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Nicolas-

Nc-Rm
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Oct 24, 2015
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It would've been really cool if certain pops were modded to produce small amounts of power and such...

It seems that they can only produce gold, commerce income or manpower. So a pop like priests can't be really created.

It seems like a missed opportunity. Many people who don't like the current mana system would've preferred that.

I hope it becomes moddable.
 
This could probably be modeled with variables and counting the number of pops, their happiness, etc.
 
I looked in the ingame_topbar.gui and found the "oratory_value". So I did a search with grepWin for that term but it found nothing, so I don't think that value is modable on a monthly basis directly. Second guess would be an event system, but doing that for all the nations will REALLY slow the game down. Doing the event only for the player would unbalance the game, so I don't see an easy fix for your problem sorry :/
 
It would've been really cool if certain pops were modded to produce small amounts of power and such...

It seems that they can only produce gold, commerce income or manpower. So a pop like priests can't be really created.

It seems like a missed opportunity. Many people who don't like the current mana system would've preferred that.

I hope it becomes moddable.

Few things:

1. You can mod pops/buildings to have the all_power_cost modifier, which makes everything across the board cost more/less power. So while a Priest pop might not make religious power, you could make it so that x number of Priest pops across your empire (it is a country-scope modifier, not city/province) would make everything free. If you wanted to limit it, you could also mod your Priests to each have a small global_priest_output_modifier so that having more than a certain number would make them all stop working due to diminishing returns (EDIT: Not 100% on the mathematical truth of this last part. I could be full of s**t.)

2. You can mod things that currently cost power to cost gold instead, and then have pops produce more gold to compensate. scaled_gold = x is a decent value for this, where x equals whatever your monthly gold gain is. So, for example, setting citizen move cost to scaled_gold = 1.5 would mean that moving a citizen would always cost 150% of your current monthly income.

3. You could potentially write a hidden background event (I'm a little shaky on exactly how, scope-wise to do this, but I've been experimenting a bit) that would (for example) add mana each month based on how many of a certain pop you have in your empire (or, for example, in all provinces in your empire that have a certain building, >x unrest, no current siege or combat, happiness >x, etc.) Granted, the actual amount you get wouldn't be automatically affected by things like pop happiness or output level (a least without a lot of coding). But it might serve your purposes.
 
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