Difference between revisions of "Overpopulation"

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'''Overpopulation''' is when your current total population is higher than your max population (can be seen in council page). It will be referred to here as a percentage of your total population over your max population. For example:
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Welcome to the Overpopulation Wiki page! If you're here, you are already deep into the mechanics of the game.
  
Total Population 13,500
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Overpopulation occurs when your Total Population exceeds your Maximum Population. Population information can be viewed in your Affairs of the State page under:
Max Population 10,000
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* "Total" for current total population and
 +
* "Max Population" for the maximum amount of population your province can hold.
  
13500/10000 = 1.3500
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Overpopulation is a mechanic often used in War. During war, heavily overpopulating a province by taking away a lot of its land can trigger effects that will limit a province's effectiveness. Below are some of the effects and triggers of Overpopulation:
Therefor 35% overpop.
 
  
If you're overpop is over 15% your army will refuse to attack.
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=Effects and Triggers for Overpopulation=
If you're overpop is over 20% your thieves will refuse to go on operations for you.
 
If you're overpop is over 30% you will get riots from overpopulation which will halve your total income.
 
  
At any hour change when you are overpop, you will lose a certain amount of peasants. The base amount is 7% of your peasants, but this will not make you underpop. Note that storms losses of 1.5% peasants per tick stacks with this, so you will lose 8.5% on any tick where storms is active.
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Note that the below effects stack:
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== Level 1: Population Exceeds Max Population (a.k.a Peasant Desertion) ==
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When your current total population is larger than your max population, your peasants will leave and no new peasants will be born.  
  
Example:
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* Peasants leave at a rate of 10% of total peasants or the amount you are overpopulated by, whichever of the two is lower.
Total Population 13,500
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* The minimum number of peasants that will leave is 10.
Max Population 10,000
 
Peasants 5,000
 
Storms is present
 
5000 x 0.085 = 425 peasants will leave
 
  
After that (still during the hour change), if you are still overpop by more than 15% you will also lose troops and thieves. The amount you lose is a percentage equal to 1/5th of your current overpop (after peasants leave). You then lose this percentage of troops which are home (away troops do not count beyond the initial overpop calculation and cannot be lost), in order of Thieves, Elites, DefSpecs, OffSpecs then Soldiers. There is a major exception to this, if you are going to lose a certain amount of a troop, but have at least that many soldiers home, you lose the soldiers instead. The losses for soldiers are calculated after losses by this method have been taken away. Also troops in training which are trained at this hour change are counted for the dessertions.
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== Level 2: Population exceeds Max Population by 15% (a.k.a. Military Desertion) ==
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When your current total population is larger than you max population by 15%, everything in Level 1 will occur. In addition, your military shuts down, resulting in your army refusing to attack. Lastly, your troops, including thieves, will begin to desert. Troops both at home and out on an attack are affected by desertion.
  
I will continue with the previous example:
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* Desertions max at ~5.8% of total military population per tick (desertions do not start at 5.8%, they scale up to ~5.8% when extremely overpopulated).
Home:
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* Desertions due to overpopulation will remove soldiers first, up to a maximum of 100% of the total desertions (as of Age 88).
Peasants 4575
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* All troops, except soldiers (who follow a different rule), desert at approximately the same rate, regardless of whether they are at home or out on an attack. (i.e. same % of offensive specs, defensive specs, and elites will desert).
Soldiers 100
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* Deserting troops are calculated one military pool at a time (offensive specs, defensive specs, elites). When you have soldiers, soldiers will replace as much of the overpopulation for a military as possible, one pool at a time, so it is possible for the deserting troop % of offensive specs, defensive specs, and elites to not be the equivalent.
OffSpecs 100
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* Deserting troops will fill dungeons first, if any space is available, before being completely lost.
Defspecs 2800 + 100 (training)
 
Elites 950 + 50 (training)
 
Thieves 990 + 10 (training)
 
  
Away
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== Level 3: Population exceeds Max Population by 30% (a.k.a. Rioting) ==
OffSpecs 2000
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When your current total population is larger than you max population by 30%, everything in Level 1 & 2 will occur and in addition, your peasants will riot.
Elites 1500
 
  
Total Population 13,075
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* Your income is reduced by 50%.
Max Population 10,000
 
Overpop = 30.75%
 
Losses = 6.15%
 
(Remember, thieves, elites, defspecs, offspecs, soldiers in that order)
 
  
Thieves: (990+10) x0.0615 = 62 thieves would leave, but 62 soldiers leave instead.
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== Level 4: Population exceeds Max Population by 40% (a.k.a. Thieves on Strike) ==
Elites: (950+50) x 0.0615 = 62 elites leave as there are only 38 soldiers now.
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When your current total population is larger than you max population by 40%, everything in Level 1, 2, & 3 will occur and in addition, your thieves will refuse to work.
DefSpecs: (2800+100) x 0.0615 = 178 defspecs leave as there are only 38 soldiers now.
 
OffSpecs: 100 x 0.0615 = 6 OffSpecs would leave, but 6 soldiers leave instead.
 
Soldiers: (100-62-6) x 0.0615 = 2 (additional) soldiers leave for a total of 70.
 
  
So overall you would lose: 62 elites, 178 defspecs and 70 soldiers - for a total of 310 troops or 6.08% troops (less than 6.15% because of soldiers replacing thief/offspec losses).
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* Cannot perform any Thievery Operations.
  
To only lose soldiers, you just need to have more soldiers than the total expected losses. So if you were to lose 6.15% of your troops, and at least 6.15% of your troops are soldiers, you will only lose soldiers.
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== Extra Effect: Military Population Exceeds Max Population (a.k.a Military on Strike) ==
 +
When your current military population is larger than you max population, your army will refuse to attack. This mechanic is separate from the above levels.
 +
(i.e. a province that has 10k max pop and 10.5k military will not be in desertions or have any other effect other than the military will refuse to attack, unless they are also above 15% overpop due to peasant+wizard count)
 +
 
 +
* Cannot use your army to attack.
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 +
 
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[[Category:Formulas]]
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 +
<!--
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=Past Mechanics=
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Military Deserted at a rate of 20% the amount you are overpopulated, calculated after peasants leave. Troop losses are calculated on all troops but only troops that are home will leave (troops out are immune from desertion, but will influence the total amount of troops that leave). These losses are calculated individually for each troop type. If you have sufficient soldiers then they can desert in place of a particular troop type, see formula for full calculation.
 +
 
 +
<b>Total Unit Desertions =</b> Leet Desertions + Thief Desertions + Defspecs Desertions + OffSpecs Desertions + Solds Desertions
 +
 
 +
<b>Metric =</b> MIN [ 1 , 0.046* [(Current population-Peasants*0.07)/Max population - 1] ]
 +
 
 +
<b>Leet Desertions =</b> IF [(Leets home * Metric) > Solds home] Then (Leets home * Metric) Else 0
 +
 
 +
<b>Thieves Desertions =</b> IF [(Thieves home * Metric) > (Solds home - Leet desertions)] Then (Thieves home* Metric) Else 0
 +
 
 +
<b>Def Specs Desertions =</b> IF [(Defspecs home * Metric) > (Solds home - Leet desertions - Thieves desertions)] Then (Defspecs home* Metric) Else 0
 +
 
 +
<b>Off Specs Desertions =</b> IF [(OffSpecs home * Metric) > (Solds home - Leet desertions - Thieves Desertions - Def Spec Desertions)] Then (OffSpecs home* Metric) Else 0
 +
 
 +
<b>Solds Desertions =</b> Max[(Solds home-{Leet Desertions + Thief Desertions + Defspecs Desertions + OffSpecs Desertions}) * Metric,0]
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--->
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{{Guide navigation}}
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[[Category:Formulas]]

Latest revision as of 14:35, 20 February 2023

Welcome to the Overpopulation Wiki page! If you're here, you are already deep into the mechanics of the game.

Overpopulation occurs when your Total Population exceeds your Maximum Population. Population information can be viewed in your Affairs of the State page under:

  • "Total" for current total population and
  • "Max Population" for the maximum amount of population your province can hold.

Overpopulation is a mechanic often used in War. During war, heavily overpopulating a province by taking away a lot of its land can trigger effects that will limit a province's effectiveness. Below are some of the effects and triggers of Overpopulation:

Effects and Triggers for Overpopulation

Note that the below effects stack:

Level 1: Population Exceeds Max Population (a.k.a Peasant Desertion)

When your current total population is larger than your max population, your peasants will leave and no new peasants will be born.

  • Peasants leave at a rate of 10% of total peasants or the amount you are overpopulated by, whichever of the two is lower.
  • The minimum number of peasants that will leave is 10.

Level 2: Population exceeds Max Population by 15% (a.k.a. Military Desertion)

When your current total population is larger than you max population by 15%, everything in Level 1 will occur. In addition, your military shuts down, resulting in your army refusing to attack. Lastly, your troops, including thieves, will begin to desert. Troops both at home and out on an attack are affected by desertion.

  • Desertions max at ~5.8% of total military population per tick (desertions do not start at 5.8%, they scale up to ~5.8% when extremely overpopulated).
  • Desertions due to overpopulation will remove soldiers first, up to a maximum of 100% of the total desertions (as of Age 88).
  • All troops, except soldiers (who follow a different rule), desert at approximately the same rate, regardless of whether they are at home or out on an attack. (i.e. same % of offensive specs, defensive specs, and elites will desert).
  • Deserting troops are calculated one military pool at a time (offensive specs, defensive specs, elites). When you have soldiers, soldiers will replace as much of the overpopulation for a military as possible, one pool at a time, so it is possible for the deserting troop % of offensive specs, defensive specs, and elites to not be the equivalent.
  • Deserting troops will fill dungeons first, if any space is available, before being completely lost.

Level 3: Population exceeds Max Population by 30% (a.k.a. Rioting)

When your current total population is larger than you max population by 30%, everything in Level 1 & 2 will occur and in addition, your peasants will riot.

  • Your income is reduced by 50%.

Level 4: Population exceeds Max Population by 40% (a.k.a. Thieves on Strike)

When your current total population is larger than you max population by 40%, everything in Level 1, 2, & 3 will occur and in addition, your thieves will refuse to work.

  • Cannot perform any Thievery Operations.

Extra Effect: Military Population Exceeds Max Population (a.k.a Military on Strike)

When your current military population is larger than you max population, your army will refuse to attack. This mechanic is separate from the above levels. (i.e. a province that has 10k max pop and 10.5k military will not be in desertions or have any other effect other than the military will refuse to attack, unless they are also above 15% overpop due to peasant+wizard count)

  • Cannot use your army to attack.


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