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[Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
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[Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities

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To: osyluth@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
From: "Benoit Hudson" <benoit.hudson@xxxxxxxxx>
Date: Mon, 5 Sep 2005 18:25:15 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13845 >

What about the MOO2 model of population growth? As a reminder: population is 
tracked seperately; the growth rate is a simple population model if the food 
production is sufficient, and is sharply reduced (often negative) if the 
food is insufficient.

In a game without food transport, that meant that small colonies were 
worthless: they couldn't do anything but feed themselves, and had no excess 
capacity -- indeed, they basically were just things to spend resources on 
defending, and defense was almost impossible. This mitigates S2.

Also, the simple population model was basically a sigmoid: with higher 
population, you get more population growth (exponentially more in parts of 
the curve), until you start to reach the holding capacity of the planet. 
This mitigates S1.

Notice I say "mitigates" -- what it means is that you end up with more of a 
mixed strategy, one that depends a bit more on your local circumstances. A 
game where largepox always dominates is equally uninteresting as one where 
smallpox always dominates.

-- Benoît

What about the MOO2 model of population growth?  As a reminder: population is tracked seperately; the growth rate is a simple population model if the food production is sufficient, and is sharply reduced (often negative) if the food is insufficient.

In a game without food transport, that meant that small colonies were worthless: they couldn't do anything but feed themselves, and had no excess capacity -- indeed, they basically were just things to spend resources on defending, and defense was almost impossible.  This mitigates S2.

Also, the simple population model was basically a sigmoid: with higher population, you get more population growth (exponentially more in parts of the curve), until you start to reach the holding capacity of the planet.  This mitigates S1.

Notice I say "mitigates" -- what it means is that you end up with more of a mixed strategy, one that depends a bit more on your local circumstances.  A game where largepox always dominates is equally uninteresting as one where smallpox always dominates.

-- Benoît

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