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Population Growth Should Not Be One Of The Only Hardcapped Resources.

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4 years ago
Dec 29, 2020, 8:31:17 AM

As of right now Humankind has a lot of freedom with its mechanics due to the fact that few of them have direct limits placed on top of them. Sure this does lead to some balancing issues such as district spam due to the fact their stability cost is negligible, but I prefer it to stay organic like it is instead of just placing a hardcap on the amount of districts you can own. Food suffers a lot from being limited to a max of one population growth per turn, science overflows, industry overflows but not growth. This leads to problems with food as an undesirable resource aside from providing stability, which ties into the district spam problem. Uncapped Population growth could lead to its own problems but should involve the tweaking of some units and their population costs, for example ships costing more population. Having too many people might actually be a problem at some point, I never had to deal with an overpopulation penalty before during the opendev because it was so manageable.


Hopefully these problems can be addressed in time, I haven't even mentioned the issues this causes with tall vs wide, as going wide is incredibly more useful due to the increase in cities and thus increase in population growth, but either way the game releases in April and I hope Growth is uncapped by then.

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4 years ago
Jan 4, 2021, 4:31:03 PM

I get your point about not liking hard cap limit on pop, and I did not really like it much myself at first. Later, I tried to explore and look into what reasons or why did devs do this. After consideration of gameplay and overall complexity in relation to other systems of the game, I am now actually more in favour of imposing this hard cap limit.

Let me copy & paste a small part of my own post in other thread: [Feedback] Agrarian Culture Revamp & Food Economy Issues

Waper wrote:
2. Hard Pop Growth Limit
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That being said, after looking at the other side, I think such hard limit may also be a good idea. This is because it would encourage players to actually just keep merging cities and territories together without having to think much. If everything can be centralised with no real drawback for macro-management, why not? This is what some of them might be thinking.

This is a matter of centralisation VS decentralisation or simply balance between micro and macro-macromanagement playstyle. So it is important for every players to decide where to strike this balace when merging cities/territories together and ask yourself how large should each of your cities be at any given moment? Additionally, I would also like to point out that some players tend to merge few territories together early in order to take advantage of increase in rss production of a city as a start-up. (At least, I did do this myself.)
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I actually went more into details about how hard cap pop limit can affect Agrarian cultures over there, but I do not want to go into long details and hijack your thread about why pop growth should not be hard capped here.

So in short, that is why I think the hard cap/limit on pop is necessary for gameplay balance in relation to merging territories system. I know not everyone likes it, but I think it is better than letting pop growth gone wild creating even more problems on unbalanced economy for better gameplay and pace based on Lucy build.

There are 2 things we can agree on. One is there is a problem with food economy being useless in a way and overshadowed by other resources. The other is
district spam problem. (Including some Emblematic Quarters/Districts unbalance)

Updated 4 years ago.
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4 years ago
Jan 4, 2021, 5:42:37 PM

I expect exponential growth to be removed entirely, as while it is realistic, it doesn't work with the game's mechanics. Pop growth really shouldn't hit 1 per turn except in the most extreme case.

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4 years ago
Jan 5, 2021, 12:32:40 PM

Here are some solutio to prevent to many mergers of cities

- make it cost more to annax

- make the territories smaller, so you need more of them to annax

- use influence city maintenance that is higher then for more territories than it are all just cities. (i liked this influence maintenance a lot in endless spoace 2)


Other ways to approach growth: 
- increase food maintenance to 4. This studio likes to hurl large numbers at you, so more food maintenance should be implemented. Maybe even gradualy increase the food/pop with more pops.  
- Adopt the Stellaris model of growth: Equal over all the empire with just 1 foodbank. Overflow will result in extra growth all across the board, and divide that growth over the cities. (1 of the Endlless space2 faction also had an similar model)

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4 years ago
Jan 5, 2021, 10:37:34 PM

Or you can look at my suggestion for alternative uses for excess food. Summary. Where I suggest that growth be one of three choices for how food is used. Making food use more diverse makes the hard cap less punishing.

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4 years ago
Jan 6, 2021, 10:23:56 AM
Lompeluiten wrote:

Here are some solutio to prevent to many mergers of cities

- make it cost more to annax

- make the territories smaller, so you need more of them to annax

- use influence city maintenance that is higher then for more territories than it are all just cities. (i liked this influence maintenance a lot in endless spoace 2)

Increasing cost to attach outpots/lands to existing cities would be a good start. Not sure about making territories smaller, because by doing so, players would then be facing so many small chunks of lands and are more encouraged to merge. In a way, this may even lead to more thinking demand from players as to which pieces of lands should they annex.

As far as I am concerned, we should not be forcing players into merging lands nor should we be encouraging them. Decisions to annex lands should be a litte more critical and not taken lightly. Sadly, it is the case in Lucy build which encouraged people to merge lands.


About using influence as a part of maint cost and scale with more territories, that can be a good idea and possible alternative use of influnece.

Lompeluiten wrote:
Other ways to approach growth: 
- increase food maintenance to 4. This studio likes to hurl large numbers at you, so more food maintenance should be implemented. Maybe even gradualy increase the food/pop with more pops.  

Could be an idea, but not gonna go into this much as I have no clues about how food formula and growth work in Lucy build. The tool tips outlining food expense and income did not entirely help much either. :(

FlamingKetchup wrote:

I expect exponential growth to be removed entirely, as while it is realistic, it doesn't work with the game's mechanics. Pop growth really shouldn't hit 1 per turn except in the most extreme case.

Agreed to some extent, pop growth in cities even in large ones should not be hitting hard cap of 1 every turn. However, I do not think such case need to be that extreme, because it may defeat the whole purpose of having hard cap limit of 1.

If we do not allow cities able to hit hard cap limit easily to some extent, large cities may suffer in war period when there is a need of manpower for creating armies. This is probably where farmers slot can shine when we want constant increase of population by increasing food production. (even if it hits hard cap +1 per turn) Another way to look at this issue, having a hard cap limit of +1 pop also means players can use this information to plan ahead with population management in next couple of turns. Uncapped growth would completely ruin it of course, because there would be no thinking/planning involved in the first place.

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4 years ago
Jan 7, 2021, 12:56:43 AM
Waper wrote:
Increasing cost to attach outpots/lands to existing cities would be a good start. Not sure about making territories smaller, because by doing so, players would then be facing so many small chunks of lands and are more encouraged to merge. In a way, this may even lead to more thinking demand from players as to which pieces of lands should they annex.

As far as I am concerned, we should not be forcing players into merging lands nor should we be encouraging them. Decisions to annex lands should be a litte more critical and not taken lightly. Sadly, it is the case in Lucy build which encouraged people to merge lands.

They put in this lovely mechanic of annexing territories to you city. If you really commit to it, jeah, merging territories will necessary, but by having more of them, you need to chose more. This could be fun! The endless legend method did feel a bit stale pretty quickly 

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4 years ago
Jan 7, 2021, 1:48:36 PM

O, and another possible way to attack mega cities is to increase the cost of infrastructure by the amount of territories. 

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4 years ago
Jan 7, 2021, 3:22:30 PM

What's all this talk about making annexing cities even more expensive and difficult when that's already the worse option to use? Single territory cities I found to be much more useful and the only reason to annex a location was to place a spawn point there for my armies.

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4 years ago
Jan 7, 2021, 3:49:32 PM
Laliloluhla wrote:

What's all this talk about making annexing cities even more expensive and difficult when that's already the worse option to use? Single territory cities I found to be much more useful and the only reason to annex a location was to place a spawn point there for my armies.

Because that is one of main reasons contributing to some cities able to hit hard cap pop limit of +1 per turn?

There is absolutely nothing wrong with single zone cities. Cities of all sizes have both pros and cons.

Updated 4 years ago.
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4 years ago
Jan 7, 2021, 4:12:03 PM
Waper wrote:
Laliloluhla wrote:

What's all this talk about making annexing cities even more expensive and difficult when that's already the worse option to use? Single territory cities I found to be much more useful and the only reason to annex a location was to place a spawn point there for my armies.

Because that is one of main reasons contributing to some cities able to hit hard cap pop limit of +1 per turn?

There is absolutely nothing wrong with single zone cities. Cities of all sizes have both pros and cons.

I don't know about you but the main contribution to hitting the pop cap is not absorbing smaller territories into larger territories, but to turn the population of your largest city into units so that they can disband inside your other cities,thus increasing the population growth rate. And unlike merging territory this has much longer term benefits in terms of production and overall population growth. I think Single Zone Cities are much stronger and there should be a bigger effort to balance the two styles of play.

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4 years ago
Jan 7, 2021, 5:05:33 PM
I don't know about you but the main contribution to hitting the pop cap is not absorbing smaller territories into larger territories, but to turn the population of your largest city into units so that they can disband inside your other cities,thus increasing the population growth rate. And unlike merging territory this has much longer term benefits in terms of production and overall population growth. I think Single Zone Cities are much stronger and there should be a bigger effort to balance the two styles of play.

Ah? I think I roughly get what you mean. A plan of decentralisation by moving pop from large heavily populated cities out to smaller pop zones, which can lead to them being to grow faster enough to be self-sufficient later, if I am not mistaken? It certainly is a valid good plan/strategy. That said, it can be quite a hassle for some people to micro-manage all those single zone cities as well as moving units around to disband.

Still, I think the current hard cap pop limit is working as intended. Otherwise, Agrarian cultures would seem like a joke or less powerful with uncapped pop growth. (Okay, it could be other way round too with Agrarian suddenly OP with high pop growth, which is where hard cap is needed.)

Oh yeah, I recall seeing some people around posted about there seem to be a bug or something with saffron luxury bonus making all exploited tiles giving high food yield to all cities. That is probably why some complained about wonky food economy, I think.

Btw, if there is anything that should be hard capped along with pop growth, I would say science or tech research per turn. I do recall being able to get 2 techs in one turn in one of my playthroughs. (They were cheap ones in previous eras that I did not bother to finish them off.)

Updated 4 years ago.
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4 years ago
Jan 11, 2021, 6:30:36 PM

And if we move away from the existing system of population growth? Now population growth depends on food and spends stability. In reality, population growth depends on living standards and food consumption. Therefore, in reality, food only provides the population, but does not increase (decreases as a result of hunger).

Therefore, it will be interesting to move away from the system of the previous 4 strategies and show the "race" with hunger, known as the Malthusian trap.

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