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Thread: Cultural and Religous Assimilation

  1. #41
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    Quote Originally Posted by k_merse View Post
    Well, that means that the Spanish had better internal policy than you have...
    Then please add a national decision that encourages big families!

  2. #42
    Lt. General k_merse's Avatar
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    We were thinking about an option to reintroduce the royal right of the first night
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  3. #43
    Maybe I got something wrong, but did you say that pop is the "base" of the tax & manpower calculations? Cos that would be a huge break from EU3 (/mm) where there were base values for those, and the difference between a thousand and a million inhabitants was like 3x manpower and some ok tax increase. Trade value went up quite a bit though ...

    Quote Originally Posted by k_merse View Post
    The population is the base of the calculations, but it was the same in EU3. However, with various buildings and sliders you could change the rates more drastically. You didn't feel the influence of the population because it's a gradual and steady change while with one slider change you can increase your tax incomes (for example) overnight.
    I'm confused now. Pop was the base of what?

  4. #44
    Lt. General k_merse's Avatar
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    You're right, I wasn't precise enough. Of course there is a base value which symbolizes the average wealth of the province. But this is always multiplied by the population of the province and every other modifiers came in only after that.
    So the base value AND the population is the base of everything.
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  5. #45
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    This does not make sense for countries were wealth came mostly from agriculture, not from the cities i.e. Eastern Europe. Unless province population does not represent only the city .
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  6. #46
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    Quote Originally Posted by rybka View Post
    This does not make sense for countries were wealth came mostly from agriculture, not from the cities i.e. Eastern Europe. Unless province population does not represent only the city .
    Population represents only urban population. Is it fair? Maybe not, but that's not the point. Population is just another factor like base tax that affects the relative wealth of provinces. Do we want to have a realistic distribution of population? Based on what? We can only have estimates and those are debatable. And if we did, it would swift the balance, and end up in implausible results, because this is not a simulation but a very simple abstraction to model the growth of wealth over time. My head hurts.
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  7. #47
    The major roadblock to anything but a generalized populace representative, is that in many places, there were no detailed records that provide us historical data needed for anything specific.

    The model chosen - base representation of urban population followed by specific tweaks available through structural improvements and policy focus do a fairly good job at balance and overall game-play. It is true that there will be things that may not make perfect historical sense, but the game overall should still be very representative of plausibility.

    Also, due to the generalized nature of the system, results will end up being different from the historical empiricle data - this is one area that could not be expanded upon giving the realities of game production.

  8. #48
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    I am fine with whatever you decide. Afterall it is only a game
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  9. #49
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    Quote Originally Posted by Descri View Post
    I'm pretty sure that's against Paradox policy.
    Resettlement Policy

    it is in the game already, it is not a talk about genocide or what, but in the vanilla this just means the local province changes culture, not that the population moves to somewhere else as it should
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  10. #50
    Toward the conservation before about genociedes and stuff, what about V2 events that had results where like 10% of the population could dissapear?
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  11. #51
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    Quote Originally Posted by SerialCereal View Post
    Toward the conservation before about genociedes and stuff, what about V2 events that had results where like 10% of the population could dissapear?
    Or EU1-3 treatment of 'natives' where player basically eradicates whole populations in preparation for colonisation.

  12. #52
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    There are events where a certain percentage of the population disappear, like plagues, expelling of religious minorities etc. But there is no decision for directly exterminating the natives.
    On the other hand, just like in EU3, there is a number for every province about how many troops the natives can send against you, which can be reduced to 0, but this does not mean the extermination of the natives, or even the men, because there are decisions which can reduce this number without bloodshed.
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  13. #53
    Quote Originally Posted by k_merse View Post
    There are events where a certain percentage of the population disappear, like plagues, expelling of religious minorities etc. But there is no decision for directly exterminating the natives.
    On the other hand, just like in EU3, there is a number for every province about how many troops the natives can send against you, which can be reduced to 0, but this does not mean the extermination of the natives, or even the men, because there are decisions which can reduce this number without bloodshed.


    I was refering to this event (I think):

    Code:
    #Anti-Immigrant Riots
    province_event = {
        id = 2100
        title = "EVTNAME2100"
        desc = "EVTDESC2100"
        
        trigger = {
            has_national_minority = yes
            has_recent_imigration = yes
            is_colonial = yes
            unemployment = 0.05
            owner = {
                civilized = yes
            }
            average_militancy = 4
        }
        
        mean_time_to_happen = {
            months = 1000
            modifier = {
                factor = 0.9
                average_militancy = 5
            }
            modifier = {    
                factor = 0.9
                average_militancy = 6
            }
            modifier = {
                factor = 0.9
                average_militancy = 7
            }
    
            modifier = {
                factor = 1.5
                NOT = {
                    average_consciousness = 4
                }
            }
        }
        
        option = {
            name = "EVTOPTA2100"
            any_pop = {
                limit = {
                    is_primary_culture = no
                    is_accepted_culture = no
                }
                reduce_pop = 0.95
                consciousness = 1
                militancy = -1
            }
        }
    }
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  14. #54
    Artificer Urza's Avatar
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    Quote Originally Posted by k_merse View Post
    On the other hand, just like in EU3, there is a number for every province about how many troops the natives can send against you, which can be reduced to 0, but this does not mean the extermination of the natives, or even the men, because there are decisions which can reduce this number without bloodshed.
    Is this number still the one which is added to the population of the colony when the colony reaches 1000 population?

  15. #55
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    Quote Originally Posted by Urza View Post
    Is this number still the one which is added to the population of the colony when the colony reaches 1000 population?
    Sure
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  16. #56
    Quote Originally Posted by ubik View Post
    Sure
    Darn it.

    I hated that system. I was hoping that it would be replaced whole-scale, so that the natives would be handled mostly by event.

  17. #57
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    By the way, and I think this was probably asked before, can colonizing nations, either by immigration or conversions instill or change the culture of the colonized states to that of their own?
    Meaning if Portugal, Spain or England colonise a sparsely populated state, will the culture of that state change or become that of the colonist's?

  18. #58
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  19. #59
    Lt. General k_merse's Avatar
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    The culture of the colonies will change by time as the colony develops its own identity. This is an important step to become independent.
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  20. #60
    Colonel Kaarle XII's Avatar
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    Quote Originally Posted by k_merse View Post
    The culture of the colonies will change by time as the colony develops its own identity. This is an important step to become independent.
    Hopefully this process of developing their own culture isn't as fast as it was in the mod, they seemed to change culture in a few decades.

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