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Making Food and Population more Relevant

Economy

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2 years ago
Jun 6, 2023, 2:14:45 PM

As it currently stands, most agree that population and jobs are not worth focusing on as much as districts themselves since jobs have weaker yields and depend on population to utilize.  The slow one-per-turn limit to population growth adds to the disparity.  The infrastructure improvements related to jobs generally feel less worthwhile compared to other investments, especially after the early game.  This all leads to food not being as useful as it should be.  I know districts being capped by population was scrapped, and I agree with that.  I have a different idea on how to make food and population more relevant by implementing a multiplier to FIMS based on population.  Here is how it would work:

 

Say a city and its attachments has 10 districts.  For every one population the city has over half it’s district count (5 in this case), there would be a +1% bonus to FIMS (faith and influence would be unaffected).  Being a percentage-based bonus, this would grow to be more impactful as the game progresses, boosting the utility of population later into the game when job slots are considered to be weaker.

 

I also have two other suggestions to increase the utility of food and population in tandem with this multiplier:

 

1.  Increase the population growth cap per turn to 2.  This would allow food focused cities to reap their benefits more quickly and make a food focus more level in efficiency with an industry or money focus.

 

2.  Buff the infrastructure related to jobs, primarily by increasing the number of job slots they provide.  By increasing the number of available job slots without increasing the number of districts (thus not reducing the multiplier), they would be fantastic improvements for food-abundant cities.

 

These implementations would make food more impactful and provide another effective route to develop a city by focusing on population and job-related infrastructure.  It would also make Agrarian cultures more fun and interesting.  I would love to know what you all think.  Thank you for reading!

Updated 7 days ago.
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2 years ago
Jun 7, 2023, 9:00:37 AM

Be careful about job slots, as they increase the cost of districts dramatically. Btw, agree that population could be more relevant by buffing infrastructure outcome, pop cap per turn and sacrifice cost reduction.
Also posted some posts about it, may be interesting:


About infrastructure buff: https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-general/threads/51402-some-infrastructure-needs-rework?page=1#post-366559


Idea about city management: https://community.amplitude-studios.com/amplitude-studios/humankind/ideas/3101-city-management-rework?page=1

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2 years ago
Jun 7, 2023, 2:02:31 PM
EsoulBoy wrote:

Be careful about job slots, as they increase the cost of districts dramatically. Btw, agree that population could be more relevant by buffing infrastructure outcome, pop cap per turn and sacrifice cost reduction.
Also posted some posts about it, may be interesting:


About infrastructure buff: https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-general/threads/51402-some-infrastructure-needs-rework?page=1#post-366559


Idea about city management: https://community.amplitude-studios.com/amplitude-studios/humankind/ideas/3101-city-management-rework?page=1

Fair point on job slots increasing district cost.  The boost from the multiplier I proposed would help to make the slots worth this cost increase.  The goal of a food-focused city would be to have all or nearly all of your job slots filled, and it is in this situation where the increase to job slots would be a solid boost once they are filled.  Say a city has 10 districts and 26 job slots which gives it a generic district cost of 1286 industry.  Adding two filled job slots brings the generic district cost to 1423 with the benefits of the yield of two filled job slots.  Compare this to building a district, which brings the generic district cost up to 1421 with the benefits of the yields of a district and one filled job slot but a -1% impact to FIMS since you are raising the district count.  Given that the job slots do not affect the multiplier, this brings some balance.

 

Agreed that the sacrifice population cost should be lower.  I never consider using it as is.

 

I like your specialist idea.  It would be a pretty major rework though and a whole new game mechanic, so maybe something the devs can think about for future games.  My thinking on the multiplier is that it is simple enough to implement without changing any core mechanics.

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