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
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
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


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
Last edited:
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