Avonmora Population - New Nation Control Expansion

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Re: Avonmora Population - New Nation Control Expansion

Postby PFH » Fri Jul 07, 2017 3:46 pm

"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."

I'd like to keep them and rewrite them. Due to their names, maybe Black Death can be changed to increase the chances of a plague and Transport Immigrants literally does its name; it will takes a certain amount from 1 port to another. For ex: Target New Land for the gaining of pop and target Vaasburg to have immigrants taken from them.

"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."


Disease and life expectancy go hand in hand. The more disease, the less a citizen is expected to live. Maybe just adding a statistic for governors to view about the average citizen for the predicted life expectancy? Just adding diseases and adding medicines would do it ;)

"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."


I agree with the merchants not being responsible to a certain point. Someone has to transport the goods, but it doesnt have to be a merchant. could just be PC in NPC fleets ;)

"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."

IMO, I believe the Dukes should assist the Governors with this issue. The Dukes can watch their ports and notify their governor about the issue. Governors today already have quite a few responsibilities ;)
Just my thoughts here ^^ :y
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Re: Avonmora Population - New Nation Control Expansion

Postby Sir Thalius Hayle » Fri Jul 07, 2017 6:21 pm

PFH wrote:I'd like to keep them and rewrite them. Due to their names, maybe Black Death can be changed to increase the chances of a plague and Transport Immigrants literally does its name; it will takes a certain amount from 1 port to another. For ex: Target New Land for the gaining of pop and target Vaasburg to have immigrants taken from them.


+1 on the Black Death increasing plague chances on the port- this effects one of the growth rate mechanics rather than simply decreasing the population count.

-1 on the TI transferring population from one port to another. In theory it would be possible given time and investment to completely drain a port of its citizens and redistribute to other ports. Of course restrictions could be put in place to temper this, but why create the imbalance in the first place? Ports will reach a max of 210mill in population, at which point TI cards will be useless unless and until a disaster strikes somewhere, and then all the TI cards that have been hoarded will be poured out to rearrange the population of Avenmora. Overnight there would be an unrealistic migration of populations around the world, with the richest players reaping the greatest benefits.

I would be in better favor of TI cards rather working to bump up the migration rate part of the nation growth percentage. They work for a limited amount of time, and can be invested to gradually heal population loss due to events like plagues and famines.

PFH wrote:Disease and life expectancy go hand in hand. The more disease, the less a citizen is expected to live. Maybe just adding a statistic for governors to view about the average citizen for the predicted life expectancy? Just adding diseases and adding medicines would do it ;)


Indeed, but there are common "diseases" attributed to old age and average statistics, all of which are taken into account in the normal population growth percentages, and then there are diseases such as plague outbreaks that get special attention in the press.

There is also mentioned in some of the plantation posts that over-working your plantation workers or under-feeding them (or both) results in a higher worker mortality rate (Plantation owners already will have to transfer food to keep their workers well fed).

Death from prolonged famines also would be a big tick against the average life expectancy.

I would imagine that life expectancy would be calculated and averaged over one or more game resets. Life expectancy numbers hurt by famines and plagues in particular would take time to get over. All of this would effect over-all population growth percentages for a significant period of time, which could be improved more quickly by actions taken by nation members at the direction and encouragement of the nation leadership.

PFH wrote:I agree with the merchants not being responsible to a certain point. Someone has to transport the goods, but it doesnt have to be a merchant. could just be PC in NPC fleets ;)


I don't imagine that a city/port in the old world was highly dependent on merchants for a food supply, unless it was an outpost or settlement of some kind with little farming infrastructure. The people farmed in the country and grew much of their own food. I don't think that requiring port governors or nations to get involved in managing farms would be a bonus to the game dynamic. Lets just assume that farming is part of the population's every day life. I do believe that a city/port was dependent on merchants and trade during times of famine and drought. I think that the roll of merchants in protecting their nation's ports against these disasters, and assisting the port population when those events did occur, should be a huge part of the merchant's responsibilities.

PFH wrote:IMO, I believe the Dukes should assist the Governors with this issue. The Dukes can watch their ports and notify their governor about the issue. Governors today already have quite a few responsibilities ;)


+++1 on that last comment. I am not to that point in the game yet, but am not aware as of yet that Dukes have many responsibilities. I would imagine that anyone in high leadership in a nation should have some roll to play, especially if they are benefiting from their position financially. Perhaps a certain number of Dukes could be assigned as having specific rolls in service under one of their nation's port Governors.

Just some thoughts inspired by your thoughts on my thoughts... :duel

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Re: Avonmora Population - New Nation Control Expansion

Postby PFH » Fri Jul 07, 2017 10:10 pm

I don't imagine that a city/port in the old world was highly dependent on merchants for a food supply, unless it was an outpost or settlement of some kind with little farming infrastructure. The people farmed in the country and grew much of their own food. I don't think that requiring port governors or nations to get involved in managing farms would be a bonus to the game dynamic. Lets just assume that farming is part of the population's every day life. I do believe that a city/port was dependent on merchants and trade during times of famine and drought. I think that the roll of merchants in protecting their nation's ports against these disasters, and assisting the port population when those events did occur, should be a huge part of the merchant's responsibilities.

I believe this would be solved with the new plantations. The plantations could probably supply ports with a tax on the amount of food taken per sale.

-1 on the TI transferring population from one port to another. In theory it would be possible given time and investment to completely drain a port of its citizens and redistribute to other ports. Of course restrictions could be put in place to temper this, but why create the imbalance in the first place? Ports will reach a max of 210mill in population, at which point TI cards will be useless unless and until a disaster strikes somewhere, and then all the TI cards that have been hoarded will be poured out to rearrange the population of Avenmora. Overnight there would be an unrealistic migration of populations around the world, with the richest players reaping the greatest benefits.


I agree with your thought in the transport immigrant change. Maybe increase the speeds of which ships that carry immigrants? Or maybe increase the birth ratio?

The only problem with my idea of the black death is the nation missions. How would you be able to quickly take out a population? Maybe add a legendary card that triggers a plague or natural disaster instantly? That would be interesting to see.

My thought on your thoughts on my thoughts, which were on your thoughts :xx :D :duel
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