting up the circumstances that allow them to grow and thrive in size & efficiency. it would probably not be fun to have their size capped in any arbitrary way. However, the lack of restriction s on city and province size beyond how much food you can import and how much you can grow your "population capacity" can end up crowding out other interesting uses of political influence, nation-building and the importance of provinces other than your capital. in 1.5, the limit of food-supply has actually been made more fluid and uncapped than before, since the higher class pops generate import routes that means they can "feed themselves" as long as food is available for import. The scaling of population capacity has become slower as the modifiers available are lower at the start of the game. The modifiers can still grow at a steady rate through province investments, however, and can still reach and exceed the point where the increase to the base pop-cap exceeds the 10 pop needed to unlock another building slot.

Justification / problem

The existing constraints to scaling of city-size and the productivity of these (capital) cities, lacks enough dimensions to make for a compelling balance throughout time and place in the game. countries who cant establish capitals and build cities in favourable locations with access to ports, decent civ value, technology and (ability to build) road networks will struggle to even begin scaling their cities, while civilized nations with access to these things can not only start scaling but reach a point of exponential scaling where other avenues of influence-expenditure and overall attention/investment are not worthwhile when compared to full attention and priority towards the capital city.

A way forward would be to add another dimension to the equation, one that has almost no effect on the smallest cities but a dynamically growing effect on the larger cities. Squalor.

I think adding a new dimension to how we make pops efficient can open more doors than it closes; it can open up more cool ways to rework/improve the trade system, reduce restrictions on the migration system, and more... (with significantly reduced proclivity for such changes to make the largest cities even more "unbalanced" in new ways)

Suggestion:

squalor
/ˈskwɒlə/

noun
noun: squalor
  1. the state of being extremely dirty and unpleasant, especially as a result of poverty or neglect.

Large cities in ancient times were prone to get quite messy. I'm not the best informed around here when it comes to historical detail, but enough to find it a reasonable proposition that squalor might be an immersive concept to abstract and model for cities in the game. It seems ok to propose that cities could make room for A LOT people to settle and enable enough production & imports of foods to survive, but that at times, this would be done at a speed and scale that created ripples and problems for these cities and their social/political / economic interactions with their surroundings and overlords.

In terms of game mechanics, I'm sure professional game designers could come up with a neat system that fits with the existing systems in a good way better than I could, I'll just throw out a few rough ideas to tease the reader's mind:

Squalor-growth could be caused by
  • the number of pops
  • unrest
  • low stability
  • events
  • more?

Squalor-impact could be
  • Increased food consumption
  • Reduced population output,
  • Reduced population capacity, (!)
  • Reduced migration attraction and increased migration speed (!)
  • "Bad" events like fire/disease

Squalor-reduction over time could be caused by
  • A base decay (resulting in low / no squalor for most settlements/cities under a certain size like <100-300 pops?)
  • Granaries and/or other/new buildings
  • Trade goods, reducing squalor produced by certain pop types, etc?
  • A new governor policy? the existing decentralizing policy? certain
  • Governor traits?
  • Ruler traits?
  • Laws? ideas? faction-interactions?
  • Schemes for owners of the local holding?
  • "Coordinate urban development" or similar city-level influence expenditure, scaling in cost if repeated.

This suggestion was brought to you by a previous discussion I had with @denkt2 on the wider topic.



... as always, I welcome any thoughts on the topic, and place your votes!
Thanks for reading!
 
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I like this suggestion, it has a hint of the original pop growth model, which although flawed did have some pleasing features. Though I think perhaps it might be better to simply rework the city building system in some way (which is an acceptable but not particularly exciting design) to remove super scaling and infinite growth, rather than introduce an entire new mechanic to achieve roughly the same end result.
 
And to solve this we can add a new building/infraestructure: sewerage.

And sewerage could only available with civic technology 5 (or higher) like roads or with and invention.

It's not a bad idea.
Yeah!

Basically, you could rename the current aqueducts as housing, remove the civ-level requirement for them that currently exists (30) and add a new building for aqueducts and / or sewage for squalor-control purposes, and let that have civ level or tech requirement instead if needed.
 
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This is a great idea Todie. The absence of disease and fire to the game is a huge omission for the period, and this would be an excellent way to introduce those things.
 
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Squalor-impact could be
  • Increased food consumption (only slightly, if high food consumption also increases squalor...)
  • Reduced population output,
  • Reduced population capacity, (!)
  • Reduced migration attraction and increased migration speed (!)
  • "Bad" events like fire/disease

Apologies for necro-ing this thread, I'm just wondering if you considered having Squalor act as a direct drag on the Civilisation value of a territory? That would net you some decreased happiness (and so output, especially on the Nobles/Citizens), loss of migration attraction, Pop Capacity.
 
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Apologies for necro-ing this thread, I'm just wondering if you considered having Squalor act as a direct drag on the Civilisation value of a territory? That would net you some decreased happiness (and so output, especially on the Nobles/Citizens), loss of migration attraction, Pop Capacity.

good point. could even be some form of % decay of the civ value, to tive it greater impact on more civilized places. idk though, havnt really thought aobut it... there are so many ways to do this sort of thing, potentially.
 
good point. could even be some form of % decay of the civ value, to tive it greater impact on more civilized places. idk though, havnt really thought aobut it... there are so many ways to do this sort of thing, potentially.
Definitely, and as you say, actual Devs can play around with possible applications better than we can.

I quite like the idea of Squalor being added as an output of every Pop, but is only generated when a certain Squalor Limit is breached, and decays when it is not breached. Each point of Civilisation gives a free # of Pops towards the Squalor Limit, and Sewers add to the limit too. Then when Squalor is generated, each point of Squalor generated takes away a point of Effective Civilisation from the territory. You then have the danger of a negative feedback loop when you generate Squalor, as it causes the debuffs from lost Civilisation, but also reduces the Squalor Limit, so more Pops will generate Squalor until you fix the issue through Sewers or emmigration. Then the Squalor can decay away, bringing the Effective Civilisation back up to the Civilisation Level at a quicker rate than having to grow it all over again.