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<title>Barons of the Galaxy Forum - Feature Requests - Stabilizing populations - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<description>Barons of the Galaxy Forum - Feature Requests - Stabilizing populations - Messages</description>
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<pubDate>Mon, 11 Sep 2017 12:59:45 GMT</pubDate>
<lastBuildDate>Mon, 11 Sep 2017 12:59:45 GMT</lastBuildDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[Now I feel senile about it all!!!]]></description>
<pubDate>Mon, 11 Sep 2017 12:59:45 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Aywanez</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote>That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.</blockquote><br/><br/>You realise this is the first time you have actually stated this? It is GREAT to know and it explains quite a few things that were really not adding up with supply, demand and city growth. <br/><br/>Thanks for sharing!</blockquote><br/>He said that before. <a href="http://forum.baronsofthegalaxy.com/topic2701-regarding-demand-in-cities.aspx#post5738" target="_blank" rel="nofollow">http://forum.baronsofthegalaxy.com/topic2701-regarding-demand-in-cities.aspx#post5738</a><br/>And if you look at the end of the thread, you will notice that you were there.]]></description>
<pubDate>Sat, 09 Sep 2017 08:05:54 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.</blockquote><br/><br/>You realise this is the first time you have actually stated this? It is GREAT to know and it explains quite a few things that were really not adding up with supply, demand and city growth. <br/><br/>Thanks for sharing!]]></description>
<pubDate>Thu, 07 Sep 2017 03:13:54 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Rekkles</title>
<description><![CDATA[Ah i didnt know about that! Awesome!]]></description>
<pubDate>Tue, 05 Sep 2017 01:56:29 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Rekkles</b> wrote:<br/><blockquote>Is it possible (and would it be wise) to have components, end products and civil services have a decreasing effect on population growth based on the population at a city?<br/><br/>For example - Since components only start climbing at 2 Mil, could they also start of with say only a 50% effect on the population at 2 Mil, rising to 100% at 4 Mil. Likewise with End products having 50% effect at 3Mil up to 100% at 6 Mil and Civil services at 5 and 10 Mil. On the flipside, once a city drops below 2.5Mil (half of 5), Civil services would have 0 effect on population decline. Likewise with End products at 1.5 and Components at 1.<br/><br/>This would mean that, during growth they are less important, and also importantly in a crashing city, they eventually become less important. A city with 1 mill population thats still declining hard because there isnt enough Adult Toys is a bit silly. <br/>A city could still crash without the raw materials, but it makes it a whole lot easier to save a city, and stabilizes the growth of a city without affecting the actual end population or profits.<br/><i>edited by Rekkles on 9/3/2017</i></blockquote><br/><br/><br/>That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.]]></description>
<pubDate>Mon, 04 Sep 2017 15:05:24 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2768-stabilizing-populations.aspx</link>
<title>Message from Rekkles</title>
<description><![CDATA[Is it possible (and would it be wise) to have components, end products and civil services have a decreasing effect on population growth based on the population at a city?<br/><br/>For example - Since components only start climbing at 2 Mil, could they also start of with say only a 50% effect on the population at 2 Mil, rising to 100% at 4 Mil. Likewise with End products having 50% effect at 3Mil up to 100% at 6 Mil and Civil services at 5 and 10 Mil. On the flipside, once a city drops below 2.5Mil (half of 5), Civil services would have 0 effect on population decline. Likewise with End products at 1.5 and Components at 1.<br/><br/>This would mean that, during growth they are less important, and also importantly in a crashing city, they eventually become less important. A city with 1 mill population thats still declining hard because there isnt enough Adult Toys is a bit silly. <br/>A city could still crash without the raw materials, but it makes it a whole lot easier to save a city, and stabilizes the growth of a city without affecting the actual end population or profits.<br/><i>edited by Rekkles on 9/3/2017</i>]]></description>
<pubDate>Sun, 03 Sep 2017 02:10:47 GMT</pubDate>
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