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On idea on how to bring back population controls.

Posted: Fri Oct 18, 2013 6:26 am
by Flavorable
The explanation for removing them as they were made a lot of sense: it felt like very tedious micromanagement to oversee migration in every city. The problem is that now my tools for changing the pace of growth feel very limited and population controls feel like a very natural fit for the game.

Maybe a good solution would be to include Emigration in the production panel so that you would have to forfeit producing other things while using it? If the act of directing the flow of your population has an implicit cost to it, then players would only use it deliberately when it's strategically worthwhile to grow other cities. This way, instead of being a tedious chore It would be a strategic choice.

Re: On idea on how to bring back population controls.

Posted: Fri Oct 18, 2013 3:45 pm
by DewyB
If you use the "Raze City" function the population DOES migrate to other cities... or that is what it claims to do. Hover over it in game to read the description.

Re: On idea on how to bring back population controls.

Posted: Fri Oct 18, 2013 3:52 pm
by SephiRok
Raze does not migrate, it kills people. I'll clarify the hint.

Re: On idea on how to bring back population controls.

Posted: Sun Oct 20, 2013 1:32 am
by Fimconte
SephiRok wrote:Raze does not migrate, it kills people. I'll clarify the hint.
Would it be possible to rework it that it would migrate?

I'm sometimes not satisfied with the placement of enemy cities, but razing them and rebuilding is even more tedious.

Being able to relocate the population would help.

Additionally, if you forcibly transfer different faction people to your bases, it could occur temporary morale penalties or other ways to balance it out.