#23 – Why I rescaled the entire population system

Greetings, emperors!

The demo is out, the Umkira Manoeuvre is up, and now it’s time to talk about something I’ve been quietly working on behind the scenes for a while, a full rebalance of the population system. This one runs deep, so I’m splitting it into two posts. Today is about the problem I found, and why it needed fixing before launch.

It started with something simple. I pulled up a year-10 save from an Imperium campaign and just looked at the numbers properly. What I found wasn’t good. Mobilisation, the share of an empire’s total population under arms, had crept up to 32.8%. Nearly a third of every citizen in the empire was a soldier. That’s not an empire, that’s a garrison with a flag.

I checked a year-5 save too, and then some later Golcanda and Ende saves, to make sure it wasn’t just an Imperium quirk. It wasn’t. The pattern held everywhere.

There was a second problem sitting right alongside it. I looked at city sizes across the same saves and found 37 cities averaging just 2,411 citizens. Cities weren’t growing, they were stalling. A capital would shoot up towards its population cap within the first few months of a campaign and then just sit there, barely moving, for the rest of the game.

Put those two problems together and you get an empire that feels wrong in a specific way. Armies that are disproportionately huge compared to the people they’re supposed to be drawn from, and cities that never feel like they’re actually developing. Neither of those is the fantasy I want Imperium Sine Fine to deliver.

So I did something I don’t do lightly, I rescaled population itself. Every population-related constant, starting populations, terrain population caps, province development thresholds, workshop staffing requirements, all multiplied by three. Troop counts, garrison sizes, equipment costs, all of that stayed exactly where it was. That’s the whole trick, really. By tripling the population side and leaving the military side untouched, mobilisation drops on its own, no separate combat rebalancing required.

The result on that same year-10 save: mobilisation falls from 32.8% down to somewhere around 8 to 11%. That’s an empire that can actually field an army without hollowing itself out to do it.

I also went after the stalled growth problem directly. The growth base floor, the mechanism that decides how fast a young city grows relative to its cap, moved from 0.10 to 0.40, with a firm ceiling of 15,000 so it can’t be abused by very large, still-developing cities. And capital cities specifically got their own headroom fix, opening at around 70% of their cap instead of 95%, so there’s actually years of visible growth ahead of them rather than an immediate wall.

In my next post I’ll tell you about the test run, because rescaling something this fundamental doesn’t go perfectly on the first attempt, and there were a few genuinely interesting problems that only showed up once I actually played it.

If you haven’t yet, please wishlist Imperium Sine Fine on Steam, it helps enormously as I head towards launch.

If you’ve been playing the demo, keep that feedback coming, ap**@*****rg.one. It all feeds directly into this.

Cheers!

4 comments on #23 – Why I rescaled the entire population system

    1. No, the demo is only available on Steam. I started a beta om mobile several months ago but this is now closed as we’re nearing the Next Fest on Steam.

      1. Can the recruitment rate be change? Like for example a culture of an empire that requires every abled men to be reserved or like a force conscription.

        1. Yes, this can be done in the Laws panel, the same place that you also change the reinforcement priority (infantry first, cavalry first or focus on garrisons). You can test this in the demo if you want to see how it looks. Or in the Android version on the Play store as it exists also in the current version of the game.

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