Does citizens suppossed to have different productivity?

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
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Yarev
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Does citizens suppossed to have different productivity?

Post by Yarev »

In one region my hellenic citizens have productivity 3 (infra) and in some 5(same infra), both are same etnicity, there are no Impediments and Boons in those regions but still the difference I dont understand.

Can anyone explain the reason?
Soar
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Re: Does citizens suppossed to have different productivity?

Post by Soar »

Terrain? Populations in steppes, deserts and marshes produce less infra.
Alcoolamus
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Re: Does citizens suppossed to have different productivity?

Post by Alcoolamus »

Are some of them in unrest? Unrest lowers the productivity
Yarev
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Re: Does citizens suppossed to have different productivity?

Post by Yarev »

no unrest
are you sure the terrain lowers the productivity?
travling_canuck
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Re: Does citizens suppossed to have different productivity?

Post by travling_canuck »

Yarev wrote: Sun May 24, 2020 6:12 pm are you sure the terrain lowers the productivity?
I'm 99% sure it does. I don't know where you can get a report in the game to prove it, but some provinces seem to generate fewer yields per pop than others - deserts in North Africa, as example, have always appeared to generate much lower Food and Infrastructure per pop than, say, plains in Italy. I presume there's either a bonus or malus based on terrain type, or else each region has a (hidden?) base productivity that applies before the various modifiers start to kick in.
Yarev
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Re: Does citizens suppossed to have different productivity?

Post by Yarev »

travling_canuck wrote: Sun May 24, 2020 7:20 pm
Yarev wrote: Sun May 24, 2020 6:12 pm are you sure the terrain lowers the productivity?
I'm 99% sure it does. I don't know where you can get a report in the game to prove it, but some provinces seem to generate fewer yields per pop than others - deserts in North Africa, as example, have always appeared to generate much lower Food and Infrastructure per pop than, say, plains in Italy. I presume there's either a bonus or malus based on terrain type, or else each region has a (hidden?) base productivity that applies before the various modifiers start to kick in.
well if you're right that would explain it as it is indeed a desert region
Gray Fox
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Re: Does citizens suppossed to have different productivity?

Post by Gray Fox »

It's not region unrest. Each citizen has an unrest value. The more citizens you have the higher the new citizen's value for unrest/productivity.
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Swuul
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Re: Does citizens suppossed to have different productivity?

Post by Swuul »

Gray Fox wrote: Mon May 25, 2020 1:26 am It's not region unrest. Each citizen has an unrest value. The more citizens you have the higher the new citizen's value for unrest/productivity.
This is correct. Each region has a maxiumum value after which the citizens will start to produce less (as they are more and more unhappy as Gray Fox above says). The "cap" of the region depends on the terrain, and deserts are among the worst places.

In short, citizens in lush lands (temperate fields for example) are not notably hit by the unhappines penalty until the region has 30+ population, while half a dozen citizens living in desert will be extremely unhappy (and thus, extremely unproductive).
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travling_canuck
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Re: Does citizens suppossed to have different productivity?

Post by travling_canuck »

Swuul wrote: Mon May 25, 2020 8:06 am
Gray Fox wrote: Mon May 25, 2020 1:26 am It's not region unrest. Each citizen has an unrest value. The more citizens you have the higher the new citizen's value for unrest/productivity.
This is correct. Each region has a maxiumum value after which the citizens will start to produce less (as they are more and more unhappy as Gray Fox above says). The "cap" of the region depends on the terrain, and deserts are among the worst places.

In short, citizens in lush lands (temperate fields for example) are not notably hit by the unhappines penalty until the region has 30+ population, while half a dozen citizens living in desert will be extremely unhappy (and thus, extremely unproductive).
Good to know. I wasn't aware of the details behind the calculation. Thanks for sharing!
n0b0dy007
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Re: Does citizens suppossed to have different productivity?

Post by n0b0dy007 »

Yarev wrote: Sat May 23, 2020 7:36 pm Can anyone explain the reason?
There is also a bug - after the Freedmen decision, some "citizens" (i.e. POPs showing citizen icon) are still actually slaves (as reported in tooltip).
See attached image.
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Pocus
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Re: Does citizens suppossed to have different productivity?

Post by Pocus »

I see no error about this decision, but I have added safeguards nonetheless.
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n0b0dy007
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Re: Does citizens suppossed to have different productivity?

Post by n0b0dy007 »

Pocus wrote: Wed May 27, 2020 9:02 am I see no error about this decision, but I have added safeguards nonetheless.
The error is in the implementation:
  • the RNG selects various POPs in "slave" status to convert to citizens
  • the selected POPs change to "citizen" icons, but tooltip/stats remain "slave"
  • the RNG some turns later finalizes conversion to "citizen"
Net result: the visual cue of which POP icon is displayed is no longer accurate.
As a practical matter, this forces the Player to mouse over every POP in every region, checking for their actual status.
Tedious doesn't even begin to describe the effect, on a faction with many, many POPs in many, many regions ... :roll:

The fix would be to delay the visual change to when the actual, final POP conversion happens.
A bonus would be to add a 3rd, intermediate "converting" state, icon to the affected POPs.
Hister_MatrixForum
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Re: Does citizens suppossed to have different productivity?

Post by Hister_MatrixForum »

n0b0dy007 wrote: Wed May 27, 2020 1:38 pm
Pocus wrote: Wed May 27, 2020 9:02 am I see no error about this decision, but I have added safeguards nonetheless.
The error is in the implementation:
  • the RNG selects various POPs in "slave" status to convert to citizens
  • the selected POPs change to "citizen" icons, but tooltip/stats remain "slave"
  • the RNG some turns later finalizes conversion to "citizen"
Net result: the visual cue of which POP icon is displayed is no longer accurate.
As a practical matter, this forces the Player to mouse over every POP in every region, checking for their actual status.
Tedious doesn't even begin to describe the effect, on a faction with many, many POPs in many, many regions ... :roll:

The fix would be to delay the visual change to when the actual, final POP conversion happens.
A bonus would be to add a 3rd, intermediate "converting" state, icon to the affected POPs.
Good suggestion.
Pocus
Ageod
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Re: Does citizens suppossed to have different productivity?

Post by Pocus »

The code has been updated, there was an error in the logic indeed.
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