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Population in Game=what?
When you take over a province, is the entire population considered to become your "race" if you happen to be a non-human (Jotun, Abyssia, C'tis, etc.)
That would be weird. Also, do temperature scales have a negative economic impact on every province? |
Re: Population in Game=what?
Pop type is based solely on ownership.
With regards to temperature, it's the local province temperature scale that matters (and it changes with seasons!). |
Re: Population in Game=what?
When Abyssia takes a province, that province then prefers, what is it, Heat +3, and will suffer economic penalties for deviations therefrom?
This seems to imply that when a province is conquered EACH and EVERY individual represented by the pop. number is replaced by an Abyssian. |
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Re: Population in Game=what?
I actually assume that each province has its own population which hardly changes:
I think that this is the reason why I can recruit human Militia here, and Hoburgs there. Since the production never changes, there should always remain an important portion of the natives in a province. This, of course, leads us to a problem with the heat/cold scale. If Caelum conquers a province, why are its inhabitants suddenly unable to produce as much as before? The answer for this is that the productivity doesnt change at at all! The explanation is more complicated: The Hoburg farmers still produce the same goods as they did before, but tax isnt collected in gold coins, because peasants simply do not produce gold. They produce wheat & meat and all this kind of stuff, but their new caelian masters cannot use these foreign thingys as effective as they could use the stuff they are comfortable with! They need ice to outfit their armies rather than the traditional stuff of leather, wood & ore. So I want to build a Caelian Mage at home. This costs, say 100GP and 5 resources. In truth this is a collection of stuffs of a wide variety! But measured in quantity only, it takes a lot more hoburg stuff to build a cealian mage than stuff produced by caelian farmers. Hence the caelian tax collectors cannot collect the same amount of stuff in more simplified and manageable terms of gold, resources and supplies from hoburgs in a warm climate as another nation could. Now if it gets colder in a hoburg province, the little creatures will certainly begin to shiver and freeze close to death, but who really cares? They can now produce more clean icicles, which is what we really need! Hence our tax collectors are capable of getting more stuff (=gold, resources, supplies) from suffering hoburgs in a real cold province than revelling hoburgs in warm province... http://forum.shrapnelgames.com/images/icons/icon6.gif ------------- Maybe the game should record the time a province has been owned. Each province's native population should have its own heat/pold preference, but not for tax, resource & supplies, which should be calculated as they are right now! The native populations heat/cold preference's difference to the actual temperaturew should generate some moderate unrest minus the time the province has been owned by the ruling races. The peasants need to adapt to the needs of their new masters...i would really like to see that mechanism-as well as positive migration from neighboring provinces due to low taxes (instead of only having people flee before high taxes). |
Re: Population in Game=what?
double post
[ July 16, 2004, 15:08: Message edited by: NTJedi ] |
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Re: Population in Game=what?
Who cares who lives in the province, as long as I get my income to buy armies!
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