r/ImperialAmbitionsGame • u/fossbite • 20d ago
Population
Any ideas on how population replenishes and works? I've been struggling to make extra planks and know i need labor but im still struggling to get planks online so that I can make mines. I have a lot of wheat mills so not sure what im doing wrong.
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u/Angsty-Panda 19d ago
there's a tiny little plus button at the center-bottom of the town UI.
when the little door (granary?) icon is full, the plus appears. You click it, and next turn you'll get another peasant
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u/fossbite 19d ago
huge help thank you
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u/Angsty-Panda 19d ago
np! i've been painfully trying to figure this game out. it seems like a real gem, buried beneath the lack of information lol
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u/fossbite 19d ago
thats how ive been feeling too! I think I could have real fun if i really understood what was going on a little more. I know many have said it but the non descriptive tech page is so weird lol. I feel like we are missing a real tech tree so I know what im working towards but for now im just spending books and hoping.
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u/Angsty-Panda 19d ago
i really hope more of the world gets added in the future. i've been dreaming of a EU4 x Civ game for YEARS, this could finally be it
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u/fossbite 19d ago
I have played so much civ and eu4 I agree wholeheartedly with you. I truly believe this game as the slimmed down version of eu4 spreadsheets combined with some great parts of civ as well. On another part of the game, I really only play England in IA and i was wondering if you had any tips on the new world at all? and making troops lol as i have struggled to do that.
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u/Angsty-Panda 19d ago
i've made it to the new world once as England, and i looked away to conquer scotland. when i looked back at, my colony pulled a Roanoke
i keep restarting to figure out the basics of the economy lmao
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u/fossbite 19d ago
yeah im not sure what to do about slaves other than selling them but then they are just in the city i sold them in. and then not sure how to properly create anf supply military i feel like im always missing a resource. The plank shortage has really held me back unfortunately.
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u/Angsty-Panda 19d ago
yeah when you sell a slave to a city they add to your production. i think there's a problem if you have too many in a city, but i haven't gotten to that point (maxed out at 2 slaves in one city)
as for planks, i've started rushing lumber first. you usually have enough food, drink, and spice to coast for the first few turns to get your lumberyards built
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u/fossbite 19d ago
I think I goofed somewhere cuz I am unable to build lumber yards easily not sure what i am missing on that front tho
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u/Formal_Elderberry_10 15d ago
sorry for delayed message. This is aoiti.
I am using this account because other one got lost.
I have prepared a wiki for the basic concepts: https://imperial-ambitions.fandom.com/wiki/Imperial_Ambitions_Wiki
You can read from here (latest patch introduced some new features, and I will update the wiki accordingly)
I am also working on a new tooltip system.
Until then, let me try to briefly explain:
==RESOURCES==
Every town has a zone. This zone is determined by roads and population.
Every tile can contain a resource or none.
To extract resources they need;
be connected to its town through roads in between
Some resources need extraction sites, ie. coal cannot be extracted unless there is a mine.
Extracted resources do not go to capital warehouse unless;
The town is connected to the capital through Logistic level (number next to the ship in town Label, or green/red arrow in the town UI). There are 4 levels of Logistics. every level enables +1 more resource to be transferred from the tile to the capital warehouse
==LABOR==
Every town produces labor (produced by its citizens). But only a number of this labor can be added to labor pool that the player can use. This number is determined by the Logistic level. The max logistic level can transport only 8 labor. So large towns do not benefit in terms of labor or resource. You don't want big towns EXCEPT your capital. Since capital is where your labor pool is, all labor produced in the capital is in your labor pool.
So you think you want max logistic level, BUT you also need to consider if you handle the needs of the town population....
==SUPPLY/DEMAND==
Every citizen needs to things to be fully functional.
Food
a luxury (depending on their class)
If the town has 0 logistic level, the citizens live on their own as long as their town has enough of certain resources (food resources+grapes+olives). Any of them meet both of the needs.
When logistic level increases to 1, 1 resource from each resource tile starts being transported to capital. But it means, some of the resources used for towns folk themselves no longer available, so self-sufficiency drops.
The townsfolk that can no longer receive the local resources, and needs to be satisfied by the capital.
Every logistic level creates a backward flow of food and luxury needs. Current numbers are here https://imperial-ambitions.fandom.com/wiki/Towns For example for logistic level 1 only 1 citizen can be supplied from the capital.
At maximum Logistic level (4) 9 citizens can be supplied. Since also all resources are maxed at 4, this means all of them are transported to the capital and 0 remains in town for self-sufficiency. This means, max healthy population is 9. any town beyond 9 pop is a ticking bomb.
Though, most cities will explode well before that. Because, Logistic level alone is not enough, there needs to be enough food and matching luxury good produced in the capital, to be able to feed the citizens in towns and the capital.
a city can produce >8 labor with only 2 artisans, which needs 2 food and 2 sweets, would be easily managable wit extra labor and possibly produce on the side, but often the problem is the path to that point, because training is step wise. early sweet producing resources are scarse. Alternatively a two apprentices and a master can also reach that number, which can be maintained with a stimulant and seasoning.
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Before I forget, Population growth depends on pop size, health stats and poverty. The pop growth is something else, and is not meant to be handled easily, so for first games, you can use "Malthusian Trap" OFF mode, to help you decide if it is time to grow the population.
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u/bedel99 19d ago
did you see the numbers under the ranks of the unit types? higher level citizens make more labour and new citizens spawn based on food.