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Population

Metadata

PropertyValue
StatusPlanned
PriorityHigh
Version Targetv0.1
DependenciesEconomy, Culture, Religion, Politics

Overview

Design Goal

Populations should enable a dynamic world.


Problem Statement

Populations represent a guiding force of a polity, their ideas and ideals push actions. Failing to take care of them may in turn result in them taking action instead. It allows for a dynamic system. Where populations influence the player, but the player can also influence the population.

Example from Other Games: In Victoria 2/3, the population system creates a deeper simulation by having to care for a population. Different social classes follow their own goals and ideals. Clashing with each other and often ruling classes guiding a nation.


Proposed Solution

Core Mechanics

Populations most important characteristics are, their culture, religion and needs for certain goods. First they desire goods for their life needs not to starve, then their religion and culture needs. If they can't live out their ways of life. Their happiness decreases. The more unhappy they become the more willing the get to use more and more radical ways to force a way.

Populations may vote for political parties that aligned with their way of life.

Populations are directly used for military purposes, military units that get completely destroyed results in decreasing population.

It's also important to understand that the different cultures and religion have goods needs to be exercised. So culture and religion of populations also influence what goods they want to buy.

Populations support polity and they in turn will use the support to act on their behalf.

Should life in a location be too miserable, populations will start to migrate.

System Interactions


Trade-offs

✅ Pros

  • Adds meaningful player choices
  • Creates emergent gameplay
  • Integrates with existing systems

❌ Cons

  • Increases complexity
  • Requires balancing effort

Design Principles Applied

Depth Over Breadth

This feature prioritizes meaningful interactions over many shallow ones. See Deep Game Mechanics.

Avoid

Don't make this feature feel like busywork. Every interaction should have clear consequences.

Anti-Pattern

Avoid the "numbers go up" trap where progression feels hollow.


Implementation Phases

Phase 1: Core Loop v0.2

  • Basic mechanic implementation
  • Player-facing UI

Phase 2: Integration v0.3

  • Connect to economy system
  • AI can use the feature

Phase 3: Polish v0.4

  • Balance pass
  • Edge case handling

AI Considerations

AI Parity

Per our AI design principles, the AI must be able to use this feature with the same capabilities as players.

How will the AI interact with this feature?


Testing Criteria

Test CaseExpected Result
Player uses feature correctlyDesired outcome occurs
Edge case: resource at zeroGraceful handling
AI uses featureSame results as player

Open Questions

  • What are the performance implications?


Revision History

DateAuthorChanges
2025-12-01AyanamiInitial draft