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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.
@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.
settlement_resource_buildings.txt with: ai_creation_fatpor.
I look forward to the producer Twiddle Factor's update.
The trade post trade system works based on distance.
All provinces can trade with neighbouring provinces and provinces in the same sea-zone.
Provinces whose trade Posts have a merchant port building will be able to trade with any other province with a merchant port building that are within a certain naval distance from them.
The trade post buildings have the same effect but for provinces within a certain land distance.
I changed the exact distance numbers recently, and I am not sure what the old numbers were, but I will post the updated numbers when I upload the current update.
I mean like If I checked the population of my player formed nation of idk Ireland in the year say, 870 would it be in the ballpark of the estimated population of Ireland at the time?
The reason it happened is that paradox changed the technologies in 3.0,I believe, but the buildings file in my mod is the old one.
Initial populations will only be set when you start a new game, so if you want to start with the optimized populations, you should make a new game, but you can play with the non-optimized populations just fine. In about 20 years game time, the populations should be pretty reasonable.
I updated it today with just the starting populations fixed. They should now start about half way to their carry capacities, so populations will grow on start up, but you will have sizeable populations to begin with.
It is perfectly playable as it is now, but as you noticed, the initial populations will be very low, and the same everywhere at game start.
great idea, but doesn't fit into the rest of the game, imo.
When you say that it doesn't work well, do you mean the numbers are too low?
Thanks for the suggestion. I made the mod by myself and the only playtesting was games done by me, so I haven't had much of a chance to optimise all the values.
I increased the price of food, but halved all the consumption, as well as creating a bigger difference between classes of people.
for example: the gentry now consumes 0.55 while serfs consume 0.45 and burgherr (btw: why burgherr? strange word to use when you mean merchant population, because it means "lord of a castle") 0.5 in my version.
I find it to work much better.