Crusader Kings II

Crusader Kings II

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Settlement Populations v2
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1.148 MB
2017 年 11 月 24 日 下午 3:58
11 月 15 日 上午 4:26
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Settlement Populations v2

描述
Settlement Populations
by: TwiddleFactor​

Recommended: Install the optional trade submod for the best experience. This submod adds several trade routes to the vanilla map, giving you more options to interact with the trade system. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2756195355&searchtext=settlement+populations

Recommended: Install the optional bureaucracy submod. This submod adds a new set of laws for representing the bureaucracy in the capital of imperial/republic governments. When the bureaucracy level (replaces the centralization law) is increased, a number of burghers proportional to the law level will be employable in the capital. These burghers will increase the centralization level of your primary title, which will give you stat, demesne size and vassal limit bonuses, but you will have to pay the salaries of these burghers once a year by event.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3603823790

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: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 decisionTo see trade details about a province, right click on the county title and hover over the trade details decisionTo 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 GlancePopulationFreemen: 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.Economic SimulationPopulations 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 demandProvinces 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 presentAll 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.Dynamic LeviesRaising levies from demesne provinces will directly take population from the populations in a settlementThe population to take from each population class is calculated based on obligation laws and population numbersDisbanding levies will return the populations to the settlements withDynamic Population ChangePopulations will grow each year by a rate that is affected by how much of their needs they can fulfillPromotion and demotion between classes occurs depending on the wealth of populationsDiseases will kill pops, but hospitals will help to reduce the severity of epidemicsThe inhabitants of a captured settlement can be enslaved, slaughtered, or left to live peacefullyPopulations will migrate between settlements and between provinces to find better opportunitiesOptional Trade Route Sub-modMany additional trade-routes and tweaks to the vanilla trade routes to facilitate inter-province resource trade
202 条留言
Twiddle Factor  [作者] 11 月 25 日 上午 1:56 
@WingChicken
any trade routes added by other mods will work with the trade system in this mod; however, if the trade posts are restricted to only certain provinces, they may be farther apart than the ideal case for this mod.

With regards to HIP, there shouldn't be any game breaking incompatibilities, but this mod removes all levies from buildings and ties them to populations instead. If HIP adds new levy buildings, it may mess with the balance.
instantgaming 11 月 24 日 上午 10:43 
Very interesting mod mate,ty
Wing Chicken 11 月 23 日 下午 9:57 
I'm not the mod author so I can't say with much authority, but i assume it would work relatively the same. The trade submod does add the ability to build trade post anywhere along a trade route, so you'd probably miss out on that feature.
Endovelicus 11 月 20 日 下午 6:48 
"This submod adds several trade routes to the vanilla map" So, if I want to play with HIP and use a submod that add a lot of trade routes in the HIP map it would work similarly or the submod adds other things too?
Twiddle Factor  [作者] 11 月 19 日 上午 2:39 
Thanks. I just never got around to bug checking, so I never uploaded a new version, but I have been making the occasional updates over the years.

@gamingwithtyh, that is odd and shouldn't be happening. It may just be that the province has yet to update, but I will look into it.
Wing Chicken 11 月 12 日 下午 3:14 
Pretty nice to see an update to this mod.
Twiddle Factor  [作者] 11 月 11 日 上午 5:29 
It has been several years since I have updated the mod, but I have actually been adding features and tweaking things on and off every couple of months for quite some time. The manual has yet to be updated, but I will try to get to it as soon as possible. There are still quite a few localisation issues I haven't fixed, so this version may be a little rough around the edges.
purpleXed_herO 8 月 16 日 上午 6:50 
some areas, especially under the nomad displays a population of 0, even when there is a holding of tribe there. Some nomadic area with a holding has a population while some don't. Why is that so?
Demiurge Slayer 5 月 3 日 上午 11:13 
Has someone tested how compatible is this with HIP?
Twiddle Factor  [作者] 2 月 28 日 上午 5:08 
As long as you don't use the trade sub-mod, it shouldn't cause crashes or anything, but it might not work ideally.