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BattleMaster => BM General Discussion => Topic started by: fodder on March 11, 2011, 08:23:11 AM

Title: Population movement (that is.. the automatic stuff)
Post by: fodder on March 11, 2011, 08:23:11 AM
It's all very strange, ever since the BT invasion ended, I noticed lots of peasants left the region my character rules. Almost everyday.

"X people are leaving the region for the open lands nearby"

What I don't get is where they are going. Is it literally the region next door? Does anyone notice it happening on other islands?
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Telrunya on March 11, 2011, 09:30:38 AM
This is a new population code yes. They are literally leaving for neighbouring unpopulated regions and is a way to repopulate regions quicker. If you look at Daily Region Reports of neighbouring regions you should see your peasants show up again :)
Title: Re: Population movement (that is.. the automatic stuff)
Post by: fodder on March 11, 2011, 10:32:00 AM
but how does it work? (roughly)

city->town->rural?

town->city?

is it 1 way traffic (mostly?) or is it 2 way? eg... consider a insulated 2 region system... will they both have people coming and going at the same time because they both have room?

say you have a city with 10000/50000 and a town (or even rural) with 5000/6000, will they all leg it to the city even though the city can't feed itself and the town gives surplus? remarkably short sighted if that's the case... then again.. peasants being peasants...
Title: Re: Population movement (that is.. the automatic stuff)
Post by: De-Legro on March 11, 2011, 11:43:22 AM
They move from areas of high population to areas of low population. The idea is if your region is maxed in pop, or close to it, and the region next door is low, the total population between the two regions will grow faster if some of your peasants move next door. I don't think it takes into account food supply, though I haven't seen peasants move into a region that was already starving.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Indirik on March 11, 2011, 05:26:58 PM
They move from regions that have a high percentage of max population to a region with a low percentage of max pop. So you should never seen them going both A>B and B>A at the same time.

The type of regions involved is not relevant. (I think...) I have seen them go from rurals to mountains, and from townslands to cities.

This should really help repopulate a depleted region or group of regions.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 11, 2011, 05:34:01 PM
I don't think it takes into account food supply, though I haven't seen peasants move into a region that was already starving.

If you see that, please report it as a bug.  They're only supposed to move into areas that look like they're able to support them.

(If the region starts starving after they arrive, that's another matter; peasants aren't necessarily all that smart, and certainly have no access to the information about food storage levels—but they can tell when a place is already starving.)
Title: Re: Population movement (that is.. the automatic stuff)
Post by: fodder on March 11, 2011, 10:25:34 PM
fair enough.

though i have to say in the case mentioned above, it doesn't help for the 5k town to lose pop to the 10k city as any increase is negligible to the rate of growth of the city, but any loss to the town (let alone rural) will be significant, especially if it goes on for a while. in those kind of cases, it might make sense for a region to stop losing pop to cities... after dropping below some sort of threshold. (highish)..

the region my character rules neighbours 4 regions.. so it's very difficult to tell where they are legging it off to. it's a town between 2 cities and 2 rurals. all of which have lower % pop, i think. (but the cities obviously have higher pop number) it's lost at least 2k pop in the last 2 months (or since whenever the code was implemented)
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Foundation on March 11, 2011, 11:07:39 PM
Don't worry, there are thresholds.  If you have any specific concerns, record some solid stats about all the regions' stat reports that you have access to (preferably your neighbours and more) and put that on the bugtracker.  By the way, was this implemented recently?
Title: Re: Population movement (that is.. the automatic stuff)
Post by: songqu88@gmail.com on March 12, 2011, 01:26:04 AM
It looked like it started right around the time 4th Inv ended.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Iltaran on March 23, 2011, 10:33:35 AM
*casts resurrection*

14th of January to be exact.

The only really worrying thing I've found is that people seem to emigrate into rogue regions. Anyone else noticed that?
Title: Re: Population movement (that is.. the automatic stuff)
Post by: De-Legro on March 23, 2011, 10:59:10 AM
*casts resurrection*

14th of January to be exact.

The only really worrying thing I've found is that people seem to emigrate into rogue regions. Anyone else noticed that?

No, and there are plenty of rogue regions around us. I guess if the region only recently went rogue, and still had reasonable stats they might immigrate.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 23, 2011, 12:02:21 PM
The only really worrying thing I've found is that people seem to emigrate into rogue regions. Anyone else noticed that?
No, and there are plenty of rogue regions around us. I guess if the region only recently went rogue, and still had reasonable stats they might immigrate.

No one emigrates to rogue regions.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Vellos on March 23, 2011, 02:28:37 PM
No one emigrates to rogue regions.

Bologna.

Take a look at the spread of Triunism and population patterns in southwestern Dwilight. Peasants emigrate from Terran and D'Hara by the thousands, heading for unsettled lands. It's actually quite a neat RP climate, IMHO.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 23, 2011, 02:38:08 PM
Bologna.

Take a look at the spread of Triunism and population patterns in southwestern Dwilight. Peasants emigrate from Terran and D'Hara by the thousands, heading for unsettled lands. It's actually quite a neat RP climate, IMHO.

This is unrelated to religion spread.  That happens not only by migration, but by communication.

If you can demonstrate to me that there is an instance of peasants leaving a region for the open lands nearby, and those open lands being rogue, I will find and fix the bug that allows it.

And yes, it would be better if all this migration stuff were handled together, and a proper model of the characteristics of the peasants who move developed, but there isn't one right now.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Vellos on March 23, 2011, 08:26:33 PM
If you can demonstrate to me that there is an instance of peasants leaving a region for the open lands nearby, and those open lands being rogue, I will find and fix the bug that allows it.

Um... why fix it? It's neat, realistic, and contributes to the fun of the game.

I'm almost 100% sure that the regions around Terran have enjoyed migration from our regions. Thysan in particular comes to mind. Maeotis before D'Hara retook it was growing way too fast for it to be endogenous growth. When Asylon took Shoka, it already had over 1,000 peasants, despite being often attacked and pillaged by monsters.

And are you sure migration doesn't bring religion with it? Because there's no way Triunist temples are causing 99% conversion rates across 5-6 regions of low population full of monsters and undead. Plus, I noticed rogue rurals seem to grow quickly in population until they equal the population of their neighbors, then they slow down.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: egamma on March 23, 2011, 08:47:03 PM
Um... why fix it? It's neat, realistic, and contributes to the fun of the game.

I'm almost 100% sure that the regions around Terran have enjoyed migration from our regions. Thysan in particular comes to mind. Maeotis before D'Hara retook it was growing way too fast for it to be endogenous growth. When Asylon took Shoka, it already had over 1,000 peasants, despite being often attacked and pillaged by monsters.

And are you sure migration doesn't bring religion with it? Because there's no way Triunist temples are causing 99% conversion rates across 5-6 regions of low population full of monsters and undead. Plus, I noticed rogue rurals seem to grow quickly in population until they equal the population of their neighbors, then they slow down.

What he means by "fix" is make is so that when peasants migrate, they take their own religion with them.

As for the rogue rurals, I think that they benefit from a military force that prevents the monsters from invading from quite as many directions.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 23, 2011, 09:11:13 PM
What he means by "fix" is make is so that when peasants migrate, they take their own religion with them.

As for the rogue rurals, I think that they benefit from a military force that prevents the monsters from invading from quite as many directions.

No, what I mean by "fix" is prevent peasants from moving into lawless regions, frequently plagued by monsters, undead, and brigands, with no infrastructure set up to ensure they are properly fed there.

No one with two brain cells to rub together would willingly go into a rogue region to try and live.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 23, 2011, 09:18:08 PM
And are you sure migration doesn't bring religion with it? Because there's no way Triunist temples are causing 99% conversion rates across 5-6 regions of low population full of monsters and undead.

I'm quite sure ;-)

I wrote that code myself, not long ago, and considered trying to model the characteristics of the peasants moving, but decided it was way too much work for the desired effect.

I want to properly model population movement, with all their opinions and attributes, but it'll have to wait until we've got things reorganized quite a bit.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Vellos on March 24, 2011, 05:02:53 AM
I'm quite sure ;-)

I wrote that code myself, not long ago, and considered trying to model the characteristics of the peasants moving, but decided it was way too much work for the desired effect.

I want to properly model population movement, with all their opinions and attributes, but it'll have to wait until we've got things reorganized quite a bit.

So, what you're telling me is that a level 1 temple is causing 99% conversion rates 5 regions away.... conversion rates that only began after the migration code was implemented?

How on earth is the spread from a small temple that big?
Title: Re: Population movement (that is.. the automatic stuff)
Post by: fodder on March 24, 2011, 06:34:47 AM
will this tie in with the new trade/region hierarchy stuff?

as in... farmers more likely to move to farms woodsman to woods, etc... (because the duke stuffed a good farmer elsewhere to run a bigger farm, etc)...

how much freedom of movement did they have back when? or for that matter... career changing ability
Title: Re: Population movement (that is.. the automatic stuff)
Post by: egamma on March 24, 2011, 08:45:20 AM
These are "age of empires" peasants, who are equally adept at building, fishing, mining, and farming.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on March 24, 2011, 01:36:16 PM
So, what you're telling me is that a level 1 temple is causing 99% conversion rates 5 regions away.... conversion rates that only began after the migration code was implemented?

How on earth is the spread from a small temple that big?

I don't know offhand.

But I guarantee you, 100%, there is no mention of religion in the new migration code.  I just double-checked it, and I'm absolutely certain.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Zakilevo on April 02, 2011, 12:28:23 AM
I thought peasants did not have the right to move around in the Medieval age. But still this population movement does help less populated regions.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Gustav Kuriga on April 02, 2011, 08:22:11 PM
serfs did not have the right to move. peasants includes freemen and the like as well.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Vellos on April 02, 2011, 11:02:09 PM
I thought peasants did not have the right to move around in the Medieval age. But still this population movement does help less populated regions.

Serfs had virtually no mobility between manors. They had some mobility in regards to cities; a serf who went urban could often escape serfdom. But that probably was not a "demographically significant" number.
Title: Re: Population movement (that is.. the automatic stuff)
Post by: loren on April 06, 2011, 03:20:56 PM
So does this mean we're going to start tracking disease movement among the peasants?  (Wouldn't an outbreak be a fun invasion?)
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Anaris on April 06, 2011, 03:47:49 PM
So does this mean we're going to start tracking disease movement among the peasants?  (Wouldn't an outbreak be a fun invasion?)

How about a zombie-disease outbreak? ;)
Title: Re: Population movement (that is.. the automatic stuff)
Post by: egamma on April 06, 2011, 05:45:37 PM
How about a zombie-disease outbreak? ;)

How's that different than undead? Just that the undead increase as the population decreases, at a 1:1 ratio?
Title: Re: Population movement (that is.. the automatic stuff)
Post by: songqu88@gmail.com on April 06, 2011, 07:02:17 PM
If we are to believe the lies of the invaders, that kind of already was the case...

Monsters were sometimes described as infecting humans, sort of like lycans. Ha, werethings.

Undead weren't zombies, but meh, there could be zombies, I guess?

Squirrels and badgers can spread rabies.

Filthy conditions like sewage on the streets can lead to all sorts of disease.

Bubonic plague! Cut the entire continent's population by two-thirds!

This sounds sort of like BT right now...
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Geronus on April 16, 2011, 05:33:17 PM
And are you sure migration doesn't bring religion with it? Because there's no way Triunist temples are causing 99% conversion rates across 5-6 regions of low population full of monsters and undead. Plus, I noticed rogue rurals seem to grow quickly in population until they equal the population of their neighbors, then they slow down.

Rogue regions bordering Astrum have had 99 or 98% conversion rates without any temples, shrines or even priests preaching. The good word builds up a momentum of its own after a while...
Title: Re: Population movement (that is.. the automatic stuff)
Post by: Chenier on April 17, 2011, 03:49:51 AM
So, what you're telling me is that a level 1 temple is causing 99% conversion rates 5 regions away.... conversion rates that only began after the migration code was implemented?

How on earth is the spread from a small temple that big?

He's saying religion diffusion and population migrations don't use the same code.

There has been a lot of faith spreading between Terran, D'Hara, and Madina since far before this new code kicked in.