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Population growth? - 6/8/2020 11:22:21 PM   
Cornuthaum

 

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Is there actual pop growth as you stabilize your empire, feed the people and generally stop the apocalyptic depredations on your people, or is it all static transfer-of-pop only?

Because with the current post-apoc pop numbers (2.2 million down from 120m pre-apocalypse) most of the tier 3+ buildings are completely useless due to the insane amount of workers they require vis-a-vis what amount of people are actaully there. The worst offenders in this regard are bureaucracy and logistics, which, of course, are the heart of the game.
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RE: Population growth? - 6/8/2020 11:41:10 PM   
Laiders

 

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Joined: 6/8/2020
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quote:

ORIGINAL: Cornuthaum

Is there actual pop growth as you stabilize your empire, feed the people and generally stop the apocalyptic depredations on your people, or is it all static transfer-of-pop only?

Because with the current post-apoc pop numbers (2.2 million down from 120m pre-apocalypse) most of the tier 3+ buildings are completely useless due to the insane amount of workers they require vis-a-vis what amount of people are actaully there. The worst offenders in this regard are bureaucracy and logistics, which, of course, are the heart of the game.


Yes there is natural population growth though this is dwarfed by free folk immigration generally. You can also find some ancient artefacts that can help with population (more would be spoilers) and you can find refugee camps that give flat +200 pop a turn to the city of the zone they are in. Remember you can redraw zones so these hex bonuses can potentially be share between several neighboring zones with some fiddling.

(in reply to Cornuthaum)
Post #: 2
RE: Population growth? - 6/8/2020 11:46:52 PM   
eddieballgame

 

Posts: 676
Joined: 6/29/2011
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Not sure about the entire Population growth aspect of the game.
Per the 'dev', however;

Free Folk Settlements
The Free Folk are people who live in the territories you claimed but who remain independent and have not yet joined your Population.
If your economy is running well and your Population is happy they will join you in large numbers. Especially in the early game, they are a key source of Population increase.

Private Economy
There is some detailed modelling going on of the Private Economy and your Population will save credits and food (for emergencies) as well as invest their saved Credits in new Private Assets. Furthermore they’ll spend Credits on fabrication and consumption of luxury goods.
They’ll even be able to Mothball or Close Assets when there is not enough Population to man all Assets. What you need to know for now is that this is all mostly beyond your control.

The only ways you can impact the Private Economy is by taxation, providing emergency Food and investing Credits in the Private Economy (through calling your Governor and giving Zone Orders). Though plenty of Stratagems and Decisions also can have an impact.

The Private Economy is a great source of Quality of Life (QOL) for the Zone because the moment the Population is in the safe zone concerning Food production the Population will be focusing a lot on Health, Education, Entertainment and Security Assets.
They want to have a nice life.

< Message edited by eddieballgame -- 6/8/2020 11:47:48 PM >

(in reply to Cornuthaum)
Post #: 3
RE: Population growth? - 6/8/2020 11:55:25 PM   
Cornuthaum

 

Posts: 91
Joined: 6/7/2020
Status: offline

quote:

ORIGINAL: Laiders


quote:

ORIGINAL: Cornuthaum

Is there actual pop growth as you stabilize your empire, feed the people and generally stop the apocalyptic depredations on your people, or is it all static transfer-of-pop only?

Because with the current post-apoc pop numbers (2.2 million down from 120m pre-apocalypse) most of the tier 3+ buildings are completely useless due to the insane amount of workers they require vis-a-vis what amount of people are actaully there. The worst offenders in this regard are bureaucracy and logistics, which, of course, are the heart of the game.


Yes there is natural population growth though this is dwarfed by free folk immigration generally. You can also find some ancient artefacts that can help with population (more would be spoilers) and you can find refugee camps that give flat +200 pop a turn to the city of the zone they are in. Remember you can redraw zones so these hex bonuses can potentially be share between several neighboring zones with some fiddling.

mmmmmmmmost of these are so small as to be irrelevant - when the pop requirements for a tier v city (not even tier VII) are 250k, 200 population/turn from a refugee camp is *basically* irrelevant. 28-30k workers for the tier IV (out of 7!) major buildings are similarly outsized as to basically be irrelevant to most games, unless you run to turn 800+


quote:

ORIGINAL: eddieballgame

Not sure about the entire Population growth aspect of the game.
Per the 'dev', however;

Free Folk Settlements
The Free Folk are people who live in the territories you claimed but who remain independent and have not yet joined your Population.
If your economy is running well and your Population is happy they will join you in large numbers. Especially in the early game, they are a key source of Population increase.

Private Economy
There is some detailed modelling going on of the Private Economy and your Population will save credits and food (for emergencies) as well as invest their saved Credits in new Private Assets. Furthermore they’ll spend Credits on fabrication and consumption of luxury goods.
They’ll even be able to Mothball or Close Assets when there is not enough Population to man all Assets. What you need to know for now is that this is all mostly beyond your control.

The only ways you can impact the Private Economy is by taxation, providing emergency Food and investing Credits in the Private Economy (through calling your Governor and giving Zone Orders). Though plenty of Stratagems and Decisions also can have an impact.

The Private Economy is a great source of Quality of Life (QOL) for the Zone because the moment the Population is in the safe zone concerning Food production the Population will be focusing a lot on Health, Education, Entertainment and Security Assets.
They want to have a nice life.

This is not about how to grow the private economy (that works fine on its own), this is about general population growth and the (lack of) speed at which it does so.

(in reply to Laiders)
Post #: 4
RE: Population growth? - 6/9/2020 12:26:58 AM   
eddieballgame

 

Posts: 676
Joined: 6/29/2011
Status: offline
[/quote]
This is not about how to grow the private economy (that works fine on its own), this is about general population growth and the (lack of) speed at which it does so.
[/quote]

Again, I have no knowledge of the algorithm per the natural pop growth that the game mentions in the tool tips.
Though I suspect a good economy will enhance said natural growth, (while a bad economy will not) as well as the 'Hospital' tech...for example.

(in reply to Cornuthaum)
Post #: 5
RE: Population growth? - 6/9/2020 10:21:13 PM   
Cornuthaum

 

Posts: 91
Joined: 6/7/2020
Status: offline
alright, I have found out that population DOES increase.

by about 500, once per year, in a 150,000 pop zone

500, once a year.

when I need about 50000 more in that zone alone to satisfy private and public industry worker demand.

I've been at peace for over 10 ingame years and even before that was never, ever, having my people go hungry, and yet there is basically no population growth when by all reason there should be an outsized population explosion (as is typical for suddenly high food supply, higher standard-of-living situations compared to ruinous war everywhere)

(in reply to eddieballgame)
Post #: 6
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