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BeingDS

Sergeant
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Jan 3, 2015
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I have made a mod that adds additional types of pops to the game. The only problem is that they are parallel types (not in a single continuum of rank) like Farmer, Laborer, Merchant, City Watch, and Scoundrel.

What I am hoping to accomplish is to have it so that when a Tribesman or Slave is promoted, there is a % chance that they will become one of the other pop types (bonus points if there's a way to pay extra to get your choice of pop guaranteed). I don't know how this might be done, but if anyone can help, I'd be grateful.

Corollary to this, how does one add modifiers for new pop types? For example, there are modifiers like local_citizen_output and freemen_move_cost_modifier. Do I have to add these in somewhere for the new pops, or is the game smart enough to figure out what local_laborer_happyness means all on its own?
 
I have made a mod that adds additional types of pops to the game. The only problem is that they are parallel types (not in a single continuum of rank) like Farmer, Laborer, Merchant, City Watch, and Scoundrel.

What I am hoping to accomplish is to have it so that when a Tribesman or Slave is promoted, there is a % chance that they will become one of the other pop types (bonus points if there's a way to pay extra to get your choice of pop guaranteed). I don't know how this might be done, but if anyone can help, I'd be grateful.

It could definitely be done by scripting your own promotion button and event for social mobility. What happens if you just set multiple promotes in the file? Probably the engine won't like it but you can always give it a shot.

Corollary to this, how does one add modifiers for new pop types? For example, there are modifiers like local_citizen_output and freemen_move_cost_modifier. Do I have to add these in somewhere for the new pops, or is the game smart enough to figure out what local_laborer_happyness means all on its own?

Try it; maybe someone else has already tried and knows the answer but I do not.
 
I have made a mod that adds additional types of pops to the game. The only problem is that they are parallel types (not in a single continuum of rank) like Farmer, Laborer, Merchant, City Watch, and Scoundrel.

What I am hoping to accomplish is to have it so that when a Tribesman or Slave is promoted, there is a % chance that they will become one of the other pop types (bonus points if there's a way to pay extra to get your choice of pop guaranteed). I don't know how this might be done, but if anyone can help, I'd be grateful.

Corollary to this, how does one add modifiers for new pop types? For example, there are modifiers like local_citizen_output and freemen_move_cost_modifier. Do I have to add these in somewhere for the new pops, or is the game smart enough to figure out what local_laborer_happyness means all on its own?

The pop modifiers are generated dynamically based on the entries in the pop_types folder. However, you'll need to add localization and add entries in the modifier_icons folder for them.

If you add new pops, you'll need to edit overview_view.gui, province_window.gui and multiplayer_lobby.gui (and no doubt a few other places) to support the new pop_type.