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Population needs to play a major role in the game

CongressPopulationIdeologiesTerritories Management

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2 years ago
Jan 11, 2023, 7:58:35 PM

Making Population lower Stability would:

  • add a malus, especially in the early era, to the most populous empires which have huge bonuses
  • make stability management more interesting in the game, helping feeling it less static
  • give more importance to some less useful infrastructure
  • give more sense to revolutions and (some) civics

How to balance it:

  • make low stability an opportunity (ex: give extra fame to the empires that change culture/civics after a revolution, give cities a bonus when they became again stable, cities should offer you to build for free a cheap stability infrstructure/ to pay a discounted price for a recently discovered one like when a territory is under someone else's influence and you can pay/get for free a tech/some science. Low stability cities and other empire's influence should ask you to become an IP, especially if you accepted the demands of its people. There should be the option to apply the civics that a city asked to enact only in the said territory, like making it a "special region" where you have less control on but is still part of your empire and is more friendlu towards you)
  • make stability itself less static (ex: you can lose it when the relationship of an influencial empire in your territories gets worse, when you lose an important battle, when you don't join a war with an ally of yours, when the territory is under the culture/faith of an empire with completly different beliefs; you may even be able to gain Stability trhough this ways, not just to lose it)
  • make some infrastructure/wonder/LT lower this value by a percentage (ex: Public Fountain and Aqueduct, it would have much more meaning relate their ability to add Stability with the amount of the City's Population)
  • make the city produce less yields/unable to create some things when you don't have enough people/SpecialistType (ex: how would a city ever be able to build tanks without scientist? or keep in function its structures when there are no traders that can economically support their work? A city rich of districts but poor of farmers and workers shouldn't even be able to exist, and this should affect its stability until it doesn't ask to became an IP/ to unlock, discounted, a civic that might improve their situation)



Note: I kindly remind you that, since 1M pts ideas shall potentially make its addition to the game, an upvote would be really appreciated.

         Thank you for your support :)

Updated 24 days ago.
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2 years ago
Jan 20, 2023, 7:05:49 AM

higher city pop already has a malus, it is harder to grow to the next pop. any further malus would encourage smaller cities and hence more cities would be needed to hold the total pop


there is a mod that I use that adds 5 to the city cap with the early tech calendar, but apparently the developers want the game player not to have such an advantage by default and grow taller, more populous cities

Updated 2 years ago.
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2 years ago
Jan 20, 2023, 7:32:15 AM

Making "having enough X Specialist" as a prerequisite the well functioning of the city will encourage in the early the development of the capital (since the player would not afford the maintenance of another one), and will leave other territorial expansions to the later eras (ex: the colonisation of the 4th/5th era).

In that way, maintening a city will be both an opportunity and a "risk". Pop needs to play a major role in the game.

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2 years ago
May 24, 2023, 4:28:46 PM

[Would help too if you could actually grow pops quickly: Would stop all that excess food and stability go to waste.]

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