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Age of History 3
Mirolit

A bit more realistic population mechanics

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Posted (edited)

These features would make the game more realistic and detailed without much development time cost:

1. Castes/classes. The population could be divided into three classes (upper, middle and poor). Technically, these are just additional numbers in the population panel, but the wealthier population pays more taxes. At the same time, the number of strata in each province and civilization as a whole depends on the population of the province (the upper class will be more numerous in large cities and metropolitan provinces), buildings built (the proportion of the upper and middle classes is higher in a well-developed province), laws and ideology adopted, etc. 

2. Migration mechanics/dynamic provinces population. As is well known, people prefer to move from poorer regions to more promising ones. Small towns are becoming megacities, and former centers of civilizations are falling into disrepair. Therefore, it's worth to make such mechanics, when pops are moving to neighboring provinces if conditions are better in them. This mechanic should be based on two modifiers:

I) Migration intensity. Common modifier. It depends on the age, the laws adopted, techs, the state of war/peace and the general state of civilization. Defines how often and how many pops will move "in search of a better life" to the neighboring province, both within civilization and across the border. With a good development of civilization, high migration activity can be very useful for the player, but playing for a weak and poor civilization, the player may face the fact that some provinces are quickly becoming desolate, and residents may emigrate en masse to provinces belongs to other civilizations.

II) Well-being/migration attractiveness. This modifier is similar to the old happiness mechanics and is unique for each province. Defines how attractive is this province for immigration. This modifier can have a negative value (which will lead to the emigration of pops from the province or even gradual desolation if the "Migration intensity" modifier takes large values) and consists of many buffs and debuffs: for example, large cities will have a bonus to this modifier, but overpopulated provinces (for example, more than 3.5 million people) will having a debuff, the capital and coastal provinces will also have a permanent buff. Among other conditions: the stability and development of the provinces, the terrain, the degree of control over the province (occupied provinces will have a large debuff, and new colonies will have a temporary bonus), etc. Also, event outcomes would allow to add a buff/debuff to this modifier for each province (for example, the gold rush event). 

Example 1 (positive modifier, pops from neighboring provinces with a lower score will prefer this province)

Quote

 

Coastal province +15.0

New colony +10.0

From development + 0.5

Terrain: mountains -15.0

From buildings +2.0

Some event outcomes -12.5

Product: gold +5.0

Other conditions +10.0

---------

Result: +15 points of migration attractiveness

 

Example 2 (negative modifier, pops prefer to move to another province)

Quote

 

Capital + 25.0

Large city + 5.0

Overpopulated (5,2 M) - 15.0

Terrain: plain + 10.0

From development +5.0

From buildings +7.2

Product: iron +1.0

Ocuppied -75.0

----------

Result: -36,8 points of migration attractiveness.

 

 

Edited by Mirolit

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On 19.07.2024 at 12:55, Mirolit said:

Эти функции сделали бы игру более реалистичной и детализированной без особых затрат времени на разработку:

1. Касты / классы. Население можно разделить на три класса (высший, средний и бедный). Технически, это просто дополнительные цифры на панели народонаселения, но более состоятельное население платит больше налогов. В то же время количество слоев в каждой провинции и цивилизации в целом зависит от населения провинции (высший класс будет более многочисленным в крупных городах и столичных провинциях), построенных зданий (доля высшего и среднего классов выше в хорошо развитой провинции), принятых законов и идеологии и т.д.

2. Миграционная механика / динамика численности населения провинций. Как хорошо известно, люди предпочитают переезжать из более бедных регионов в более перспективные. Маленькие города становятся мегаполисами, а бывшие центры цивилизаций приходят в упадок. Поэтому такую механику стоит создавать, когда попы переезжают в соседние провинции, если в них условия лучше. Эта механика должна основываться на двух модификаторах:

I) Интенсивность миграции. Общий модификатор. Это зависит от возраста, принятых законов, технологий, состояния войны / мира и общего состояния цивилизации. Определяет, как часто и сколько pops будут переезжать "в поисках лучшей жизни" в соседнюю провинцию, как в пределах цивилизации, так и через границу. При хорошем развитии цивилизации высокая миграционная активность может быть очень полезна для игрока, но играя за слабую и нищую цивилизацию, игрок может столкнуться с тем, что некоторые провинции быстро приходят в запустение, а жители могут массово эмигрировать в провинции, принадлежащие другим цивилизациям.

II) Благосостояние / миграционная привлекательность. Этот модификатор похож на старую механику счастья и уникален для каждой провинции. Определяет, насколько привлекательна эта провинция для иммиграции. Этот модификатор может иметь отрицательное значение (что приведет к эмиграции населения из провинции или даже постепенному запустению, если модификатор "Интенсивность миграции" примет большие значения) и состоит из множества баффов и дебаффов: например, крупные города будут иметь бонус к этому модификатору, но перенаселенные провинции (например, более 3,5 миллионов человек) будут иметь дебафф, столица и прибрежные провинции также будут иметь постоянный бафф. Среди прочих условий: стабильность и развитие провинций, рельеф местности, степень контроля над провинцией (оккупированные провинции будут иметь большой дебафф, а новые колонии получат временный бонус) и т.д. Кроме того, результаты событий позволили бы добавить бафф / дебафф к этому модификатору для каждой провинции (например, событие "Золотая лихорадка").

Пример 1 (положительный модификатор, игроки из соседних провинций с более низким баллом предпочтут эту провинцию)

Пример 2 (отрицательный модификатор, pops предпочитают переезжать в другую провинцию)

 

You forgot add slaves 🙂

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2 hours ago, mrx said:

You forgot add slaves 🙂

Considering the specifics of the real prevalence of slaves, we can make this a separate law with a modifier. Like "If slavery is allowed, then labor productivity is increased, but the happiness of the population and population growth are reduced"

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16 minutes ago, Matvey said:

Considering the specifics of the real prevalence of slaves, we can make this a separate law with a modifier. Like "If slavery is allowed, then labor productivity is increased, but the happiness of the population and population growth are reduced"

 

2 hours ago, mrx said:

You forgot add slaves 🙂

Yes, i forgot to mention that. Indeed, it would be logical to implement this in the form of laws. Then, when the law on the abolition of slavery is passed, all slaves become a poor class.

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