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April 16, 2010, 04:37 AM
#1
Balancing population growth with 4tpy
I created a 4tpy script with HouseOfHam's script generator and made it working.
I was wondering, how can I balance population growth having twice the turns as before?
I mean, let's say I have a settlement with a pop growth of 5% per turn and I don't build anything that effects health, farms, pop growth in general. Let's say that 5% decreases constantly until it becomes 0% after 20 turns.
How can I halve that growth rate (2.5%) but make it last twice (40 turns instead of 20)?
I thought I could halve the fertility values of any region, but I think this would decrease the maximum population.
If it's possible to do it only editing fertility and EDB, without any background script, it would be great!
Last edited by Spartan 666; April 16, 2010 at 05:08 AM.
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April 16, 2010, 04:53 AM
#2
Flame Imperishable
Re: Balancing population growth with 4tpy
Halving base farm levels in DR is the easiest thing to do.
You could try simulating harvest/sowing periods by having the script damage/restore/damage/restore farms every turn...
You could just use pop-growth very sparingly.
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April 16, 2010, 05:07 AM
#3
Re: Balancing population growth with 4tpy
1 - Halving base farms level was the first thing I thought, but won't this also halve the maximum population for that city?
2- This would be far beyond my poor scripting skills...
3 - What do you mean with "use pop-growth very sparingly"?
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April 16, 2010, 05:21 AM
#4
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April 16, 2010, 07:29 AM
#5
Re: Balancing population growth with 4tpy
1 - I don't know if it affects that, just asking...my concern is not having huge cities in 30 turns (7.5 years)...
2 - Without any doubt! 
3 - Ok now I see what you mean. Decreasing base farm level seems the easiest and best way, I'll try that way...
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