Development Diary #59 Population Simulation
Perhaps one of the largest tasks in the Cicero update has been the creation of an organic, living population simulation, which reacts to, and interacts with, the fabric of the game. Up to and including the Pompey update, the manipulation of pops required direct player involvement, either through manual pop conversion/assimilation, or through the invoking of an appropriate governor policy. In Cicero, all aspects of the pop simulation will be dynamic, driven by situation, and occur over time in any given territory. Each poptype will have unique base speeds for assimilation, conversion, promotion and migration, which will be modified by numerous local factors such as local unrest, differing dominant culture or religion, and city/settlement status.
In addition, territories will have a desired ratio for each poptype, and population will promote or demote to attempt to fill this ratio. Promotion and demotion will increase in speed based on the size of the territory they are resident within, rendering it possible for large cities to have functional social mobility.
Migration is a new concept to Imperator, both replacing and augmenting in equal measure the pop movement feature included in the base game. Every territory will now have a Migration Attraction value, derived primarily from how much free pop capacity is present. Pops within a territory will consider any territory that is either neighboring, within the same Province, or if coastal, a Port province, as a valid migration target. If the attraction of a potential target is higher than the territory in which they reside, a migration will begin. Only 1 pop can be migrating from a territory at any one time. Importantly, Slaves will not migrate of their own volition, they must instead by moved manually. For Tribal nations, tribesmen may be moved manually. Both these actions will cost gold, and rather than moving each pop individually, a more accessible menu has been created:
Sieges, low food supply, and outright starvation will cause pops to flee their homes, bringing a new dynamic to warfare and attrition. Interaction with the City and Settlement feature detailed in last week's dev diary is high; you will be experiencing a much more centralized, city-weighted population distribution as the game progresses, using settlements primarily as resource production sites. As before, these changes are available in the Cicero open beta branch if you feel like checking them out. /Arheo ---- Click here to discuss this week's development diary with our team!
[ 2019-08-12 11:44:38 CET ] [ Original post ]
Greetings all!
In todays dev diary, well be covering the details of the reworked population simulation in the Cicero update. As a small note: those opting in to the Cicero open beta will already have experienced many of these changes in action.
Reworking the Simulation
Perhaps one of the largest tasks in the Cicero update has been the creation of an organic, living population simulation, which reacts to, and interacts with, the fabric of the game. Up to and including the Pompey update, the manipulation of pops required direct player involvement, either through manual pop conversion/assimilation, or through the invoking of an appropriate governor policy. In Cicero, all aspects of the pop simulation will be dynamic, driven by situation, and occur over time in any given territory. Each poptype will have unique base speeds for assimilation, conversion, promotion and migration, which will be modified by numerous local factors such as local unrest, differing dominant culture or religion, and city/settlement status.
In addition, territories will have a desired ratio for each poptype, and population will promote or demote to attempt to fill this ratio. Promotion and demotion will increase in speed based on the size of the territory they are resident within, rendering it possible for large cities to have functional social mobility.
Migration
Migration is a new concept to Imperator, both replacing and augmenting in equal measure the pop movement feature included in the base game. Every territory will now have a Migration Attraction value, derived primarily from how much free pop capacity is present. Pops within a territory will consider any territory that is either neighboring, within the same Province, or if coastal, a Port province, as a valid migration target. If the attraction of a potential target is higher than the territory in which they reside, a migration will begin. Only 1 pop can be migrating from a territory at any one time. Importantly, Slaves will not migrate of their own volition, they must instead by moved manually. For Tribal nations, tribesmen may be moved manually. Both these actions will cost gold, and rather than moving each pop individually, a more accessible menu has been created:
Sieges, low food supply, and outright starvation will cause pops to flee their homes, bringing a new dynamic to warfare and attrition. Interaction with the City and Settlement feature detailed in last week's dev diary is high; you will be experiencing a much more centralized, city-weighted population distribution as the game progresses, using settlements primarily as resource production sites. As before, these changes are available in the Cicero open beta branch if you feel like checking them out. /Arheo ---- Click here to discuss this week's development diary with our team!
Imperator: Rome
Paradox Development Studio
Paradox Interactive
Coming Soon!
Strategy Singleplayer Multiplayer
GameBillet
9.95 /
€
Game News Posts 216
🎹🖱️Keyboard + Mouse
Mixed
(18743 reviews)
https://www.gameimperator.com/
https://store.steampowered.com/app/859580 
The Game includes VR Support
Imperator: Rome Linux [246.09 M]Imperator: Rome Launcher Linux [141.66 M]Imperator: Rome Launcher Content Linux [531 ]
Imperator: Rome - Deluxe Edition Upgrade Pack
Imperator: Rome - Complete Soundtrack
Imperator: Rome - The Punic Wars Content Pack
Imperator: Rome - Magna Graecia Content Pack
Imperator: Rome - Heirs of Alexander Content Pack
Alexander. Hannibal. Caesar. These great men and dozens like them shaped the destiny of a continent. Mighty kings, clever generals and would-be gods made their mark on the ancient Mediterranean. Around this sea, close knit nations tested their mettle and virtue against each other in fierce combat, their cultural and political legacy now inseparable from what we understand as Western Civilization. But nothing was guaranteed. Can you change the course of history in Imperator: Rome?
Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods.
Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods.
Imperator: Rome’s features include:
Character Management:
A living world of characters with varying skills and traits that will change over time. They will lead your nation, govern your provinces and command your armies and fleets. We also introduce our new, more human-like character art.Diverse Populations:
Citizens, freemen, tribesmen and slaves - each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness - your success depends on their satisfaction.Battle Tactics:
Choose your approach before battle to counter the stratagems of your foes.Military Traditions:
Each culture has a unique way of waging war. Romans and Celts have different options available to them. Unlock unique bonuses, abilities and units.Different Government Types:
Manage the senate in a Republic, hold your court together in a monarchy, answer to the clans in a tribal system.Barbarians and Rebellions:
Migrating barbarians may sack or settle your best land, while disloyal governors or generals can turn against you - taking their armies with them!Trade:
Goods provide bonuses to their home province. Will you take advantage of stockpiles for local strength or trade excess goods to spread the wealth around?Provincial Improvement:
Invest in buildings, roads and defences to make your kingdom stronger and richer.MINIMAL SETUP
- OS: Ubuntu 20.04
- Processor: Intel iCore i3-550 or AMD Phenom II X6 1055TMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD Radeon HD 6970
- OS: Ubuntu 20.04
- Processor: Intel iCore i5- 3570K or AMD Ryzen 3 2200GMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: Nvidia GeForce GTX 660 or AMD Radeon R9 380
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