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Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:36
  Old Post 05-07-2004 06:49
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A new population growth model needed for Civ4? Support Apolyton, buy Civilization III: Complete

One of the main advantages of Infinite City Sprawl in the civilization games is that 10 cities of size 1 grow much faster than 1 city of size 10. The ICS thread has a great discussion on how this affects gameplay.

My point is, maybe we need a new growth model. Because as it is now, growth is not only linear, it also stays relatively constant throughout the course of the game, and larger cities grow much more slowly than smaller ones. And this is NOT realistic. History has shown that:

A: growth is exponential.
B: growth is very dependant on technology. Growth before the advent of medicine was at a turtles pace compared to growth in the modern era, which is skyrocketing.
C: Growth rates in cities depend less on inherent population, and more on living conditions. It doesn't matter if a city has 5 million people. If everyone is happy, well-fed, and healthy, growth is going to be huge.

I think Civ4 should make growth more dependant on technology, it should be exponential in nature, and it should depend more on the happiness of citizens. Let me illustrate what I mean by exponential:

The growth of many modern cities can be estimated by the equation Y=X(e)^[0.01(t)], where t=# of years, X=beginning pop, Y=resulting population, and e is a special irrational # whose value is roughly 2.718. Just try it, it really works! Let's take a city of 150,000. In 10 years, what will it's population be?

Y=150,000(2.718)^[0.02(10)]
Y= approx. 166,000

In about 10 years, its population is 166,000.

Let's try world population. Let's estimate the current population at...6.2 billion. In 20 years, if nothing drastic happens...

Y=6.2bil(2.718)^[0.02(20)]
Y=7.6 billion

Yikes, 7.6 billion!

Now, what if we incorporated a similar formula into the game? It would be very realistic, but it also could be too confusing for newcomers and/or non-math students.

And then concerning technology:

Here's some data on world population at given times:

2000 B.C. - 108,000,000

1000 B.C. - 120,000,000 (a +11% jump in 1000 years)

A.D. 1 - 138,000,000 (+15%)

A.D. 1000 - 275,000,000 (+199%) - Big jump, eh?

A.D. 2000 - 6,261,000,000 (+2276%) - HUGE jump!

Why is this happening? Technology. Improved medicine, agriculture, etc. is causing our population to soar. I think the game should emulate this. Like when you discover medical or agricultural technology, your growth should accelerate.

Now concerning growth in big cities:

Big city growth doesn't inherently slow down due to just a bigger population. Instead, it is limited by coinciding factors: Not enough food to feed the masses, unemployment, general unhappiness, emigration to other cities (hmmm, perhaps Civ4 should have immigration between cities...), etc. But if a big city is well managed, and these problems are taken care up, then the city should still experience rapid growth. This would give players incentives to concentrate on their big cities and build them up instead of ICS-ing like crazy.

Well, I hope that made sense, and I'm curious to hear what everyone thinks.

Lawrence of Arabia is offline Lawrence of Arabia
King
of the Gulag Archipelago
Apr 2001
time: 06:36
  Old Post 05-07-2004 12:32
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i say keep the same growth model as we have now, but as technology increases, the amount of food needed to get to the next population point above say 6 decreases, so that it will grow faster. maybe have an improvement which does this (or multiple) or maybe not, too many buildings. dont know.

dannubis is offline dannubis
Chieftain
Ghent
Apr 2002
time: 06:36
  Old Post 05-07-2004 12:34
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maybe like they modelled it in MOO2

as technology increases your workers produce more food ...

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:36
  Old Post 05-07-2004 14:13
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Oh no! It's MATH!
We'll never sell THIS to the ignorant masses who buy our game!
We'd better edit this back to a linear model - at least there's a chance of teaching our people what "y = mx + b" means.

Great idea, Zeiter - but not stupid enough for a mainstream game.

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:36
  Old Post 05-07-2004 14:28
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*Sigh*

Yeah, perhaps an exponential growth function would be getting a little too complicated. But I still think having your growth accelerate when you discover certain techs (or build certain improvements, like hospitals or something) should be included. This might make for some tough decisions when choosing a tech path:

"Hmmm, I really would like to have cavalry, but if I choose anatomy/physiology I get a hefty growth bonus."

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:36
  Old Post 05-07-2004 14:35
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It's not impossible, just list 3 numbers for the population growth of each city. Death Rate, Growth Rate, Net Growth. In the simplified presentation it would only show Net Growth. Certain advances lower Death Rate, and other advances lower Growth Rate. Lastly, there are some things you can do to increase Growth Rate. The rates could be in citizens per 1000.

The bigger problem is that the current food and population system is nothing like this. Each pop point is a much larger number of people than the last, but still only needs the same amount of food to feed. If you change the growth system, then you'll need to change the population system. I don't think that is going to change much, if at all.

-Drachasor

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:36
  Old Post 05-07-2004 14:43
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quote:
Originally posted by Drachasor
other advances lower Growth Rate.

You mean, INCREASE growth rate.

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:36
  Old Post 05-07-2004 15:00
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quote:
Originally posted by Enigma_Nova

You mean, INCREASE growth rate.


Nope, look at the family size in modern countries. Does it average 12+ children a couple? Does it average 6+?

No? Well that's because the growth rate has decreased, it is just that the death rate decreased even more. Clearly though there should be some things you can do to increase growth rate. In a modern society (perhaps after the discovery of economics) a tax incentive for larger families would work (but would cost you gold/turn).

Though, perhaps the lowered growth rate should take 20 turns before it takes effect. In third world countries that suddenly get 2nd-1st world health system, they are having a massive surge in population. Old Growth Rates + Modern Death Rates = Lotta People.

Hmm, probably everything that gives -Death Rate should give a Corresponding -Growth Rate in 20 turns, but perhaps have this distinguishment between rates invisible. I suppose it could all be subsumed into a general growth rate. When you got a new tech that increased net growth, you'd just get an extra bonus for 20 turns.

-Drachasor

Darkstar is offline Darkstar
Prince
Huntsville, AL, USA
May 1999
time: 23:36
  Old Post 05-07-2004 15:12
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It's economics that cause Growth Rate to shrink in 1st world nations... It hits the middle and upper classes (middle most though). It's got nothing to do with technology, other then as the cost of living goes up, those that are above the poverty line's growth factor *slows*, because they cannot *afford* to have more children.

The 3rd world nations that get modern health systems are exploding because the poor (the largest majority of the nation) don't slow down the rate they have babies. And since infant and child mortality rates have dropped (due to the advanced health system), their population growth sky rockets. As the poor transistion into middle class, their growth rate drops to match that of other middle classes that have similar income/costs of living.

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:36
  Old Post 05-07-2004 15:31
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The middle class can certainly afford to have a lot of children, and some do. The thing of it is that they *don't* want to. They'd rather spend the extra money on luxuries and other items to make everyone happier and more content.

The reason more primitive cultures have more kids is that you are never sure who is going to survive and who isn't. Your children might get sick and die even in their late teens or 20s, without any heirs. In modern cultures survival is much more certain, so once you have a few kids the family line is pretty safe.

I think it has more to do with securing the family line than anything. It is easier and costs fewer children for the middle class, so they get to the same level of certainty and then spend the excess time and other resources on other things.

-Drachasor

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:36
  Old Post 05-07-2004 15:50
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quote:
Originally posted by Drachasor
It's not impossible, just list 3 numbers for the population growth of each city. Death Rate, Growth Rate, Net Growth. In the simplified presentation it would only show Net Growth. Certain advances lower Death Rate, and other advances lower Growth Rate. Lastly, there are some things you can do to increase Growth Rate. The rates could be in citizens per 1000.


Hey, this is a really good idea. Simple enough for newcomers to understand, and yet very realistic. New technology and improvements would lower the death rate, and the economic conditions, pollution, and general happiness/unhappiness of your citizens would influence the birth rate. For the greatest population growth, just invest in some hospitals and such, make sure pollution is low, and make sure your citizens are really happy (which will require investing some gold, prompting you to make a strategic decision: do I want to focus on pop growth right now, or other things?

quote:
The bigger problem is that the current food and population system is nothing like this. Each pop point is a much larger number of people than the last, but still only needs the same amount of food to feed. If you change the growth system, then you'll need to change the population system. I don't think that is going to change much, if at all.

-Drachasor


Very true. The "nutrient tank" system really needs to go. Cities don't simply grow by hoarding resources. Certainly sufficient food is needed for population growth, but in reality, any surplus food should just contribute towards the happiness level of the citizens (thus indirectly influencing the population growth).

I think you've come up with a simple, yet realistic and effective system. Use the birth rate and death rate to calculate the growth rate (as it is in reality) and let the rates be influenced by various factors.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:36
  Old Post 05-07-2004 17:48
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Sounds good, but the power of extra pop would not need to be offset - at present in Civ3 (as I am learning in the Civ3 Feudal DG) max food is best, as more pop earlier means more of EVERYthing that matters. Higher disease rates pre-Medicine perhaps, and other likewise negative effects to deal with when you promote growth.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:36
  Old Post 05-07-2004 22:18
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* Enigma_Nova waits for everyone to beeline to the growth advances, then spam growth
It'll be even more cheese than ICS, but oh well.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:36
  Old Post 05-07-2004 22:30
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For simplicities sake I'd rather keep growth as it is, just tweak small city growth a bit. Maybe have centre tiles of all non-capital cities produce only one food until they reach size 6.

This also ties in with the Agricultural traits. As much as I love the Agricultural trait in Civ3, it is often too powerful.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:36
  Old Post 06-07-2004 00:50
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The actual equation for population growth is not difficult and could very simply be programed.

The important factors are :death rate and fertility.

Human populations stayed stable for long becuase while the fertility was high, the death rate was also very high.

Greater food production actually would act to both highten fertility rate and lower death rate- but your population is still not growing insanely due to the fact the death rate remains immense.

Then comes improved sanitation and medicine- this hits the death rate and cuts it significantly while the fertility rate remain very high- meaning population explodes. Then finally as the population becomes wealthy, fertility drops and populations stabalize or drop.

http://www.arcytech.org/java/population/facts_math.html

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:36
  Old Post 06-07-2004 03:11
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All my information indicates a population explosion happens during the transition from primitive medicine to advanced medicine, and before the advant of birth control in some form. It doesn't have anything to do with wealth, really, just the ability to control family size better.

Still, a tech that gave birth control would be bad, unless it gave some large bonus too.

-Drachasor

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:36
  Old Post 06-07-2004 05:20
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The birth control tech could give a huge bonus to economy and gold output perhaps. I think that would make up for it. It could also reduce the chances of riots, and just generally make people happier (which partly offset the growth penalty.

Or maybe it could give you an option if you were running a totalitarian or authoritarian govt. to restrict your people from using the birth control, or at least to heavily discourage it, thereby protecting your growth, but also denying your empire the other benefits of the tech, like the improved economy and such.

Urban Ranger is offline Urban Ranger
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The City State of Noosphere, CPA special envoy
May 1999
time: 13:36
  Old Post 06-07-2004 12:23
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quote:
Originally posted by Drachasor
Nope, look at the family size in modern countries. Does it average 12+ children a couple? Does it average 6+?


That's birth rate, not growth rate. Growth rate is (birth rate) - (death rate).

Urban Ranger is offline Urban Ranger
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The City State of Noosphere, CPA special envoy
May 1999
time: 13:36
  Old Post 06-07-2004 12:30
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quote:
Originally posted by GePap
Then comes improved sanitation and medicine- this hits the death rate and cuts it significantly while the fertility rate remain very high- meaning population explodes. Then finally as the population becomes wealthy, fertility drops and populations stabalize or drop.


That would work.

Each city has a birth rate, a death rate, and a quality of life. These numbers are affected by civilization advances, city improvements, education level of the citizens, and wealth. For example, the presence of some kind of medical facilities will both increase birth rate and decrease death rate.

Quality of life is a bunch of factors together, such as crime rate, happiness, education, cost of living, etc. It affects whether people want to move into or out of this city in general.

Drachasor is offline Drachasor
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Jun 2004
time: 00:36
  Old Post 06-07-2004 20:36
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quote:
Originally posted by Urban Ranger


That's birth rate, not growth rate. Growth rate is (birth rate) - (death rate).


My point was that birth rate, e.g. raw growth rate, has gone down along with the death rate. Partly because of greater survival chances, and a good part because of birth control in various forms.

-Drachasor

Drachasor is offline Drachasor
Warlord

Jun 2004
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  Old Post 06-07-2004 20:44
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Also, I think we can eliminate death rates and birth rates (though keep Family Size in the demographics--did they get rid of those in Civ3?)

Just have *Growth Rate*, and have various advances modify it directly. Behind the scenes, if you want, there can be more elaborate indicators, but the individual numbers don't matter for city sizes as much as the net effect.

Generally all medical advances would increase growth rate, and eventually you'll be able to spend money to increase the rate (via giving people money to have kids, basically). Lastly, the more crowded a population is relative to the tech level and what is built there, the more the growth rate is decreased. More tech and buildings allow high growth rates, until you again reach an equilibrium. Naturally you'll need food to sustain growth and population though.

Hmm, I sorta like how all my ideas on various threads fit together. Contraception could increase the happiness in a city, thereby increasing the productivity (as I proposed in my corruption/waste/etc thread). Then you could choose between outlawing contraception (making people a bit unhappy, with higher growth) or allowing it (happier with less growth).

-Drachasor

Urban Ranger is offline Urban Ranger
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The City State of Noosphere, CPA special envoy
May 1999
time: 13:36
  Old Post 27-12-2004 11:43
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Got spare money?

Anybody else has ideas on population growth? This is central to Civ, afterall.

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