View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0016502 | Stars Beyond Reach | Bug - Gameplay | May 4, 2015 5:16 pm | May 4, 2015 7:49 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.809-0.810 | ||||
Fixed in Version | 0.811 (First Orangeshirts Release) | ||||
Summary | 0016502: New Growth System for 0.811 | ||||
Description | Looking at the new population growth system described in the patch notes worries me: The maximum population for cities (both AI and player) are now increased to be the maximum number of jobs in the city if that is higher than the available food/water/crops/housing. This keeps it so that birth rates can continue on more smoothly for the player, and it prevents all sorts of circular logic issues for the AI that was keeping them from growing. Unless I'm mistaken, this means that if you have built tons of water/food/crops/jobs, but no housing, your population will grow to that size. Then those additional homeless people will cause a homeless citizen - crime death spiral. On the other hand, jobs are typically the limiting factor to stable growth, so you won't see this except in very prosperous cities. I'd like the player to be limited to their housing and the ability to disable stabilize a city population by button, even if you have excess of everything. Or perhaps a series of population limits (housing, meals, jobs, no births, stable growth) where you can set what your limit is (default is housing). It could even unlock with a technology level. | ||||
Tags | No tags attached. | ||||
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Good point, thanks! * The maximum population for AI cities is now increased to be the maximum number of jobs in the city if that is higher than the available food/water/crops/housing. ** This keeps it so that birth rates can continue on more smoothly for the AI, and it prevents all sorts of circular logic issues for the AI that was keeping them from growing. ** But, on the player side, it allows for more fine-tuned growth based on how you build housing, as ptarth preemptively pointed out with the patch notes. ** Please note that AIs that are overdrawn on having more citizens than they "should" be able to support with their current meals/crops/housing/water will be having a new mechanic in upcoming versions that actually makes for interesting opportunities for you. Right now it seems a little cheaty for the AI, but it will actually be a bargaining chip for you with a new "distress" mechanic that will result from the AI being overdrawn. It's basically the AI's counterpart to crime, but where crime is an internal concern (great for you as a player, but invisible to you if the AI is faffing about with it), distress is an external concern (actually visible to you, and something that you can interact with in an interesting way). |
Date Modified | Username | Field | Change |
---|---|---|---|
May 4, 2015 5:16 pm | ptarth | New Issue | |
May 4, 2015 7:49 pm | Chris_McElligottPark | Note Added: 0040476 | |
May 4, 2015 7:49 pm | Chris_McElligottPark | Status | new => resolved |
May 4, 2015 7:49 pm | Chris_McElligottPark | Fixed in Version | => 0.811 (First Orangeshirts Release) |
May 4, 2015 7:49 pm | Chris_McElligottPark | Resolution | open => fixed |
May 4, 2015 7:49 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |