Feature Suggestion: A meaningful Population

I am out of the country and not able to play the alpha until returning. Could someone let me know if this much lusted after (by me at least) feature is being included\considered?

In GalCiv2 I would have loved to see people actually matter. No more farms and factories and labs running full tilt regardless of a 8bil population or a 38bil population. It would be nice if instead the farms/factories/labs/etc set the maximum limit of the planets output, with population playing a role in meeting the max. If you have a disproportionately large population on a planet, it would just max out your factories and it would be the same as before (with good defense and a nice tax farm). However, it would matter more when you go to make a production or a research world in a ‘safe’ area. 8bil people should not be enough to run a super planets worth of factories.

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Reply #1 Top

You don't have to be in the country to know population determines research production and wealth. There is also a bug were the population rises infinitely so in a way you have everything you want for now. :)

I don't think your thinking hard enough about the population though. Earth has 7b total population and look at what we have accomplished. If I'm not mistaken, in game the population displayed is able bodied persons, not everyone. So on a class ten like earth with 8b actual workers there should be some serious production.

Besides, I would want a machine doing all the work in factories not whining, union, genetically unfit, carbon sacks. (lol)

 

DARCA. ;)

Reply #2 Top

If production/research is tied to the populaiton it could be that 8bil on a class 10 gives 100% production capability. and mayby 16B would be needed for a class 20 to achieve 100% of the stated MP/RP/IP/Econ Increase/other bonus. It would still be abstracted but it would REALLY make 'winning' a planetary defense hurt.

If you were just leaving the minimum 8 bil from the initial colony on a Class 26 planet that you turn into a superfactory planet that pumps out dreadnaughts in 1 turn, imagine the impact that would have from a hard fought defense that only 600,000 survived. The damage and empty jobs would probably hamper production capabilities. But when it happened in GalCiv2, the turn after I just kept pumping out those dreadnaughts like nothing happened.

And though it was said in jest, it was actually reading on how industrialization has impacted the work week that made me origionally start thinking about how it would work in the future.

You want a machine doing all the work in the factory (and I whole heartedly agree). The next question though is what do you do with all of the people who used to do that job?  The 80's power management approach was to cut all unneeded personnel, plus an extra 5-10% of the workforce and require the remaining people (preferably salaried) to work longer hours.  

A different concept would be to just triple output to keep them all working normally.  

If there is no market for triple the product a third option would be to cut the hours of all of the employees but still pay them the same, or to  use the excess man hours in a new way.  

A truly rich society is one that the people only work when they want to. Where is my 10 hour work week and $100K salary! Damn 1%ers...

all that being said, the factories still require intelligent people (in the case of the Yor inteeligent machines), so in order to produce anything you will need some level of people in volved.  Maybe only 1 software guy and a maintaince team of 5 to run an entire automobile factory.  I ask you then, what happens to the factory when you don't have those people?

 

 

Reply #3 Top

I could have sworn I explained how it works already.

The population out of work is for only one generation at the time of the change, long before the 2200eds where the only workers will be the ones that don't take breaks. But what I would do with the people that had "that" job is...use there bodies as fuel for the factories or fertilizer for farms! }:)

 

DARCA. ;)