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Hey Crunbum, after playing a bit with your mod and with a friend we found out that trade is severely restricted. Since you have to choose between, food production and or surplus of goods, I have to choose food production, and so does the AI. Which means there is almost never resources to trade.

Thanks! Do let me know if you find something a particularly glaring issue :)

Also, remember to adjust the freemen/tribesmen manpower outputs accordingly to accomodate the 500 cohort size if you haven't already, otherwise you'll end up pretty starved for it, especially early game. Or forced to use fewer cohorts and thus pay less upkeep, as it is per cohort, and this might have a negative impact on the AI too.

And, yeah, so I read your earlier post wrong - if its 283k max, not 600k, then it does make sense after all, especially as Rome in year 758 haha. WE being so punishing is intended though - you're meant to care about it, and if it forces you to think whether to end wars early for less instead of escalating them into decade-long total warfare just for the sake of getting the 100% warscore deal, then all the better!

Manpower not getting depleted quickly enough in wars might just be because you're not really using as many troops as you can afford because no one can decently challenge you. I'd guess if you raised twice the number of troops, you'd run out of it pretty quickly, and I guess you'll find out if you're playing multiplayer with it, as long as its not perma-coop mode that is, because you know, player wars can be pretty challenging. Feel free to let me know how it goes!
 
Hey Crunbum, after playing a bit with your mod and with a friend we found out that trade is severely restricted. Since you have to choose between, food production and or surplus of goods, I have to choose food production, and so does the AI. Which means there is almost never resources to trade.

Yeah, that's one of the problems, alongside how the AI is coded to just snipe every resource almost the moment it enters the market. Thanks for telling me anyway :)
 
Yeah, that's one of the problems, alongside how the AI is coded to just snipe every resource almost the moment it enters the market. Thanks for telling me anyway :)

I could suggest a trade off and sharing of bonuses, similar to vanilla buildings. Slave Estates and Farming Settlements both provide boost to agricultural output. Both base food production and -x% of slaves needed for a lower threshold to produce a surplus good.

Slave estates:
Increased food production (base food production)
Increase % to overall food production
Increase citizen happiness, unrest as you have it.
Increase citizen % (slave owners)
-5 Slaves needed for surplus
Mod the files so citizens can provide some manpower, although very small.


Farming Settlements
Increased food production (base food production)
Increase % to overall food production
Increase freeman fraction and happiness.
Increase slave fraction and happiness (a more rural setting, small slave owners)
-10 Slaves needed for surplus


Both would provide surpluses of food, but one is catered to manpower, the other to money?
 
This here is what I'm playing on most of the time, and it includes all of the above + quite a lot of other balance changes, most notably a complete overhaul of settlement buildings, food production and civilization value, and QoL stuff.

Be warned though, that it has a few very minor balance problems that I haven't gotten around to fixing yet, though they're pretty much limited to the early game - Phrygia&Seleukids tend to collapse more often than in vanilla, for example. I'd recommend playing on very hard, if you want to use the mod, but if you end up not liking it, the files you'd need to edit are all in there, so you can just safely delete/edit what you don't want and use the rest.

Unpack the contents (the folder and the .mod file) into Documents/Paradox Interactive/Imperator/mod :)

Also, I hope you've been keeping your changes in a separate mod and not by editing the game's files directly... because in the latter case it'll end up overwritten whenever the game updates. Just a friendly tip.
two things, this mod change the manpower of freemen in 1/4 and the pop growth ration in 1/4 too?
 
two things, this mod change the manpower of freemen in 1/4 and the pop growth ration in 1/4 too?

Its far more complicated than something like that, but to answer you:

-There is less manpower proportionally speaking, despite the small cohort sizes, though not to the extent of it being 1/4 of vanilla - that would completely cripple AI countries early game. However, war exhaustion is quite easy to accumulate, and it very severely reduces manpower recovery rate (and gives a lot of unrest, which can translate into disloyal provinces and rebellions/civil wars quite quickly). The speed of manpower recovery is also slower relative to the max size of the pool - you will run out of manpower very quickly if you wage wars left and right, and it'll take a long time to recover.

-As for pop growth - population cap based starvation is a much bigger factor and can kill pops very, very fast, especially in densely populated provinces. And when you run out of food, the pop cap goes down to 1/4 the normal value, so most of the local pops will either migrate or die off quite quickly. Usually both. The biggest source of pop growth in the mod comes from having sizeable provincial food stockpiles, which are quite hard to amass in urbanized (and hence highly populated) areas. Compared to vanilla, I'd say that pop growth is even higher until a certain point - an equilibrum based on a combination of factors like climate, terrain and civic tech, however after that point it slows down to a crawl. So there is a sort of soft cap to population, and a pretty harsh one.

Yes, it does mean population skyrockets in the early game across the map, but it also becomes very slow to increase after the first century or so. Most importantly however, the mod makes megacities in excess of like 300-400 pops not really feasible any longer, and even that is only really reachable lategame, because you simply won't be able to feed so many in one place because reasons. So there's much less snowball going on number-wise due to this and rebalanced numbers for city buildings.