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Population Growth Rate

PostPosted: Wed Jul 05, 2017 12:41 pm
by Captain Jack
Ahoy everyone,

There is a population issue right now in Avonmora.

In a nutshell, it is unrealistic to have 15 players and a total of 3,887 ships (out of which none contributes to the port sustainability) to be able to have 2 ports of a total population of 4.2B, which is the current TK situation. It's not even only TK anymore as more have jumped into the easy coin solution.

We always wanted to implement a smart population growth. You can find the details here:
viewtopic.php?f=5&t=1569

The discussion above sets the foundation to create this realistic simulation. If a nation can afford the number of ships to maintain such numbers, no problem. Right now though, it is very unbalanced.

The problem is that before the above idea can be implemented, we want plantations to come. Plantations also come with some population addressing features. However, at these figures (now billions) they won't play any role at all. Just like the transport immigrants through fleets cannot play a role right now.

So, we need an immediate solution. By immediate, I mean that it must be implemented as soon as possible. Maybe today or tomorrow.

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Proposed Suggestion

Population Growth Rate

Population growth rate defines the natural growth of population over time. Till a more sophisticated system is implemented, this will be based on tiers which we will decide here.

The growth rate will be applied AFTER the NPC citizens tax and after the titles resolution (in short, after the nations update). It will be applied to every port based on its current population count. Once the growth rate is applied, the port population will change to affect this.

Proposed Tiers

The tier system is temporary and it will be based on what we believe reasonable for current status of the game. We will use the numbers we had before this drastic increase in port population. We had about 7B population. That's roughly about 350M per port. This will be the base for this tier system.

Another idea, is to also add automatic scaling to the tier list which will be connected to every nation's ships at hand. The more ships a nation has, the better the growth rates it will enjoy.

Basic Tier List Per Port

From 0 to 350M, we will reduce it by 0.5% per 50M, starting from 3%
Here is the tier list that comes out of this:

0-50M -> +3%
50-100M -> +2.5%
100-150M -> +2%
150-200M -> +1.5%
200-250M -> +1%
250-300M -> +0.5%
300-350M -> 0%

For populations greater than 350, we will decrease it by 0.1% per 200M
Here is the tier list for this:
350-550M -> -0.1%
550M-750M -> -0.2%
750M-950M -> -0.3%
950M-1.15B -> -0.4%
1.15B-1.35B -> -0.5%
1.35B-1.55B -> -0.6%
1.55B-1.75B -> -0.7%
1.75B-1.95B -> -0.8%
1.95B-2.1B -> -0.9%

Automatic Scaling
+0.1% for every 1000 ships the nation posses (or +0.01 for 100 ships or +0.0001 for every ship).

So, for Spain which now has 6,342, there will be a +growth rate of 0.6342% / number of ports = 0.126% per port. So every port will take the basic tier list rate plus the ships rate to find the final growth rate of every port.

Prote for example, now has 332M so it will get 0% growth rate from the basic + 0.126% from the ships count. So at the update, Prote will grow by 418K citizens.

At the other hand, Aiora has 2.113B citizens. But TK has 2 ports and 3887 ships. So the growth rate will be:
Basic: -0.9% = -0.009
Ship: 0.1% * 3,387 = 0.001 * 3,387 = 0.003387 / 2 = 0.001693
Total = -0.009 + 0.001693 = -0.0073
So at the update, Aiora will lose about 15M

Feel free to post your immediate thoughts and point of view. As well as any different suggestions on the numbers.
We want to implement this as soon as possible.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 12:56 pm
by Dmanwuzhere
Will there be compensation for the Transport Immigrants used to reach current port citizen count?

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:01 pm
by DezNutz
The populations aren't going to reset to 350M. That is only the basis for the calculation.

I think on behalf of all port nations, I would like to thank T'zak Ryn [Merc] for their stellar idea of boosting a nations port population to MAX for profit. Now nations have to consider this implementation.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:04 pm
by Dmanwuzhere
Voodoo was bought and purchased to attain a goal, which is being stripped. If there is a loss there should be compensation.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:07 pm
by DezNutz
Dmanwuzhere wrote:Voodoo was bought and purchased to attain a goal, which is being stripped. If there is a loss there should be compensation.


It isn't being stripped. The population will decrease or increase daily (assumably) at a particular rate based on the requirements set forth in the suggestion.

Do you think you should receive compensation for someone casting BD against those ports?

As well, the idea of population growth rates existed before the idea of maxing the pops for profit came about. You took the risk assuming that the admins weren't going to do anything in response to something of this nature.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:10 pm
by Dmanwuzhere
So you are suggesting then that admin is indeed a competing player? Otherwise your argument is invalid.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:22 pm
by DezNutz
Dmanwuzhere wrote:So you are suggesting then that admin is indeed a competing player? Otherwise your argument is invalid.

My argument is valid and no the admin isn't a competing player.

This suggestion does nothing to stop you from completing your goal. This suggestions adjusts port population at a defined rate based on port population and national ship counts.

You are complaining that your goal is being stripped away (which it isn't) and demand compensation. A player in the game can cause the same rate of loss by casting BD against the ports, are you going to demand compensation as well.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:27 pm
by Banger
This is really nothing more than a slap on the wrist. Nations can offset this decline(if they have loss) by casting a TI card daily and it should more than cover the losses.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:28 pm
by Dmanwuzhere
Your what if scenario does not apply. This is new code introduced for a new set of circumstances to apply. A competing player is not in this scenario. I could offer a rebuttal on how to deal with a competing player but it takes away from the real discussion. Therefore you can discuss a competing player all you want but you will need to talk to someone else to get that conversation to continue. I have not did the math Banger, just responding to the principle at this point.

Re: Population Growth Rate

PostPosted: Wed Jul 05, 2017 1:31 pm
by Sir Henry Morgan
This is a viable concept to port population - Pirates Glory is a seafaring game, and this solution brings this aspect to port populations.

More dependence on ships and seafaring activity and less upon voodoo cards to create strategy and play is greatly needed.

That said, transporting immigrants by ship should be tweaked to create more seafaring aspects - while related to this topic, it needs its own topic.