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I've been quite busy over the last few weeks, but haven't abandoned it yet. I'll hopefully get the chance to update the mod in June and fix the bugs with the CK2+ version.

With regards to a command to check your total population, at the moment there is no way; however, ill try to add a decision to do that into the next version.
 
Do you think you can also maybe make it so that cities aren't considered a wrong holding type for feudal/iqta governments?
Does the mod change the other Feudal systems, because if not that sounds like an unfair advantage for no reason.

On the subject of Islam, in the threads about whether Paradox should try an earlier start migration comes up as a big issue... So would this mod work with AD 633 Rise of Islam? Would you object to someone doing a compatibility version/patch if not?
 
The extension adds the ability for all governments to hold cities.

I have no objections at all. In fact, I have a completely open policy. Feel free to use the contents of the mod however you like in your own mods, no need to ask. Just be warned I don't have the time to help make the mod compatible with other mods.
 
I've been working on a major update over the last little while, but I haven't had time to finish it quite yet. Just to give everyone an idea of what I've been up to, the new update will significantly change levy troops and add 2 new population types.

I have divided population into 4 types now, Serfs, Freemen, Burghers and Gentry. Serfs and Burghers represent the rural population and urban population in the previous version. Gentry represent things like landed knights, and freemen are peasants that work their own land.

I'm still trying to sort out the ways in which populations exchange with each other, but I'm hoping I can sort things out in the next few weeks.

Maybe I can put up a more detailed description of the coming updates sometime this weekend. I'm actually not sure the best way to model the populations right now, so I would be glad to et some feedback.
 
Hi everyone, I haven't given a detailed update in quite some time, but I I have been working on a major update to the mod recently. I'm actually a little stuck in a rut trying to figure out how best to design a part of the mod, and I was hoping to get some suggestions and feedback from people on the forum.

Since I started the mod, I have continuously been debating to what level I should represent the different castes of society, and what the best way of doing representing them is. My first experiment with representing the different population castes was to divide the rural and urban population up. That worked decently for representing the growth of cities, but recently I have been trying to properly represent levies, by having levy troops determined by the populations, and in order for the levy troops to make sense, I had to further divide the population types.

In the most recent version of the mod I have been working on, I have divided the population into 4 types: Serfs, Freemen, Burghers and Gentry. Modelling the growth rates and movement of population between the different types of population is possible, and this method makes levy troops very easy to model, but it adds a ton to the complexity of the mod both for the user and in the code. Furthermore, it pretty much removes any distinction between the different types of settlement. At the moment the only difference between the different settlement types is the bonusses that they give to the growth of the different population types.

My main problem is although the different types of population can be modelled quite decently, I am not sure if the AI can handle it, and I'm not sure if it is even fun.

The other system that I was playing around with a bit was to simply have the different population types represented by the settlement type. For example, the population in cities represent the burgher population, the populayion in castles represent the serfs and gentry, the population in temples represents the clergy population, and the population in Tribes represents the free peasantry. I have already managed to decouple government from holding type so that bishops can hold cities as their main holding and feudals can hold cities, etc. The levy troops given can then be based on the settlement type. This system would only require the user to keep track of one variable per settlement. One downside, however, is that this system would require me to limit the number of cities in a province, and the only way to do this is to remove the ability to build them normally and make it a decision instead.

I am really at a loss as to which system to go with, so I would love some feedback from everyone. Every time I start working on one of the two options I start dpubting doubting myself and decide to switch over.
 
Hi everyone, I haven't given a detailed update in quite some time, but I I have been working on a major update to the mod recently. I'm actually a little stuck in a rut trying to figure out how best to design a part of the mod, and I was hoping to get some suggestions and feedback from people on the forum.

Since I started the mod, I have continuously been debating to what level I should represent the different castes of society, and what the best way of doing representing them is. My first experiment with representing the different population castes was to divide the rural and urban population up. That worked decently for representing the growth of cities, but recently I have been trying to properly represent levies, by having levy troops determined by the populations, and in order for the levy troops to make sense, I had to further divide the population types.

In the most recent version of the mod I have been working on, I have divided the population into 4 types: Serfs, Freemen, Burghers and Gentry. Modelling the growth rates and movement of population between the different types of population is possible, and this method makes levy troops very easy to model, but it adds a ton to the complexity of the mod both for the user and in the code. Furthermore, it pretty much removes any distinction between the different types of settlement. At the moment the only difference between the different settlement types is the bonusses that they give to the growth of the different population types.

My main problem is although the different types of population can be modelled quite decently, I am not sure if the AI can handle it, and I'm not sure if it is even fun.

The other system that I was playing around with a bit was to simply have the different population types represented by the settlement type. For example, the population in cities represent the burgher population, the populayion in castles represent the serfs and gentry, the population in temples represents the clergy population, and the population in Tribes represents the free peasantry. I have already managed to decouple government from holding type so that bishops can hold cities as their main holding and feudals can hold cities, etc. The levy troops given can then be based on the settlement type. This system would only require the user to keep track of one variable per settlement. One downside, however, is that this system would require me to limit the number of cities in a province, and the only way to do this is to remove the ability to build them normally and make it a decision instead.

I am really at a loss as to which system to go with, so I would love some feedback from everyone. Every time I start working on one of the two options I start dpubting doubting myself and decide to switch over.

I would definitely go with different pop types per holding, while making them less prevalent depending on the holding in question. I've been working on a mod with population as well, and with multiple pop types, and it didn't really complicate the code all that much. Though that depends, of course, on how you intend on handling the pop types...

Here is a screenshot, so you can get a better idea:

ck2_1.png


Furthermore, I don't see why various pop types would be unfun for the player, as long as they don't mean too much micromanagement.
 
I like Andrelvis' population breakdown, I think you should go towards a similar route. I also think that the populations growth should be affected by county prosperity and trade value, since logically the better a county is doing the more people would want to move there. You can also add maybe some decisions or events that would add a particular type of population to your holding, the way sometimes rulers would attract artists by granting them patronage for example or traders by lowering tax.

One of the biggest problems I found with the current state of the mod is that settlements will eventually depopulate, even though they're "Booming" and have all the improvements in each holding that would increase the growth rates. This leads to a lot of AI vassals losing their holdings and republics start popping up everywhere and it just throws off the whole vibe of the game.
 
You should amke it so that the proportion of higher strata pops is related to the prosperity and general wealth. Have a rich county that has had a period of peace? Lots of Burghers and Freemen.
 
Thank you for the comments everyone. Based on the feedback, I think I will go with the four population types that I started working on. Right now the transition between the freemen and peasant classes is based on the growth rate of the freemen, but I am still thinking about the best way to manage that.

The growth of the burghers is still as it was in the previous version of the mod. It is based on the "urban carrying capacity", ie. one tenth of the rural population, as well as the buildings in the settlement.

I've been pretty busy lately so still haven't managed to finish up the changes. I'll try to keep you posted.

@shmoneyk, when you say all the settlements get depopulated, is that because they simply aren't growing fast enough, or are they getting to a really high population and then suddenly going negative? If it is the latter, please let me know the circumstances, as I thought I had gotten rid of that bug. If it is the former, hopefully the increases to population growth that I am working on will help.
 
@TwiddleFactor To be frank, I did not check exactly why it was happening, but I was around 300ish years into the game and it started happening. It happened for the AI as well, and most of the independent rulers were becoming republics (merchant and regular) because the only holding left in the counties were cities (or a city). I don't think it was because of the high population since there were counties with low populations that also lost all their holdings.
 
Thanks for checking. I'll have to look into it again then. I had thought it would be impossible for the population to reach 12 million now, but I will put in a hard limit so that it can never reach that level.