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With real life keeping me busy, and with me revamping huge parts of the mod, I haven't updated this in a very... Very... Long time, but I have finally got the mod back in a playable state, and I am ready to give an update shortly (although I am not sure anyone would even still play this).

The newest version adds a fully working economic system that models pop wealth, trade and production of goods. A brief overview of the mod features are given below:

1) Pops: The serf, freeman, burgher, and gentry populations of each province are tracked with a corresponding wealth, income and expenses for each group. Pops will promote, demote and die based on the ratio between their wealth and their expenses.

2) Goods: There are currently 6 goods that are produced by serf and freeman pops: food, wool, iron, salt, silk, and gold. The amount of goods produced will depend on the serfs/freemen population, the carry capacity of the province, and the presence of specific buildings. Food is produced in all provinces, but all other goods are tied to certain buildings being present, such as the silk worm rearing for silk, pastures for wool, etc. Each good has a price set by the supply and demand of the good, with supply and demand including the amount produced and consumed by the pops in the province as well as the amount imported and exported from the province. Pops are paid when they produce goods and pay for the goods they need.

3) Trade: trade facilitates the movement of goods from provinces with high production and low demand to provinces with high demand and low production. More details will be given in the future, but the current system allows provinces to trade with all neighbouring provinces and provinces in the same sea zone, and further afield trade uses the vanilla trade post system, similar to the food trade described in the previous post.

Here are some screenshots of the in-game information on pops and trade goods

20210912200233_1.jpg


20210912200249_1.jpg


I'm hoping to release a new version sometime in the next week, but there are a few things I need to finish/fix first.
1) lots of missing localization for buildings and other things
2) a bug that results in pops promoting to gentry/burghers and dying when the wealth of gentry/burghers is near 0.
3) play testing to confirm there aren't any game-breaking bugs
 
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I'm deeply excited for the newest update! please make it compatible with HIP & CK2+ as most people play Ck2 that way now!
Thanks for the support. At the moment it isn't compatible with HIP or CK2+, but I did have it working in HIP in a previous version. Once things are a little more finalized I can try to adapt it to HIP again.

Is CK2+ working on the most recent patch now? They were stuck a few patches back for the longest time, and my mod relies on some of the newer modding features, so until it gets updated I won't be able to adapt the mod to it.

For anyone wondering, I am hoping to release a new version this weekend. It wont be in a fully balanced or finalized state, but should be reasonably playable.
 
Thanks for the support. At the moment it isn't compatible with HIP or CK2+, but I did have it working in HIP in a previous version. Once things are a little more finalized I can try to adapt it to HIP again.

Is CK2+ working on the most recent patch now? They were stuck a few patches back for the longest time, and my mod relies on some of the newer modding features, so until it gets updated I won't be able to adapt the mod to it.

For anyone wondering, I am hoping to release a new version this weekend. It wont be in a fully balanced or finalized state, but should be reasonably playable.
Ck2+ was recently updated, to work with the most recent patch, and was uploaded to the Steam Workshop. It was pretty unexpected, considering the mod seemed dead.

I'm very excited for the release!
 
I am ready to release the first beta of the new expanded version. I will attach the new version to this post, and once I have had some time to update the description in the opening post, I will update that post as well.

Just as a disclaimer, the current version is still very preliminary and needs a large amount of additional features and tweaking. Trade doesn't yet work exactly how I want it to, and the promotion and demotion of pops between classes still needs to be tweaked a fair amount. Income also needs to be tweaked a fair amount, as currently it is fairly hard to come by. This makes staying out of dead during wars very difficult, and I definitely need to work on this a fair amount. The mod is full playable, however, and I have played several hundred years into several campaigns with no issues.

About the files:
Settlement Populations.zip is the main mod file and includes nearly all mod features including the economic simulation, pops and all tweaks to vanilla mechanics.
Settlement Populations Trade.zip includes a bunch of new trade routes to support the trade mechanic in the mod and removes most of the vanilla trade route buildings.
It is advised that you install both mods for the economic simulation to work well.

Key Changes from Vanilla:
For the most part, the mod plays the same as vanilla, as few core gameplay mechanics have been changed, but there are a few things you changes you should know about before playing.

1) Holding income and troops are now entirely based on pops.
Base levy troop numbers and tax income for holdings are determined by the number of gentry, burghers and freemen pops there are in the holding. The levy/tax obligation laws will affect the amount of troops received and tax taken, with noble tax/levy affecting gentry, city tax/levy affecting burghers and tribal tax/levy affecting freemen and serfs. The specific troops provided will depend on the pop type (gentry produce more "elite" troop types compared to freemen) and culture (certain cultures, e.g. anglo-saxon will prefer heavy infantry over heavy cavalry for their gentry, etc.). To calculate holding income, a percentage of each pops wealth is taxed and added to the holding income. The percentage can be 0, 4, 6, 8, 10, 12, 14, 16, or 20% of the pop wealth and is based on the tax/levy setting of the holding holder. (currently this information is not in the tooltips, but it will be added)

2) Pop wealth is strongly tied to the production and consumption of pops.
Pops will gain income from either producing goods, in the case of freemen and serfs; trading good between provinces, in the care of burghers; or collecting a portion of the income produced by serfs, in the case of gentry. Food is produced in all provinces, and the other goods will only be produced if the required good producing buildings are present. The Communal Land building can be built in any province and will produce a small amount of every good the province is eligible to produce. Resource specific buildings: sericulture, salt production, pastures, gold mine and iron mine will produce a larger amount of a single good, but cannot be built in tribal holdings. The exact amount of goods produced depends on the serf/freemen population, the carry capacity and the good producing building level. The exact production/pop is rather complicated, but it is enough to understand that pops will produce more/pop when the population is low relative to the carry capacity. This area is still being tweaked, and the buildings present at game start need to be adjusted in the future. Pops will have certain needs depending on their type, and they will try to fulfill this by purchasing goods using their wealth. The exact amount of goods they demand will scale with their wealth, and they will promote and demote depending on the ratio of their wealth to their expenses. If expenses are high relative to wealth, they will tend to demote, and if their wealth is high relative to their expenses, they will promote

3) Trade is key to ensure your pops can build wealth
The supply and demand (including import and export) of goods in each province will determine their price, and therefore, ensuring you have sufficient supply of goods in all provinces is important to ensure pops can afford all the goods they need. Provinces will by default trade with all neighbouring provinces and all provinces in they share a sea zone with. This can spread resources to neighbouring provinces reasonably well, but long distance trade is also essential for more scarce goods. Long distance trade is enabled by the vanilla trade post system. Trade posts along trade routes can build a trade post building that allows them to trade with any other trade post that has a trade post building and is within a certain distance that increases with the trade post tier (200 for I, 300 for II, 400 for III and 500 for IV). Trade posts with a port can also build a merchant port building that allows the same for trade posts within a certain naval distance. The naval distance tiers are (250, 500, 750, 1000, 1250 and 1500). Once again, I am still working on localization, so a lot of information is missing from the ingame tooltips.

There are quite a number of additional features other than the ones described here, but so long as you understand these, you should have no problem playing the mod in its current state. I will update the tooltips and mod description to detail these additional features as soon as possible.

Lastly, you may ask, how do I actually see what the populations are and how trade is going? Well it is fairly simple, for populations, you just right click on a holding and a greyed out settlement decision called population will provide these details. If you however over the greyed out button, you will see a breakdown of the populations, their growth rates and their wealth/income/expenses in the tooltip for the decision. The trade in a province can be seen by right clicking the coat of arms for the province and hovering over the greyed out Trade Details decision.

I hope you can get some enjoyment out of this preliminary version of the mod, but please understand that it is still a work in progress, and there are still major problems with balance and still some features missing. Over the short term, I plan on working on the following four things:
1) tweak the promotion/demotion mechanics
2) add a technology dependent productivity system (how much goods each pop produces)
3) optimize the code to make it faster
4) make province wealth dependent on pop wealth and make the pillaging mechanic actually take wealth from the pops
5) pop based revolt system (revolts will have a purpose and be given a cb to accomplish something other than independence. the goal of a revolt will depend on which pop is unhappy and what the current ruler's laws/government type are)
 

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  • Settlement Populations Trade 2.0.1.zip
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I've been waiting for smg like this for so long ... Excellent work , thank you ! Why this isn't in the vanilla game .. I already know the arguments of pro/cons pop in CK2 , but this aspect was clearly lacking , for my taste . Ty again !!!
 
I've been waiting for smg like this for so long ... Excellent work , thank you ! Why this isn't in the vanilla game .. I already know the arguments of pro/cons pop in CK2 , but this aspect was clearly lacking , for my taste . Ty again !!!
No problem, I am glad you like it. I released the mod some 3 years ago with the original intention of just adding a pop number for roleplay reason, but gradually made it more sophisticated as I realised how much it added to the game.

There are still a lot of balance changes and features that need to be added, but please let me know if you notice any strange behaviour or anything you want added/changed.

Note, some things can't be added due to engine limitations. For example, it is not possible for vassal levies to actually be taken from pops or for retinues/mercenaries to replenish from pops.
 
I'm currently testing your wonderful concept .

IIt looks very promising but I have to report one issue , I don't know if it's other mod-related or if it's due to yours . I'm playing with HIP and a handful of gameplay mods such as Better looking garbs, Childhood, Personal castle, Realistic Battles etc.. No other "economic mod" , I disabled my former "Medieval Trades Routes mod" to test yours .

When I play with Settlement Population 2.0.1 , the game runs extremely slow(max speed =*2 speed approximately)) .I tried all the usual tricks (lower graphics, V-Sync , etc ...) but no joy .
Whereas all runs smoothly as usual if I use your Steam Workshop realease .

-EDIT : the issue is the same if I run your mod with CK2 + , so it must definitely be something with the latest v 2.0 release(as I told you , the steam release works fine both with HIP or CK2+ ) . The new economical system maybe ? -
But the versions you released here looks extremely promising , and much much more complete than the Steam's ....

Any thought ?

Anyway, this was only a bug report to help you to push your mod even higher .I think it has the potential to become the absolute must-have mod , along the infamous CK2+ ,HIP as some others .

it is not possible for vassal levies to actually be taken from pops or for retinues/mercenaries to replenish from pops.
So , so sad ... It is one of the most exciting thing that can be done with such a mod ... You would have to be soo careful before making war .. Much planification needed to avoid to deplete your own populace :)

Keep up your excellent work !!!
 
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I'm currently testing your wonderful concept .

IIt looks very promising but I have to report one issue , I don't know if it's other mod-related or if it's due to yours . I'm playing with HIP and a handful of gameplay mods such as Better looking garbs, Childhood, Personal castle, Realistic Battles etc.. No other "economic mod" , I disabled my former "Medieval Trades Routes mod" to test yours .

When I play with Settlement Population 2.0.1 , the game runs extremely slow(max speed =*2 speed approximately)) .I tried all the usual tricks (lower graphics, V-Sync , etc ...) but no joy .
Whereas all runs smoothly as usual if I use your Steam Workshop realease .

-EDIT : the issue is the same if I run your mod with CK2 + , so it must definitely be something with the latest v 2.0 release(as I told you , the steam release works fine both with HIP or CK2+ ) . The new economical system maybe ? -
But the versions you released here looks extremely promising , and much much more complete than the Steam's ....

Any thought ?

Anyway, this was only a bug report to help you to push your mod even higher .I think it has the potential to become the absolute must-have mod , along the infamous CK2+ ,HIP as some others .


So , so sad ... It is one of the most exciting thing that can be done with such a mod ... You would have to be soo careful before making war .. Much planification needed to avoid to deplete your own populace :)

Keep up your excellent work !!!

The current version is definitely fairly slow because of all the calculations going on in the background. How slow it runs will definitely depend on your cpu. I have a ryzen 2600 if I remember correctly, and the speed doesn't bother me, but I never play on any higher than speed 3.

The mod can be sped up a lot by reducing the frequency of the population maintenance events. Currently they fire 5 times a year, but this can be decreased to once a year without any issues. Maybe I will add a startup even to choose the frequency I. The next version.

The other source of slowdown is the triggers for the trade post buildings. These use landpath distance and navalpath distance checks that are computationally intensive. I am still working on speeding this up.

With respect to troops and pops, they can be linked for demesne levies and garrisons, just not vassal levies and retinues. In fact, raising demesne levies currently does decrease settlement pops (with the proportion of gentry, freemen and burghers being calculated based on tax laws). Disbanding the troops will also replenish the pops by the amount returned to the levy pool.

Retinues could be somewhat linked by removing pops when the retinue pool is used up (so on hiring the retinue), but it wouldn't be possible to remove population as the retinue replenishes. I haven't decided if this is worth implementing yet or not.
 
The current version is definitely fairly slow because of all the calculations going on in the background. How slow it runs will definitely depend on your cpu. I have a ryzen 2600 if I remember correctly, and the speed doesn't bother me, but I never play on any higher than speed 3.

The mod can be sped up a lot by reducing the frequency of the population maintenance events. Currently they fire 5 times a year, but this can be decreased to once a year without any issues. Maybe I will add a startup even to choose the frequency I. The next version.

The other source of slowdown is the triggers for the trade post buildings. These use landpath distance and navalpath distance checks that are computationally intensive. I am still working on speeding this up.

With respect to troops and pops, they can be linked for demesne levies and garrisons, just not vassal levies and retinues. In fact, raising demesne levies currently does decrease settlement pops (with the proportion of gentry, freemen and burghers being calculated based on tax laws). Disbanding the troops will also replenish the pops by the amount returned to the levy pool.

Retinues could be somewhat linked by removing pops when the retinue pool is used up (so on hiring the retinue), but it wouldn't be possible to remove population as the retinue replenishes. I haven't decided if this is worth implementing yet or not.
How slow it runs will definitely depend on your cpu.

As I was trying all possible combinations (with or without CK2+/HIP , other mods etc ..) I was arriving to the same conclusion . I tried v2.0 with Vanilla : i noticed it was slightly better, although always too slow for me to play with it .

The fact is you guessed well , I'm currently playing on a quite low-end laptop as my main computer is Out of order . Probably when it will be repaired , I'll be able to play the 2.0 as you are doing . I guess it's time for me to speed up my schedule :)

The mod can be sped up a lot by reducing the frequency of the population maintenance events.
What do you mean ? Is it something I can do by myself , or should I wait the next upload ?

Maybe I will add a startup even to choose the frequency I. The next version.

Oh ok , I see . I could be a good idea , for the players playing on a weak computer .

Retinues could be somewhat linked by removing pops when the retinue pool is used up (so on hiring the retinue), but it wouldn't be possible to remove population as the retinue replenishes. I haven't decided if this is worth implementing yet or not.

It does !!!!!
 
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As I was trying all possible combinations (with or without CK2+/HIP , other mods etc ..) I was arriving to the same conclusion . I tried v2.0 with Vanilla : i noticed it was slightly better, although always too slow for me to play with it .

The fact is you guessed well , I'm currently playing on a quite low-end laptop as my main computer is Out of order . Probably when it will be repaired , I'll be able to play the 2.0 as you are doing . I guess it's time for me to speed up my schedule :)


What do you mean ? Is it something I can do by myself , or should I wait the next upload ?



Oh ok , I see . I could be a good idea , for the players playing on a weak computer .



It does !!!!!
Actually , the dumbest workaround is still effective with your 2.0 , even with a weak computer : the Holy Windowed Mode :)

-EDIT : A better workaround for thoses who play with a weak computer config : don't forget to activate V-Sync BOTH in-game and via your computer device : It worked very well for me , in Full Screen mode ! -

Now I'm able to run the v2.0 ; it's still fairly slow, as you warned, but now it's playable ! I can't await for your "speed up" patch , in a foggy future ; let's hope it won't be too long ; or maybe I'll have my main rig working before ? If Deus Veult ...

Time for me to enjoy your mod :)

cheers,
 
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Actually , the dumbest workaround is still effective with your 2.0 , even with a weak computer : the Holy Windowed Mode :)

-EDIT : A better workaround for thoses who play with a weak computer config : don't forget to activate V-Sync BOTH in-game and via your computer device : It worked very well for me , in Full Screen mode ! -

Now I'm able to run the v2.0 ; it's still fairly slow, as you warned, but now it's playable ! I can't await for your "speed up" patch , in a foggy future ; let's hope it won't be too long ; or maybe I'll have my main rig working before ? If Deus Veult ...

Time for me to enjoy your mod :)

cheers,

Really, working in windowed mode helps? They must have some weird gpu bug in the game.

I forgot to mention, the trade route map mode is really slow, and you shouldn't run the game with it on. I think this is an issue with the trade value display updating. It is really bad when you add trade routes to the game.

You can change the frequency yourself if you open up the mod files, go to the population_main_events file and find the second or third event that has a line along the lines of event = { ... Days = 75 } and change that to 365 or whatever you want. In the future, if I add this option, I will also adjust the growth rates and other values as well, but doing this will basically just make everything update once a year instead of 5 times a year.
 
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Really, working in windowed mode helps? They must have some weird gpu bug in the game.

I forgot to mention, the trade route map mode is really slow, and you shouldn't run the game with it on. I think this is an issue with the trade value display updating. It is really bad when you add trade routes to the game.

You can change the frequency yourself if you open up the mod files, go to the population_main_events file and find the second or third event that has a line along the lines of event = { ... Days = 75 } and change that to 365 or whatever you want. In the future, if I add this option, I will also adjust the growth rates and other values as well, but doing this will basically just make everything update once a year instead of 5 times a year.
Really, working in windowed mode helps?
Quite a lot , yes . The only advantage of playing on a very weak computer is that it's very sensitive , and you can notice easily changes in the smoothness with every change you make in your rig .

You can change the frequency yourself if you open up the mod files.........

Many thanks !!!
Will try , and make a report to you .

Alas , I was a bit too optimistic with the v 2.0 on my poor laptop : sadly , i had to revert back to the v 1.1 , as it was really to slow and laggy . I could play a couple of years but it kills the fun as it struggles to run properly .

The v 1.1 is much more playable on low-end computers , if you don't set speed on max value(I did this mistake and the game froze , 10mn ago)

I will also follow your advice and deactivate the trade map . Let's see the results ....
 
I forgot to mention, the trade route map mode is really slow, and you shouldn't run the game with it on. I think this is an issue with the trade value display updating. It is really bad when you add trade routes to the game.

You can change the frequency yourself if you open up the mod files, go to the population_main_events file and find the second or third event that has a line along the lines of event = { ... Days = 75 } and change that to 365 or whatever you want. In the future, if I add this option, I will also adjust the growth rates and other values as well, but doing this will basically just make everything update once a year instead of 5 times a year.

THIS :)

It's real game changer . I need further testing but at 1st glance, it's wayyyyyyy much better .

I tried with v 2.0 , in full screen . Applied your 2 advices : now , the v2.0 is as "fast" as the v1.1 , but with the trade mechanic ! . Meaning that , I can play with it again (but as I said , this will need more testing)

I'm absolutely new to modding in CK2 (it was the 1st time I had a real look in the CK2 files btw) but I noticed that you applied your "365 fix" in the v 1.1 (at first , I wanted to try your fix on this version , so I was surprised to see I didn't have anything to fix here) , whereas the value was set on 74 days in the v 2.0 .

Indeed , it's apparently smg you'll have to deal with when you'll do your update , and for further versions of your mod .
For the trade mechanic , maybe find a way to simplify your calculation , or maybe the entire system .. It's really extremely demanding as it's now . I was thinking of it before sleeping , and I was wondering if you had ever considered to reduce the detailled economical mechanic only to the wealth locally producted .

It would make sense , as at this period people were producing most good for their own county or close areas . They lacked the tech to do long trips for a large part of the produced goods .

So you maybe could concentrate on a local produced good , such silk in an Irish province ; you'll only have to deal with the neighbourhood ; thus letting the heavy trade post -long distance and so demanding calculations to the vanilla system .

-EDIT : I read again your description of your work , and it seems you're already exactly doing this ... sorry . So it let you with maybe a work of optimisation of the calculations ... Good luck !!!! ) -

Maybe CK2's too big for such a global economical system , altough I strongly concur it would be a dream to play with .

Or really maybe it's simply that I need to get my I7 repaired as soon as possible !!!!

Anyway , many thanks for your tips !

cheers
 
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THIS :)

It's real game changer . I need further testing but at 1st glance, it's wayyyyyyy much better .

I tried with v 2.0 , in full screen . Applied your 2 advices : now , the v2.0 is as "fast" as the v1.1 , but with the trade mechanic ! . Meaning that , I can play with it again (but as I said , this will need more testing)

I'm absolutely new to modding in CK2 (it was the 1st time I had a real look in the CK2 files btw) but I noticed that you applied your "365 fix" in the v 1.1 (at first , I wanted to try your fix on this version , so I was surprised to see I didn't have anything to fix here) , whereas the value was set on 74 days in the v 2.0 .

Indeed , it's apparently smg you'll have to deal with when you'll do your update , and for further versions of your mod .
For the trade mechanic , maybe find a way to simplify your calculation , or maybe the entire system .. It's really extremely demanding as it's now . I was thinking of it before sleeping , and I was wondering if you had ever considered to reduce the detailled economical mechanic only to the wealth locally producted .

It would make sense , as at this period people were producing most good for their own county or close areas . They lacked the tech to do long trips for a large part of the produced goods .

So you maybe could concentrate on a local produced good , such silk in an Irish province ; you'll only have to deal with the neighbourhood ; thus letting the heavy trade post -long distance and so demanding calculations to the vanilla system .

-EDIT : I read again your description of your work , and it seems you're already exactly doing this ... sorry . So it let you with maybe a work of optimisation of the calculations ... Good luck !!!! ) -

Maybe CK2's too big for such a global economical system , altough I strongly concur it would be a dream to play with .

Or really maybe it's simply that I need to get my I7 repaired as soon as possible !!!!

Anyway , many thanks for your tips !

cheers

I'm glad you were able to get the game running on a decent speed.

When I said don't run the game with the trade route map on, I just meant you should only look at that map mode with the game paused. What exactly did you disable that ended up helping a lot? Did you turn off the trade submod?

Trade routes in general slow the game down a lot, I think HIP or CK2+ had some huge performance issues caused by trade routes in the past as well. If having these trade routes is what slowed your game to a crawl, then playing without the trade submod is the best solution. Trade will still happen, as it can always occurs between neighbouring provinces and the vanilla trade routes and merchant created trade posts will still work.
 
Did you turn off the trade submod?

Precisely . I even erased it to make more space . The game was already smoother and it was noticeable .

But what improved dramatically the situation was the "365 fix "

Trade routes in general slow the game down a lot, I think HIP or CK2+ had some huge performance issues caused by trade routes in the past as well. If having these trade routes is what slowed your game to a crawl, then playing without the trade submod is the best solution.

Plus the fact I already had the mod "Medieval Trade Route for HIP" installed before discovering yours . Your mod will fit perfectly with it , althought your trade map is absolutely HUGE ; It will be for my I7 .

But I have one more thing to try : I've to re enable your trade Map with your tweaked v 2.0 , to see how it goes . Maybe now , it will be enough . I'll report back very soon to share the results .

-EDIT : I changed my Medieval trade Route for yours, ; after few in-game month , I think I can say there's no noticeable differences between the 2 in term of smoothness of animation .

Truly , it was the maintenance-event-5-times/years the main guilty (as well as my sluggy laptop)
 
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- EDITED and up to date -


Hi TwiddleFactor ,

Just to say to other people who'd struggle to run your mod due to a low config computer : after countless hours of intensive install/reinstall , swapping and testing mods etc... I may have achieve the good mix , that allows me to fully enjoy your wonderful mod ; be careful that you will probably need to make some compromises. Ok, here is my RETEX :

I5 config , only a dedicated chipset , HP Elite Book


"Core" mods setting

Vanilla Mini-map "The days that Rajas Never Rise"
(no India nor Tibet at all ) + Les 3 Tours Mod + Settlement population V 1.1 or 2.0 (according to your PC's spec)+ Flogi or Rowan TechMod(I prefer Rowan's but Flogi's is very good too ... The best would be a kind of merge between them ...let's hope !)



- The days that Rajas Never Rise map: highly improve performances(smaller map) . I mean : really .

Even more radicalistic : "Only Europe Map" . Self explanatory .
Super boost of performance(make the game run af if you were playing with no mods at all, even with v2.0 !!!) , but evident drawback : No Crusades , and the impact on the different kingdom is totally unpredictable . The effect can be lessen though , by using certain mods . Try it as the last resort , or for example if you play Nordic Pagans or an Irish Tribe .

-Don't forget your settings in games/CK2/mod : ease the pain of your faithful but tired CPU and deactivate trees , rivers, city sprawl etc .... at your PC's convenience .

- + Settlement population v 1.1 Alpha : Here are the pops ! Massively increase immersion and warfare simulation(as the troops are taken from your pops : (Victorious)Blitzkrieg highly recommanded to avoid destroying your economy ...
OR 2.0 if your PC can handle it . Don't forget to do the 2 tweaks recommanded by Twiddle factor ; it works very well !

- L3T : provide a good economic simulation while having no impact on the "framerate" ; perfect combo with settlement pop 1.1 alpha ! + it adds flavour/events that are perfect replacement for those of HIP . I know Twiddle factor stated it isn't compatible with 2.0 , but I still run both to evaluate , as well as going back and forth between 1.1 and 2.0 to compare their behavior and impact(note that there's no need of L3T if you are using the V 2.0 , as it already does a very good work as a standalone economical mod)

- Flogi's or Rowan techmod(s) : I recommand using Rowan's , as it has some features that perfectly match thoses of your mod : for example , some buildings convert light infantry to turn them into archers , while consuming a little amount of extra soldiers (to simulate the fact that thoses building actually employs some of them as trainers) and costing a few tax income (and it make sense) . Better think twice before building anything! Rowan's is better suited to specialize both your demesne and your army .

-Any Trade Route Map that your computer can easily handle . Note that many mods have a kind of in-built trade map that works well enough and are not demanding of CPU ressources . In this case , really no need to add another trade map .



Small and very effective Performance / realism mod (improve smoothness ) , fully compatible one with each other , highly recommanded :

- Flat map Pretty ( greatly improve performance , while still having decent gfx , if you don't mind the eye-candy ..

-Realistic Longevity : Insane mod that simulate average lifespan of people of the era . You really should give this a try ....... Side effect : better long term performance , especially if used in combination with :

-Performance and Authenticity


Small and very effective Immersion mods, fully compatible one with each other , highly recommanded :

characters:

-Improved Genetics Advanced(may slow your PC . If so , revert back to Improved Genetics 2.0)
-Expanded Traits(may slow a bit)
-Rich Childhood
-Gareds Realistic Age Mod
-CouncillorXP
-Better Looking Garbs(may slow a bit)

society:

-Abdication
-Dark Ages
-Great Trade League(may slow a bit)
- Unavoidable DLC : Conclave : I know it's not a mod , but you need it .
-Usurp Power !
-Pagan Flavor
- Unavoidable DLC reboot : Reaper's Due : see above .
-Vice and Virtue :) (may slow a bit)
-Destroy and Convert Settlement

warfare:

-Experienced General Battle Experience
-Warrior Kings
-Battle Loot
-Realistic Battles
-Personal Castle(some mods like Flogi's Tech have it inbuilt, so always watch "readme" and stay careful )
-Better Forts
- Sins Naval Bombardment


Last thing : unsuscribe from the Steam workshop once installed completely and delete all unnecessaries files in Game/mod . Only keep the extracted one . Keep a backup of the file in separate folder or just a list of their name in case of ...


Best CK2 experience I have had with Ck2 , so far ; QC pass for smoothness !


Thank you again for your work and mod , now there's no way I could play without .
 
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Hi TwiddleFactor,


I have a question today :

Does a version of your mod , something between the v1.1 alpha and the v 2.0 exists somewhere ?
I mean , something like the 1.1 (no trade feature) but with fine tuned pop values of the v 2.0 ?

To say it differently : Is there some tweaking I could do in some folders in the V.1.1 to have the pops behave like in the v 2.0 , but still without the trade part(too demanding for my light laptop) .

When I say behave like , I mean with no negative growth right on start and the other things .

I'm trying to copy/paste some folders one after the other by the good old trial and error method (v2.0 to v1.1), as I'm totally noob in CK2's modding , to see "who does what" ; but I must admit your insight would be more than appreciated .

I don't dare to ask you if , by any chance, you could have an old , let's say " v 1.6 " sleeping quietly in your harddrive with no purpose ..... :) .....



On other end , alas it's true that all in my perfect mix isn't fully compatible after all ; they all work together (no CTD) , but some parts are missing : for example LT3 kills the weather system of EMF ... And like your mod , now I can't play without this feature ...

-EDIT- As I'm tweaking again and again, I had a (maybe) simplier idea : Is it possible to "downgrade" the v 2.0 , for example to reduce the number of goods available ? I came to think that doing so would likely result in less calculations, thus more smoothness ... Would it break the whole thing (goods tied between them and the pop ) or does the goods act as "separate module" (independant calculation, then tied to the pops) ?
 
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Hi TwiddleFactor,


I have a question today :

Does a version of your mod , something between the v1.1 alpha and the v 2.0 exists somewhere ?
I mean , something like the 1.1 (no trade feature) but with fine tuned pop values of the v 2.0 ?

To say it differently : Is there some tweaking I could do in some folders in the V.1.1 to have the pops behave like in the v 2.0 , but still without the trade part(too demanding for my light laptop) .

When I say behave like , I mean with no negative growth right on start and the other things .

I'm trying to copy/paste some folders one after the other by the good old trial and error method (v2.0 to v1.1), as I'm totally noob in CK2's modding , to see "who does what" ; but I must admit your insight would be more than appreciated .

I don't dare to ask you if , by any chance, you could have an old , let's say " v 1.6 " sleeping quietly in your harddrive with no purpose ..... :) .....



On other end , alas it's true that all in my perfect mix isn't fully compatible after all ; they all work together (no CTD) , but some parts are missing : for example LT3 kills the weather system of EMF ... And like your mod , now I can't play without this feature ...

-EDIT- As I'm tweaking again and again, I had a (maybe) simplier idea : Is it possible to "downgrade" the v 2.0 , for example to reduce the number of goods available ? I came to think that doing so would likely result in less calculations, thus more smoothness ... Would it break the whole thing (goods tied between them and the pop ) or does the goods act as "separate module" (independant calculation, then tied to the pops) ?

Thanks for being so interested in the mod. Unfortunately, there is no inbetween mod. I spent a long time trying to get trade to work, and all the versions between 1.1 and 2 were unstable. The finely tuned population numbers were obtained by looping the economic code ~100 times and then exporting the population values. Version 1.1 doesn't have the export code though, unfortunately.

I am working on tweaking some mechanics right now, so I haven't yet gotten to investigating the major source of slowdown, but I think trade and migration are probably the two biggest. The code is very disorganized right now, but if you can wait a little while, I will try to release a new version where the different mechanics and be easily enabled and disabled as soon as possible.

One thing you could try to increase the speed would be to change the scope used in the trade event. Right now at the beginning of the trade event, you will see any_province, and then a bunch of limits to limit the provinces that a given province can trade with to either its neighbouring provinces or other provinces with the same trade post level that are in range of the province. A province will trade with all provinces it is capable of trading with each time the economic loop runs. If you instead change this to random_province, they will instead pick a random province from among those they can trade with each time the loop runs. This will drastically decrease the computational load of the trade calculation.

With regards to mod compatibility, my mod and L3T both modify settlement incomes and such, and though they may not crash when ran together, the game balance will probably end up completely out of whack. I can't see my mod every being compatible with L3T, since it is also an economic mod, but I will hopefully get time to make it compatible with HIP and its modules eventually.
 
Thanks for being so interested in the mod
It's easy, because your mod has such potential . Tks for have it done !

Unfortunately, there is no inbetween mod
Ack !

source of slowdown, but I think trade and migration are probably the two biggest
For the migration , I don't know : all runs quite smoothly with v 1.1 ; What lower PC like mine struggle to handle seems really to be the trade part .

During my test, well I should say when I was doing whatever in the v 1.1's files to see how it's done , I managed to make the "food production" appears , you know , where the others goods are meant to show up in game ; It also added a new line when right-clicking on the holding . So , apparently I made the pop produce something , although it wasn't consumed nor sold . Still , the values were evolving with the pop growth . However , it had no influence on the smoothness of the animation .

That's what made me thought that it might exist smg like of an optimal balance between goods type numbers and animation ...

I'm digging this mostly because currently I'm under a "slothful trait" which prevent me to get my faithful I7 repaired :) , and also because I'm not rich so I'm always thinking of thoses who don't have high-end computers .

Plus, it's interesting to mess a bit with CK2 modding . It's different from Viki 2 , who was a child game to mod(I made a quite efficient rework of People Demand Mod for personnal use, litteraly without any previous experience , and it worked like a charm) .

So don't spend too much energy on this .

The idea of a "modular v 2.0 mod" is extremely interesting , though . It would be the perfect solution .

If you instead change this to random_province, they will instead pick a random province from among those they can trade with each time the loop runs. This will drastically decrease the computational load of the trade calculation.
Will try this !!!

I can't see my mod every being compatible with L3T, since it is also an economic mod
That's the point !!! In fact , I can't even get working L3T and v 2.0 together (freeze then CTD) -EDIT : problem solved - .
But , the v 1.1 instead , only deals with pop number , not the economic part , so they seem compatible . I tried it many ingame years, it was good and I even had a L3T event getting fired without issue , where the inhabitants of a village holding decided and managed to evolve it to a little Hamlet .

Probably it's possible to adapt v 1.1 to many other economic mods , as they don't deal with pop number . V 2.0 seems paradoxally too evolved to allow such flexibility .

but I will hopefully get time to make it compatible with HIP and its modules eventually.

A Great Day for CK2 (and for me :) )

and its modules eventually

Currently tested under Mini SWMH, seems to work quite well ,so I'm sure you 'll succeed
 
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