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The demographic expansion is mainly done automatically. The player has some ways to control it, but it is not an absolute control. Every tile has a population. The population is divided in rural / industrial / unemployed. The faction of origin of each population point is recorded. Thus, it is possible to have a population made of 2 French rural points, 1 French Industrial, 1 German Industrial, and 1 English unemployed. Every strategic turn, the population will increase or decrease automatically, depending on the current population, the available resources and technologies. At the beginning, the population will increase slowly. With the progress of medicine and sanitation, the population will boom, as the mortality rate drops. Later, with social progresses, and new technologies such as contraception, the birth rate will also drop, and so the population increase will be also slow, and can even become negative. When the current population of a tile is superior to the capacity of the tile (the main factor being food capacity), a part of the population may try to emigrate to a tile which is permanently known. However, the population doesn’t always emigrate, and this could lead to starvation, or unemployment and unhappiness. The destination is selected automatically, taking the following parameters into account:
There’s no real limitation to the distance, as long as the destination is known. However, settlers will select close destination first. If the best destination belongs to another faction, the settler can still decide to go there, thus creating a minority. If the natural resources are available in a tile, (depending on the technological level in mining), a mine can appear. It produces raw resources. When the population in a tile reaches a sufficient level, an urban zone can appear. They produces industrial goods and /or technologies (depending on the technological level in craft / industry).
Mine, urban and agricultural zone are first used to meet local needs, including foraging armies. Exceeding production is sent to the nearest city.
A city will appear automatically in a tile when the following requirements are met:
Cities will very seldom appear in desert or jungle, except if some resources such as an oasis are nearby.
A city is very important to the player, because he can build improvement and units there. The other tiles simply contributes food or goods to the nearest friendly city, it is not possible to build there.
Some events can force emigration: trying to do some “ethnic cleansing”, or religious persecution, or pillage, or an invading army, or a repressive government, etc. can trigger a forced emigration. In that case, the population will move to an adjacent tile. The next turn it can decide to move to a better spot far away, but the immediate result is a flow of refugees to nearby tiles.
Note that there will be no settler unit: the population simply “disappears” from one tile to “reappear” somewhere else.
It is possible to spent money to try to control emigration. The player can select a tile, and make it a favorite destination. In that case, the tile will have an increase value for settlers, who may select it first. However, it is not mandatory.
The player can also decide to forbid immigration. In that case, the tiles owned by the player are less likely to be selected as destination for foreign settlers.
It is also possible to capture slaves, and then move them to a tile to force an increase of population. However, slaves are likely to revolt, and do not contribute to science or culture as other population do. |
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