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Thread: Manual - How Stuff Works

  1. #1
    Magnar's Avatar Artifex
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    Default Manual - How Stuff Works

    This will be filled out more after release and as we develop it further.

    Population Classes
    Spoiler Alert, click show to read: 
    There will be 4 classes of people representing :
    1) Upper Class/Nobles/Partricians
    2) Middle Class/ Plebians / Warrior Class
    3) Lower Class/ Prolitarii / Commoners
    4) Foreigners / Peregrinii

    The name of each class will be dependent on the faction's culture.

    The total population will reflect the adult male of fighting age.


    Population Growth
    Spoiler Alert, click show to read: 

    This will be influenced from a variety of factors as seen below. The impact each factor will have is still dependent on our testing and balancing which we have only just now started. The below modifiers to growth are what we have currently planned and implemented. If they are not included in the final release and you would like to play with them, it will be very easy to enable them again.

    - Base Growth: each region will get a base growth rate which will be reduced as the population increases and go negative once the population goes above a certain level to represent a theoretical max population
    - Building & Technology Growth: Some buildings may give a bonus to population growth and this may vary depending on if the region has a majority culture and also by population class, eg A trade building may boost foreigner growth-- multiplies base pop by building specific bonuses
    - Food: Food shortages will reduce population and not having a food shortage can increase it
    - Majority Religion: Having a majority religion in your region will boost growth of your own people and not having it will encourage foreigners
    - Faction/Culture: Some factions or cultures may have a boost to the growth of certain classes or of their population as a whole
    - Public Order: Low public order results in reduced pop and vice versa
    - Taxation: High tax low growth and vice versa
    - Faction Capital: Gets a bonus to growth
    - Province Capital: Also get a bonus to growth but not as much as the faction capital
    - Foreign Armies: A foreign army in the region makes it less secure and this results in lower growth
    - Under Siege: A settlement undersiege will suffer large growth penalties
    - Looted settlement (Raze, looted): Large penalties to growth cos ya know they kill people and stuff
    - Occupied Settlment: People die here as well but not as much as when looted



    Foreign Population Mechanic
    Spoiler Alert, click show to read: 
    The foreigner population will have 2 impacts on your regions.
    1) If the total foreigner population of your faction gets above 50% then it will cause public order penalty in all your regions. The greater the total % of foreigners in the faction the worse the public order will be.

    2) Control, the % of foreigners in any given region will determine the level of administrative control over the region represented by a modifier to subsistence income. There are 4 stages of this to represent different types of regions: Heartland, Provincial, Colonial, Subject.At the start of a game most regions will have very small foreign populations.

    When you conquer a region, all it's population will be converted to Foreigners and you will have to build your citizen populations up from scratch in the region.

    As more regions are conquered the size of the foreign population in your regions will increase. This combined with the reduced growth from population size will result in it being harder and harder to recruit elite units as you expand.

    UPDATE: We've added a new mechanic for starting faciton capitals. If you lose your capital, you can retake it and get back some of your citizen population. The amount you will get back will be a base of 95% and -5% for every extra turn it takes to regain the region. If you take 9 turns to retake your capital, then you will have only 50% of your citizens population returned.

    Here is a screenshot from a recent test after about 8 turns
    Spoiler Alert, click show to read: 

    I captured Velathri on turn 1 and now 8 turns later, there still aren't enough citizens in the region to recruit new units. I've had to go back to Roma to recruit units.




    Economic Effects
    Spoiler Alert, click show to read: 

    Population and class ratios will also impact on the economy and public order.

    Our current system works like so:
    There is an ideal class % with the current default % set to: Noble = 5%, Middle = 15%, Low = 80%. Custom ratios can be set for different cultures.

    The noble's % determines the management of the rural areas and gives a buff or debuff to agriculture income depending on if it is higher or lower than the ideal %

    The middle class % determines the cultural, industrial and commercial buff or debuff

    There is no current effect associated with the lower class ratio as it will indirectly contribute to the other 2 classes


    Immigration
    Spoiler Alert, click show to read: 

    Regions are split into one of 4 region types
    1) Faction capital
    2) Province capital
    3) Minor region
    4) Frontier region (bordering any other faction's region)

    Different influencers then make different region types more desirable
    1) food shortage - sends pops of all types to minor regions
    2) Treasury - a large faction treasury draws all pops to the faciton and to a lesser extent province capitols to try get their hands on some of it
    3) losing money - people go to minor settlements
    4) war - when at war people flee the frontier regions
    5) sea trade route raided - pop goes to minor regions
    6) faction - different factions can have more likelihood to be ruralised or urban
    7) tax level - people flee to frontiers with high tax to avoid the tax man
    8) not researching - stagnant culture will result in people leaving capitols and going to minor regions
    9) number of allies - reduces penalty in frontier regions
    10) Class ratios - The faction will have an ideal population class ration if the regions pop ratio is different to the ideal then it will get a bonus or malus to bring it into line with the ideal base ratio. This is a multiplier applied to all other immigration influences and as such should have the largest impact on immigration movements in most cases.
    11) Undersiege - all pops will want to leave a settlement undersiege
    12) foreign army present: all pops will leave
    13) battle fought - all pops will want to leave a region where a battle is fought
    14) buildings - can give a bonus to a regions migration attractiveness and it can vary for region type. Currently no buildings give a bonus but the mechanic is set up to allow it to be added.
    15) technologies - just like buildings, tech also can impact region migration attractiveness. Currently no techs give a bonus but the mechanic is set up to allow it to be added.

    How Migration Movements Work
    Each region gets a migration attractiveness/desirability rating. These are then compared against all the neighbouring regions owned by the faction. If the neighbour region is more desirable, then it will get a boost to its population and the less desirable region will lose population

    People can only migrate to an adjacent region. This means that island regions will only have inter island migration.






    Mercenaries
    Spoiler Alert, click show to read: 

    Mercenaries work a bit different to how other factions recruit.

    Mercenaries are broken up into groups (some mercs have multiple groups).

    These groups are then assigned to the factions.

    If the region's owning faction has the mercenary that is recruited in its merc group then the population will draw from the citizen population of that region. Otherwise it will come from the foreign population

    eg. As Rome you send an army into Averni territory where you want to recruit some celtic warriors as mercenaries. These mercenaries will then draw on the local Averni citizen population. This represents the common custom of celtic people to become mercenaries in foreign armies to find wealth and fame.

    Alternatively, if that same region is owned by Rome and they want to recruit celtic mercenaries in their own region, then the unit will draw population from the foreign population. Because the celtic people are considered foreigners by Rome.

    This mechanic opens new purposes and tactics for mercenary recruitment. You can deprive an enemy of their population by using it as mercenaries for your own army thereby crippling their ability to use that population themselves.


    Replenishment
    Spoiler Alert, click show to read: 

    On capturing a settlement, replenishment in that region will be disabled for that turn as there are no citizens in the region to recruit.

    In all other circumstances, the replenishment of units will draw from the appropriate population class and if there are not enough people in the region to fill your units, then the army will not be able to replenish and you will be forced to return to a better populated region.
    Last edited by Magnar; February 25, 2016 at 05:30 PM.

  2. #2

    Default Re: Manual - How Stuff Works

    nevermind
    Last edited by Boicote; February 28, 2016 at 05:47 PM.

  3. #3
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    Default Re: Manual - How Stuff Works

    Quote Originally Posted by Boicote View Post
    I don't understand the rationale behind this. Why is the population decreasing when I have lots of food? Shouldn't it be otherwise?
    population is decreasing when you have food?

    population should only decrease when you have a shortage of food ie negative food.

  4. #4

    Default Re: Manual - How Stuff Works

    Quote Originally Posted by Magnar View Post
    population is decreasing when you have food?

    population should only decrease when you have a shortage of food ie negative food.
    Ok...right now I'm very embarrassed . I read "storage" instead of "shortage" . I think I'm dyslexic.
    My apologies. Please delete my post if you can.

  5. #5

    Default Re: Manual - How Stuff Works

    Can you please explain disease and food shortages in the role of replenishment?
    Playing as Dacia, and for several turns my army has not replenished while garrisoned at provincial capital. I have abundant food. What is causing the disease?

  6. #6
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    Default Re: Manual - How Stuff Works

    Thats just wrong text, what it actually means is that there is not enough population in the region to replenish the army.

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