Might it not make sense that is a city has more citizens than jobs, that these people would be unemployed, a cause Stability reduction in a city? As of now, in the Lucy OD, there is no detriment to having a huge overpopulated city (I think one random event popped up regarding this), and the city just continues to grow out of control with no repercussions.
Perhaps this is just a scaling issue in the growth:stability ratio, but it seems like once you get "over the hump" in terms of population, a city should become difficult to manage. This overpopulation mechanic could be exploited into all sorts of interesting game play mechanics, like Unrest, crime, religious feedback, influence loss (dirty/disgusting city), having to assign multiple administrators to a city, etc.
It's 10 food per pop over the cap. There's currently a bug that adds the saffron benefit to all tiles instead of just districts, so food is HEAVILY inflated, that's why the effect is not very noticeable.
and if you are overpopulated, just build a few buildings but buy them with pop instead, but i fell like this should be a thing to manage under slavery : possibility to sacrifice pops for building construction
I do remember that, during the Stadia Opendev, one of my cities was growing uncontrollably (1 pop every turn) and its stability quickly plummeted; it was only after I spend several population into buildings did the stability returned to normal. I haven't experienced anything similar in Lucy Opendev, the stability would remain at a plateau level after the initial food shortage.
In any case, bring in (or bring back) a stability penalty for overpopulation would help a lot with the balancing and the pacing of the game. It can also be connected with historical representation of big cities: Before the development of sewers, big cities can have a high death rate than its surroundings due to unsanitary. We can have a high overpopulation penalty in the beginning of the game, and introduce Sewers as a stability penalty reducing infrastructure in the Industrial Era.
I actually really quite liked how overpopulation was a problem for me in some of my cities just for the THEMATIC storytelling potential it has there, though it'd be nice if it didn't also happen in pretty much all of my big cities at around the same time, and probably also happening at the same time ~every game. At first I tried to mitigate my population problem by building more farming districts to prop up the max population I could support. That was a little short sighted because it did nothing to actually slow the growth of population. After that I just set my cities to produce units every turn, which in most cases meant I couldn't build my unique unit - the Haras as the Umayyads, because they took 2 or 3 turns to build and my pop was growing +1/every turn. So I was building a mix of regular units and just buying bigger units. The AI did not seem to have my problem at all: The Huns (green), whom I had coralled into one icy mountain city in the SouthWest, was hovering at a nice round plump 0 population. The Zhou (red) were the 2nd biggest on my continent (2 cities of ~ 7 territories) that only ever had something around 7 or 8 units when I declared war on them. The Romans (pink AI) had like ~5 units. Meanwhile I was pushing around 20 going on 30 units, most of which was just for population control.
So what is exactly the problem when a city is currently overpopulated if it does not affect stability?
I assume there is no moral and stabiltiy is filling in that purpose
I like the idea of having a finite amount of pops to field battalions but not sure how it could be tied into city MGMT to make it interesting and not micro intensive
Maybe each piece of district and infr improvement could require a pop to be worked? This way there would be les unused pops...
If overpopulated that coudl affect stabilty seems logical but we have seen many iterations of moral in both EL, ES and CIV games and it is never fun to manage. The only place I have seen this kind of built in limit working properly was in later iterations of Rome 2 where each building only provided benefits and the pop was the limiting factor of how many of the bildings could be built
Note: When buildings had negative effect such as currently the case for districts the system simply didnt work as the player was more motivated to not build higher tier buildings at all to avoid the negative effects and concentrate on low tier resoruce boost only. When the systme got rid of building negatives altogheter, concentrated on heir bonuses and introduced separate building chains for resoruces AND units that neede to be assigned to a limited number of slots (limited by pop) this system realyl got to shine though
In such system thre is no penalty for overpopulation of course: population was simply the limit to how many buildings can be built for a city but in this game pops can also be used to train soldiers which lends another dimension to the minigame and should be even more interesting then Rome 2 when it was doing this systme right which is much more CIV games or EL and ES have reached before
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