Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Population
147 条留言
sxᴛʏ 5 月 4 日 上午 8:06 
having 4 types of population makes this mod boring and annoying , 1 type population like rome 1 makes this mod better and ai can handle with this
V1dzhey1 4 月 21 日 上午 8:47 
If it doesn't affect the AI, what's the point of installing it? DEI Same thing
Hengurifisu 3 月 26 日 下午 5:22 
Why is the IA factions not affected? Only the player is being affect
God of Warhammer 3 月 21 日 下午 1:09 
Does it work for unit mods like Radious
WaRZa 3 月 12 日 下午 5:25 
doesn't work
vargasguerrero113 2 月 22 日 下午 3:18 
i just installed the game and population system is not working for me
Daimyo 2024 年 8 月 5 日 下午 9:54 
@Val There is a migration mechanic that might be related to what you're experiencing.
Valendrion 2024 年 6 月 13 日 上午 10:08 
There is something very wrong with this mod. I'm playing as Athens. Population of Athens itself peaked at 127,000 two turns later it's 45,000 no idea why. Pella refuses to increase in population at all. The growth % for each of the 4 classes are between +4-6% but the total population drops a few hundred every turn. Pella population has dropped from 26,000 to now less than 4000 in 110 turns.

I never run low on food. Shrugs.
Maj. Winters 2024 年 5 月 14 日 下午 8:08 
I figured it out. It's sanitation. I guess people prefer to live where there isn't sewage flowing down the street
Maj. Winters 2024 年 5 月 9 日 下午 2:24 
Yeah idk if i just dont know what im doing but the population of Rome went up to 80,000 and Naples went down to 1,000... I guess Vesuvius erupted early.
gladius 2024 年 4 月 3 日 下午 9:21 
I'm having the same problem
IsYaeBoi 2024 年 1 月 14 日 上午 4:11 
I'm having the same issue. For me, the predicted growth, especially in Velathri and Ariminum when playing as rome, is always positive yet im constantly losing population. I'm not sure if it's just because I don't fully get the mechanic or if something is wrong
the_cavalier82 2023 年 9 月 29 日 下午 4:34 
I continue to have issues with the Population mechanic.

I typically play as Rome whenever I use this mod, and where I notice a problem is after taking Velathri and Ariminum. Every population class is showing positive growth in both towns, total growth is around +240, and the populations are around 13,600 at the end of the turn. At the beginning of the next turn, Ariminum's population has dropped to ~13,100 and Velathri's dropped to ~13,400. At least from what I can tell, these towns are the only towns that experience this particular problem.
AveMetal  [作者] 2023 年 9 月 21 日 下午 1:19 
Para Bellum - Population updated:

- Improved compatibility between Para Bellum and vanilla, so the number of soldiers per unit unit is adapted depending on each case.
- Added more variety of effects icons.
- Debugged scripts, thanks to Luskainn for advice.
Jebe 2023 年 6 月 25 日 上午 1:49 
Does the population system only apply to the player? Sometimes i scratch my head how my enemy still can recruit so many warriors after so many losses
AveMetal  [作者] 2023 年 6 月 16 日 上午 6:02 
Mod updated:
- Special thanks to andrei.papou for the modified the settlement captured behavior: if the majority culture is the one of your faction, you can retain 1/2 (when occupied) or 1/4 (when sacked or razed) of the original population.
- Added the mercenaries and other units missing from the RotR campaign.
- Added population to the Iphikratean embarked troops (PB Open Beta).
AveMetal  [作者] 2023 年 6 月 16 日 上午 6:01 
@ Sanakan & andrei.papou: Fixed in the last update.

@ BadReligion: Idk in each case, but historically Sparta population declined along time so it seems realistic.

@ Molty: Probably, it also includes the content of the credited mods in the description.

@ Gunpowder_Jack: Be sure to check the script mods in the game mod options, and restart the game.

@ Sanakan: Para Bellum Open Beta includes a formula that slightly increases the growth rate.
andrei.papou 2023 年 5 月 27 日 上午 9:28 
Looks like this mod doubles the construction time for GC and all DLCs for no reason.
BadReligion 2023 年 5 月 24 日 下午 12:17 
why the ai cities grow so good? for example, when i captured Athens, population was 60000 in this town. And in my Sparta it was 15000. why???
Molty 2023 年 5 月 18 日 下午 1:20 
Does this mod affect the values for population happyness for the "Events" category? When this mod is enabled, I get negative "Events" happyness that I cannot explain. It goes back to normal values when this mod is disabled, both for loading saved games and starting new ones aswell.
Gunpowder_Jack 2023 年 5 月 14 日 下午 7:24 
Love the mod but I noticed it doesnt work for some factions. I tried uninstalling and verifying games files.

Then ran with only the para bellum mod and the population show on some factions only the vanilla population growth. i tired Egypt and Syracuse and the mod works as should but I tried Rome and Pergamon and its just the vanilla population.

Not using the factions mod. I hope you can help

P.S alos with the factions mod during the faction selection screen some of the normally locked factions has a display of the bonuse like "Calvary Charge Bonus: &/ % for calvary units"
Sanakan 2023 年 1 月 26 日 上午 9:02 
Hey AveMetal, I think some mercenaries (etruscan archers and hoplites from what I've seen) from the Rise of the Republic campaign don't have population classes assigned to them. Is this intended? Love your mods.
the_cavalier82 2022 年 12 月 22 日 上午 8:30 
@Wolf Of Iberia - What would be a good strategy to address this?
Wolf Of Iberia 2022 年 12 月 21 日 上午 8:53 
@the_cavalier82 - You could be looking at population growth but losing pops due to negative immigration.
the_cavalier82 2022 年 12 月 20 日 上午 5:57 
I'm continuing to have a problem in regards to losing population.

In a Roman campaign I've recently begun, I've progressed to the point where the Etruscans have been eliminated and the region is stabilized. The point of contention that I'm having is with Ariminum. The city is seeing positive net growth from every population tier, yet is continually losing population in regard to overall number. For example, in the space of a few turns, the overall population dropped from ~24,700 to ~22,400, despite the positive growth in every tier. What makes this strange, is that this glitch only appears to be affecting Ariminum, as every other city's population remains stable.

I've confirmed the load order and it's checked out. This is an issue I've had in the past with this mod and don't understand what is causing the issue.
wmslone 2022 年 12 月 15 日 上午 6:12 
Just saw all the links at the top after posting that lol, I'll get it sorted :steamthumbsup:
wmslone 2022 年 12 月 15 日 上午 6:10 
Thanks for the response, AveMetal, glad to hear you're still actively working on these mods as they're great, I'll definitely write up a more detailed report then. Will need a bit more room than the Steam comments provide though so I'll try to find PB somewhere else (not sure if PB's on twcenter or discord, but if not I'll just use the Steam discussions on the main PB collection page). If you have a preferred space for these kinds of discussions lmk. Cheers.
AveMetal  [作者] 2022 年 12 月 14 日 下午 6:50 
@wmslone: I keep updating my mods, including this one, so the more detailed the feedback is, the easier for me to fix or improve them. With Para Bellum Open Beta I've tweaked the population formula a bit so that it grows more, it would be good to know if it works better in your case.

@ seenkyle & AbeS: When you conquer a settlement, only remains the foreign population. I recommend to check the original PoR2 guide where it explains more in detail its mechanics and these questions. This mod is just a version adapted to Para Bellum with some extra features added mainly by the other credited mods.
wmslone 2022 年 12 月 11 日 上午 11:41 
If the population mechanic is still being worked on I'm happy to go into greater detail but suffice it to say I had to turn this off when playing Para Bellum. It just doesn't seem to work right. Not all bonuses to pop growth seem to be applied, and there are significant incongruities between the region growth projections and actual pop growth.
I played a Syracuse campaign for over 200 turns and had maxed out everything, buildings, tech, agents and characters, etc, and still my noble population in all my cities was betweem 100-300 and either stagnated or declining. When adding up the bonuses I should be getting (from buildings, province effects, etc) they don't seem to square with what's projected in region growth. Moreover, the base population decline seems to grow out of proportion with actual growth.
nickgurr 2022 年 12 月 11 日 上午 9:43 
I've started a campaign as Cherusci and my starting settlement is 90% foreigners? It also is really difficult for me to build up just a simple amount of commoners so I can recruit basic units. Also I took another germanic settlement from the AI and it has 21000 population and 20000 are foreigners. Is there a way I can turn these foreigners into commoners?
AbeS 2022 年 11 月 10 日 下午 11:05 
Are 'apeleutheroi' in Spartan demography used for anything? So far I only can recruit from Homoli, Perioiki and Helots, when Apeleutheroi make like 80% of my population.
ancensan 2022 年 9 月 29 日 下午 2:59 
@UnSeenTrapp: No utilices mas de 34 mods al mismo tiempo
UnSeen 2022 年 9 月 24 日 上午 7:41 
my people are naked or cant be seen or have no faces please fix GREAT MOD 100 STARS
async 2022 年 8 月 6 日 上午 3:25 
@CommieChief I've read that the AI doesnt use the population system in DEI. So I would not get my hopes up
Caleb Perdita 2022 年 5 月 14 日 下午 7:29 
what are peoples experiences with this mod when playing as rome plus with the rest of the para bellum mods? Does the AI utilize the population mechanic as well?
Warriordude 2022 年 5 月 12 日 下午 2:09 
I have one question, normally I play Para Bellum without this mod, question is does this mod effect the AI?
Galocego 2022 年 2 月 15 日 下午 12:14 
it is said that if I conquer another city, all of its pop will become foreigners. what happens if I reconquer a city that was already mine but I lost it? will I lose all of the pop too?
AveMetal  [作者] 2022 年 2 月 10 日 上午 4:51 
WarthogChaos 2022 年 2 月 10 日 上午 4:16 
@AveMetal I did
AveMetal  [作者] 2022 年 2 月 5 日 下午 12:12 
@ WarthogChaos: have you activated the Script mods?

@ VenomBlizzard &Taisen: I think it´s working fine. You can read the basics of the population mechanics when you start a campaign and in the the original mod notes that is linked in the description.
WarthogChaos 2022 年 2 月 1 日 下午 11:25 
I'm having an issue with the population mod not showing on the UI, anyone else have this problem?
Taisen 2022 年 1 月 5 日 下午 6:02 
Not sure if this is a bug, but I took over pella as rome and its population is just depleting even though under the percentages its telling me that its suppose to be growing, I have no taxes on it and have all the buildings that give pop growth.
VenomBlizzard 2022 年 1 月 4 日 上午 1:03 
i found odd issue, in empire divided campaign when i conquer other roman settlements the population becomes foreign
AveMetal  [作者] 2021 年 12 月 22 日 上午 4:50 
Fixed! Now it can work again as a standalone mod. Also I've build in my Edicts mod into this one.
da captain 2021 年 12 月 9 日 下午 6:50 
I found out the issue. It didn't crash when I ran Para Bellum - Campaign with this. So it looks like that is now a requirement to be able to run this mod
da captain 2021 年 12 月 9 日 下午 6:37 
gotcha, that is strange. And no, this is the only Para Bellum mod i have
AveMetal  [作者] 2021 年 12 月 9 日 下午 5:59 
And when it crash?
AveMetal  [作者] 2021 年 12 月 9 日 下午 5:56 
Basically adding effects to the new edicts that I include in the Xmas update for the Para Bellum Campaign part but that should not affect. Are you playing also with Para Bellum Campaign?
da captain 2021 年 12 月 9 日 下午 5:41 
Alright, I've deactivated all my mods except this one and it was still crashing. It was working fine before the update. :steamsad:
da captain 2021 年 12 月 9 日 下午 5:33 
I have so many, but this mod was working fine earlier today and the weeks beforehand. But after you updated the mod today it was crashing on Launch. I found out that deactivating this mod fixes the crash, but this mod basically essential for me so I don't want to discard it as much as possible.

I see that in the Change notes you did some minor changes/fixes to make the mod compatible, can you tell me which changes are those?