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dom6:population [2024/05/24 20:43]
fenrir [Income]
dom6:population [2024/12/28 21:31] (current)
fenrir [Starting Population]
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 ==== Defence and Unrest Caps ==== ==== Defence and Unrest Caps ====
  
-The smallest unit of Population in this game is **10**. That corresponds with 1 point of **[[Unrest]]** (a "filthy brigand or troublemaker"), and with 1 level of **[[Province Defense]]**. You don't get these immediately upon acquiring the province; rather, both maximum Unrest //and// maximum Province Defense are equal to the local Population **divided by 10**. There are hard caps for each, however; 100 Province Defense at 1000 Population, and 500 Unrest at 5000.+The smallest unit of Population in this game is **10**. That corresponds with 1 point of **[[Unrest]]** (a "filthy brigand or troublemaker"), and with 1 level of **[[Province Defense]]**. You don't get these immediately upon acquiring the province; rather, both maximum Unrest //and// maximum Province Defense are equal to the local Population **divided by 10**. There are hard caps for each, however; 100 Province Defense at 1,000 Population, and 500 Unrest at 5,000.
  
 ===== Starting Population ===== ===== Starting Population =====
-FIXME 
  
 +A capital province starts with a Population of around 40,000, unless it's one of the "[[popkill]]" nations formed of a great disaster (such as [[Therodos-ea|Therodos]] starting with 20,000). Other provinces have far lower populations, lacking the great demographic force to form mighty states that would stake claims. The typical value in the **Middle Ages** is around 12,000, or 6,000 if it's a **small province**. Some medium-sized or **large** provinces may have higher populations of around 18,000, often depending on circumstances such as the quality of the location.
 +
 +A province's terrain has a less-consistent impact on its starting population than in previous games. However, provinces **other than capitals** have two-to-four thousand more people in the **Late Ages**, and one-to-two thousand fewer people in the **Early Ages**.
 +
 +As of version 6.23 (released on 12/3/2024), Caves without forests have 20%-smaller starting populations than plains. Cave capitals are unaffected by this change.
 ===== Population Modifiers ===== ===== Population Modifiers =====
-FIXME+Populations naturally **grow** or **shrink** over the course of a game, in most provinces. The base Population Growth of a province is **0.2% per month**, thus, a province with a Population of 10,000 will gain 20 after a turn. The base Population Growth of all provinces is new to Dominions 6, by the way. 
 + 
 +Since all bonuses or maluses to population growth are added together (even within their categories), it may be more helpful to visualize them as points, with each province having a base growth score of **2**.  
 + 
 +=== Scales === 
 +Certain [[Scales]] have always had an impact on Population growth. 
 + 
 +^  Scale  ^  Growth Change (x0.1%) 
 +|  A point of {{:misc:scales:growth.png?15&nolink}}Growth  |  +2  | 
 +|  A point of {{:misc:scales:death.png?15&nolink}}Death  |  -2  | 
 +|  Your first {{:misc:scales:heat.png?15&nolink}}[[Scales#Temperature|Temperature]]{{:misc:scales:cold.png?15&nolink}} point beyond what's livable  |  -4  | 
 +|  Your second {{:misc:scales:heat.png?15&nolink}}[[Scales#Temperature|Temperature]]{{:misc:scales:cold.png?15&nolink}} point beyond what's livable  |  -6  | 
 + 
 +What's "livable" and what's "comfortable" are different things. For all off-fort provinces, {{scales>H3}} and {{scales>C3}} are the upper and lower bounds of what's "livable", respectively. Some nations' forts pull the window of livability in one direction or the other, however, such as [[Abysia-ea|Early Abysian]] forts protecting their inhabitants from {{:misc:scales:heat.png?15&nolink}}5 but making {{scales>C1}} the lower limit. This poses the question of whether or not forts represent the colonization of a province, and whether or not they are merely climate-controlled. 
 + 
 +=== Terrain === 
 + 
 +Also new to Dominions 6, each terrain in a province affects its Population growth. 
 + 
 +^  Terrain  ^  Growth Change (x0.1%) 
 +|  {{:misc:gui:farm.png?nolink}}Farms  |  +6  | 
 +|  Forests in Caves (Cave Forests)*  |  +4  | 
 +|  Forests in Seas (Kelp Forests)*  |  +4  | 
 +|  Swamps in Caves (Drip Caves)*  |  +2  | 
 +|  Fresh Water (All River provinces have this)  |  +2  | 
 +|  {{:misc:gui:mountain.png?nolink}}Mountains  |  -1  | 
 +|  {{:misc:gui:forest.png?nolink}}Forests (Surface)  |  -2  | 
 +|  {{:misc:gui:highlands.png?nolink}}Highlands (Surface)  |  -2  | 
 +|  {{:misc:gui:sea.png?nolink}}Seas*  |  -2  | 
 +|  {{:misc:gui:cave.png?nolink}}Caves*  |  -2  | 
 +|  Highlands in Caves (Crystal Caves)*  |  -2  | 
 +|  {{:misc:gui:swamp.png?nolink}}Swamps (Surface)  |  -4  | 
 +|  {{:misc:gui:deep_sea.png?nolink}}Deep Seas & Gorges  |  -4  | 
 +|  {{:misc:gui:waste.png?nolink}}Wastes  |  -6  | 
 + 
 +  * Since terrain effects on Population Growth stack, a Cave Forest province and a Kelp Forest province both have +0.2% Population Growth from terrain, while a Drip Cave has no change from terrain and a Crystal Cave has -0.4%. A Gorge is technically Highlands terrain in a Deep Sea, but does not provide any additional decrease in Population growth over what a Deep Sea provides. 
 + 
 +=== Crowding === 
 + 
 +A province's state at the beginning of the game determines what amount of people is comfortable for it. A **small province** is fit for **5,000**, a "standard" province is fit for **10,000**, a **large province** is fit for **15,000**, and a capital is fit for **25,000**. These soft caps do not change with the ages, and certain Population thresholds relative to them provide additional Growth bonuses or maluses: 
 + 
 +^ Population ^ Growth Change (x0.1%) ^ 
 +|  **≤50%** of what's comfortable  |  +2  | 
 +|  Between 50% and 150% of what's comfortable  |  +0  | 
 +|  **≥150%** of what's comfortable  |  -2  | 
 +|  **≥200%** of what's comfortable  |  -2  | 
 + 
 +These add up as well, so having twice the comfy population results in -0.4% Population Growth from crowding. Notably, the formula entails that most nations' capitals will have neutral Population growth in neutral Scales, unless they start on a beneficial or (more-likely) hostile terrain.
dom6/population.1716583422.txt.gz · Last modified: 2024/05/24 20:43 by fenrir