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Author Topic: Stabilizing Population and no Large Cities  (Read 1493 times)

puke

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Stabilizing Population and no Large Cities
« on: December 09, 2015, 03:55:57 pm »

It seems to be an uncommon circumstance in world gen that Human towns get larger than #.  The only time I have seen one grow to ☼ was when the human civ was totally isolated on its own landmass, free from wars. 

Even then, there not many towns grew to that size.  Few roads developed to grey lines, fewer still developed to white lines.

I feel like previously, human civs would have an easier time building ☼ sized cities, and white-line roads.

I also notice the population tends to taper off at 10,000 - 15,000 living figures, depending on world size and other factors.

One thing keeping populations down is definitly war.  In an isolated environment, civs grow better.

Another factor seems to be factionalism and insurrection.  It is common for me to bring an adventurer into a town and hear about 20, 30, even 40+ factions whom vie for control.  Active insurrections and lethal fights seem common.

I think when a population reaches a certain size, revolutions and bandits and criminals form at such a rate as to completely halt further growth.

Does anyone have any tips for helping to push city sizes just a little bit larger?  I have had best results with low beasts, low, savagery, low civilizations, maximal number of sites.

I would prefer a world with more beasts and savagery, but mostly I want to see more human capitols of the largest size.

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Ysyua

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Re: Stabilizing Population and no Large Cities
« Reply #1 on: December 09, 2015, 05:23:29 pm »

-snip-

I also notice the population tends to taper off at 10,000 - 15,000 living figures, depending on world size and other factors.
-snip-
Does anyone have any tips for helping to push city sizes just a little bit larger?  I have had best results with low beasts, low, savagery, low civilizations, maximal number of sites.


There's a worldgen setting for max historical figures. You could probably jack that up. I have in the past and it does help. However, it will also destroy worldgen speed.
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thvaz

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Re: Stabilizing Population and no Large Cities
« Reply #2 on: December 09, 2015, 05:57:32 pm »

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Untrustedlife

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Re: Stabilizing Population and no Large Cities
« Reply #3 on: December 09, 2015, 06:07:47 pm »

Has anyone done any "science" regarding how cities develop now post-worldgen with world activation, ive seen towns go from + to * over a forts existence, but ive also seen them go the other way.
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puke

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Re: Stabilizing Population and no Large Cities
« Reply #4 on: December 09, 2015, 06:38:14 pm »

There's a worldgen setting for max historical figures. You could probably jack that up. I have in the past and it does help. However, it will also destroy worldgen speed.

Good thinking.  The default number is 10k per civ, and I'm seeing 10k per world, but it is still worth a try.

Probably related with this bug report:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5263

Lol, were-furniture.  reminds me of ELotHTES:  http://www.penny-arcade.com/comic/2006/05/26

I'm not seeing a relation, actually.  I have not yet encountered towns filled with furniture, nor empty towns, nor towns degrading their population symbol when I get close to them in adventure mode.  I have not explored extensively, but the towns i have seen seem different from the bug described.

Everything seems normal, its just that the populations seem to taper off due to what I assume are natural causes based on the current sociological factors.
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Jiharo

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Re: Stabilizing Population and no Large Cities
« Reply #5 on: December 10, 2015, 05:44:26 pm »

Another important factor is availability of food. Giving humans [NO_EAT] pushes up their population significantly. Less radical way to give non-goblins a boost is to create a [COMMON_DOMESTIC] animal that breeds like crazy.

I generated three 300 years old small worlds with the same seed, first vanilla DF, second with humans that do [NO_EAT] and third with ordinary humans but with added "meatbeast" human-sized animal with [LITTERSIZE:2:12].

Spoiler: World1 (click to show/hide)
Humans don't do so hot here, although nothing close to extinction. One city hosts 2,5K people and two others have a thousand each.

Spoiler: World2 (click to show/hide)
The only case where ☼'s managed to form. Each of them hosts about 10K people.

Spoiler: World3 (click to show/hide)
Cities are not as big as in second case(6K and 4K in the top two), but there is more sprawl than in the first case.

Spoiler: Total pops (click to show/hide)

Or maybe that's all a coincidence. I am not sure how much of the change in the worlds is due to way how raws were edited and how much is just due to the fact that all those dice rolls go astray after initial landmass and civ placement. Neither of the changes should have directly affected goblins and yet their population soars even when humans go on a diet of nothing.
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puke

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Re: Stabilizing Population and no Large Cities
« Reply #6 on: December 10, 2015, 06:32:59 pm »

I've had some luck raising max sites, so that plenty of farms are created.  And as advised above, raising the pop cap helped lots.

Good insight on the food consumption.  I'm trying to achieve the result in stock with only tweaked worldgen parameters, but maybe I shouldn't be so fussy.
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Evrett33

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Re: Stabilizing Population and no Large Cities
« Reply #7 on: December 10, 2015, 06:41:44 pm »

I notice in the few 42 worlds I generated the dwarf civs are HUGE and the goblin civs get munched pretty hard.
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puke

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Re: Stabilizing Population and no Large Cities
« Reply #8 on: December 10, 2015, 07:15:53 pm »

I've seen it go both ways.   I'm mostly making small and smaller worlds, so one usually conquers the other pretty rapidly.

I've got a setup now that managed to generate a large human ☼, and the dwarfs were totally wiped out, but the humans also took out over half the gobbo sites, and the gobbos in turn wiped the elfs early on.

Now that I've got this giant city, I'm regretting it.  Lag is crazy.  Maybe domestic animal cleanup in the next patch will help a little, not sure.
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