>>5701967>infant mortalityI was thinking of giving it a flat value of 0.6 since it's the medieval times.
>diseaseA random value between 0.3 and 0.9, I know population density influences this but that isn't uniform across countries so I won't account for it since it goes a bit beyond a spreadsheet and I'm not good enough with coding yet to make a custom program.
>average ageI think you mean life expectancy, for that I think I could assume 1 in 10 to 4 in 10 people die of old age and do total population - (total population*randbetween(0.1, 0.4))
>immigrationI won't account for that since it wouldn't accout for much (Pleb pops determine how many resources the players will have(which is another mess of taxes, corruption, banditry, logistics and the seasons) and Elite pops determine how many cultural points(Elite pop * a random number between 0.1 and 0.01) and military effectiveness(a bonus to rolls that I'm not sure how to calculate yet))
>cultural customsA flat bonus the players get to choose.
>>5701972>Do you plan to detail which specific individuals (names, professions, etc.) are passing away each year?No, the closest thing to that should be the death of the ruler(players) and the oscilation of elite population.
>Having a population pyramid?Graphs would be useful for visualizing but those are beyond the scope of this prototype and my abilities.
>Or just wondering how the death rate should affect the speed at which population increases in a vague "good enough" sense?More or less this, the pop system leads into an "absolute economic value" which is then filtered into a Development value which is finally transfomred into usable points where 1 point = 1/1.000.000 of the Dev value.
Here's the spreadsheet so far.