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dom6:population [2024/05/25 05:00] fenrir [Population Modifiers] |
dom6:population [2024/12/28 21:31] (current) fenrir [Starting Population] |
==== Defence and Unrest Caps ==== | ==== Defence and Unrest Caps ==== |
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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. |
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===== Starting Population ===== | ===== Starting Population ===== |
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 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. |
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A province's terrain has a less-consistent impact on its starting population than in previous games. However, provinces **other than capitals** have a two-to-four thousand more people in the **Late Ages**, and one-to-two thousand fewer people in the **Early Ages**. | 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**. |
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| 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 ===== |
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. | 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. |
| A point of {{:misc:scales:growth.png?15&nolink}}Growth | +2 | | | A point of {{:misc:scales:growth.png?15&nolink}}Growth | +2 | |
| A point of {{:misc:scales:death.png?15&nolink}}Death | -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 | -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 | -8 | | | Your second {{:misc:scales:heat.png?15&nolink}}[[Scales#Temperature|Temperature]]{{:misc:scales:cold.png?15&nolink}} point beyond what's livable | -6 | |
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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. | 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. |
| {{:misc:gui:farm.png?nolink}}Farms | +6 | | | {{:misc:gui:farm.png?nolink}}Farms | +6 | |
| Forests in Caves (Cave Forests)* | +4 | | | Forests in Caves (Cave Forests)* | +4 | |
| | Forests in Seas (Kelp Forests)* | +4 | |
| Swamps in Caves (Drip Caves)* | +2 | | | Swamps in Caves (Drip Caves)* | +2 | |
| Fresh Water (All River provinces have this) | +2 | | | Fresh Water (All River provinces have this) | +2 | |
| {{:misc:gui:mountain.png?nolink}}Mountains | -1 | | | {{:misc:gui:mountain.png?nolink}}Mountains | -1 | |
| {{:misc:gui:forest.png?nolink}}Forests (Outside of Caves) | -2 | | | {{:misc:gui:forest.png?nolink}}Forests (Surface) | -2 | |
| {{:misc:gui:highlands.png?nolink}}Highlands | -2 | | | {{:misc:gui:highlands.png?nolink}}Highlands (Surface) | -2 | |
| | {{:misc:gui:sea.png?nolink}}Seas* | -2 | |
| {{:misc:gui:cave.png?nolink}}Caves* | -2 | | | {{:misc:gui:cave.png?nolink}}Caves* | -2 | |
| {{:misc:gui:swamp.png?nolink}}Swamps (Outside of Caves) | -4 | | | Highlands in Caves (Crystal Caves)* | -2 | |
| {{:misc:gui:deep_sea.png?nolink}}Deep Seas | -4 | | | {{: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 | | | {{:misc:gui:waste.png?nolink}}Wastes | -6 | |
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* Since terrain effects on Population Growth stack, a Cave Forest province has +0.2% Population Growth from terrain, while a Drip Cave has no change from terrain. | * 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. |
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=== Crowding === | === Crowding === |