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thunderhawk

Second Lieutenant
Dec 7, 2006
113
0
Is there a way to reduce the population of a colony by event?


This command:
command = { type = population which = x value = y }

has a lower limit of 1000.
Thus, a province with a population less then a thousand cannot loose population from this command, nor can a city of 1000 or greater be reduced in population to less then a thousand.

In theory one can reduce a province's population to 1000 and then stack on a huge revolt risk, strip the fortress, send stability to -3 and then revolt it (causing looting and occupation) - all resulting in a large hit to the growth rate and (possibly) driving it negative. That, however, STILL doesnt take it below 1000.

If it isnt a city yet (past that magical 1000 population mark) a colony can have negative growth, but it still isnt affected by the above population command.



Is there another way to activate the population command so it canreduce a city's population to below 1000, or reduce a colony's population?

If the above population command cannot, is there insted another command that can do these things?



Also, is there a way to transform a colony into a trading post and then drop a bunch of hostile natives onto it?
 
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Im writing a set of event where one event outcome stream are native americans revolting and severly damaging a province.


I would like the ability to reduce (or even eliminate) a province, but since I cant, Ive changed it to population loss aswell as trade and infrastructure loss, and a gutting of city buildings.

For a colony, the loss is minimal. For a city it could be substanial - but then the AI would have to do build upgrades to its cities..
 
Dspencer said:
I'm wondering why you'd want to, but either way, you're better off altering AI files to lower their desire to build colonies.

I think he wants to lower the population below 1000 so that the next country that sends a colonist changes religion and culture of the province to that of his own country. I do the same when I conquer former colonies of my enemies that have grown to 1000+. I lower them to something below 1000 in the savegame. :cool:
 
ConjurerDragon said:
I think he wants to lower the population below 1000 so that the next country that sends a colonist changes religion and culture of the province to that of his own country. I do the same when I conquer former colonies of my enemies that have grown to 1000+. I lower them to something below 1000 in the savegame. :cool:

Well, if that's the case, rather than cheating, you're better off writing random events to change province cultures. Then again, that could backfire if you don't want european provinces affected by this. Historically however, it makes alot more sense to have to live with the fact that "they" got their first, a la quebec.

In any case, i still think it's a better option to change the settings in the AI file so that they build less colonies and more trading posts.
 
Dspencer said:
Well, if that's the case, rather than cheating, you're better off writing random events to change province cultures. Then again, that could backfire if you don't want european provinces affected by this. Historically however, it makes alot more sense to have to live with the fact that "they" got their first, a la quebec.

Historically there are examples of both. Staying in the english colonies in northern America say Acadie where the french were deported.
 
ConjurerDragon said:
Historically there are examples of both. Staying in the english colonies in northern America say Acadie where the french were deported.

Hmm, nova scotia is an interesting example. Perhaps the colonization system as a whole is poorly done in eu2. It would be pretty cool if someone made events with an "area" scope consisting of several provinces that would fire for whomever owned that area, changing state culture and religion in exchange for a hit on badboy, cash and population. Atleast then, the fix would be in game, rather than in the savegame.
 
Dspencer said:
Hmm, nova scotia is an interesting example. Perhaps the colonization system as a whole is poorly done in eu2. It would be pretty cool if someone made events with an "area" scope consisting of several provinces that would fire for whomever owned that area, changing state culture and religion in exchange for a hit on badboy, cash and population. Atleast then, the fix would be in game, rather than in the savegame.

Or negative colonization. Spend money and a colonist to move those X settlers unwanted in that province to Y province :cool: