Settlement Populations
by: TwiddleFactor
by: TwiddleFactor
Description:
This mod adds a new mechanic to the game in the form of populations in all settlements. Each non-nomad settlement tracks 4 classes of populations, serfs/slaves, freemen, burghers and gentry. The populations will grow, shrink, promote, demote and migrate over the course of a game in response to a variety of factors. In addition to the populations themselves, the populations participate in an economic simulation that includes the production and consumption of goods for money and the trade of those goods to other provinces.
Levies and Taxes have been revamped to now be governed by the numbers of each population type and the obligation laws that have been set. The tax revenue produced by trade posts is also directly connected to the wealth generated by trade conducted by a given province.
Manual:
UI:
- Population Details: right click ing on a settlement will show a settlement decision with the total settlement population. Details about the population breakdown and the wealth, income, expenses and taxes of each class are provided in the decision tooltip.
- Trade Details: trade details are shown in a title decision that can be accessed by right clicking on the coat of arms of a county.
- Custom Maps: custom maps of the population in every province as well as the trade income from the trade of resources can be ciewed using custom councillor jobs. Select a map type using the demographic map and economic map options in the intrigue menu. After selecting a map type, a new councillor job for the chancellor, in the case of a demographic map, and for the steward, in the case of an economic map. Clicking the councillor job will add a colour coded overlay to the world map.
I will try to expand this section in the future, but for the time being...
To see the population in a settlement, right click on the settlement and hover over the population decision
To see trade details about a province, right click on the county title and hover over the trade details decision
To see global details about trade or pops, use the custom map mod decisions in the intrigue menu. Choose the map type you want and then open your council screen and use the additional councillor job on the chancellor or steward to see the custom map.
The population tax/levy obligations use the default vassal obligation laws, with gentry=feudal, burghers=republic, and freemen/serfs=tribal.
Features at a Glance
Population
- Freemen: Freemen are simplest population type and represent free landed peasantry. They produce resources and are paid according the amount of a resource they produce and the price of said resource and then use the wealth they accumulate to consume a moderate amount of resources of varying types. Freemen will provide a reasonable mix of low and mid tier troops (light infantry, archers, heavy infantry, light cavalry)
- Peasants: Peasants are either unfree or free labourers that do not hold their own land and therefore work on the land of the gentry. They produce resources similar to the freemen, but a portion of their income is taken by the gentry in the province. As the ratio of gentry to peasants increases, the gentry will take a larger and larger fraction of the peasant income. Peasants will consume a much smaller amount of resources. Peasants will provide small number of low tier troops (archers, light infantry)
- Gentry: Gentry represent the landed elite. They do not work and instead live off the revenue they take from the peasants which they use to purchase large amounts of resources, including luxurious silks from the east. Gentry will provide a large number (relative to their population) of high tier troops whose exact composition will depend on the owner's culture. Some cultures will field an even larger number of mid-tier troops instead (ie. anglo-saxon gentry provide a large number of heavy infantry)
- Burghers: Burghers represent the merchant class. They manage the trade of goods between provinces and thus their income is directly determined by the trade income of the province they are situated in. Burghers have similar consumption patterns to freemen and will provide similar troop types, but they provide fewer troops than freemen in general.
- Populations will produce and consume resources which they will be paid for and will pay for, respectively. The wealth of populations will change depending on the balance of their income and expenses, and their changing wealth will in turn affect their consumption.
- The price of every resource type is calculated in each province based on the balance of the supply and demand
- Provinces where a resource is cheap will export resources to provinces where the resource is expensive, altering the supply and demand and changing the price in both provinces. The difference in the prices and the amount of resource being exported will determine the trade income made by the two provinces.
- The resources produced by a given settlement are determined by the resource building present
- All provinces can trade with neighbouring provinces and provinces in the same sea zone, but long-range trade uses the system trade-post system. Trade posts have a trade post and trade port building chains that allows them to trade with other trade-post provinces farther away by land and sea, respectively.
- Raising levies from demesne provinces will directly take population from the populations in a settlement
- The population to take from each population class is calculated based on obligation laws and population numbers
- Disbanding levies will return the populations to the settlements with
- Populations will grow each year by a rate that is affected by how much of their needs they can fulfill
- Promotion and demotion between classes occurs depending on the wealth of populations
- Diseases will kill pops, but hospitals will help to reduce the severity of epidemics
- The inhabitants of a captured settlement can be enslaved, slaughtered, or left to live peacefully
- Populations will migrate between settlements and between provinces to find better opportunities
- Many additional trade-routes and tweaks to the vanilla trade routes to facilitate inter-province resource trade
When I have the time, I will try to add a manual that explains how to actually interact with the systems and how they work.
Installation:
Simply take the contents of the zip file and place them in your CK2 mod folder.
Attachments
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