Dynamic Demographics

Dynamic Demographics

Concepts

State: What the State owns.

Private: What the Citizens own.
Capital: Where the ‘Ruler’ is located.
Community: Aside from the ‘Ruler’ being represented by the ‘Ruling Class’, the Community is similar to the Capital in that it acts as a Population Centre and Collection Node.
Tile: Where the population unit works.
Population Chit: ≥100 represent by an outline of a person and a Dot. =500 by a Chevron. =1000 by a triangle. =10000 by a Square. Providing varying amounts of ‘work’ to be assigned.
Each Population chit grouping is represented by 3 traits, Culture (How easy to administer), Religion (Culture) and Education (Providing efficiency bonus, as the civilization learns MORE, Education becomes more expensive).
A Population chit also has an advanced form, which forms the Ruling Class which will allow the player to govern more areas depending on the level of infrastructure, technology, education and civics.
Civics: Modifiers and options on how one manages their civilization.

=Tier 0= ‘Gaia Seed’ stage

Ruler: In the beginning, they can only control ‘1’ population unit, as a nomad tribe whereas the excess population breaks off to form a new tribe. *After a set amount of ‘tribes’ fill the game, ‘AI’ and ‘Independent’, the tribe the player controls learns to manage bigger populations.

Citizen: The Base Unit. Early game, when the population exceeds 100, it breaks off forming a new tribe. They can Hunt (better than they can forage), Gather (Forage/stone/wood), Defend, and change careers.

Soldiers: Initially they will resemble nothing like our modern day soldiers but this will largely be dependent on how you manage your civilization (Civics). They can Hunt (≥Citizens), Gather (≤Citizens), Defend (>>Citizens), Police_, Reinforce_, and form Military Units. Initially the early military unit of the game is the ‘Explorer’ so one can scout around an area and not have to move from a good spot unless one sees a better one. Later on, one can begin to form actual military units. Rulers now provide leadership points, while soldiers provide troop quality and manpower points.

=Tier 1= ‘Fire, Tool-making, Early Domestication, and Society’

Artisans: Pre-Industrially, this class will serve as the only means to manufacture and prototype a LOT of products. Initially they will only breed dogs (no bonus, while dogs provide a hunting bonus to units that use it) and produce tools (out of stone initially, which provides a bonus to hunting and gathering). With the advent of tools, this will unlock the ‘Labourer’ class. Artisans employ Labourers as Raw Material gatherers.

Labourer: Initially, gathers simple Raw Materials for the artisans, with the use of tools they can begin to Harvest/Mine/Quarry for Raw Materials. Furthermore they will eventually begin to build and maintain infrastructure such as buildings, roads, forts and ports.

Merchants: Once this is unlocked, Rulers can act as a Trade Node. Merchants act as links between cities (Domestic and Foreign) and are unlocked by ‘Private Ownership’, initiating the beginning of the ‘Private Market’. Merchants lubricate the markets by facilitating trade by moving to Communities, Capitals and Ports acting as trade nodes and their limits are based on volume of trade (technology, infrastructure and efficiency). They can employ any of the ‘employable classes ‘such as but not limited to ‘Artisans’ and ‘Slaves’.

Sailor = SOLDIER: With the advent of tool-making and fishing, the sailor class forms and can initially only fish in rivers or on coasts. With ‘boats’ rivers and coasts are fished more efficiently and the Sailor can fish further out depending on the boat. Furthermore with the use of boats, Merchants and Rulers can employ Sailors to form trade links through waterways. Fish (>> Citizen), Defend (Citizen ≤Sailor≤ Soldier) and can operate naval vessels.
MERGED WITH SOLDIER, Labourers can be employed by Merchants to act as traders, Farmers can now fish.

Priest: Spreads religion (Depending on civics) and gathers offerings from followers. Depending on the civics of a civilization will affect how much ‘tithes’ a priest may gain and what he can employ. Moving the Priest to another city will cause him to spread the religion there.

Slave: Can only be employed and depending on civics may never own anything, freed slaves that are not employed are governed by civics (such as selling them, or they becoming a free ‘citizen’). Only upkeep is their demand for food, excess food garners population growth. Depending on their tasks the employers must supply the necessary tools and good to increase the efficiency of the slave, which is always better than a citizen but less effective than the population that does it. They also have a HARD time being educated in any form or degree, basic literacy is the best they can achieve.

=Tier 2= ‘Further Domestication and Agriculture’

Farmer: Grower of food and provider of most natural goods summarize the Farmer quite well. With the discovery of a cereal/fruit/vegetable/fauna (other than dogs) the Farmer class may be unlocked. Initially they will harvest the resource at the same efficiency as the citizen (Base, but not as forage. Wheat will provide wheat), but with tools they may begin to domesticate the crop/animal and eventually begin to spread it to other farming areas. To domesticate animals they must initially hunt them (=Soldiers) but with a chance to domesticate the animal, growing with each turn. With the presence of ‘tools’, ‘dogs’ and ‘building materials’ these chances increase geometrically. Already knowing how to domesticate an animal or plant increases the chances of domesticating others.

Scholar: The Engineers/Scientists who can be employed and employ others while providing various bonuses depending on the civics of a civilization. Furthermore, civics and technology allow for a greater variety of tasks and bonuses.
*
*Bureaucrat:
The Administrative class which can only be employed under a ‘Ruler/Ruling Class’. From that they can then employ various other classes to work under the ‘State’. Ruling classes in other communities can also be taxed, instead of being limited to the tax provided by the Capital. Again, like all classes, what tasks they can perform and bonuses they provide will be dictated by their Education, Technology and Civics.

Officers: Rulers provide more leadership points. Officers may only be employed by the ‘State’ (Ruler) and subsequently the respective ‘Ruling classes’. They provide additional leadership points which is largely governed by Education, Technology, and Civics. They preform best under a system that employs a Professional Army. They in turn, may employ Soldiers to better maintain them and grant varying bonuses.

=Ruler and Ruling Classes=

A ruler initially will have no demands and depending on choices will come from various classes. Furthermore, different combinations of classes will result in different structures. If the Ruler is from the ‘Officer’ class, this will provide increased bonuses from other officers and will probably be consider a Despot. If the Ruling Classes are drawn from the ‘Officer’ pool as well, then these will form the ‘Junta’ and they tend to employ as many soldiers as they can from the resources they get from their communities. They can employ other classes for varying effects and abilities, a priestly class under the employ of a despot may prefer a more ‘aggressive’ religion. A bureaucrat under that priest may force this opinion on the other priests in the civilization.

=Combinations=

Various combinations in employment will result in different things. A priest employing the farmer will gain access to his crop, that farmer will be provided from the priest overall, and will tend to follow his culture and religion. A merchant may employ people in the community his is presently in (foreign or domestic) once he is able to afford it.
A priest employing a bureaucrat may create a more centralized religion outside the control of the ‘State’.

Dynamic Demographics

Forward the Empire Acularius