Hi all, I am releasing an early version of the Population Mod I've been working on. I believe it is in a playable state, but might still need some balance adjustments. You are more than welcome to comment about it and suggest improvements or modifications.
It can be downloaded from Skydrive in that link (Wincustomize link will take some time)
http://sdrv.ms/ZNjeWa
MOD DESCRIPTION
Motivation:
This mod started because I felt that, despite being a great game, Fallen Enchantress does a poor job simulating population. I wanted to make Population more meaningful while making the game deeper.
Objective:
The objective is to expand the population game mechanics. The objective is not to change rules just for the sake of changing. Modifications in this mod are supposed to bring a new dimension to the game and make it deeper while keeping its essence.
Highlight of the Most Relevant Features:
Installation instructions:
First, backup your DATA\ENGLISH folder and then copy the files there, overwriting the existing ones. To recover the original game, restore your backed up files.
How Required Population Works:
Each building in the city, each grain and each material needs people to work on it, according to the following table:
Building
Population Requirement Units
Population Required (each unit requires 15 citizens)
City Hub
1 Pop. Req. Units
15 citizens
Grain
0.2 Pop. Req. Units
3 citizens
Materials
Essence
0 Pop. Req. Units
0 citizens
1st Tier city building
1 Pop. Req. Unit
2nd Tier city building
1.33 Pop. Req. Units
20 citizens
3rd Tier city building
1.66 Pop. Req. Units
25 citizens
4th Tier city building
2 Pop Req. Units
30 citizens
If the building effects affect the whole nation
1 extra Pop. Req. Unit
15 extra citizens
If the building is unique
1st Tier resource harvesting building (horses, shards…)
2nd Tier resource harvest building
1.5 Pop. Req. Units
22.5 citizens
3rd Tier resource harvest building
2 Pop. Req. Units
Spell of Making Towers
5 Pop. Req. Units each
75 citizens
Outpost
Each Outpost Upgrade
City level up building (Including Conclave, Fortress and Town)
By adding all those requirements we obtain the number of required citizens. This number is then compared with the actual city population. If there are less citizens than required there is underpopulation. Underpopulation reduces city output by the percentage of missing citizens. As an example, if the city requires 50 citizens but the population is only 40, then underpopulation is 20 and city output will only be 80% of normal.
If the city population exceeds the number of required citizens, each citizen generates extra gold, research or population depending on city specialization.
Why there is such thing as a “Population Requirement” unit instead of calculating directly citizens:
This makes easier to change this number if I see that 15 citizens per normal building are too many / too few.
Construction Points:
There is also a concept called Construction Points. Basically it represents free and unassigned citizens. Buildings require Construction Points to prevent AI (and newbie human players) from digging itself into underpopulation. Food producing buildings however don’t require Construction Points. So, if your city is underpopulated you can only construct food producing buildings.
City Research / Gold / Production output affected by population:
Instead of generating a flat output depending on the city level, each citizen generates the following output:
City Level
Next Level at
Research per Citizen
Gold per Citizen
Production per citizen
Level 1 / Level 2
100
Flat 1 Research
Flat 1.25 Gildar
0 Production
Level 3
200
Conclave: 0.013125Fortress: 0.01125 Town: 0.01125
Conclave: 0.0125 Fortress: 0.0125 Town: 0.015
Conclave: 0.0125 Fortress: 0.0175 Town: 0.0125
Level 4
400
Conclave: 0.01625Fortress: 0.0125 Town: 0.0125
Conclave: 0.015 Fortress: 0.015 Town: 0.02
Conclave: 0.015 Fortress: 0.025 Town: 0.015
Level 5
800
Conclave: 0.019375Fortress: 0.01375 Town: 0.01375
Conclave: 0.0175 Fortress: 0.0175 Town: 0.025
Conclave: 0.0175 Fortress: 0.0325 Town: 0.0175
Level 6
Never
Conclave: 0.0225Fortress: 0.015 Town: 0.015
Conclave: 0.02 Fortress: 0.02 Town: 0.03
Conclave: 0.02 Fortress: 0.04 Town: 0.02
Why there are 6 levels of cities?
I wanted to raise level 1 to level 2 threshold from 50 to 100 citizens, but the AI was not handling it well, so there is an additional level 2 which only purpose is to have the correct AI tag so the AI does construct food improvements.
Unrest affects growth
Each 1% of unrest reduces growth by 2%. Notice that at 50% unrest your city does not growth, and beyond 51% the city does lose population. This represents citizens abandoning your nation as they believe they will have better opportunities somewhere else. To help the AI during the early game, lower level towns produce unrest reduction.
What’s left to do?
I figured out how to reimplement the specialists from E:WoM if you are interested. It turns out it was easier than I thought. This allows you to redo your calculations using the available specialists per city. Here is the code you have to change/add.
Global value needs to be changed to 0.
Oh and to make it so that units consume food just have them use an available specialist as a production resource.
That should work.
Halmal, Thanks so so so so much! I can't really express how grateful I am for your help. Right now I am a bit busy, but I will most certainly come back to work in this mod in one or two weeks, and will use your code. Thanks again!
At least I learned some things while trying to implement the food upkeep without specialists, and those things can also be useful in the future.
Sir, you are a
Not a problem, glad I could help.
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