by Sir Thalius Hayle » Fri Jul 07, 2017 1:49 pm
There are a lot of good ideas being put out on this topic! Many different thoughts from different locations- no way to take the time to read over all of it. I offer the following based on my thinking after reading what I could...
Population growth occurs naturally in a healthy environment. I would assume port population growth would occur naturally at a certain small percentage in a neutral environment. What effects population growth from there in the real world? In a word, economy. The ability to support a family without killing yourself at work while producing a good income contributes to larger families. Things like trade and industry (plantations and perhaps other structures that can be built at ports) lead to jobs, which leads to economic growth and growing population from growing families and people attracted to the area.
Number of ships owned by the port's controlling nation members, number of dedicated trade routes connected to the port, number and size of healthy plantations located at the port- I would envision all of these things and other similar dynamics would bump up the nations growth rate. Cards that could be cast to increase the rate of growth could be related to abundant harvests, festivals or other such things. Perhaps merchants could have the option to invest food resources as a means of investing small bumps to population growth. Nation missions could be created around all of these things.
Requiring merchants to feed the population seems unrealistic. However, food supply could be important as a means of guarding against the occasional drought or famine- both of which could seriously hurt the population numbers if not dealt with. I would suggest granaries be built at ports which could be upgraded to hold more food based on financial investments of merchants. During times of drought food would be consumed from the granary, and once food ran out the port would enter into famine and population would decrease at a substantial rate- a rate that would increase the longer the famine lasted.
Voodoo cards could be cast by players to increase the possibility of drought. Also, cards of particular interest would be ones that targeted a ports food supply- Rats, Mold, and Pillage food supply (take a percentage of food and relocate it to another granary of players choice). Perhaps even ships could be used to attack the port to take food and/or other resources, thus reducing the food supply and negatively effecting population numbers. Ports prone to raid would develop a negative reputation for security, and population growth rates would be negatively effected. Of course ports would have to be allowed to put in place measures by which they could protect themselves from such raids.
Ports with good defense and large granaries would be seen as good places to settle down and raise a family, thus population growth percentages would get a bump the more a nation invested in these things.
Disease is also a factor in sustaining population numbers. The larger the population, the larger the possibility of an outbreak of disease. Unhealthy working environments (plantations with high mortality rates for instance), contribute to chances of disease outbreaks. Hospitals could be built at ports to help guard against and deal with disease outbreaks. Better facilities reduces the chance, duration, and severity of disease outbreaks, thus nation member's investments in hospital facilities would be key to protecting the population. Voodoo cards could be crated to effect these port dynamics as well.
Perhaps all of the above factors would contribute to at least two statistics: over-all life expectancy (which would contribute to increase in natural population growth), and an economic health rating (which would contribute to population growth due to migration into the area). Maybe a third statistic related to port security that would also bump up migration rates.
The governor's job would be to monitor all of these things and communicate the port's health and status to the nation's council, who would be responsible for mobilizing nation members to deal with the issues if the nation wants to maintain healthy ports and a stable tax base. The nation's council would therefore also be inclined to reward nation members who made significant investments in helping secure the health of the nation's ports.
As I stated elsewhere, I am in favor of getting rid of TI, BD, and any other cards that have a direct effect on population numbers. I feel instead there should be cards that could be cast to effect the factors that contribute to positive and negative population growth, the effects of which could be countered by the efforts of member nations should they be organized enough to do so. Nations that could not mobilize their members to respond to events would suffer the greatest harm to population numbers.
Just some thoughts, most of which has been inspired by other posts I have read on this issue.