Results 1 to 4 of 4

Thread: Populations and recruitment

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Populations and recruitment

    Can somebody help me with these problems :

    Are the city population growth levels hard coded or can they be changed and if so where?

    Is recruitment of units linked to the population and if I recruit a unit how many of the people are subtracted from the settlement population? (eg if my unit size is 40, is 40 taken away from the population and can this also be changed without changing the unit size?)

  2. #2
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Populations and recruitment

    Quote Originally Posted by hacon View Post
    Can somebody help me with these problems :

    Are the city population growth levels hard coded or can they be changed and if so where?
    The base growth rate of a region is hard-coded in the file descr_regions.txt, in order for any changes you make to this file to work you have to start a new campaign. Some buildings have effects which change the growth rate of the settlement they are built in.

    Quote Originally Posted by hacon View Post
    Is recruitment of units linked to the population and if I recruit a unit how many of the people are subtracted from the settlement population? (eg if my unit size is 40, is 40 taken away from the population and can this also be changed without changing the unit size?)
    Recruitment and population are linked only in that you need at least a population of 400 to be able to recruit a unit. Also you are correct in that if the unit has 40 men, then when the unit is added to the recruitment queue 40 men are taken from the population even the unit won't be built for a number of turns.

    The number of men in a unit is determined by unit size and the values in the EDU file.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  3. #3

    Default Re: Populations and recruitment

    Thanks for the reply
    on the growth levels what i meant was the settlement upgrade levels and the max pop for that settlement.
    for example, I read in this forum somewhere that when the pop reaches a certain level it is eligable for an upgrade to the next level, and I presume exceeding the max pop has some effect on squalor, revolts?

    city upgrade level 6000 max pop 18000

    The file u mentioned descr_region.txt effects the pop because of the farm level?

    Tribus_Brigantes
    legion: Britanica
    Isurium
    gauls
    Brigantes
    232 41 198
    fertile, furs, slaves, lead, barbarian, britons
    5
    5 <==========base farm level
    christianity 100 pagan 0 zoroastrian 0


    Thanks for the other piece of info, so its a 1 to 1 relationship which cannot be changed.

  4. #4
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Populations and recruitment

    Quote Originally Posted by hacon View Post
    Thanks for the reply
    on the growth levels what i meant was the settlement upgrade levels and the max pop for that settlement.
    for example, I read in this forum somewhere that when the pop reaches a certain level it is eligable for an upgrade to the next level, and I presume exceeding the max pop has some effect on squalor, revolts?

    city upgrade level 6000 max pop 18000

    The file u mentioned descr_region.txt effects the pop because of the farm level?

    Tribus_Brigantes
    legion: Britanica
    Isurium
    gauls
    Brigantes
    232 41 198
    fertile, furs, slaves, lead, barbarian, britons
    5
    5 <==========base farm level
    christianity 100 pagan 0 zoroastrian 0


    Thanks for the other piece of info, so its a 1 to 1 relationship which cannot be changed.
    The population levels at which a settlement can be upgraded to the next settlement levels are fixed. The base farm level is the minimum growth percentage (without squalor etc reducing it) that a settlement has. That 5 in your examples means that with no buildings, no squalor, no farms, or other effects that change population growth Tribus_Brigantes would have a population growth rate of 2.5%. You can verify this by looking at the settlement details screen.

    Exceeding a population level for a specific settlement size does not impose a penalty (aside from normal penalties to squalor resulting from population size), but building the next level of government building has a positive effect on squalor I believe.
    Last edited by Squid; May 02, 2007 at 10:02 AM.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •