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So with the new update and DLC, I finally got around to fixing up the mod and finishing the most recent changes to the mod.

I found the problem that was causing the deletion of settlements. It seems that with a recent patch, the command destroy_settlement started working on county titles as well. I hadn't expected this, and so the county titles were firing the delete settlement event because they have no population, and this was deleting the capital settlements of the counties. The new version that I plan to upload in the next week or so should no longer have this problem.

The main change in the newest version of the mod is the addition of different population classes. Peasants, Freemen, Burghers and Gentry. The peasants and burghers replace the rural and urban population of the previous version. The main reason for this change was to allow me to model the levy troops with the population. Now the composition of your troops will greatly depend on the population distribution within your settlement. The growth of the different populations will depend on a variety of factors, including the settlement type, tax level, presence of disease, etc.

Once I get closer to releasing the new version, I will put up a more detailed description of all the new stuff.
 
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.
 
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I had some time to play test this weekend, and I believe there aren't any game breaking bugs in the current version, so I have uploaded the new v1.0beta to the opening post. This new version completely changes large portions of the mod, so I likely need to do a lot of tweaking of various parameters. If you are interested in giving it a try, let me know how your games go.

Did you find any bugs? Is the growth rate too slow, or too fast? Overall, how does it feel?
 
Running an observe game with it right now to test it out, and levy sizes do seem a little bit strange. I did a 1066 start, and it's currently 1085. The pecheneg khagan has 83k levies, and for some reason one of his vassal khans and blood brothers has 150k(!?). They very quickly made the Byzantine empire their tributary lol.

https://imgur.com/a/GAVN1FF
 
Running an observe game with it right now to test it out, and levy sizes do seem a little bit strange. I did a 1066 start, and it's currently 1085. The pecheneg khagan has 83k levies, and for some reason one of his vassal khans and blood brothers has 150k(!?). They very quickly made the Byzantine empire their tributary lol.

https://imgur.com/a/GAVN1FF

That is rather odd. The mod actually doesn't really touch Nomad mechanics at all, so a nomad ruler having a large horde size shouldn't be related to my mod.

It may be related to the settlement capture mechanic or the nomad pillage mechanic though. It's possible that the nomads are getting too much extra population from one of these two sources, and this us giving them massive manpower. I noticed some tribal settlements with huge slave populations, so this might be caused by te ssettlement capture event. I will look into it.

What is the population and population cap of the ruler? I can't see in the image because the resolution is too low.
 
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That is rather odd. The mod actually doesn't really touch Nomad mechanics at all, so a nomad ruler having a large horde size shouldn't be related to my mod.

It may be related to the settlement capture mechanic or the nomad pillage mechanic though. It's possible that the nomads are getting too much extra population from one of these two sources, and this us giving them massive manpower. I noticed some tribal settlements with huge slave populations, so this might be caused by te ssettlement capture event. I will look into it.

What is the population and population cap of the ruler? I can't see in the image because the resolution is too low.

Not sure how to actually look at the mod's population mechanic (I've kinda just been looking at size of levies), but the nomad's population is 8.95k in the screenshot. Interestingly, only 1.5k of his levies are actually from his horde. The rest of the 150kish troops are from his vassals.

Also later on the HRE's levies increased up to around 850k from 90k in a pretty short span of time, while the king of england still had a measly 4k levies. At one point, a single county exclave that became independent in the middle of HRE territory had 60k levies compared to 120k for the byzantine emperor at the same time.
 
Not sure how to actually look at the mod's population mechanic (I've kinda just been looking at size of levies), but the nomad's population is 8.95k in the screenshot. Interestingly, only 1.5k of his levies are actually from his horde. The rest of the 150kish troops are from his vassals.

Also later on the HRE's levies increased up to around 850k from 90k in a pretty short span of time, while the king of england still had a measly 4k levies. At one point, a single county exclave that became independent in the middle of HRE territory had 60k levies compared to 120k for the byzantine emperor at the same time.

That definitely sounds like a bug caused by my mod. It sounds like the population is getting really high for some reason. To check, simply right click on the holding. A decision labeled population with all the population information will pop up.

I accidentally deleted the explanation when I updated the opening post. I will fix that.

Can you upload your save?
 
That definitely sounds like a bug caused by my mod. It sounds like the population is getting really high for some reason. To check, simply right click on the holding. A decision labeled population with all the population information will pop up.

I accidentally deleted the explanation when I updated the opening post. I will fix that.

Can you upload your save?

Here's the save from when I took the screenshot. Hmm I suppose I'll have to console take control of a ruler to take a look at the population info.
 

Attachments

  • ---1085_06_05.ck2
    8,3 MB · Views: 6
Ah I see. I'll have to check the beta. I am not using it at the moment.

EDIT: Something definitely went buggy there. Half of the map has settlements with populations in the millions. I will have to try to find the problem.

EDIT2: I think I found the problem. It seems to be related to storing population values in the thousands instead of whole numbers. There were a couple of places where I forgot to divide nomad populations by 1000 when converting them to settlement populations. This was causing a problem in a variety of cases, including nomad settling and the settlement capture event when it fires for a nomad capital. I will update the file to include the fix now, but I may still have missed a few places.
 
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Hi TwiddleFactor,

I have been playing with your 1.0 beta, I have not proper evidence (using other mods along yours) but the population drop seems to be quite drastic. I was looking at constantinople at the start of the game (it had 69k people) and after some wars/epidemics it sits at 12k people.

I was playing in sicily and after and epidemic and small small wars I went from 12k people to 7k.
 
Hi TwiddleFactor,

I have been playing with your 1.0 beta, I have not proper evidence (using other mods along yours) but the population drop seems to be quite drastic. I was looking at constantinople at the start of the game (it had 69k people) and after some wars/epidemics it sits at 12k people.

I was playing in sicily and after and epidemic and small small wars I went from 12k people to 7k.

Thanks for the input. I noticed the loss to disease is quite drastic as well. I will tone it down a little.

I'll also tone down the population decrease from the settlement capture events as well. Were you fighting someone in your religion group? If you saw this even fighting someone in your religion group, maybe I should remove the garrison from the levy tracking mechanic. That way only the levy would be considered and not the garrison.
 
Thanks for the input. I noticed the loss to disease is quite drastic as well. I will tone it down a little.

I'll also tone down the population decrease from the settlement capture events as well. Were you fighting someone in your religion group? If you saw this even fighting someone in your religion group, maybe I should remove the garrison from the levy tracking mechanic. That way only the levy would be considered and not the garrison.

I think I was, I was playing a shia duke in Sicily and the other independant muslim counts were sunni if I remember correctly (might be wrong though). But my own holdings were never fully sieged/captured.

The most spectatular was blachernae though, I saw 69k at the start of the game and after some civil wars/ epidemics/ seljuk war for anatolia lost went down to 12k. As I had not been tracking it extensively I cannot say for sure what caused that drop though.
 
Blacharnae should not have been 69k. Constantinople will start at 69k because it has a large burgher population. There is an event that runs at the beginning of the game that adds a large population to constantinople and changes it to a city. If you are playing without Holy Fury, then the Byzantine emperor wouldn't be able to hold the city and would give it away and take the castle holding (Blacharnae).

I hadn't thought of this, so I should actually make this event only run if the player has Holy Fury.

By the way, if you are using 1.0beta, I would suggest updating to version 1.0.1beta of my mod as soon as possible. There is a bug in 1.0beta that will result in an explosion in population near the nomad areas.
 
Blacharnae should not have been 69k. Constantinople will start at 69k because it has a large burgher population. There is an event that runs at the beginning of the game that adds a large population to constantinople and changes it to a city. If you are playing without Holy Fury, then the Byzantine emperor wouldn't be able to hold the city and would give it away and take the castle holding (Blacharnae).

I hadn't thought of this, so I should actually make this event only run if the player has Holy Fury.

By the way, if you are using 1.0beta, I would suggest updating to version 1.0.1beta of my mod as soon as possible. There is a bug in 1.0beta that will result in an explosion in population near the nomad areas.

Aah my bad then, I am mistaken then, because indeed if I take the start date normal and play Constantinos X (1732) I have constantinople (b_constantinople) as the capital of the county of Constantinople (c_byzantion) with the proper 69k population.

I was mistaken during my game because some usurper made blachernae the capital of the country and I thought that the population had dropped to the castle population. It still went from 69k to 23k in my game though.

Thanks for the heads-up on the 1.01 beta.
 
Using the mod, my capital population has gradually expanded to 252,350 and my army is numbered in the millions, same with everyother state in game haha
 
Any tips for growing your gentry population? I'm playing on a shattered tribal world with the most recent version, the one that fixes the ridiculous growth, but I can't get my gentry to grow large enough for me to reform to feudal.
 
Any tips for growing your gentry population? I'm playing on a shattered tribal world with the most recent version, the one that fixes the ridiculous growth, but I can't get my gentry to grow large enough for me to reform to feudal.

The gentry carry capacity is 5% of the peasant population, so you need to get the peasant population above 10k for starters. Moving your capital to a place with a good carry capacity would be the first step.

The next thing is to increase the peasant population by using the enslave option when capturing a settlement.

Finally, since peasants and freemen share their carry capacity, decreasing the freemen growth rate by increasing the tribal tax obligation can help. You could alternatively get your levies killed to decrease the freemen population, but that probably isn't a good idea.

I think the requirements are a little steep at the moment (especially for vassals and non-tribals), so I will likely decrease the requirement to 250 or so in the next update.

Edit: alternatively you can capture a castle and set your capital to that holding. The population requirement is ignored if your capital holding is a castle.