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If you want to model urbanization well, it'd be a good idea to take a look at how MEIOU & Taxes handles it in EUIV. I had in mind a crude jury-rigged simulation, but it looks like you have the patience to do the kind of scripting required to make a really good urbanization system.

Basically, in M&T, cities grow as long as there is enough food, and as long as the city's population is less than the province's urban gravity, which is determined by buildings as well as modifiers from being the capital of a large realm, or being a center of trade, production, or art. Food is produced by rural population, with provincial farming efficiency increasing the food production per rural pop. Cities make use of food pools at the regional and continental level, although surplus continental food can only be tapped into by cities of a certain size (and it requires a specific building line to fully make use of continental food).

Like a lot of stuff in M&T, it makes use of extensive scripting that is way beyond my level, but you might want to look into it.
 
One thing that may be worth looking into is tying in the "reclaiming land" event from the prosparity events to be tied too pop size. Once it hits a certain level, the even fires or has a chance to fire allowing the building of more holdings, just replicating how spaces in other holdings are disappearing due to the amount of people.

That is a really good idea. I wonder what the best way of implementing it is though. Should it only be possible to build holdings using this method, or should it be possible to build them the normal way and through the event?

I was also thinking of adding an event where a castle holding with a large population can ask for a "charter" in order to create a new city settlement with a portion of the population. I still haven't fleshed out the idea yet though, so I didn't mention it. What do you think of this?

Awesome! Is there a population map mode?

No, not at the moment. Im not sure if this is possible or not, but once I add in a small provincial revolt risk for large populations, it should be possible to get a rough idea of the population from the revolt risk map.

Any chance that you'll tie in your Standing Armies mod to this? As population grows and shrinks the size and number of Legions you can raise could change dynamically.

Ya it's definitely possible. In fact, the probability of the ai enacting certain laws is linked to the standing armies laws at the moment.

Using a realm wide population number to set a limit on the number of legions is an interesting option that I hadn't considered before. Having the size of the legions change as well is a little more difficult to integrate with the upkeep cost code, but I think it should be possible.

At the moment Im working on a major revision to the standing armies mod that links each army to a specific holding as a "headquarters". Im wondering if it makes more sense to base the population limits on the regional population around their headquarters, or instead the realmwide population as discussed above.

I'd be glad to continue the discussion on tge other thread if you have some ideas you want to share.
 
Hey, I'm the guy who made the thread in the HIP subforum. I had in mind tying pop and pop growth to a more radical change to how holdings work, so I'm not sure how compatible our projects are, but at the very least we could share resources.

Hi mudcrabmerchant, I was about to head over to your thread and say hello. Thank you for having a look at my mod. I read the opening post to your thread, and it seems very interesting. I found the idea of restricting the number of cities and temples per province and then having them represent urban population and religious centres particularly interesting. It always bothered me a little that the end of a ck2 game is more urbanized than England during the industrial revolution.

In my vision of the game, the castles don't necessarily represent the entire rural population, but rather the estates of the aristocracy, since the feudal government is linked to them. The land of the minor freemen in my mind can easily be abstracted as the lands attached to city holdings (in this way, the city holding represents the government as o opposed to an actual city), and the temple holdings represent church towns or monastery lands. My main reason for seeing it like this is that the in-game governments are intimately linked with holding type, and having feudal lords holding the entire rural population is not so realistic. That being said, it also does seem odd that feudal lords, or especially kings, cannot hold direct lordship over cities themselves.

Actually, one thing that I had thought of in the past, and discussed in my last post is the idea of creating an event for a large population to ask for a charter. Now with your system of one city per province, this actually makes even more sense. What if in some areas, such as much of anglo-saxon england historically, some cities are held directly by a feudal lord. By event, non-capital cities could then ask for a "charter" from the lord holding them. This would then give the title to a republican holder, and possibly give the feudal lord a large cash payment, or something of the sort. Under this vision though, feudal lords would have to be given the ability to hold cities, in fact cities should be their preferred holding (since I think most capitals were in cities as far as I know). The restrictions for when the feudal and republican governments are allowed would have to be modified though, and a lot of scripting around the "charter" mechanic would have to be implemented, but in time, I think I could manage it. I don't know all that much about the history, but from what I do know, I feel situations like the City of London, where there was an independent urban population in the old roman City of London, and an urban population ruled by the king in the surrounding area might be difficult to model with just one city per province though. What are your thoughts on this?

On a related note, other than being restricted to one per province, how do you plan on modelling temple holdings in game? If they are just to represent churches and monasteries, will you remove all of the troops (or most of the troops) from them? It doesn't really make sense for a single church to have 2000 men stationed within it for example.

At the moment I have no hard-cap on populations, but I have somewhat of a soft-capon populations for provinces based on the growth modifiers that change with terrain and climate type. I have a feeling this are not quite drastic enough though, and I should probably increase the penalty to growth in arctic provinces and provinces with a severe winter.

These maps are an invaluable resource, thank you very much.So far the initial populations I used in my mod are just a collection of random historic city populations off of Wikipedia and then rough overall populations for entire regions that I made up off the top of my head. I really appreciate you sharing these maps, and even if they are approximated to 50k a holding, they are much more accurate than my current values.

If you want to model urbanization well, it'd be a good idea to take a look at how MEIOU & Taxes handles it in EUIV. I had in mind a crude jury-rigged simulation, but it looks like you have the patience to do the kind of scripting required to make a really good urbanization system.

Basically, in M&T, cities grow as long as there is enough food, and as long as the city's population is less than the province's urban gravity, which is determined by buildings as well as modifiers from being the capital of a large realm, or being a center of trade, production, or art. Food is produced by rural population, with provincial farming efficiency increasing the food production per rural pop. Cities make use of food pools at the regional and continental level, although surplus continental food can only be tapped into by cities of a certain size (and it requires a specific building line to fully make use of continental food).

Thank you for the summary. Although I own EUIV, I've actually never played it before, so I'll have to read up a bit more on the system. It does seem very sophisticated, and also very interesting. Food could possibly be modelled with a combination of buildings and population, and a map-wide event before the growth and migration events could be run to check and distribute the food. This would open up a whole host of trade mechanics for food, but the only difficulty would be in teaching the AI to handle this properly. If you have any other thoughts on
 
In my vision of the game, the castles don't necessarily represent the entire rural population, but rather the estates of the aristocracy, since the feudal government is linked to them. The land of the minor freemen in my mind can easily be abstracted as the lands attached to city holdings (in this way, the city holding represents the government as o opposed to an actual city), and the temple holdings represent church towns or monastery lands. My main reason for seeing it like this is that the in-game governments are intimately linked with holding type, and having feudal lords holding the entire rural population is not so realistic. That being said, it also does seem odd that feudal lords, or especially kings, cannot hold direct lordship over cities themselves.

I want to largely decouple government from holding type. Feudal-type lords should be able to hold cities as well as castles, and at least for Catholics, theocratic lords should be able to hold temples, cities, and possibly castles as well. Temples would represent different things for each religion, but never city-size population centers - church towns that are the size of a city would be represented by a city owned by a bishop.

I'm thinking that castle holdings represent both the rural population, and a local aristocratic estate. The control of the local feudal lord over the countryside could be determined by a modifier or building (I tend to prefer buildings because they're more visible than the tiny icons for holding modifiers, and when you're looking at the holding pop-up display the name and level will be obvious), which gives more bonuses to the local lord, but causes revolt risk. And even if most of the peasants in an area are freemen, they could still benefit from the protection offered by the local lord's castle. However, an alternative could be to represent a rural area dominated by minor freemen with a non-standard city holding that has a special modifier/building...

Anyway, I think it's important to keep the 50k-per-holding rule because it allows easy representation of carrying capacity through holding slots; it makes local population immediately obvious to the player because they can just check the number of holdings; and it adds granularity to the simulation of each province's rural population (so that e.g. not all of the countryside is devastated if just one holding is sacked).

It also lets you move away from automatically having a city in every province, which I've come to think was a bad idea. Even if you take the city to represent the government, that doesn't make much sense in areas where there isn't really any government besides the local feudal strongman, and IMO it's just weird seeing denuded cities even in every tribal province, just because we need the city there to represent the eventual/possible rise of government. And if you prevent the city from spawning until feudalization, the tribes will benefit from that extra empty holding slot. Which is a part of a broader objection, that you would need to waste two holding slots per province on a required holding, instead of just one holding slot for the temple.

Instead, I was thinking of something like your charter system, whereby a feudal holding can convert into a city. You'd still only be able to get one city per province maximum, but most provinces would have to work hard to get that one city. Speaking of which...

Actually, one thing that I had thought of in the past, and discussed in my last post is the idea of creating an event for a large population to ask for a charter. Now with your system of one city per province, this actually makes even more sense. What if in some areas, such as much of anglo-saxon england historically, some cities are held directly by a feudal lord. By event, non-capital cities could then ask for a "charter" from the lord holding them. This would then give the title to a republican holder, and possibly give the feudal lord a large cash payment, or something of the sort. Under this vision though, feudal lords would have to be given the ability to hold cities, in fact cities should be their preferred holding (since I think most capitals were in cities as far as I know). The restrictions for when the feudal and republican governments are allowed would have to be modified though, and a lot of scripting around the "charter" mechanic would have to be implemented, but in time, I think I could manage it. I don't know all that much about the history, but from what I do know, I feel situations like the City of London, where there was an independent urban population in the old roman City of London, and an urban population ruled by the king in the surrounding area might be difficult to model with just one city per province though. What are your thoughts on this?

I definitely agree with feudal lords being able to hold cities, as cities should be more like a prize that every character wants to control, rather than administrative poison for anyone but a burgher. Of course that means that you wouldn't want to hand off control to the local burghers, but an incentive could be given in the form of a big lump sum, as you suggest, but also by making it easier for republican-type vassals to develop a city. In the short run you might lose some revenue, but in the long run your local burghers, with support, might make more money for yourself and the entire province (as in M&T, I'd like wealthy cities to have a big effect on the surrounding countryside). But then I would definitely want the King of France's capital holding to be Paris proper, while also not having that hamper Paris's growth. So perhaps charters/burgher privileges that enhance city growth could also come in the form of a modifier/building, so that you can take the tradeoff without giving up your city holding.




On a related note, other than being restricted to one per province, how do you plan on modelling temple holdings in game? If they are just to represent churches and monasteries, will you remove all of the troops (or most of the troops) from them? It doesn't really make sense for a single church to have 2000 men stationed within it for example.

Continued in another post...
 
On a related note, other than being restricted to one per province, how do you plan on modelling temple holdings in game? If they are just to represent churches and monasteries, will you remove all of the troops (or most of the troops) from them? It doesn't really make sense for a single church to have 2000 men stationed within it for example.

I guess I can outline some of my plans for temple holdings here.

I'd like each temple holding to, at the very least, represent a local church/mosque/temple/religious gathering site, and the most powerful local cleric, and no more than that. There would be no troops, and minimal defenses (outside of Tibet, where gompas would be repurposed as a temple holding), so that the temple is quickly sacked with the fall of the capital holding.

Different religions would develop temples from that starting point in different ways. Catholics and Buddhists could get big monastery estates, Muslims could get madrasas and/or Sufi lodges, Tibetans as hinted above could turn temple holdings into proper fortresses (along with monastery estates, which would be one of the ways to let Tibet punch above it's very small weight), and some types of pagans could develop religious centers into gathering places for warriors. All would be able to build grand religious buildings for prestige + piety.

Related to this change of temple holdings, feudal-ish Muslims would no longer be able to hold them. Muslim theocracies (except maybe Sufi orders?) would be the one type to not be able to hold cities or castles, and would instead represent the ulema. In fact I could say a lot more about properly representing Islamic realms, but I'll save that for another time.


At the moment I have no hard-cap on populations, but I have somewhat of a soft-capon populations for provinces based on the growth modifiers that change with terrain and climate type. I have a feeling this are not quite drastic enough though, and I should probably increase the penalty to growth in arctic provinces and provinces with a severe winter.

The way I look at it, a properly implemented soft cap will, ideally, bring you as close as possible to modeling the actual upper limits on population growth. But if we have pretty good data about what those upper limits actual were for given areas, it's easier - and no less accurate - to just implement a hard cap.

There's also a big problem with soft caps, insofar as you ideally have to take into account not just climate and terrain, but also province size. And as that isn't measured anywhere in any value you can reference, as far as I can tell, you'd have to manually assign a size modifier for every province.

These maps are an invaluable resource, thank you very much.So far the initial populations I used in my mod are just a collection of random historic city populations off of Wikipedia and then rough overall populations for entire regions that I made up off the top of my head. I really appreciate you sharing these maps, and even if they are approximated to 50k a holding, they are much more accurate than my current values.

No problem, I'm glad to help.

Note that those maps don't actually distinguish rural vs. urban population, and it's assumed for the purposes of mapmaking that there aren't actually any cities. I haven't done any research on city sizes at the start dates, due to lack of sources, but once I start adding in historical cities I intend to reduce rural pop in each region to match.

Thank you for the summary. Although I own EUIV, I've actually never played it before, so I'll have to read up a bit more on the system. It does seem very sophisticated, and also very interesting. Food could possibly be modelled with a combination of buildings and population, and a map-wide event before the growth and migration events could be run to check and distribute the food. This would open up a whole host of trade mechanics for food, but the only difficulty would be in teaching the AI to handle this properly. If you have any other thoughts on

The base game isn't anything special, but I don't exaggerate when I say that M&T has, since the 2.0 release, become the best historical strategy game available. It's the closest mankind has come to a proper history simulator. Rural and urban population growth, the dynamic development of centers of trade and production, the difficulties of effectively administering a large realm, and the push and pull between the central government and powerful estates, are all represented better than in any other game or mod I can think of.
 
The base game isn't anything special, but I don't exaggerate when I say that M&T has, since the 2.0 release, become the best historical strategy game available. It's the closest mankind has come to a proper history simulator. Rural and urban population growth, the dynamic development of centers of trade and production, the difficulties of effectively administering a large realm, and the push and pull between the central government and powerful estates, are all represented better than in any other game or mod I can think of.

I agree. I have never been interested in EUIV until I saw some videos on M&T 2.0. It is incredible and amazingly sophisticated.

If we could even get half of what is in M&T into CK2, it would be incredible. The game could be enhanced so much. The black death would be even more devastating too if the population was actually represented (plus, serfdom was ended in the West due to it).

I would be willing to help mod such a system if people are interested. I have quite a few ideas for such a system to work in CK2.

Either way, thank you for this mod. I am going to add and try it out next time I play CK2. It has always bugged me that I didn't know my cities' population.
 
I guess I can outline some of my plans for temple holdings here.

I'd like each temple holding to, at the very least, represent a local church/mosque/temple/religious gathering site, and the most powerful local cleric, and no more than that. There would be no troops, and minimal defenses (outside of Tibet, where gompas would be repurposed as a temple holding), so that the temple is quickly sacked with the fall of the capital holding.

Different religions would develop temples from that starting point in different ways. Catholics and Buddhists could get big monastery estates, Muslims could get madrasas and/or Sufi lodges, Tibetans as hinted above could turn temple holdings into proper fortresses (along with monastery estates, which would be one of the ways to let Tibet punch above it's very small weight), and some types of pagans could develop religious centers into gathering places for warriors. All would be able to build grand religious buildings for prestige + piety.

Related to this change of temple holdings, feudal-ish Muslims would no longer be able to hold them. Muslim theocracies (except maybe Sufi orders?) would be the one type to not be able to hold cities or castles, and would instead represent the ulema. In fact I could say a lot more about properly representing Islamic realms, but I'll save that for another time.




The way I look at it, a properly implemented soft cap will, ideally, bring you as close as possible to modeling the actual upper limits on population growth. But if we have pretty good data about what those upper limits actual were for given areas, it's easier - and no less accurate - to just implement a hard cap.

There's also a big problem with soft caps, insofar as you ideally have to take into account not just climate and terrain, but also province size. And as that isn't measured anywhere in any value you can reference, as far as I can tell, you'd have to manually assign a size modifier for every province.



No problem, I'm glad to help.

Note that those maps don't actually distinguish rural vs. urban population, and it's assumed for the purposes of mapmaking that there aren't actually any cities. I haven't done any research on city sizes at the start dates, due to lack of sources, but once I start adding in historical cities I intend to reduce rural pop in each region to match.



The base game isn't anything special, but I don't exaggerate when I say that M&T has, since the 2.0 release, become the best historical strategy game available. It's the closest mankind has come to a proper history simulator. Rural and urban population growth, the dynamic development of centers of trade and production, the difficulties of effectively administering a large realm, and the push and pull between the central government and powerful estates, are all represented better than in any other game or mod I can think of.

Victoria II with the POP demands mod would beg to differ. But yeah, M&T 2.x is pretty damn impressive.
 
I want to largely decouple government from holding type. Feudal-type lords should be able to hold cities as well as castles, and at least for Catholics, theocratic lords should be able to hold temples, cities, and possibly castles as well. Temples would represent different things for each religion, but never city-size population centers - church towns that are the size of a city would be represented by a city owned by a bishop.

I'm thinking that castle holdings represent both the rural population, and a local aristocratic estate. The control of the local feudal lord over the countryside could be determined by a modifier or building (I tend to prefer buildings because they're more visible than the tiny icons for holding modifiers, and when you're looking at the holding pop-up display the name and level will be obvious), which gives more bonuses to the local lord, but causes revolt risk. And even if most of the peasants in an area are freemen, they could still benefit from the protection offered by the local lord's castle. However, an alternative could be to represent a rural area dominated by minor freemen with a non-standard city holding that has a special modifier/building...

With regards to the holding modifiers and decision for displaying the population, I had actually originally planned to use a building with the population as its name. Unfortunately though, localization commands, which I use for displaying the population number, don't work in the names an text of buildings. This was really dissapointing, and because of it I unfortunately had to resort to using a decision. For the modifiers, I wanted to be able to see the current status of the settlement size without needing to open up the building browser, so that was the reason for that design choice. I don't plan on changing it, but if a lot of people share your sentiment and would prefer a building, I might change it to that.

Actually an interesing idea came to mind when I read your idea of including a modifier for local control. Quite some time ago when I used to play EUIII, there was a mod, I dont remember the name anymore, that had a provincial modifier for every province that represented the control of the land that the provincial ruler had. By a decision, the ruler could embark on a campaign to unify the province, and a bunch of rebel troops would spawn to contest the province. Something akin to this for castle holdings could be an interesting way to implement what you suggest.

My only objection to that though has to do with some very long term plans I had for eventually reworking the troop system. As a very rough approximation, in medieval society, the origin of various troop types were likely as follows:

- the nobility with large landholding would likely outfit themselves as heavy cavalry. (though they are likely to have some retinue/guards outfitted as heavy infantry, light cavalry and heavy cavalry as well)
- the minor gentry/small landholders would outfit themselves as light cavalry and heavy infantry
- the burghers are also likely to be outfitted as light cavalry and heavy infantry, with the upper echelons possibly also being heavy cavalry
- finally, the urban poor, serfs, slaves, if they fought at all, would likely be outfitted as light infantry and archers

Now this might be completely far off from reality, as I am by no means an expert on medieval society... I'm an engineer, but from what history I have read this seems to be a general way in which members of societies take different military roles.

With this out of the way, I can address my issue with using a modifier on the barony to represent freemen holding land separate from the baron. My issue is that the liege lord of the Baron, presumably has lordship over all of the citizens living in the land. If you simply apply a negative modifier to the barony, it will then also decrease the levies of the liege lord, which wouldn't be accurate. Giving the baron access to the heavy infantry levies however would also be inaccurate as that would mean they have control over these troops. If the minor landholders are instead lumped into the city, then the city can represent the presence of a middle class, and the troop compositions of the holdings can be based around this.

The tendency for territories with a larger population of minor land-holders or very urbanized populations to favour heavy infantry would then be better represented. I'm still on the fence with regards to the representation of these minor land-holders though, so I'd be glad to hear your argument. If the idea is to completely decouple government from holding type, tribal holdings could even be re-purposed to represent this somehow. In fact one of the major ways in which tribes, which should actually be more accurately described as chiefdoms, differ from states is the fact that there is more of an equal distribution of wealth in chiefdoms as compared to states. The distribution of land ownership in a chiefdom might be quite similar to a collection of free minor landholders.

I guess I can outline some of my plans for temple holdings here.

I'd like each temple holding to, at the very least, represent a local church/mosque/temple/religious gathering site, and the most powerful local cleric, and no more than that. There would be no troops, and minimal defenses (outside of Tibet, where gompas would be repurposed as a temple holding), so that the temple is quickly sacked with the fall of the capital holding.

Different religions would develop temples from that starting point in different ways. Catholics and Buddhists could get big monastery estates, Muslims could get madrasas and/or Sufi lodges, Tibetans as hinted above could turn temple holdings into proper fortresses (along with monastery estates, which would be one of the ways to let Tibet punch above it's very small weight), and some types of pagans could develop religious centers into gathering places for warriors. All would be able to build grand religious buildings for prestige + piety.

Related to this change of temple holdings, feudal-ish Muslims would no longer be able to hold them. Muslim theocracies (except maybe Sufi orders?) would be the one type to not be able to hold cities or castles, and would instead represent the ulema. In fact I could say a lot more about properly representing Islamic realms, but I'll save that for another time.




The way I look at it, a properly implemented soft cap will, ideally, bring you as close as possible to modeling the actual upper limits on population growth. But if we have pretty good data about what those upper limits actual were for given areas, it's easier - and no less accurate - to just implement a hard cap.

There's also a big problem with soft caps, insofar as you ideally have to take into account not just climate and terrain, but also province size. And as that isn't measured anywhere in any value you can reference, as far as I can tell, you'd have to manually assign a size modifier for every province.



No problem, I'm glad to help.

Note that those maps don't actually distinguish rural vs. urban population, and it's assumed for the purposes of mapmaking that there aren't actually any cities. I haven't done any research on city sizes at the start dates, due to lack of sources, but once I start adding in historical cities I intend to reduce rural pop in each region to match.



The base game isn't anything special, but I don't exaggerate when I say that M&T has, since the 2.0 release, become the best historical strategy game available. It's the closest mankind has come to a proper history simulator. Rural and urban population growth, the dynamic development of centers of trade and production, the difficulties of effectively administering a large realm, and the push and pull between the central government and powerful estates, are all represented better than in any other game or mod I can think of.

I definitely agree with you in terms of temples. For the moment I don't want to make too many drastic changes to gameplay, but I think I will try to do something similar in the long-term with my mod. From a modding point of view though, the only difficulty I see here is if you let a theocracy hold temples, cities and castles,especially if there preferred holdings are changed to cities, preventing the government from suddenly flipping to feudal or republic on succession would be somewhat difficult. It is definitely possible, but decoupling government from holdings requires that you have some alternative to fix the government of the character in place. One way is to use title flags, but then you need to have a whole host of events to erase and add the flags when titles are given away or received. In addition, deciding what government the game should give a character when they receive their first title if you have no link between holding type and government would also be extremely convoluted.
 
Victoria II with the POP demands mod would beg to differ. But yeah, M&T 2.x is pretty damn impressive.

Vicky II even/especially with PDM isn't a very good simulation compared to M&T, although it's still the second best out there. Pop growth is just a flat national modifier, and last I checked PDM screwed over how the AI deals with the economy by adding all the new good types.

With regards to the holding modifiers and decision for displaying the population, I had actually originally planned to use a building with the population as its name. Unfortunately though, localization commands, which I use for displaying the population number, don't work in the names an text of buildings. This was really dissapointing, and because of it I unfortunately had to resort to using a decision. For the modifiers, I wanted to be able to see the current status of the settlement size without needing to open up the building browser, so that was the reason for that design choice. I don't plan on changing it, but if a lot of people share your sentiment and would prefer a building, I might change it to that.

Perhaps there could be a building and a modifier? I prefer a building so that I can see the info without mousing over the modifier, you prefer the modifier so you don't have to open the building tab - that might reflect wider differences in player preference.


Actually an interesing idea came to mind when I read your idea of including a modifier for local control. Quite some time ago when I used to play EUIII, there was a mod, I dont remember the name anymore, that had a provincial modifier for every province that represented the control of the land that the provincial ruler had. By a decision, the ruler could embark on a campaign to unify the province, and a bunch of rebel troops would spawn to contest the province. Something akin to this for castle holdings could be an interesting way to implement what you suggest.

Maybe, but I don't think the peasants should always revolt. A conniving feudal lord should be able to strip peasant rights by other means, and more power should naturally concentrate in the hands of nobles as peasants run out of free land, so they can't just run off and build a farm somewhere else if the local lord tries to screw with them.



My only objection to that though has to do with some very long term plans I had for eventually reworking the troop system. As a very rough approximation, in medieval society, the origin of various troop types were likely as follows:

- the nobility with large landholding would likely outfit themselves as heavy cavalry. (though they are likely to have some retinue/guards outfitted as heavy infantry, light cavalry and heavy cavalry as well)
- the minor gentry/small landholders would outfit themselves as light cavalry and heavy infantry
- the burghers are also likely to be outfitted as light cavalry and heavy infantry, with the upper echelons possibly also being heavy cavalry
- finally, the urban poor, serfs, slaves, if they fought at all, would likely be outfitted as light infantry and archers

Now this might be completely far off from reality, as I am by no means an expert on medieval society... I'm an engineer, but from what history I have read this seems to be a general way in which members of societies take different military roles.

With this out of the way, I can address my issue with using a modifier on the barony to represent freemen holding land separate from the baron. My issue is that the liege lord of the Baron, presumably has lordship over all of the citizens living in the land. If you simply apply a negative modifier to the barony, it will then also decrease the levies of the liege lord, which wouldn't be accurate. Giving the baron access to the heavy infantry levies however would also be inaccurate as that would mean they have control over these troops. If the minor landholders are instead lumped into the city, then the city can represent the presence of a middle class, and the troop compositions of the holdings can be based around this.

The tendency for territories with a larger population of minor land-holders or very urbanized populations to favour heavy infantry would then be better represented. I'm still on the fence with regards to the representation of these minor land-holders though, so I'd be glad to hear your argument. If the idea is to completely decouple government from holding type, tribal holdings could even be re-purposed to represent this somehow. In fact one of the major ways in which tribes, which should actually be more accurately described as chiefdoms, differ from states is the fact that there is more of an equal distribution of wealth in chiefdoms as compared to states. The distribution of land ownership in a chiefdom might be quite similar to a collection of free minor landholders.

Yeah, you're right that modifying stats for the local lord will also modify it for the top liege, and I can't see any way around that. I think using cities to represent free peasants is a good idea, but as I suggested earlier, perhaps you could repurpose city holdings instead of tribal holdings. Only one city holding per province would still be an actual city, while the other city holdings would represent areas where the peasants were relatively free, and only have access to rural buildings. That should clear up any problem with holding pop limits, shouldn't it? It would also let you model rather well how peasants begin to lose their rights - oppressive nobles would push peasants off of their land into existing freemen holdings, or have them found a new one. As the freemen holdings increase in population, at first the peasants on noble estates no longer have the option to flee, and then nobles can even start extending their control over formerly free land if the peasants can't resist them.

Meanwhile, if an area is depopulated, peasants can once again run away to farm free land, and regain their freedom from noblemen.



I definitely agree with you in terms of temples. For the moment I don't want to make too many drastic changes to gameplay, but I think I will try to do something similar in the long-term with my mod. From a modding point of view though, the only difficulty I see here is if you let a theocracy hold temples, cities and castles,especially if there preferred holdings are changed to cities, preventing the government from suddenly flipping to feudal or republic on succession would be somewhat difficult. It is definitely possible, but decoupling government from holdings requires that you have some alternative to fix the government of the character in place. One way is to use title flags, but then you need to have a whole host of events to erase and add the flags when titles are given away or received. In addition, deciding what government the game should give a character when they receive their first title if you have no link between holding type and government would also be extremely convoluted.

Good point. I suppose there could be special wall buildings for temples that can only be active when they're a capital holding, to allow them to effectively serve as province capitals (so that temples are the preferred holding, even if cities and castles can be held). But I think there might be ways around the title problems. Perhaps the growth of ecclesiastical estates could be handled by event - to get piety and church opinion boosts, you make grants of land to the church, which gives land held by the ruler or free peasants to a church vassal (random in the case of a national event, or a specific vassal with a targeted character decision). General grants of anything but temple holdings would be forbidden, as would normal revocation.
 
Is it possible to make a compatibility patch for When the World Stopped Making Sense?

I am not familiar with what that mod modifies, but as long as is doesn't change the settlement decisions and realm decisions too much, it shouldn't be too difficult to make it compatible. Just like the other major overhauls though, I will have to wait until they update to 2.8 before I can make them compatible.

Would there be a way for the game to calculate total realm population? Would be kind of cool to see just how many people you rule over, for immersion purposes.

Yes, I was planning on adding a decision that can be activated to see your total population. I was also considering the possibility of having poll taxes use this population, but I have yet to decide if that is a good idea or not.
 
Yes, I was planning on adding a decision that can be activated to see your total population. I was also considering the possibility of having poll taxes use this population, but I have yet to decide if that is a good idea or not.

I like the poll taxes idea personally. It's something the Romans did, and if the Byzantines succeed in recreating the Roman Empire I don't see a reason why they couldn't revive it. Maybe balance it out with opinion modifiers so that you can't get away with poll taxing every month without upsetting all of your vassals? Or modify the decision so that it can only be taken like once every 5 years?
 
I'm now working with TwiddleFactor, and so I figured I should share this here as well as in the HIP subforum. This isn't integrated with the population mechanics yet, but ideally will be in a separate mod relatively soon.

This is a complete redo of the map, with holdings and holding slots based on historic populations and population limits. One holding = ~50k people. The supported start dates are 867 and 769 - the historical figures used are for 867, but with few exceptions they map almost exactly to the 769 figures (population didn't grow fast in this period).

This isn't balanced for gameplay, although it runs just fine as far as I can tell. Pending future changes, there is only one temple or city per province, and holding slots are based on rural carrying capacity, so Constantinople, for example, is massively underwhelming. Event troops were not changed at all, so expect the Sons of Lothbrok to conquer all of Britain in every game. For the moment this is only useful as a way to see how the world changed over time (by comparing 867 holdings with the holding slots, which are based on the max population achieved before the Agricultural Revolution and the widespread adoption of the potato).
 

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Hello all,

As mudcrabmerchant has mentioned, we are currently working together to try to build a mod with a slightly larger scope. We have also been consulting back and forth on feature additions to the base population tracking mechanics.

Recently I have been working on a major overhaul of how the population system works. If you want full details, see the changelog, which I will be updating to be more thorough over the next few days. Essentially though, there are now two populations for each province. A rural population, and an urban population. They grow separately, however rural population can migrate to the city when there is enough pull due to city infrastructure.

There are additionally several food import buildings that can be built to increase the maximum urban population size in a settlement. These are restricted to one per province/duchy/realm, and can only be built in "large cities", which are cities that have an urban population of at least 10 000, and in which a city centre has been built.

In addition to this, all governments can now hold cities.

Finally, castles and temples can be converted to cities should they reach the 10 000 urban population mark.

Further additions to the buildings and links between city and castle buildings (so that you dont lose all your buildings when converting) are planned as well.

See the opening post for more information.