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Re: A rounding problem with population
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-Max |
Re: A rounding problem with population
Just curious, when you get the event where a chunk of population leaves "looking for a better life", do they actually go to other provinces, or simply disappear?
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Re: A rounding problem with population
I've never seen the "looking for a better life" peons move into another province I controll (but maybe they do with no notification, I don't check every turn the pop in all my provinces(booh, lazy me)).
So we can suppose they all meet ravenous wolves during their travel to a better land. |
Re: A rounding problem with population
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And damn, I didn't think to patrol..... I am always so careful with my little computer people, they're my sweet little digital cows that I milk for gold. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: A rounding problem with population
I think you want to both patrol and blood hunt and/or pillage, because small populations seem to have their unrest evaporate, even under 200% tax, at least when in a strong Ashen dominion.
Maybe it's an actual use for the Executioner's Axe? |
Re: A rounding problem with population
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No, you do have some good points, but there are also good counterpoints. What you suggest would I think happen, eventually, though not I think very quickly, in most cases. Quote:
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Re: A rounding problem with population
PvK you make some reasonable counter arguments but I suspect there are always a reasonable sized minority who would move to somewhere better for them fairly quickly (within months).
There are few examples of complete depopulation in European history. In fact I can't think of any. But even in medieval times I suspect that there would always be a few, more enterprising peasants, who would move to farm their own lands rather than someone elses. If you look at the later examples of the colonisation of the US (and other Oz etc.) people flooded in to get their own lands and make their own fortune. I know there were some actual people owning much of that land but that just shows the powerful draw of 'empty' land. People flocked to it even if they needed to fight for it. Bringing it back to dominions 60 people (the smallest population block?) is just a few families, not many. Plus you have a Pretender God who cares about these things (growth scales) providing 'encouragement'. It doesn't seem that unreasonable to me even in Dominions time scales. There are three things that could be done to change the current system should the devs wish. Which they may not of course. The first and best would be to create a spell or ability (like preaching or reanimation) to summon people from other provinces. Perhaps linked to nature paths and/or growth scales. But this would be a big code change for what the devs may consider a very minor issue. So I think it's extremely unlikely. The second is simply to round up, rather than down, population increases under growth. This should be a simple change. Just a line or two of extra code in the growth formula. The third is your suggestion of extra re-migration events. I play with luck and growth scales a lot, especially single player. These events are extremely rare IME. Although maybe they require growth 3 which I rarely use? The population leaving appears very common by contrast if you have neutral luck or any misfortune. But there would have to be a lot. Like the magic gem finds, to make this useful. After all it would usually affect provinces with plenty of population. |
Re: A rounding problem with population
I agree that eventually people would move to repopulate devastated lands. The rate at which it would occur is what we might or might not agree on. The conquest of America is of course an example of population migration, in the industrial era. A more timely example might be the migration of various peoples along the vector from Mongolia though Rus and Ukraine and into Europe. Both though seem to me more like invasions in Dominions that population adjustments. Another example to consider might be Norse attempts to spread into Vinland, which looks like a good model for medieval people trying to spread into problematic conditions. One could also look at the scale and behavior during medieval plagues. Adding detail to migration without adding detail to why migration might have problems, could be unbalanced from a realism-oriented perspective like we've been discussing.
Not that that's the orientation of Illwinter, who have mentioned some of their views on this issue over the years. All that said, I don't see any problem with your most recent suggestions. I wonder if you can't put a negative number for a spelleffect that kills population, to mod in new spells which create population. The message would probably still be the disaster message though. Rounding up population growth ya is probably trivial to do and I have no problem with. PvK |
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