Will POPs be a quantified population, or abstracted points?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I'm hoping for a more in depth pop system were planets have actual population numbers. More leaning towards vic 2.
Well those features can be combined. It probably means that each tile (like a vic2 province) has a population consisting of a number of pops which each has an amount of people.

So the planet has a combined population number, and if you care you can probably view continental population numbers as well. Maybe.
 
  • 3
Reactions:

Kadanz

Drive-By Memer
20 Badges
Sep 19, 2011
2.378
5.287
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Europa Universalis IV
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Prison Architect
  • Cities: Skylines
Well those features can be combined. It probably means that each tile (like a vic2 province) has a population consisting of a number of pops which each has an amount of people.

So the planet has a combined population number, and if you care you can probably view continental population numbers as well. Maybe.

Sounds like a good system. It's one of the dev diaries I'm anticipating the most atm.
 

aitaituo

哀駘它
48 Badges
Aug 6, 2013
8.083
5.037
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Cadet
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Cities: Skylines Deluxe Edition
Well those features can be combined. It probably means that each tile (like a vic2 province) has a population consisting of a number of pops which each has an amount of people.

So the planet has a combined population number, and if you care you can probably view continental population numbers as well. Maybe.

This is something like what I'm hoping for. Simpler than Vicky 2, but not some totally abstract gamey system.
 

beckermt

Field Marshal
56 Badges
Mar 28, 2012
2.555
1.382
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Megacorp
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Shadowrun: Dragonfall
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Federations
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
I strongly suspect a system like Civ or Endless Space, where each planet has a small integer Pop number, which only very abstractly represents actual people.

I am also in support of such a system. "Real" population numbers in a space game do nothing for me.
 
  • 8
  • 2
Reactions:

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I strongly suspect a system like Civ or Endless Space, where each planet has a small integer Pop number, which only very abstractly represents actual people.

I am also in support of such a system. "Real" population numbers in a space game do nothing for me.
Well detail does mean something to me, even if abstracted numbers are usually fine. It just seems like a wasted opportunity now that they are actually bothering with creating actual pops alá Vic2.

So I'd be negatively surprised if the population of a planet reads "21" or something. It also creates issues with new colonies starting with a whole "population unit" which on the homeworld represents millions.
 
  • 4
Reactions:

aruon

UwU?
81 Badges
Mar 21, 2012
6.028
3.787
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Leviathan: Warships
  • Supreme Ruler: Cold War
  • Steel Division: Normand 44 Sign-up
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
what velorian said. stellaris will deal with billions and potentially 1+ trillion (5+ trillion in a star wars mod) people. not giving a approximate but solid number kinda defeats the purpose.
 

PG908

A New Soviet Man
91 Badges
Jun 5, 2013
634
499
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
Honestly, despite the older engine, Victoria 2 runs quite well with thousands of provinces and dozens of pops in each. The said, the pops are basically a spreadsheet of data and the game code makes changes (interactions, the thing that resembles trade, etc) happen based upon the data (plus a few other things that aren't directly attached to the pops). How well the game runs depends both on how complex the decisions are, and how many pops there are. I, for one, would be happy to sacrifice so many pops for better interactions between them, namely a decent trade system.

I wouldn't be surprised if some things are only calculated on one tick per day while the others are used to better scale battles. Shorter term event chains could also be calculated with the shorter ticks rather than the daily ticks. I'm no programmer, though, so I don't know if that would actually make it run more efficiently since it would then use two processes of ticking for events.
 
Last edited:
  • 1
Reactions:

Demonsul

Major
88 Badges
Oct 14, 2011
501
123
  • For the Motherland
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Naval War: Arctic Circle
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II
  • Europa Universalis IV: Mandate of Heaven
  • Divine Wind
  • Europa Universalis III Complete
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: El Dorado
  • Crusader Kings Complete
  • 500k Club
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Crusader Kings III: Royal Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: Death or Dishonor
There probably aren't going to be as many different kinds of pops since I doubt social class will be as important in this game. The actual statistic representing the number of people in each pop is probably relatively minor compared to that, so I highly doubt there will be technical issues with representing population with an actual headcount. (No offense to multi-headed species or those without a defined head, of course.)
 
  • 4
Reactions:

Alexander Seil

Philosopher of the Future
57 Badges
Aug 10, 2001
8.512
1.694
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Nemesis
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
Victoria actually needed those POP sizes, because it used it to represent all sorts of minorities (in Vicky 2, at least) and had to mesh everything with a fairly granular representation of industrial production. Trying to get those numbers looking right across a multitude of species (what's a "proper" max. POP size for space-cockroaches? What about space-elephants?) would just be a waste of time. To track pop growth, just allow modifiers on POPs and attach some kind of growth tokens to them - once enough tokens are accumulated, they split. I'm much more interested in these POPs acting cohesively politically and culturally than meaningless bean-counting.
 
  • 2
Reactions:

Ashantai

Lost in Time
Moderator
55 Badges
Aug 4, 2009
6.072
684
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • For The Glory
  • Rome: Vae Victis
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
The only problem is one of scale. However they do pops a small colony will take a very long time to get large. It’s the same problem as EU3 had with population sizes; large places naturally get bigger quickly, whilst small ones take forever to move anywhere.



There’s also the issue that Earth, if divided into blocks of 1 million would have about 7000 POPs at this current time. That’s a lot to potentially deal with.



Now take Coruscant in a theoretical Star Wars mod…it would have 1 million pops for one planet. I’m not sure how well the game would be at handling that, especially if there are several such worlds.
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
Victoria actually needed those POP sizes, because it used it to represent all sorts of minorities (in Vicky 2, at least) and had to mesh everything with a fairly granular representation of industrial production. Trying to get those numbers looking right across a multitude of species (what's a "proper" max. POP size for space-cockroaches? What about space-elephants?) would just be a waste of time. To track pop growth, just allow modifiers on POPs and attach some kind of growth tokens to them - once enough tokens are accumulated, they split. I'm much more interested in these POPs acting cohesively politically and culturally than meaningless bean-counting.
Ironically I think the solution of having them split would make the system far more demanding on the processor than if they were divided into pops of varying sizes so some Earth pops could be a hundred million while others just a few. What matters is solely the amount of pop units, not how many is in it.

I get that you don't care about the exact number, but can't you just ignore it?
 
  • 2
  • 1
Reactions:

Alexander Seil

Philosopher of the Future
57 Badges
Aug 10, 2001
8.512
1.694
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Nemesis
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
Ironically I think the solution of having them split would make the system far more demanding on the processor than if they were divided into pops of varying sizes so some Earth pops could be a hundred million while others just a few. What matters is solely the amount of pop units, not how many is in it.

So, the game runs an extra growth check event for a few thousand POPs. This isn't CK2, there aren't 50,000 plotting AI's to take care of.

There’s also the issue that Earth, if divided into blocks of 1 million would have about 7000 POPs at this current time. That’s a lot to potentially deal with.

I don't see much of a problem with considering a POP to be 100,000 millions or even larger. Once you solve the problem of actually sending a giant colonization spaceship to a different star and landing all your baggage through a thick atmosphere, it seems carrying a building-sized pod with frozen bodies shouldn't be much of a technical challenge.

http://waitbutwhy.com/2015/03/7-3-billion-people-one-building.html

EDIT: You could also institute different POP sizes, size taking only a few values, if you really wanted tiny colonies to be represented. My point is that the granularity of Vicky's POPs is utterly unnecessary, because there is no demand for goods, class conversion or mostly-there-for-flavor minorities to deal with.
 
Last edited:
  • 1
  • 1
Reactions:

aruon

UwU?
81 Badges
Mar 21, 2012
6.028
3.787
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Leviathan: Warships
  • Supreme Ruler: Cold War
  • Steel Division: Normand 44 Sign-up
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
The only problem is one of scale. However they do pops a small colony will take a very long time to get large. It’s the same problem as EU3 had with population sizes; large places naturally get bigger quickly, whilst small ones take forever to move anywhere.

colony ships. nuff said. bring prospective colonists to the new world, go back, rinse and repeat.

So, the game runs an extra growth check event for a few thousand POPs. This isn't CK2, there aren't 50,000 plotting AI's to take care of.

I don't see much of a problem with considering a POP to be 100,000 millions or even larger. Once you solve the problem of actually sending a giant colonization spaceship to a different star and landing all your baggage through a thick atmosphere, it seems carrying a building-sized pod with frozen bodies shouldn't be much of a technical challenge.

not just that, once you have a self-sustainable population (say 100k inhabitants), it's reasonable to expect that the population would dramatically increase with programs, incentives, and a general sense of safety regarding the expiring of the frontier mystique. after that point colony ships would become less of a priorty as conventional immigration becomes established.
 

Zarine

Field Marshal
134 Badges
Feb 28, 2007
4.830
684
  • Europa Universalis IV: Res Publica
  • Gettysburg
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • For the Motherland
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler: Cold War
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sword of Islam
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • A Game of Dwarves
  • Commander: Conquest of the Americas
  • Darkest Hour
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
I hope it will be a bit like Vicky in the following way:
1 race on the planet = 1 pop
pop has its size, its ethos (issues), maybe a revolt risk and that's about it.

Clean and easy.
No "promotion", no specific consumption (wouldn't mind some consumption) would make it not CPU heavy.
 
  • 3
Reactions:

Thure

Chartularius Hamburgensis
54 Badges
May 13, 2009
17.056
8.801
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Tyranny - Bastards Wound
  • Stellaris: Humanoids Species Pack
  • Victoria 3 Sign Up
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Age of Wonders III
  • Imperator: Rome Sign Up
  • Crusader Kings II: Jade Dragon
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Arsenal of Democracy
  • 500k Club
  • Darkest Hour
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Rome Gold
  • Sengoku
  • Victoria 2
  • War of the Roses
  • Stellaris Sign-up
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
I hope it will be a bit like Vicky in the following way:
1 race on the planet = 1 pop
pop has its size, its ethos (issues), maybe a revolt risk and that's about it.

Clean and easy.
No "promotion", no specific consumption (wouldn't mind some consumption) would make it not CPU heavy.

I think there should be a little bit more. Not as detailed as Victoria... but the game shouldn't put upper class and the lower class into the same pop. They would have different reasons to revolt.
 
  • 1
Reactions:

Krajzen

Field Marshal
29 Badges
Aug 29, 2014
5.039
8.777
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
I'd prefer abstracted points because it's damn near impossible to put 'immersive' and 'making sense' population numbers in a video strategy games.

GalCiv2 was counting population in hundreds of millions and billions and the end result was horrible because it led to complete nonsenses
*The simplest most primitive smallest colonising ship containts FIVE HUNDRED MILIONS OF COLONISTS which means at week 0 AD 2200 Mars has population 0 and week later it has a population of 500mln
*Generally the time scale of galciv2 made absolutely no sense because each turn of the game was one week, the game lasted like a few years and during those few years population of a given civilisation was rising from 6 billions to 100 billions.
*The simplest most primitive smallest invasion transport containts FIVE HUNDRED MILIONS OF SOLDIERS

etc... I greatly prefer abstracted points over such 'immersion'

Civilization 5 was better but still silly as hell. City population was counted from 1 to 1+n but 'immersion' required it to somehow translated into quantified population on a statistics screen, and the results were:
*Due to city pop statistics rising non linearly (city with pop 1 is 1000 citizens, pop 2 is 6000, pop 3 21 000 etc) an empire with six 30 citizens' cities was counted as having dozens of times smaller population than an empire of three 60 citizens cities, generally all numbers were messed up
*Anyway it all felt weird because even the greatest empires on the greatest maps in the most advanced era had never more than a few dozens of milions of inhabitants (total population of huge earth maps in civ5 hovered around, I don't know, 200 milion instead of 7 bilion?) yet another failure of 'realism'.

EU3 had quantified city population and the results were completely idiotic with random cities in the middle of the steppes could have 999 999 population with every city in the radius of 1000km having population 1000.

And in Stellaris we are not even talking about real history - we are talking about unimaginable far future and unimaginable alien species with a different physiology and reproduction rates. Good luck!
 
  • 2
  • 1
Reactions:

Thure

Chartularius Hamburgensis
54 Badges
May 13, 2009
17.056
8.801
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Tyranny - Bastards Wound
  • Stellaris: Humanoids Species Pack
  • Victoria 3 Sign Up
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Age of Wonders III
  • Imperator: Rome Sign Up
  • Crusader Kings II: Jade Dragon
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Arsenal of Democracy
  • 500k Club
  • Darkest Hour
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Rome Gold
  • Sengoku
  • Victoria 2
  • War of the Roses
  • Stellaris Sign-up
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
I'd prefer abstracted points because it's damn near impossible to put 'immersive' and 'making sense' population numbers in a video strategy games.

GalCiv2 was counting population in hundreds of millions and billions and the end result was horrible because it led to complete nonsenses
*The simplest most primitive smallest colonising ship containts FIVE HUNDRED MILIONS OF COLONISTS which means at week 0 AD 2200 Mars has population 0 and week later it has a population of 500mln
*Generally the time scale of galciv2 made absolutely no sense because each turn of the game was one week, the game lasted like a few years and during those few years population of a given civilisation was rising from 6 billions to 100 billions.
*The simplest most primitive smallest invasion transport containts FIVE HUNDRED MILIONS OF SOLDIERS

etc... I greatly prefer abstracted points over such 'immersion'

Civilization 5 was better but still silly as hell. City population was counted from 1 to 1+n but 'immersion' required it to somehow translated into quantified population on a statistics screen, and the results were:
*Due to city pop statistics rising non linearly (city with pop 1 is 1000 citizens, pop 2 is 6000, pop 3 21 000 etc) an empire with six 30 citizens' cities was counted as having dozens of times smaller population than an empire of three 60 citizens cities, generally all numbers were messed up
*Anyway it all felt weird because even the greatest empires on the greatest maps in the most advanced era had never more than a few dozens of milions of inhabitants (total population of huge earth maps in civ5 hovered around, I don't know, 200 milion instead of 7 bilion?) yet another failure of 'realism'.

EU3 had quantified city population and the results were completely idiotic with random cities in the middle of the steppes could have 999 999 population with every city in the radius of 1000km having population 1000.

And in Stellaris we are not even talking about real history - we are talking about unimaginable far future and unimaginable alien species with a different physiology and reproduction rates. Good luck!

Do you ever play Victoria? The population system in Victoria was very well. EU3 population was only bad because it wasn't emulated well. It were just numbers without real mechanics.
 
Last edited:
  • 3
Reactions:

steve.bd

Llama breeder
40 Badges
Oct 18, 2014
223
250
  • Crusader Kings II
  • Victoria 3 Sign Up
  • Victoria 2
  • Victoria: Revolutions
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Pillars of Eternity
I hope that POPS will be represented with real numbers like in Victoria.
Maybe there will be less detailed divisions in pops, something like:

- Upper class
- Medium Class
- Lower Class

Combined with:
- Military
- Politic
- Scientific
- Religious

Combined also with other categories:
- Political ideas
- Religion (?)
- other things related to game mechanics that we don't know at the moment.

This can represent 12 base classes multiplied by how many "other categories" will be in the game. This can give a good representation of a "space empire population" with enough differentiation on each planet but who knows. Maybe devs have devised something completing new and different from Victoria.

Anyway, i don't get why so many people are scared by big numbers.
Just declare the number variables big enough and everything will be alright

popNum number(1024); :D
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
GalCiv2 was counting population in hundreds of millions and billions and the end result was horrible because it led to complete nonsenses
Galciv2 used ridiculous numbers and fantasy growth. To call that immersion is a joke, it's what I view as severely abstracted. The number was just stuffed on at the end without care for what would actually make sense.

Same thing with civilization, it was just a guestimate population, basically severely abstracted..

From a logical point of view a viable planet with 100 million is capable of harnessing much of the planetary resources and make a much larger impact on the economy than if Earth grew from 10 billion to 10.1 billion. That's a mechanic which would reduce the need for ridiculous growth levels like what GalCiv used.

Also a mechanic that should NOT be in place is for growth to be directly related to food production. Yes, lack of food would reduce it (maybe, it could also increase it like in some developing countries). Yes, a large surplus of food might increase it, but once you have a decent percentage more than you need anything more is just a luxury, food does not make babies!

The Vic2 system led to fairly logical growth and plausible numbers. Doing it basically like that, but without some of the unnecessary details (purchases and such) would be best.
 
Last edited:
  • 8
Reactions: