Jets @TheKeeper
Apologies for my outbursts? I guess, I’m just passionate about having something like this game back again. So much so that I would like to just play the og version for a little bit before we started making all the changes. So the reasoning for my request for change is when you start as a new player, or any new kingdom for example you may not have houses built in to your build equation so you only have the 700 max pop difference, for a good long while. While you have this small differential your pop grows soo damn slow. Thane was saying he has 10per tick at one point. Which obviously indicates that he’s near to full pop. But what I’m saying is that if you cannot get pop you have issues with your production. Like even on tick 2 you have 1280 pop it grows by some amount let’s say 80. Which is exactly the same amount as I would suggest for the first tick in my system. It seems right. But instead of continuing to grow your population unless you build 4 houses off the bat. It actually decreases the growth… which doesnt seem quite right you have more population why did the grow rate go down. Also protection is so long and let’s be honest boring, but necessary, (please don’t take this bit out of context we need protection and it does need to be roughly this long to get economy up and units trained.) but what I’m trying to say is it’s when you start out you need some thing to get you enthusiastic about logging on, having 500 max pop that you will never see on your land is not it for me. And this is where you will lose most of the players, this and being BF’ed by Saad one hour out of protection.
Then as your building up let’s say you put 10 houses on build, after you get from 30-40 houses your population is probably around 2500, max pop is now 4500 your growth is as 200 everything feels good but then it drops to 180 then to 160 and you never actually get to that 4500 population in realistic time frames. How is the birth rate the same about 7 hours after I built 10 houses than when I first started the game at less than half the amount of population.
Not to mention that even when I have 7k pop the last 500 or so are so slow that if your building non houses you can keep the pop growth rate roughly the same per tick same per tick by just adding 5 more random buildings. The extra 500 population could really help me explore an extra land or even, assuming you have 30mills, add 30wood per tick. Which is not insignificant when you make 120 wood per tick.
Like I said earlier I did like the idea of a regressive population growth function and that I was the first to be in support of it, when we changed it from 24 ticks, imagine, to 12… but I offered 2 solutions already one would be a hybrid function when you take a percentage of the pop growth by this new regression function and combine it with regular pop growth such that you could actually get to your max pop. I already suggested that somewhere in this forum, because I’m very willing to compromise. It’s just because the last 500 pop is really important if you only have 2k or 3k max population.
Then when you have 5 castles, 90 land and 40k population, ya it doesn’t matter how fast your last 500 pop generates. But because your attacking, and getting attacked your pop is moving all up and down, so you barely notice the 500 that is constantly missing I bet.
I understand that you may not have had the same experience as me however why don’t you share what your experience was instead of name calling. And maybe we could find something that works for the majority such that the devs can gain something from the discussion?
I hope this was constructive feed back for the group.