Avonmora Population - New Nation Control Expansion
Posted: Fri Jul 10, 2015 11:44 am
Hi all,
Our general policy is to unveil future planning gradually. This is one more of these chapters which we put to public discussion so we can evolve the idea and get its final shape.
Population currently affects:
-Available workers for hire (ships and goldsmith).
-Specific Voodoo cards (commonly called party cards, Details here)
-Tax income for nations (Through NPC citizens Tax Law)
-Port Production (however, currently, production is de-activated)
Population grows:
-By donating to the port.
-With Transport Immigrants card.
-By firing crew/workers at a port.
Population drops:
-By hiring crew/workers to ships/Goldsmiths.
-By using Black Death card.
As we have said in other posts, one of our objectives is to move resource production entirely to players.
With fishing, we allow the players to produce food, which is one of the seven basic resources we use.
Food, currently is used in three ways:
-To support workforce in Goldsmiths.
-Potato Party card uses it.
-It is a trading resource.
For years we have pictured population groth, artificially given by the game. Now, with markets storing all food they get, party cards AND food production directly from players, we are closer to this.
Population growth, could be factored by the following factors
-Basic negative growth - A standard growth that will be relevant to population number. The bigger the population, the higher this negative exponential growth will be.
-Basic positive growth - This will be based on ships in fleets that the controlling nation has. The more ships, the higher this positive linear growth will be.
-Food, there should be enough in the port market to sustain the population. There will be a daily consumption to define this, relative to population: x crates per ctizen. If the port market fails to meet this, the population growth will become negative. The larger the shortage, the larger the deline.
-Rum and Tobacco will affect Population Mood which in turn will affect Population growth.
-Laws could play a role to this as well.
-Of course, party cards will be taken in account, as well as local economy (another chapter which will be factored in later, let's not dwell much on this now).
Population Mood will be a whole chapter on its own, as beside population growth, it could affect other areas as well, such as: hiring costs, influence and tax incomes (NPC tax law).
Since Food is going to be a critical element to maintain population, we even intend to use a different price model for food than the rest of the ports. In fact, we intend to let the Governors of the port to choose this price. After all, they should be mostly interested to keep population high at their port, therefore they should be allowed to adjust the price as they see fit. Not to mention that we need to start to give them duties relevant to their place. The price will be adjustable to a predefined range, perhaps 5 to 14.
All players will have access to a new page, called Ports Population Analysis (perhaps) which will list all relative details of all ports (similar to active ports page), such as current population, current growth, food reserves, food in player warehouses, daily consumption, daily food trade (chart), current food price and whatever else we deem important.
I believe these are enough for an entry approach to the issue. 8-)
References:
Growth Rate
Automatic Natural Disaster: Plague
Population Control Fix
Our general policy is to unveil future planning gradually. This is one more of these chapters which we put to public discussion so we can evolve the idea and get its final shape.
Population currently affects:
-Available workers for hire (ships and goldsmith).
-Specific Voodoo cards (commonly called party cards, Details here)
-Tax income for nations (Through NPC citizens Tax Law)
-Port Production (however, currently, production is de-activated)
Population grows:
-By donating to the port.
-With Transport Immigrants card.
-By firing crew/workers at a port.
Population drops:
-By hiring crew/workers to ships/Goldsmiths.
-By using Black Death card.
As we have said in other posts, one of our objectives is to move resource production entirely to players.
With fishing, we allow the players to produce food, which is one of the seven basic resources we use.
Food, currently is used in three ways:
-To support workforce in Goldsmiths.
-Potato Party card uses it.
-It is a trading resource.
For years we have pictured population groth, artificially given by the game. Now, with markets storing all food they get, party cards AND food production directly from players, we are closer to this.
Population growth, could be factored by the following factors
-Basic negative growth - A standard growth that will be relevant to population number. The bigger the population, the higher this negative exponential growth will be.
-Basic positive growth - This will be based on ships in fleets that the controlling nation has. The more ships, the higher this positive linear growth will be.
-Food, there should be enough in the port market to sustain the population. There will be a daily consumption to define this, relative to population: x crates per ctizen. If the port market fails to meet this, the population growth will become negative. The larger the shortage, the larger the deline.
-Rum and Tobacco will affect Population Mood which in turn will affect Population growth.
-Laws could play a role to this as well.
-Of course, party cards will be taken in account, as well as local economy (another chapter which will be factored in later, let's not dwell much on this now).
Population Mood will be a whole chapter on its own, as beside population growth, it could affect other areas as well, such as: hiring costs, influence and tax incomes (NPC tax law).
Since Food is going to be a critical element to maintain population, we even intend to use a different price model for food than the rest of the ports. In fact, we intend to let the Governors of the port to choose this price. After all, they should be mostly interested to keep population high at their port, therefore they should be allowed to adjust the price as they see fit. Not to mention that we need to start to give them duties relevant to their place. The price will be adjustable to a predefined range, perhaps 5 to 14.
All players will have access to a new page, called Ports Population Analysis (perhaps) which will list all relative details of all ports (similar to active ports page), such as current population, current growth, food reserves, food in player warehouses, daily consumption, daily food trade (chart), current food price and whatever else we deem important.
I believe these are enough for an entry approach to the issue. 8-)
References:
Growth Rate
Automatic Natural Disaster: Plague
Population Control Fix