Population Growth Rate

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Re: Population Growth Rate

Postby Maha » Wed Jul 05, 2017 3:32 pm

Captain Jack wrote:
Grimrock Litless wrote:What I am afraid of is because ships increases the %, wouldn't this means it can be easily exploited but having each members of the nation build 20 howkers each day? They don't cost a lot to build, plus if the nation get rid of the nation ship tax there is nothing stopping people from doing it right?


Good point, we will only count ships in fleets then.


imo is it not the ships that count, but the stock in warehouses. if a port cannot feed her population all kind of stuff happens :) a food port should deduct her daily consumption from the available stock and only sell what it doesn't need. when a port runs out of certain goods i expect mobs raiding private owned warehouses where the goods are hoarded.

when stock in the port warehouse is the factor, than wonderful gameplay comes to mind. other nations boycot a port, just don't trade with it. A 'non-violent' and 'non agressive' way to hurt a ports population :)
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Re: Population Growth Rate

Postby Dmanwuzhere » Wed Jul 05, 2017 3:38 pm

-Removed - Keep on topic-
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 3:45 pm

The number might need some tweaking on the tiers. While we work on them, here is a list for you to also do your math and participate in the procedure:


[United States of America] => 10717
[Pirates] => 10117
[St Kitts-Nevis] => 7380
[Spain] => 5870
[Bermuda] => 4722
[Grenada] => 4386
[Tokelau] => 3686
[United Kingdom] => 1984
[Montenegro] => 1382
[Niue] => 1300
[India] => 1016
[Canada] => 970
[England] => 748
[Portugal] => 648
[Germany] => 587
[Barbados] => 585
[Australia] => 576


This lists, only includes ships in fleets and were taken a few minutes ago.
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Re: Population Growth Rate

Postby DezNutz » Wed Jul 05, 2017 3:47 pm

Maha wrote:
Captain Jack wrote:
Grimrock Litless wrote:What I am afraid of is because ships increases the %, wouldn't this means it can be easily exploited but having each members of the nation build 20 howkers each day? They don't cost a lot to build, plus if the nation get rid of the nation ship tax there is nothing stopping people from doing it right?


Good point, we will only count ships in fleets then.


imo is it not the ships that count, but the stock in warehouses. if a port cannot feed her population all kind of stuff happens :) a food port should deduct her daily consumption from the available stock and only sell what it doesn't need. when a port runs out of certain goods i expect mobs raiding private owned warehouses where the goods are hoarded.


I like that but think that would should be part of an evolution down the road. I think port production would need to be looked at and adjusted first before resources played a roll in population control.


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Re: Population Growth Rate

Postby DezNutz » Wed Jul 05, 2017 3:48 pm

Captain Jack wrote:The number might need some tweaking on the tiers. While we work on them, here is a list for you to also do your math and participate in the procedure:


[United States of America] => 10717
[Pirates] => 10117
[St Kitts-Nevis] => 7380
[Spain] => 5870
[Bermuda] => 4722
[Grenada] => 4386
[Tokelau] => 3686
[United Kingdom] => 1984
[Montenegro] => 1382
[Niue] => 1300
[India] => 1016
[Canada] => 970
[England] => 748
[Portugal] => 648
[Germany] => 587
[Barbados] => 585
[Australia] => 576


This lists, only includes ships in fleets and were taken a few minutes ago.


As much as I like those numbers, are those ships in fleet for active players?
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Re: Population Growth Rate

Postby Cutpurse » Wed Jul 05, 2017 3:49 pm

i dont see aiming for average population of 350m as the best way to control overall population. neither do i see the system increasing population for ports that have low population, it should be players of the nation, whos task it should be to increase population, not something that would be granted by the system for free.

what i suggest is to set target total population, 7,35b for example. then, after each reset, game would apply penalties to ports with highest population, if overall population exceeds targeted 7,35b. higher the difference, greater the penalties.

as example nation A controls 10 ports with 250m population on each port, and nation B with 10 ports, 450m in each. nation C has 350m in its one port. with original suggestion, nation A would be awarded free population, even if it has not invested in its ports, where as nation B would be penalized for their investments. with my suggestion none of the ports would see their population changed by the system, as there is no overall overpopulation, and nation B would be awarded for their investments in their population, with greater tax income.

now if nation A were to invest in their ports, adding 100m population to each port, outcome would be following - system would identify overpopulation in avonmora (8,35b instead of targeted 7,35b) and would inflict population decrease in nation B's ports, as they have the most population. this i find justified, if overpopulation is seen as concern.

i would find this approach to be more fair to nations investing in their population. under no circumstances do i see need for system to award free population to any port, it should always be players task to invest in them
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 3:52 pm

The growth rates are actually based on real world. Although in real world, growth rate is affected by many factors. Still, the more population a nation has, the further its growth rate drops.

You also need to factor in base number. 3% at 50M is 1.5M pop. While 0.5% at 300M is 15M.

Still, the more we look at the preliminary rates, the more we do not like them. We are still working on these numbers.
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Re: Population Growth Rate

Postby DezNutz » Wed Jul 05, 2017 4:23 pm

My suggestion would be to setup a base formula that excludes all outside factors. The base formula should increase port population by a very small amount. Maybe like +5k every reset. In the base form it would take a long time for it to make a significant change to port population.

Something like Growth Rate = Birth Rate - Death Rate

Populations that have less than the target 350M would get a tiered boost to their Birth Rate. The overall rate should still only produce a small amount of population but it would be greater than the base 5k. The death rate would remain untouched for ports with populations under the target.

Populations that have more than the target 350M would get a tiered boost to the Death Rate. The rate would be significant to cause a considerable loss. However, the Birth Rate can still be effected by other factors to offset the Death Rate.
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 5:05 pm

The more we dwell around it, the more it becomes obvious that an upheaval is needed.
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Re: Population Growth Rate

Postby Vane » Wed Jul 05, 2017 5:18 pm

Allow all battles within ports to incur collateral damage ;). Each fight within a port has the chance of reducing population by a small amount. This could help counter growth rates as well.

Every plunder or skirmish in a port has a 35% chance of reducing the ports population by 0.01%

Or

The more pirate activity in a port the slower the growth and higher the death rates. Pirates can then play a minor role in the port game.
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