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instead change this to random_province,

set_local_carry_cap = {
set_variable = { which = local_carry_cap which = base_carry_cap }
random_province_holding = {


U meant , like this ? Here ?

There are several lines with "any provinces " , in several files , so I'm not really sure which one to tweak ...

Interestingly ,some time ago I messed smg while trying your advice(wrong line most likely) and it totally depopulate my holding . No pop , no growth , barely 50 Levies :) . Btw it's strange too ,as I would have expected 0 levies ...

. Simply with some words instead others .. I don't understand yet the hidden link behind this . That's this kind of things that helps us to understand how to mod ...

Btw , sorry but my english is really terrible sometimes !


-EDIT-
Alright, I eventually find the good line . Thank you !

See Post 197 as I managed to have the game running smoothly even with your 2.0 . In fact , now the game runs as if there'll be no tomorrow :) . I'm still trying all possible mix to get the most optimized experience on low spec PC , around your mod .

Keep up the good work !
 
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Version 2.0.2 Update

Updates have been going slow lately, but I have finally got another update ready to release.

Major changes with 2.0.2:
- pillaging a settlement now directly removed pop wealth
- trade good custom maps have been fixed
- serfs now provide a small amount of archers and light infantry instead of nothing
- pop needs have been tweaked
- pops will save a larger portion of their money, increasing tax revenue
- added a productivity value that modifies the base amount produced by each freemen/serf pop, currently the productivity value is only affected by the province prosperity
- fixed issues with pop distribution and wealth distribution when converting to feudalism or republicanism as a tribe
- production buildings such as gold mines, iron mines, etc., will now remove food production from a province
- reworked the way production is calculated to make it more uniform (per pop production is still larger when far from carry capacity, but the scaling is not as steep)
- revamped population display window
- removed the send colonists event on settlement construction as it caused crashes in rare occasions
- increased migration
- modified the effects of some buildings
- increased population tax levels
- hospital level now decreases the number of pops that die when a disease is present
- population calculations only occur once a year now, but growth rates are five times higher
- gentry convert to freemen when conquering a province from a character with a different culture (inheriting a province has no effect)
- reworked the code structure to make it easier to manage
- optimized the starting pops and pop wealth so massive changes in pops dont occur in the first few years
- added a decision to encourage AI tribal rulers to build the first tier open fields building

I will upload the new version later today.

There are still a lot of small changes that I plan to make in the current version, such as finishing the changes to the settlement buildings and tweaking the production mechanics, but I will release that as a separate 2.0.3 version.

EDIT: I fixed a bug in the silk importing from china code.
 

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  • Settlement Populations v2.0.2b.zip
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Great !!!

I don't know what you have done but v2.02 is smooth like silk now ! I can play hundred years without issues .

Thank you !!!!
 
I think the big difference from the old version is that I made the maintenance events only fire once a year instead of 5 times a year.

I'll try to keep performance in mind as I continue updating the mod.
 
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I have updated the mod again. This update is mostly just tweaks I made while playing through a game as a tribal. The tribal settlement conversion mechanics and the pop promotion/demotion mechanics have been tweaked a fair amount.

The following is a non-exhaustive list of changes in 2.0.3:
removed tribal agitation mechanics
add convert to republic vassal decision
added a tribal temple main building chain
added a convert tribal to temple decision
tweaked promotion/demotion mechanics so that both happen simultaneously and population balance will depend on relative rates
migration now depends on the multiplication of luxury and life needs fulfillment
added a productivity boost for each level of construction tech
decreased productivity boost from prosperity level
doubled base productivity
added salt resource to a large number of provinces
made all resources have the same base cost (only supply and demand determine price now. However, prices are not floating)
industrial resources dont get the empty settlement slot bonus to production capacity for tribals
industrial resource buildings are not copied when a tribal settlement is converted
industrial resource buildings cost gold in tribal settlements
trade calculation is tweaked (will transfer faster/farther, but with some yo-yoing)
decreased archer and light infantry proportion for freemen pops (now that serfs provide these)
 

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  • Settlement Populations - Trade v2.0.3.zip
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  • Settlement Populations v2.0.3.zip
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I have updated the mod again. This update is mostly just tweaks I made while playing through a game as a tribal. The tribal settlement conversion mechanics and the pop promotion/demotion mechanics have been tweaked a fair amount.

The following is a non-exhaustive list of changes in 2.0.3:
removed tribal agitation mechanics
add convert to republic vassal decision
added a tribal temple main building chain
added a convert tribal to temple decision
tweaked promotion/demotion mechanics so that both happen simultaneously and population balance will depend on relative rates
migration now depends on the multiplication of luxury and life needs fulfillment
added a productivity boost for each level of construction tech
decreased productivity boost from prosperity level
doubled base productivity
added salt resource to a large number of provinces
made all resources have the same base cost (only supply and demand determine price now. However, prices are not floating)
industrial resources dont get the empty settlement slot bonus to production capacity for tribals
industrial resource buildings are not copied when a tribal settlement is converted
industrial resource buildings cost gold in tribal settlements
trade calculation is tweaked (will transfer faster/farther, but with some yo-yoing)
decreased archer and light infantry proportion for freemen pops (now that serfs provide these)
Ahhh :) another update !!! ty !
 
Hello! Trying to correct this to work with Witcher Kings, and I have a question: Is there a scheme on how you calculate values for "population_initialization_effects", or I can safily put arbitrary numbers?
 
Hello, first I want to thank you very much for your work on this mod, I love it so much, it gives me more sense of reality and immersion, I have spent nearly 400 hours in this mod.

But I find some issues now, when I updated this mod to 2.10, when the game running for 100 years, the lords in the game will hold above 100 thousand troops. The population's growth speed may be too high. Or the war's influence on population is too small, I believe if a siege happens in a real city, it will make this settlement lose most of its population. When 200 years passed, a count will hold 10 thousand troops, it's too exaggerated.

Or could you tell me what location is related code of speed? I want to make the populations grow a lit of bit slowly. Again, thank you very much, this mod is so good that I can't bear to turn it off.

Thank you again and apologies for my bother.
 
...., when I updated this mod to 2.10....
I only see a 2.03 version in the OP and on this page.
I can't help you with your issue and question though. Just saw that part and got curious about the difference to my perception.
 
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I have updated the mod again. This update is mostly just tweaks I made while playing through a game as a tribal. The tribal settlement conversion mechanics and the pop promotion/demotion mechanics have been tweaked a fair amount.

The following is a non-exhaustive list of changes in 2.0.3:
removed tribal agitation mechanics
add convert to republic vassal decision
added a tribal temple main building chain
added a convert tribal to temple decision
tweaked promotion/demotion mechanics so that both happen simultaneously and population balance will depend on relative rates
migration now depends on the multiplication of luxury and life needs fulfillment
added a productivity boost for each level of construction tech
decreased productivity boost from prosperity level
doubled base productivity
added salt resource to a large number of provinces
made all resources have the same base cost (only supply and demand determine price now. However, prices are not floating)
industrial resources dont get the empty settlement slot bonus to production capacity for tribals
industrial resource buildings are not copied when a tribal settlement is converted
industrial resource buildings cost gold in tribal settlements
trade calculation is tweaked (will transfer faster/farther, but with some yo-yoing)
decreased archer and light infantry proportion for freemen pops (now that serfs provide these)

Hello,
Thank you for this mod.
I look forward to install it.
Is it compatible with all DLC and with HIP and other HIP compatible mods (I use “Trade routes” mod) ?
TY