I promised an update quite some time ago, but never got around to actually delivering it. I am very close to finishing the new version of the mod, and I figured I would give a detailed update of the new features and the last few things I am working on before I release the current version.
New Features:
Population is divided into 4 classes now: Peasantry/Serfs/Slaves, Freemen, Gentry and Burghers
- Freemen act the same as the old rural population except they are not governed by the peasant freedom law
- Burghers act the same as the old urban population
- Peasants/Serfs/Slaves act the same as the old rural population
- Gentry are supported by the peasants and their carry capacity is 1/20 of the peasant population (they also consume 1 urban carry capacity)
Holding income and levy troops are based off of the population of each class (buildings don't give troops)
- Peasants give a medium amount of income and no troops
- Freemen give a small amount of income and low/medium tier troops (light infantry, archers, heavy infantry, light cavalry)
- Burghers give a large amount of income and a small number of low/medium tier troops (with a larger infantry focus)
- Gentry give a small negative amount of income and medium/high tier troops (light cavalry, horse archers, knights, camel cavalry)
Levy Troop composition is based off culture
- Freemen and Burgher troop compositions are based off the culture of the province
- Gentry composition depends on the culture of the settlement holder
Raising levies decreases the population of the settlement
- The current levy and garrison amount is tracked monthly
- If troops are raised (decreasing the current levy), the population of each class will be reduced by the amount of troops it has contributed
- When levies are disbanded, the troops added back to the garrison will be added back to the population
- (This feature only works for demesne levies, not liege levies)
Migration is tracked for all populations
- Migration now occurs between holdings in a lord's demesne in addition to intra-county and inter-county migration
- Inter-county migration now occurs between all settlements in neighbouring counties, instead of just the capitals
Revamped the mod structure
- Changes to migration in particular drastically increased the computation time, so migration and modifier application have been moved to a yearly event for all independent rulers in order to spread out the computational load among multiple days (the previous mod structure was causing a 5s pause once a year on my computer)
Populations are tracked in the thousands rather than individuals
- In order to round the populations to whole numbers, I had to divide and multiply every variable by 1000 every time I changed them, this was an unnecessary computational load, so I simply decided to track populations in the thousands instead (since CK2 variables have 3 decimal point precision, this means no additional calculations are needed)
- (eg. a population of 12 345 will display as 12.345k)
Vassal Obligations affect the troop composition and income provided by each population class as well as affect their growth rate
- Gentry are affected by feudal obligations
- Burghers are affected by the republic obligations
- Freemen are affected by the tribal obligations
- Peasants always give full taxes and no troops
Troop and Income modifiers are now hidden
- The troops/income contributed by each class are broken down in the population decision description
- reduces the clutter on the settlement display
Removed the demesne tax law from previous version of the mod
- using the global tax modifier to set the demesne tax had several problems (such as trade posts also getting nerfed)
- tax levels are determined by feudal/republican/theocratic/tribal obligation levels
- since barons have no laws, settlements held by barons use the laws of their direct liege
Simple promotion/demotion mechanic
- Promotion can happen from serfs to freemen, freemen to gentry and both serfs and freemen to burghers
- The population that promotes is dependent on the growth rate of the promoting class, the growth rate of the class they are promoting to, and the population of the promoting class (in the future crown laws that alter this promotion rate will be added)
- Demotion is very simple at the moment and simply occurs when there is negative growth of a higher-tier population (ie. the population is over its carry cap)
- Gentry will demote to freemen and freemen will demote to serfs
- Burghers don't demote
Revolt risk modiiers have been revamped
- Revolt risk added for each population type is calculated
- Culture and religion affect the rate at which the revolt risk scales with population
- Depending on the government of the holder, the revolt risk for each population type will be different
- Serf revolt risk is affected by the freedom laws
Reworked the tribal-feudal/republic transition
- Transitioning to a feudal or republic government now requires your capital to meet a certain population threshold (500 Gentry for feudal and 1000 Burghers for Tribal)
- Converting to tribal no longer instantly converts all tribes to castles/cities/temples
- Changing your government type converts your capital holding to a castle (city) when converting to feudal (republic)
- When a tribe is converted to any other settlement type (whether because of government reform or a targetted decision to convert the settlement, a portion of the population, 1/(0.5+0.5*number_of_empty_slots) remains in the converted settlement, and the rest of the population moves to a new tribal settlement that is built in the holding
- (The holding levies will be refilled, and the modifiers re-calculated instantly)
Removed the demesne manorialism laws
- from now on I will exclusively use the crown law to govern the mechanics related to this law
There might be a few things missing from this list, because there were a lot of changes made
Things to do before release:
Rework the urban migration to be in line with the new promotion mechanic
Playtest the mod to make sure there aren't any major game-breaking bugs
Future Plans:
Clean up the localization files. There are a ton of references in the localization files to things that no longer exist in the mod. I need to go through and remove all of these eventually.
Add new crown laws to modify promotion demotion (similar to the laws in EU: Rome that affect promotion and demotion of the three classes)
Add ai decision making for new tax crown laws
Modify the ai decision making for the obligation laws to account for the fact that demesne troops, income and revolt risk are now affected by them
Separate the peasant class into slaves/serfs and peasants. Peasants would still give carry capacity to the gentry, but they would not be governed by the freedom laws, and they would give a small amount of low tier troops (light infantry and archers). They would be governed by the tribal obligations (same as freemen)
Add a new clergy class. Depending on the religion of the province, the clergy would either have a negative growth rate (no reproduction) or have a normal growth rate. Would be governed by the theocracy obligations, but would provide less troops and income and give a small amount of piety instead. For religions with no clergy growth, the population would be sustained by promotion to this class. Hinduism, Judaism and Islam are examples of religions where the clergy has normal growth rate.
Change the way that the food imports work. Right now, when you build a food import building it just gives the settlement access to the excess urban capacity of the relevant area, but it doesn't affect the urban capacity available to the other settlements, this means the other settlements will grow and use up their capacity. This will result in the available excess capacity decreasing over time and eventually going to zero. I need to think of a better way of distributing the excess capacity.
Modify the rebel revolt events to represent the populations and their relative revolt risk. Since revolt risk is tracked per population type, we can cause different types of revolts to fire depending on which population type is contributing the most revolt risk. We could even alter the rebel cbs so that not all of the rebel revolts are all or nothing. For example, I am thinking a revolt of the serfs population could have a cb that changes the peasant freedom law. Once I have finished the major parts of the mod, I will likely spend some time exploring this.
Add lots of comments so people can understand the scripts and use parts/all of the mod if they are interested.
I am hoping to finish my update to the mod in the coming month, but might take a while for a few reasons. I am still not sure the best way to implement a few features, such as the tribal government reform and the culture specific troop types. If any of you have any ideas or thoughts, feel free to let me know.
EDIT: I have been updating this list as I remember things I have changed and make progress on the mod.