a postapocalyptic earth would have a much higher growth rate then 3% each year. Once a person is in a well nurtured enviorment and with a fertility age of 16, with 1 child each year for 12 years, that is alot more then 3% each year that we have now in our overpopulated world.
Actually, human population growth has been higher in the past 3 centuries than it ever was any time in the history of mankind. This is due to a combination of relatively abundant availability of food and housing, better food quality, improved personal hygiene, sanitation, and modern medicine. None of these increased the rate at which people gave birth, but they decreased the mortality rate - people lived longer. Less deaths each year mean a higher population growth for the same birth rate.
So the only way a post apocalyptic earth would have a much higher growth rate than 3% (and 3% is pretty much the max - it's usually half that) is if all of those mortality rate-reducing factors were present. That is pretty much nixed due to the 'post apocalyptic' modifier
. Now in the case of Elemental you could say that magic can take the place of all/most of those factors, I guess, but to go for a sustained growth rate over the low single digits is not realistic. Unless, there is also population growth due to immigration.
lets say the channeller goes overboard with new land to populate, and makes plenty of food awailable by exspending massive amounts of essence, well that kingdom should easily have a pop growth each 30 years of 4 times the population.
That would require a pop growth of 5%. So if you include refugees joining you from the hills, fine, that's close enough to realism so that only a jerk would complain. But that brings us back to the problem of how many turns will that take? Well let's see:
1 turn = 1 day: 10950 turns for population to quadruple
1 turn = 1 week: 1564 turns for pop. to quadruple
1 turn = 1 month: 360 turns for pop. to quadruple
So as you see, we have still not solved the problem of how to make pop growth realistic and still be fun. Even at a growth rate of 5%, it would take ~95 years for a population of 1000 to reach 100,000. That's either 34675, 4950, 1140 turns for your total population to reach 100,000. And that's if you start out with 1000, if you start out with less the time goes up dramatically. I dunno about you but that's unacceptable to me - unless the first several hundred turns play really fast.
On the other hand:
1 turn = 6 months: 60 turns for pop. to quadruple (190 turns to reach 100,000) - even too fast in my opinion
1 turn = 2 months: 180 turns for pop. to quadruple (570 turns to reach 100,000) - actually not bad imo
But unfortunately, 2 months/turn still forces a whole slew of other things to be unrealistic. So if a large majority agree that population growth should be realistic, and don't care about any other time-scale realism, then I'd vote for a 2 month turn system. On the other hand, if it's not important to many people, or if there are lots of disagreements over which time scales should be realistic, then I'd vote to screw it all, let SD determine an arbitrary time-scale and give people the option to make it generic "turns."
The population can explode, As long as the human race has plenty of food and a secure society with lots of room. A low fertility rate is afterall why some species die out. A max fertility rate with a corresponding growth rate of 3% each year is not viable in hazardous worlds. it would be the death of the species.
That's completely untrue. The only possible way for a race to die out is if population growth is negative. If growth is always positive then it will grow and grow until it reaches the carrying capacity of the environment. So any race that has ever died out has either had a consistently negative growth rate, or died due to some major catastrophe. To have a 3% growth rate in a hazardous world would be a miracle - we have less than a 3% growth rate and our mortality rate is tiny.
A lower growth rate then the humans is one important weakness for the fallen.
Yes - it's the weakness that balances the superior strength and abilities of individual fallen.