Author Topic: New migration code  (Read 7715 times)

Bedwyr

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Re: New migration code
« Reply #15: August 17, 2011, 11:46:48 PM »
How can it go faster? Pop increase hasn't changed. The idea was, afaik, that regions with really low population would attract immigrants to increase pop rate... So if you're the 'source region' your population will increase slower than it did before.

It goes faster because of how population growth is determined as a function of existing population.  Let's assume we have a city with a max pop of 60K, current pop of 40K next to a rural with a max pop of 8K, current pop of 300.  Those 300 only produce a couple of new people a day, and the rate of increase is slow, and the region would fill up in months that way.  City adds hundreds, maybe even a thousand to its pop every day, fills up in a few weeks, and then all those people potentially making new people don't actually provide any increase.  With the immigration code, the city effectively continues producing new people for the depopulated rural.  City takes a little longer to hit max pop, but the rural goes up a lot faster.
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Kain

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Re: New migration code
« Reply #16: August 18, 2011, 02:46:58 AM »
It goes faster because of how population growth is determined as a function of existing population.  Let's assume we have a city with a max pop of 60K, current pop of 40K next to a rural with a max pop of 8K, current pop of 300.  Those 300 only produce a couple of new people a day, and the rate of increase is slow, and the region would fill up in months that way.  City adds hundreds, maybe even a thousand to its pop every day, fills up in a few weeks, and then all those people potentially making new people don't actually provide any increase.  With the immigration code, the city effectively continues producing new people for the depopulated rural.  City takes a little longer to hit max pop, but the rural goes up a lot faster.

Cool, then I wasn't just imagining things then.
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Chenier

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Re: New migration code
« Reply #17: August 18, 2011, 02:56:05 AM »
It goes faster because of how population growth is determined as a function of existing population.  Let's assume we have a city with a max pop of 60K, current pop of 40K next to a rural with a max pop of 8K, current pop of 300.  Those 300 only produce a couple of new people a day, and the rate of increase is slow, and the region would fill up in months that way.  City adds hundreds, maybe even a thousand to its pop every day, fills up in a few weeks, and then all those people potentially making new people don't actually provide any increase.  With the immigration code, the city effectively continues producing new people for the depopulated rural.  City takes a little longer to hit max pop, but the rural goes up a lot faster.

Just as rurals will help newly acquired cities get that initial population count they need for that significant growth. A large newly-acquired city surrounded by established rurals will hit max mop much quicker this way than it used to as well.
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Bedwyr

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Re: New migration code
« Reply #18: August 18, 2011, 04:14:12 AM »
Just as rurals will help newly acquired cities get that initial population count they need for that significant growth. A large newly-acquired city surrounded by established rurals will hit max mop much quicker this way than it used to as well.

Indeed, it works either way.  Essentially, populations will recover much, much faster as long as there are at least some populated regions nearby.
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Shizzle

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Re: New migration code
« Reply #19: August 18, 2011, 09:10:47 AM »
It goes faster because of how population growth is determined as a function of existing population.  Let's assume we have a city with a max pop of 60K, current pop of 40K next to a rural with a max pop of 8K, current pop of 300.  Those 300 only produce a couple of new people a day, and the rate of increase is slow, and the region would fill up in months that way.  City adds hundreds, maybe even a thousand to its pop every day, fills up in a few weeks, and then all those people potentially making new people don't actually provide any increase.  With the immigration code, the city effectively continues producing new people for the depopulated rural.  City takes a little longer to hit max pop, but the rural goes up a lot faster.

Of course, I should've thought of that :)


De-Legro

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Re: New migration code
« Reply #20: August 22, 2011, 07:31:01 AM »
They didn't have real estate taxes as we do now... Taxes were on production, like a fourteenth of your crop's harvest, for example. Ownership is a fuzzy concept, but you nonetheless had the right to work on that patch of land, and that patch of land was what your children would work on. Full ownership rights in this regard is unimportant.

That's a big reason for the European migrations. Just too many people for too little farming lands.

That isn't quite true, some examples of Land Tax are Taille, Tallage and Carucage. Danegeld was also calculated based on land units, and used to pay off the Vikings. One of the main differences with many tax systems in Medieval time was they weren't exactly regular, and were levied when the King believed he had the power or the support to do so.
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Chenier

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Re: New migration code
« Reply #21: August 22, 2011, 08:35:00 AM »
That isn't quite true, some examples of Land Tax are Taille, Tallage and Carucage. Danegeld was also calculated based on land units, and used to pay off the Vikings. One of the main differences with many tax systems in Medieval time was they weren't exactly regular, and were levied when the King believed he had the power or the support to do so.

I guess it depends on where you were.
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De-Legro

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Re: New migration code
« Reply #22: August 22, 2011, 08:43:12 AM »
I guess it depends on where you were.

Purely production based taxes were very common in the very early part of the era. Didn't take long for the powerful to realise that it was too variable to produce a reliable income.
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