Difference between revisions of "Overpopulation"

From The Utopian Encyclopedia
Jump to: navigation, search
(Effects and Triggers for Overpopulation: more infos)
 
(64 intermediate revisions by 10 users not shown)
Line 1: Line 1:
Overpopulation occurs when your Total Population exceeds your Maximum Population and can be viewed in your Affairs of the State page.
+
Welcome to the Overpopulation Wiki page! If you're here, you are already deep into the mechanics of the game.
  
===Effects and Triggers for Overpopulation===
+
Overpopulation occurs when your Total Population exceeds your Maximum Population. Population information can be viewed in your Affairs of the State page under:
Note: these effects stack.
+
* "Total" for current total population and
* Population exceeds Max Population: Your peasants will leave and no new peasants will be born. Peasants leave at a rate of 7% of total peasants or the amount you are overpopulated by, whichever of the two is lower.
+
* "Max Population" for the maximum amount of population your province can hold.
* Population exceeds Max Population by 15%: Your army will refuse to attack and your troops (including thieves) will begin to desert. Troops desert at a rate of 20% the amount you are overpopulated over 115% by, calculated after peasants leave. Troop losses are calculated on troops that are at home and are calculated individually for each troops type. If you have sufficient soldiers then they can desert in place of a particular troop type.
+
 
* Population exceeds Max Population by 20%: Your thieves will refuse to work.
+
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:
* Population exceeds Max Population by 35%: Your peasants will riot and your income is reduced by 50%.
+
 
 +
=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.
 +
 
 +
 
 +
[[Category:Formulas]]
 +
 
 +
<!--
 +
=Past Mechanics=
 +
 
 +
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]
 +
--->
 +
 
 +
{{Guide navigation}}
 +
 
 +
[[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.


The Utopia Guide
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules