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Pharaoh: Game Help
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Caesar IV Heaven » Forums » Pharaoh: Game Help » Proposal for aging population/workforce experiment
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Topic Subject:Proposal for aging population/workforce experiment
TheBuilder
Pleb
posted 12-03-18 14:45 ET (US)         
I don't think I've encountered anyone doing much more than casual observation on the subject, so I'm considering making a sandbox map and recording the population and worker percentage over the course of 200 years or so. Perhaps making a city of 100 fancy residences, then once the city hits 9,200 (which is to say, all houses full), record the number of people in the workforce every year. The goal would be to remove disease, immigration, and every other potential factor that could affect the percentage of a population in workforce, so that the effects of an aging population could be observed in total isolation. My only concern is difficulty, because it's known that in Zeus, toggling the difficulty affects how many people are in the workforce. Is this known to be a factor in Pharaoh?

Edit: upon further consideration, 30-40 FRs is perhaps more reasonable, as that can be done easily in a single block, so that setup time is minimized. Minimal setup time gives the population less time to age before everything is totally stable. Military buildings will be used to soak up excess employees, and via prioritisation will be the first to lose employees as the population ages and worker shortfalls occur.

[This message has been edited by TheBuilder (edited 12-03-2018 @ 08:28 PM).]

AuthorReplies:
Brugle
HG Alumnus
posted 12-03-18 21:09 ET (US)     1 / 3       
My only concern is difficulty, because it's known that in Zeus, toggling the difficulty affects how many people are in the workforce. Is this known to be a factor in Pharaoh?
In Pharaoh (or C3), difficulty does not affect how many people are in the work force.
I don't think I've encountered anyone doing much more than casual observation on the subject, so I'm considering making a sandbox map and recording the population and worker percentage over the course of 200 years or so.
The work force, births, and deaths are calculated the same way in Pharaoh as in C3. (However, city health, which affects deaths, is calculated quite differently in the two games.) Here are some C3 threads that may be of interest: Work force calculation, Births, Census - Death Rates (opening post and reply #16), and Are there any truly eternal cities in Caesar 3? (especially replies #96 and #97).

Some of us were interested in long-term stability. I designed and built Improved Immortal Iunet, which I ran for about 5000 years.
TheBuilder
Pleb
posted 12-04-18 00:41 ET (US)     2 / 3       
Fascinating! I hadn't realized that health plays a factor in workforce percentage, but it makes total sense given the immutable retirement age of people. Reducing health to get rid of old people increases your worker percentage. With best city health, do I understand correctly that worker percentage would eventually level off at around 23.6%, for instance? How large are the fluctuations once ages have level off? And then there's ghost accumulation on top of that, which, based on my skimming so far, will very slowly drain the workforce over time by creating 'immortal retirees?' Ghost populations don't stabilise? Just when I thought I knew it all...
Brugle
HG Alumnus
posted 12-04-18 05:31 ET (US)     3 / 3       
With best city health, do I understand correctly that worker percentage would eventually level off at around 23.6%, for instance?
That would be with no scribes and with almost perfect health, which is apparently the best health in a large Pharaoh city. In C3 or in a small Pharaoh city (apparently less than 1500 people), city health can be perfect, which would have a lower non-scribal work force.
How large are the fluctuations once ages have level off?
Eventually the work force fluctuations die down to just a few (or no) workers, but that takes many hundreds of years. After 200 years I'd expect to see the work force fluctuations rise and fall by perhaps 5%.
Ghost populations don't stabilise?
They eventually do, but sometimes almost everyone would turns into a ghost and the city collapses first. Depending on city health, population, and perhaps luck, a city may stabilize after forming only a small number of ghosts. My Improved Immortal Iunet stabilized after forming 46 ghosts, the last in its 2645th year, falling from a population of 5616 to 5570.
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