Difference between revisions of "Overpopulation"

From The Utopian Encyclopedia
Jump to: navigation, search
(Undo revision 2936 by Johnnywonder (Talk))
(Undo revision 2935 by Johnnywonder (Talk))
Line 1: Line 1:
'''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:
+
Overpopulation occurs when your Total Population exceeds your Maximum Population and can be viewed in your Affairs of the State page.
  
Total Population 13,500
+
===Effects and Triggers for Overpopulation===
Max Population 10,000
+
Note: these effects stack.
 
+
* 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.
13500/10000 = 1.3500
+
* 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 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.
Therefor 35% overpop.
+
* Population exceeds Max Population by 20%: Your thieves will refuse to work.
 
+
* Population exceeds Max Population by 35%: Your peasants will riot and your income is reduced by 50%.
If you're overpop is over 15% your army will refuse to attack.
 
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.
 
 
 
Example:
 
Total Population 13,500
 
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.
 
 
 
I will continue with the previous example:
 
Home:
 
Peasants 4575
 
Soldiers 100
 
OffSpecs 100
 
Defspecs 2800 + 100 (training)
 
Elites 950 + 50 (training)
 
Thieves 990 + 10 (training)
 
 
 
Away
 
OffSpecs 2000
 
Elites 1500
 
 
 
Total Population 13,075
 
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.
 
Elites: (950+50) x 0.0615 = 62 elites leave as there are only 38 soldiers now.
 
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).
 
 
 
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.
 

Revision as of 08:30, 23 July 2010

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

Effects and Triggers for Overpopulation

Note: these effects stack.

  • 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.
  • 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 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.
  • Population exceeds Max Population by 20%: Your thieves will refuse to work.
  • Population exceeds Max Population by 35%: Your peasants will riot and your income is reduced by 50%.