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Tinto Talks #17 - 19th of June 2024

Welcome everyone to the 17th Tinto Talks, in this Happy Wednesday, we will give you further information about the most secret game you could ever think of, the one with the codename Project Caesar.

Today we will delve into the depths and mechanics of how the population system of the game actually works.

As a recap, we have 6 different social classes, with Nobles, Clergy & Burghers viewed as upper class, while Peasants, Tribesmen & Slaves make up the other three. Every location has a population, and each combination of social class, culture and religion creates a unique “pop” in the game. That Pop may contain 1 person, or 250 Million, but it is still referred to as a “pop”.


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Design copied from an old game I made a decade or two ago… UI is a bit placeholdery, but i like the browsing capabilities..


Population Capacity
Each location has a population capacity which depends on quite a lot of factors. The core of it is vegetation, topography and climate, while the amount of buildings and development increases it as well. If your population is higher than its current capacity, then there is a very large impact on its migration attraction and population growth.

While there are no restrictions on how many peasants, slaves or tribesmen there can be in a single location, the amount of upper class pops there can be is limited, and depends on what infrastructure there exists for that type of pop. Of course, if their estates have money, they tend to want to construct buildings that increase how many they are to further increase their power in the country.

There are reasons why you want upper class pops, and not just always creating an egalitarian “all are peasants” society, and that is when the capital economy developing during this era depends heavily on burghers, so you want to have a fair amount of those. You also want clergy of your national religion as they will help with stability, and having nobles of proper culture will help with your diplomacy and warfare.


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Having levies raised from a specific class, reduces the maximum population there can be for that certain class.


Promotion & Demotion
If there can be more pops of a certain social class, pops will promote to become that class over time. While there is a base value, promoting to some classes like nobles will just be a fraction of that each month. If you wish to speed this up in your country, you can use a cabinet member to increase it. There are many factors that impact how quickly pops can be promoted, some are affecting your entire country, some others are more local, like during Devastation or a Lack of Control. Demotion happens when you have pops over your capacity, and will happen much, much quicker than promotion.

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16 peasants will be promoted every month to become what is needed in Kalmar...


Population Growth
Only peasants and tribesmen grow organically on their own, but all types of pops can die off from negative growth.

Overpopulation, Lack of food, War exhaustion and Devastation have a significant negative impact on population growth, while having access to free land & lots of food increases the growth.

Not to forget, the population can die directly from diseases and warfare as well.

pop_growth.png

Peaceful and nice, the population should grow nicely here…


Assimilation
Assimilation is a very slow process, and pops will assimilate to the primary culture in core locations if they belong to a culture that your country does not appreciate. Societal Values and Lack of Control have a significant impact on this, but there are buildings and other things that can impact it. In most majorly populated areas the natural growth of pops will outpace the assimilation. However, there is a cabinet action where you can increase assimilation in a specific province.

monthly_assimilation.png

Sadly this is a slow process in this location, 3 pops will assimilate next month..

Conversion
Converting pops works similarly to assimilation, but there are two major differences. First of all, there are mechanics and systems that sometimes change the religion of pops from what your country may desire. Secondly, there is normally no conversion, but you have to actively enforce religious conversion in a province by using a cabinet. The amount of the population that convert each month depends on what type of buildings you may have, your societal values, laws you can enact, or the privileges given to the clergy. If your clergy is very powerful as well, conversion is quicker.

monthly_conversion.png

103,26% of 0 base conversion is still going to be 0 pops.

Migration
There are several ways for pops to migrate, multiple ones regarding the colonization aspect of the game will be talked about in a later Tinto Talks. There is also content that does migration, where events, disasters or other scripted content will set up specific migration from one place to another.

However, there is also a natural migration mechanic, where the population will move between locations. Pops will move away from locations that have a negative migration attraction, and will go to one with higher migration attraction in the same market. Upper class pops are usually allowed to migrate, while not many countries allow their peasants to move freely.

As for other things, you can use your cabinet to control this, where you can have one member of the cabinet leading an effort to expel people from one province, severely reducing their migration attraction, while another one could attract people to another province. You can also construct buildings in lowly populated locations to attract pops to move there.

migration_attraction.png

The price of stone in Kalmar is not inviting, but it's calm and plenty of land is available..


Literacy
Each pop keeps track of its own literacy as well, and there are buildings, advances, laws and other things that impact how quickly it can grow and how high it can be. The average literacy of a country has an impact on the research speed of that country, and the literacy of a pop has some impact on its satisfaction. However, there is also an immediate impact on the location of the average literacy of all of the same social class. Amongst other things, the average literacy of the nobles in a location has an impact on how quickly control can increase there, and the average literacy of slaves in a location increases the unrest of the location.

literacy.png

Literate Burghers will definitely make you richer over the long term..


Population Needs
Each pop has its own needs for goods, and if they can’t get all of those goods, their satisfaction will be lower. The goods that a pop requires depend on their social class, their culture, their religion and where they live. They also may start caring about goods when they know about them, as the demand for tobacco will only appear in Europe when the pops actually know about it. Obviously people in colder climates want more lumber or coal, while a Jain pop is not wanting any fur at all.

pop_needs.png

I am not entirely sure why these burghers want mercury…

Satisfaction
The population needs impact their satisfaction in two ways. If they can't get the goods that they want, it's a penalty to their satisfaction. However, the prices of the goods also affect their satisfaction, as if the prices are high, then satisfaction drops, but if you can get the goods they require cheaper in the market they live in, their satisfaction will increase, but their literacy impacts how much they understand the price impact though.

Satisfaction also depends heavily on the status of their culture in the country, the religion they belong to, and how satisfied their estate currently is. There are other ways to make pops more satisfied like certain buildings, or the good old method of stationing armies.

Pops with low satisfaction will join and start supporting a rebel faction.


satisfaction.png

Of course, these poor pops lack one of the most important things in life.

Even though pops may not be upset enough to rebel, their satisfaction has other impacts, as the average satisfaction of all pops in a location has an impact on prosperity and control.


average_satisfaction.png

Here even the paradox maths check out!


Stick around, as next week we’ll be talking a bit about laws!
 

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hmmm, this has been an interesting read. I honestly disagree strongly on burgers and nobles not growing on their own as a pop, while for the clergy it makes lots of sense. Another thingy I am iffy about is migration being local to just a market, it definitely smells like exploits can be made from this, especially in things like the HRE, Italy, Anatolia etc. I can for example as a OPM increase my migration attraction and syphon away pops from the entire market.

Or for example as France if I kill the Bordeaux market all the pop will syphon into Paris

Which is hmmm Idk. Like, let's take mercs. Historically they were broke nobles or peasants. How do they count as a pop? Also, why would nobles move away from the territories they own? Like, Noble migration makes sense only to settle new territories for their own feud, not to flee away from their territories because Antwerpen is such a nice city (just as an example)

on the other hand, it doesn't make sense for burgers (thus traders) to be able to migrate only in their own trade node. Like, how will you simulate things like the Genoese and Venetian community in Costantinople or in their small outpost on the med? With this migration method surely Italian burgers wouldn't settle there, but it makes no sense, they should be able to do so, nay the should be encouraged to do so. So how do you make that?
 
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Is the lack of upper class pops growing for performance reasons?

partly, but also because it serves no purposes caring about 20 nobles growing.
 
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Will there be a specific mechanic to give certain 'culture pops' incentives to migrate? I particularly mean the Romani and Jews, at least in the case of Europe, as besides expulsion the Romani naturally migrated in Europe - or these will be more reflected by events? Another more specific case being Romanian (Vlachs) pastoralists moving along the carpathian mountains towards moravia/silesia and settling along the entire range.
I ask as 'within market' and 'peasants might not be allowed to migrate' as per nation doesn't reflect this entirely since in the case of the Romanians (much more extreme in the case of Romani/Jews) there you have a multitude of countries (which might block the historic movement if say hungary blocks peasantry migration you have no migration from the ottomans to the rest of europe) and 3 markets of Krakow/Prague/Budapest? (plus 2 more if they push into the mountains) which will just steer migration in ahistorical directions, not a bad thing ofcourse.
 
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Looks as if there is going to be a 6fold nested tooltip.
Very interesting, I like the amount of different features. This game is going to be wonderfully complex
 
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Will Muslim Burgher and Nobility Pops Demand Alcoholic Goods?
Because Rich people simply drank it regardless of religious restriction's in Most Islamic nations, even Peasants drank it tho not as widely as Richer folks
 
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Is this culture based? What if Jains colonize Massachusetts, do they still not want furs?

Jain's don't believe in killing anything, and using something from an animal is wrong.
 
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Its a basic technology that MOST have, but not all.
Oh. I hope the technology system is in-depth enough that any tag can always just research "basic technology" like this 50 years into the game, because a lot of cultures remained illiterate centuries past 1337. I wouldn't want the game to give the impression that getting an alphabet is trivially easy and that the only reason to not get it is because all your kings and chiefs are bloody stupid.
 
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That looks strange, I would expect the majority of burghers to be literate, not just 13%?
Burgher children usually learned to read and write at a young age at home...

usually, but numbers are "lol, we are still in the phase between alpha and beta so we keep changing it all the time"
 
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yeah, but not really. 1 angry pop amongst 25,000 peasants its just 1 angry peasant nobody gives a fuck about.

But that angry peasant has skills others don't, including literacy and military... what about this army of sheep being led by a lion?
 
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When you say assimilation to primary culture in core locations, does that mean they'll assimilate into the locations primary culture or the countries.

to the country
 
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So what happens if you got a Polish majority in Gdansk (an example) and a bunch of Polish people migrate to other provinces in Berlin and other exclusively German provinces in the same market. Because growth rate is exponential, does this mean that suddenly your entire country will have Polish minorities all around in every province?
 
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What mechanics are based on upper class vs lower class? It's a bit strange that all the clergy is considered upper class, even some minor parish priest. Historically, lower level clergy were actually quite poor. Of course, the upper vs lower could be referring to status/rank in society, rather than wealth (which makes more sense for all the pop types in PC), but with clergy this still seems to be a bit of an issue, as a village priest did not have much status in European society during the Middle Ages or Early Modern periods. They certainly didn't have the same social rank as the upper nobility or a very rich merchant.
 
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I, too, feel more satisfied when the military occupation I am under is more directly visible.

At least I would appear "less unsatisfied" publicly.
 
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Is there a way to keep pops *out* of migrating to our country?

You can block some estates from migrating.

but its also primarily inside your market.
 
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