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Outpost population: Just stop growing at 4 instead of growing and starving

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4 years ago
Sep 11, 2021, 5:44:27 PM

Outposts hit a "steady state" at 4* pop, where they'll potentially grow to a pop of 5, but as soon as they hit that, they hit a massive food penalty that brings them back to 4.  Can outposts just grow to 4 and then stop?  I'm getting alerts from all over my empire of my outposts starving because they just can't help themselves, I guess? :)


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*At least, I think it's 4.  If the number is wrong, just assume I'd like a static cap at the right number.

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4 years ago
Sep 11, 2021, 6:06:03 PM

An outpost have a population capacity of 4 as you said. I'm not sure it should stop growing because it go over the cap because depending on the amount of food it can maybe support and grow an higher population than 4.

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4 years ago
Sep 12, 2021, 7:36:01 AM

outposts can grow beyond 4 if surpluss food is enough. Use harbors (with 1st tenet from religion) or English EQ to exploit food on tiles.


Then when it packs attach it to city to move pops to city and deattach so start growing again.

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4 years ago
Sep 12, 2021, 8:38:36 AM

You when they grow to 5, that is the best time to attach them as you get 5 instead of 4 extra pop. I feel it is good to have a window to grab some extra pop from.

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4 years ago
Sep 12, 2021, 11:48:48 AM

A simpler solution would be to switch off any pop growth/decline notifications from outposts (maybe a “outpost has reached pop 4” notification when it goes from 3->4.

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4 years ago
Sep 12, 2021, 2:22:54 PM

Okay, I knew some people would find edge cases to abuse windows of population growth and be against this. :P


Fine, fine, just eliminate the notifications when an outpost enters "steady state", and starts growing and shrinking every other turn then.  :)

Updated 4 years ago.
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4 years ago
Sep 13, 2021, 5:30:33 AM

Why do you waste influence to get a few pops? Influence is more valuable than pops. Do you regain influence when you detach?

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4 years ago
Sep 13, 2021, 1:49:38 PM

I really would love if the roads and railroads would allow the transport of population into cities. Maybe to only a territory bordering the outpost (or via naval travel with 3 mast ships), with supply lines allowing for the movement to be much longer and railroads allow for automatic movement if the railroad cuts through outposts. Can allow for immigration systems in late game.

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4 years ago
Sep 13, 2021, 7:34:44 PM

Okay, Which kind of madman uses influence to attach territories? after you hit medieval civic that allows you to attach things with gold is pretty much all you need.

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4 years ago
Sep 13, 2021, 8:22:46 PM
Gaspi2 wrote:

Okay, Which kind of madman uses influence to attach territories? after you hit medieval civic that allows you to attach things with gold is pretty much all you need.

What kind of madman doesn't hoard all their gold to upgrade their giant standing army? But aeriously What else do you spend influence on anyways though?

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4 years ago
Sep 14, 2021, 1:04:12 PM

I think it's good to have surplus population. In the outpost it may not be the exact same but in my main city, I was over 20 population over the limit and still growing, so I could use that pop to grow an army instead of sacrificing production for that.

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4 years ago
Sep 14, 2021, 1:45:16 PM
Askeladd wrote:

I think it's good to have surplus population. In the outpost it may not be the exact same but in my main city, I was over 20 population over the limit and still growing, so I could use that pop to grow an army instead of sacrificing production for that.

Absolutely different for cities, yes.  And because the modifier is -30 food (I believe) for each pop over capacity, a well-fed city can sometimes support overpopulation, and I will regularly turn that surplus into an army.


My "complaint" at the heart of this thread is just the constant notifications that full-pop outposts keep gaining/losing a pop every turn.

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