Crusader Kings II

Crusader Kings II

Settlement Populations v2
202 kommentarer
Twiddle Factor  [skapare] 25 nov @ 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 24 nov @ 10:43 
Very interesting mod mate,ty
Wing Chicken 23 nov @ 21:57 
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 20 nov @ 18:48 
"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  [skapare] 19 nov @ 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 12 nov @ 15:14 
Pretty nice to see an update to this mod.
Twiddle Factor  [skapare] 11 nov @ 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 16 aug @ 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 3 maj @ 11:13 
Has someone tested how compatible is this with HIP?
Twiddle Factor  [skapare] 28 feb @ 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.
Sealofdisapproval 31 jan @ 9:00 
does this work with Flogi's trade mod?
jaslingard 8 sep, 2024 @ 6:17 
could you add a transplant population feature for when you capture holdings? Like when you enslave populations but instead if the county has the same culture/ culture group as your character you can transfer the population as peasants or freemen.
Twiddle Factor  [skapare] 4 sep, 2024 @ 6:20 
Hmm, it works fine on my local version, but I am not sure how updated the mods are. I am fine with updating the mods to my current local version, but it has been several years since I last updated it, and I don't think the current version is save-game compatible.
JamieStylez 2 sep, 2024 @ 18:53 
the trade route submod is not working. none of those trade routes show up for some reason. any advice? thnks
Twiddle Factor  [skapare] 19 jan, 2024 @ 7:49 
It is mostly compatible, but there are 3 changes I made to vanilla files that I believe interfere with changes made by HIP. Those three changes are to the files related to nomads razing settlements, tribals reforming to feudal/republics and converting tribal settlements. Im not sure if HIP adds any buildings or not, but that could cause issues with this mod as well.
NattyGaming 17 jan, 2024 @ 1:49 
Quick question, is this HIP compatible or nah ?
T̶͔͓̣͆̅͌͛̿☟︎☜ 18 sep, 2023 @ 19:58 
Thought I'd let the author know they've got some typos in the code in:
settlement_resource_buildings.txt with: ai_creation_fatpor.
ansung12 30 maj, 2023 @ 21:41 
So fantastic! This mod recreates ck2 as a whole new game!
I look forward to the producer Twiddle Factor's update.
Gospodin Amodus 30 maj, 2023 @ 9:55 
Still waiting on that update :cozybethesda:
Twiddle Factor  [skapare] 22 apr, 2023 @ 9:11 
Trade zones don't have any effect on the trading system in this mod.
Twiddle Factor  [skapare] 22 apr, 2023 @ 9:09 
Hey Suzaku, thank for your interest in the mod. I have actually been updating it lately as I have been getting back into CK2 recently. I need to write a proper manual explaining how all the systems work.

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.
Suzaku_K1945 22 apr, 2023 @ 8:58 
May I also add that this mod makes the use of retinues and mercenaries much more desirable... Thank you; a pity it came rather late into CK2's life cycle.
Suzaku_K1945 22 apr, 2023 @ 8:52 
How does trade post-based trade work? Is trade linkage valid across all trade posts, or restricted by some ownership criteria (eg., same merchant republic; same patrician family; same country, to list a few) or distance criteria (eg., contiguous trade zones; limited to x range, etc.)?
elves2017 7 dec, 2022 @ 7:53 
quite weird. No silk trade truly happens in the silk road. It seems that the emulation of trade with out-map china doesn't work.
elves2017 7 dec, 2022 @ 6:08 
excellent idea, but the origin silk way no longer provide any trade income, I wonder if that's a bug.
JimmyG1970 29 nov, 2022 @ 18:51 
AGOT? Yes, No...Mod it to make it so?
Paragon 15 okt, 2022 @ 0:58 
Is this compatible with AGOT mod?
OSST 28 sep, 2022 @ 5:12 
anyone using this with hip ?
OSST 12 sep, 2022 @ 18:54 
Is this compatible with hip the latest version is frosty 3 and there doesnt seem to be a newer version
Proventus Avenicci 24 jul, 2022 @ 1:56 
kind of a stupid question I get kind of obssesive with small details like this, but t are the numbers on the populations on here in any way realistic? When I say realistic, I dont mean to ask whether or not they are historically accurate.

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?
Paulica Windrunner 27 jun, 2022 @ 15:12 
causesgame to crash when you load a save or start anew
Spydama 15 jun, 2022 @ 5:27 
This is the mod I was looking for. It's really great.
Twiddle Factor  [skapare] 3 jun, 2022 @ 6:20 
@duysen4 Thanks, that makes sense, as that was also added after I made this mod. I will try to fix all the building issues the next time I update
duysen4 2 jun, 2022 @ 7:30 
Yeah that makes sense but i would also like to point out that the buildings unlocked by the formable bloodlines also do not show up.
Twiddle Factor  [skapare] 2 jun, 2022 @ 6:28 
@duysen4, thanks for pointing that out. I noticed it a little while ago and I thought I fixed it, but it seems I somehow forgot to fix it. I'll go back and make sure to fix it this 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.
duysen4 2 jun, 2022 @ 3:27 
I am just here to ask but i found that monastic schools can't be built as they essentially have a nonexistent requirement so is that intentional or an accident.
Twiddle Factor  [skapare] 28 maj, 2022 @ 21:56 
@Anon, there was no actual issue with the previous version, it was just that the starting populations were all the same across the board and were very small. As you play, the populations would increase and get close to their optimal values.

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.
Anon 28 maj, 2022 @ 8:04 
do we need a new save game, or can we continue using our current ones
Dunestyler 28 maj, 2022 @ 1:48 
@Twiddle Factor very nice, thank you very much.
Twiddle Factor  [skapare] 27 maj, 2022 @ 20:44 
@Dunestyler, Sorry for not updating it earlier. I was planning on fixing the new game starting populations when I o the next update, but i haven't had time to update anything lately.

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.
Dunestyler 27 maj, 2022 @ 4:25 
@Twiddle Factor can you update?
xzachar 16 maj, 2022 @ 10:11 
Man, that is good
Anon 14 maj, 2022 @ 19:13 
ohh, thank you, because currently the base population in each holding is 6 instead of the 9
Twiddle Factor  [skapare] 14 maj, 2022 @ 7:16 
@Anon, it should not; however, on reading your comment I realised that I had forgot to reactivate the initial population setting event. I disabled it when debugging and testing, and it is not active in the current released version. I will fix that as soon as possible.

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.
Anon 14 maj, 2022 @ 6:18 
Does using other mods change the base amount of people in each county and barony, currently its around 6 in all areas of my map. i'm using mods such as flogi and districts
Dunestyler 21 mar, 2022 @ 5:28 
oh another thing: slavery should only be prohibited among christians and muslims among each other. other religious groups didn't generally have any qualms of enslaving people of their own faith group.
Dunestyler 21 mar, 2022 @ 5:27 
yes. I believe the numbers are too low, which makes it so it doesn't mesh well with the rest of the game.
great idea, but doesn't fit into the rest of the game, imo.
Twiddle Factor  [skapare] 21 mar, 2022 @ 5:25 
It may mean something different in other languages, but the word burgher in English is used to refer to the inhabitants of towns during the middle ages. Right now you are correct that burghers just represent merchants. In the future I am thinking of adding some other city related things for them as well.

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.
Dunestyler 21 mar, 2022 @ 5:19 
oh actually, serfs consume only 0.4 food in my version now, with freemen consuming 0.45, same as burgher and gentry consuming 0.55
Dunestyler 21 mar, 2022 @ 5:17 
oh yes on the poverty, I started tweaking that as well.
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.