Empty homes draw settlers: growth follows housing

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-10-19 20:31:25 +01:00
parent 0b7e4a722f
commit 8fbab37a56
3 changed files with 33 additions and 7 deletions

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@ -35,7 +35,8 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
Construction also saws planks, which higher building levels need, and
builds fittings from them: one-off upgrades a building takes once it's high
enough (shelving, a well pump, weapon racks, enchanted chests…). Population eats food,
pays taxes, and grows up to the housing cap; it promotes the settlement
pays taxes, and fills the houses (empty homes draw settlers, about a
quarter of all homes a day, plus slow family growth); it promotes the settlement
(hamlet, village at 40, town at 90, city at 150), which raises building
level caps and gives everyone bank slots.
- **Prayer:** enemies drop bones; burying them gives prayer points and

17
game.py
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@ -482,7 +482,10 @@ TIERS = [
{"name": "City", "pop": 150, "cap": 99, "houses": 8},
]
TIER_SLOTS = 2
GROWTH_PER_DAY = 0.12
# Growth: empty homes draw settlers (a share of all the homes, every day, while
# any stand empty), and families grow a little on their own.
SETTLERS_PER_HOME = 0.25
FAMILY_GROWTH = 0.05
RAID_GROUPS = ["the Red Hand", "the Hollow Crows", "the Blackwater gang", "the Ashen Wolves",
"the Gallows Men", "the Thornback raiders"]
@ -1431,6 +1434,13 @@ def _start_next(world: dict, now: float) -> None:
log(world, now, "build", f"{verb} the {BUILDINGS[key]['name'].lower()} began")
def growth_per_day(world: dict) -> float:
"""New townsfolk a day while there's room: settlers for the homes, plus families."""
pop = world["city"]["population"]
growth = SETTLERS_PER_HOME * housing(world) + FAMILY_GROWTH * pop
return growth * city_rate(world, "growth") * (1.25 if fitted(world, "furniture") else 1)
def population_view(world: dict) -> dict:
"""Population, food and tier, with the numbers that explain them."""
city = world["city"]
@ -1439,7 +1449,7 @@ def population_view(world: dict) -> dict:
if city["starving"]:
growth = -pop * 0.04
elif pop < room - 0.01:
growth = max(0.5, pop * GROWTH_PER_DAY)
growth = growth_per_day(world)
elif pop > room:
growth = -pop * 0.05
else:
@ -1619,8 +1629,7 @@ def _city_hour(world: dict, now: float) -> None:
else:
room = housing(world)
if pop < room:
growth = max(0.5, pop * GROWTH_PER_DAY) * city_rate(world, "growth") * (1.25 if fitted(world, "furniture") else 1)
city["population"] = min(room, pop + growth / 24)
city["population"] = min(room, pop + growth_per_day(world) / 24)
elif pop > room:
city["population"] = max(room, pop - pop * 0.05 / 24)
city["treasury"] += pop * 0.5 / 24

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@ -302,11 +302,26 @@ class CityTest(unittest.TestCase):
world = world_with()
city = world["city"]
city["stockpile"] = {"bread": 5}
city["population"] = 25.0 # a full town, so nobody new arrives
world["next_fortune_at"] = None # no lucky wagon of bread
game.tick(world, T0 + 4 * game.DAY, random.Random(1))
self.assertTrue(city["starving"])
self.assertNotIn("bread", city["stockpile"])
self.assertLess(city["population"], 20)
self.assertLess(city["population"], 25)
def test_empty_homes_draw_settlers(self):
world = world_with()
city = world["city"]
city["population"] = 22.0
city["buildings"]["houses"]["level"] = 2
city["stockpile"] = {"bread": 10_000}
self.assertAlmostEqual(game.growth_per_day(world), 0.25 * 65 + 0.05 * 22)
for _hour in range(24):
game._city_hour(world, T0)
self.assertGreater(city["population"], 38)
for _hour in range(48):
game._city_hour(world, T0)
self.assertEqual(city["population"], 65)
def test_fed_city_grows_to_housing_and_pays_tax(self):
world = world_with()
@ -899,8 +914,9 @@ class ConstructionTest(unittest.TestCase):
def test_townsfolk_trickle_and_levels_help(self):
world = self.site()
world["city"]["population"] = 25.0 # houses full, so the workforce stays put
game.tick(world, T0 + 10 * game.HOUR, random.Random(1))
self.assertAlmostEqual(world["city"]["construction"]["labour"], 10 * 20 * game.TOWNSFOLK_LABOUR, delta=5)
self.assertAlmostEqual(world["city"]["construction"]["labour"], 10 * 25 * game.TOWNSFOLK_LABOUR, delta=5)
p = world["players"]["bob"]
self.assertEqual(game.labour_per_action(p), 1)
p["xp"]["construction"] = game.XP_TABLE[40]