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nikkythegreat

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Ive always been someone who wants to see a more dynamic pop and economic system as the current system of pops straight up producing tax income or commerce income seems so bland to me.
In the current system pops feel so dead and they seem to be nothing more than stats on the province.

So, here is my suggestion, this is more of an outline of how a system would work:


POP system

First turn the number of pop types from 5 to 7,(A lot less than Victoria 2) then organize them into 3 strata.

Upper Strata would be composed of Nobles and Citizens, these provide the bulk of the research of your empire however they require the most number of goods and are the hardest to keep satisfied.

Middle Strata would be composed of Soldiers, Laborers, Craftsmen, and Tribesmen. They would normally compose the majority of your empire's population and require moderate amount of goods to keep happy. Soldiers, Laborers, Craftsmen produce a quarter of the research produced by Citizens. Tribesmen do not produce any research.

Lower Strata would be principally composed of slaves and require the least amount of goods to satisfy.

Pop types of the same Strata would generally consume the same type and amount of consumer goods.

aaaa.png


Nobles and Citizens would produce research and trade routes, thus commerce (more on this after i see how they work in 1.5) with Nobles producing more of both than the citizen. Additionally nobles would also increase the amount of goods produced by Laborers, Tribesmen, and Slaves. Nobles increase output by 2% for every 1% of the territories' pops as Nobles.

However Nobles would start with lower happiness and require a larger amount of trade goods as citizens. Plus there are fewer of them due to desired pop ratios than citizens.

Soldiers are the only pop type that innately produces manpower. But other pop types may produce manpower depending on other factors like conscription laws for citizens and a tribal government type for tribes men.

Craftsmen produce processed goods like weapons, garum, or wine randomly depending on the availability of raw materials in the region.

Laborers, Tribesmen, and Slaves produce the trade good of the province. It would no longer be X amount of pop type for a surplus but something like slaves produce 2 trade goods while Tribesmen and Laborers produce 2.5 trade goods. As said, Laborers and Tribesmen would produce 25% more than slaves but being Middle Strata pops, they require more goods than slaves to be happy plus they start with lower happiness than slaves. Laborers differ from Tribesmen by how civilization affects their productivity in the case of Laborers and happiness in the case of tribesmen.

Pops have different Life and Luxury needs based on their Strata (although Nobles need 50% more than Citizens) in addition to food. Life needs provide bonus happiness when fulfilled while Luxury needs provide output bonus when fulfilled.

A Citizen needs:

Base happiness 20%
0.4 food

Life needs:

0.2 Cloth
0.2 Earthenware
0.1 Papyrus
0.2 Olives
0.2 Wine
Each need provides +7.5% happiness when fulfilled

Luxury Needs

0.2 Garum
0.2 Dye
0.2 Gems
0.2 Precious Metals
0.2 Marble
0.2 Honey
0.2 Dates
Each need provides +7.5% output when fulfilled.

All of these require 50% for Nobles.

Thus Pop output would really scale up if you provide pops with their Luxury needs thus providing a way for a player to pump up production of their empire without the need to increase the number of pops. However life needs would need to be fulfilled first since they individually would provide better benefit and lack thereof would make pops unhappy. Plus Life need goods would be cheaper than Luxury goods.

aaaaaa.png


Middle Strata:

Base happiness 25% (40% for tribesmen)
0.2 food

Life needs:
0.2 Cloth
0.1 Earthenware
0.1 Olives

Each need provides +10% happiness when fulfilled

Luxury Needs
0.1 Papyrus
0.2 Gems
0.2 Precious Metals
0.2 Stone
Each need provides +10% output when fulfilled. Except Papyrus which does not give anything but if the luxury need is not fulfilled the pop will produce -25% research.

Lower Strata:

Base happiness 70%
0.1 food

Life needs:
0.2 Cloth
0.2 Hemp

Each need provides +10% happiness when fulfilled. Has no Luxury needs, thus easy to gain max efficiency but maxes out at a lower level.



Civilization would no longer increase happiness of Pops but instead increase output of Upper Strata pops and Middle Strata pops by 0.5% for every point of civilization except Tribesmen. Tribesmen would instead get a mallus of 0.5% happiness for every point of civilization. Additionally civilization should increase the research output of the territory by maybe 0.5% per civilization point.


POP ratios

Desired ratios in territories should also be changed because of these changes.
(Non-tribal)
Settlements:
2 (10%) Citizens
2 (10%) Soldiers
2 (10%) Craftsmen
8 (40%) Laborers
6 (30%) Slaves

Cities and Metropoli:
35% Citizens
10% Soldiers
25% Craftsmen
15% Laborers
15% Slaves

Tribal government type would give 20 desired ratio for Tribesmen making their Settlements be 50% tribesmen and their cities 16% tribesmen.
Additionally terrain type should give changes to the desired pop ratio maybe give forests have 2 desired ratio for Tribesmen.






Manpower
Although I prefer to have manpower to tie individually to pops lets keep this simple as this is post is mainly a suggestion for the pops and the economy.
Only Soldier pops innately produce manpower at the rate of 0.01 per pop. However things like laws, government types, and heritages may change this.

Heres an example of a Consription law for monarchies.

aaaaaaaaa.png


Tribal Governments would also give Tribesmen the ability to produce manpower at the rate of 0.003 per pop.


Trade Goods

There will now be additional type of goods, processed goods. Ones that are produced by consuming other goods. These are typically more expensive than the goods that they use up. These are produced by Craftsmen. These production lines should be at around Stellaris levels of complexity rather than Victoria 2. Heres an example of how it would look.

1233.png



Goods that are classified as food would be used up to fill the Food storage of the province first before they are being used up for production by craftsmen and whats left is sold. Prices of goods would also raise or lower based on supply and demand thus it is not good to merely place all your pops on a territory producing precious metals.

The value of the goods sold would be the basis for tax income of a province. Which would be multiplied by the tax rate which is in the economics tab.


Military

Individual cohorts would now require an additional upkeep of their respective trade goods otherwise you will not be able to reinforce them in addition to a combat penalty. Thus it is no longer possible to create 150 cohorts of Heavy Infantry just because you have 1 Iron available. This would also mean that upkeep of your cohorts would also vary a bit due to the price of respective commodities. Heres a few examples:


army.png




I hope the devs can get a few ideas from this.
 
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Excellent ideas, but the Strata seem a bit reundant with only 7 different pops. It's also weird to see only Slaves in the lower strata while POPs that are Lower Strata in Victoria 2 (Laborers, Craftsmen, Soldiers) are middle strata in your example.
 
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nikkythegreat

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Excellent ideas, but the Strata seem a bit reundant with only 7 different pops. It's also weird to see only Slaves in the lower strata while POPs that are Lower Strata in Victoria 2 (Laborers, Craftsmen, Soldiers) are middle strata in your example.


For bravity really. Its pretty long to see bonuses that say Laborers, Craftsmen, Soldiers, and Tribesmen happiness compared to just Middle Strata happiness. You could also rename the stratus to Upper Strata, Lower Strata, and Slaves.
 
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Basileus2

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Cool system but not sure about the 'Soldier' pop type though. Most soldiers in the Ancient World were farmers / craftsmen / labourers who signed up or were impressed into the army for a bit then went back to their former jobs when demobilised ... exception being the Marian / Imperial legions where they signed on for decades at a time and made it an actual profession.
 
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nikkythegreat

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Cool system but not sure about the 'Soldier' pop type though. Most soldiers in the Ancient World were farmers / craftsmen / labourers who signed up or were impressed into the army for a bit then went back to their former jobs when demobilised ... exception being the Marian / Imperial legions where they signed on for decades at a time and made it an actual profession.

As I said in my suggestion, Im just limiting my suggestion to a pop and economy rework. Although I prefer a better cohort system, I prefer not to include it in the scope of my suggestion. As I'm of the opinion that the economy and the pop system rework is more urgent. Thats why there are soldiers and conscription system.
 
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Amlet

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If it's something like vic2 with needs for every pop type I'm in.
The goods should be more realistic: your pop consume the good produced and gain happiness, you can also import other goods to fulfill their needs.
 
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Álvaro Núñez de Lara

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I like it a lot and I think this is the direction the game should be headed. Not as complex as vicky, and using its own foundations. You already did it with food. Why not with the rest? Maybe not as complex as the OPs proposal, but do gather all trade goods and put them in different categories of consumables such as food, building materials, military equipement, vanity goods and luxury goods.

Secondly, while I like 1.5 update idea of making trade goods about pop happiness, its not gonna work unless you go for the OP suggestion. Under the future system, you can stock up on only one good, and get all the happines you need (all papyrus but no clothes, no spicies, no dye..) which makes no sense. Thats why there should be life needs. Esch trade goods only grants ONE alone source of happines for X pops. So for 10 citizens, 1 dye displays its full happiness bonus. The rest of the pops wont because there is not enough dye so youll need more. And also you will neef the other types of goods, as those 10 first citizems will only get the bonus once, further susrpluses will be for other citizens but it wont affect them as they will have access to.it already so youll need to bring or produce other good such as clothes, spices etc

For this to work trade has to be reworked. We cannot have this nightmare systems.of nillywilly trade routes galore that get broken all the time and you have to keep remaking them. Its not realistic and breaks the game experience.
There needs to be some sort of trade routes, which can be blocked by war and sieges and occupation etc, but not broken, so once stablished that route will remain there for as long as it can be supplied with the trade goods. Also the trade routes must make sense. You cant get a route from Paris to India. Its called ROUT for a reason, not commercial flight or teleportation. You cant acces from France goods that come from india directly. There has to be a route that goes through the middle east to the mediterranean, or through the sea to egypt and then to the mediterranean. That means there must be countries buying those products from neighbour to neighbour, hence creating a ROUTE from buyer to buyer, througj bordering lands inland, or through sea. Once in the mediterranean, that route will go to buyers in greece, Italy and north africa. If there are still good available at this point, it will venture into Hispania, Gaul, and maybe in Britain. For this you need granular tradegoods as sugested by the OP, or dimimishing returns on the tradegoods until there.may be a point where it doesnt even report beneficial, so you just want it to satisfy the needs of your people.
 
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I like it a lot and I think this is the direction the game should be headed. Not as complex as vicky, and using its own foundations. You already did it with food. Why not with the rest? Maybe not as complex as the OPs proposal, but do gather all trade goods and put them in different categories of consumables such as food, building materials, military equipement, vanity goods and luxury goods.

Secondly, while I like 1.5 update idea of making trade goods about pop happiness, its not gonna work unless you go for the OP suggestion. Under the future system, you can stock up on only one good, and get all the happines you need (all papyrus but no clothes, no spicies, no dye..) which makes no sense. Thats why there should be life needs. Esch trade goods only grants ONE alone source of happines for X pops. So for 10 citizens, 1 dye displays its full happiness bonus. The rest of the pops wont because there is not enough dye so youll need more. And also you will neef the other types of goods, as those 10 first citizems will only get the bonus once, further susrpluses will be for other citizens but it wont affect them as they will have access to.it already so youll need to bring or produce other good such as clothes, spices etc

For this to work trade has to be reworked. We cannot have this nightmare systems.of nillywilly trade routes galore that get broken all the time and you have to keep remaking them. Its not realistic and breaks the game experience.
There needs to be some sort of trade routes, which can be blocked by war and sieges and occupation etc, but not broken, so once stablished that route will remain there for as long as it can be supplied with the trade goods. Also the trade routes must make sense. You cant get a route from Paris to India. Its called ROUT for a reason, not commercial flight or teleportation. You cant acces from France goods that come from india directly. There has to be a route that goes through the middle east to the mediterranean, or through the sea to egypt and then to the mediterranean. That means there must be countries buying those products from neighbour to neighbour, hence creating a ROUTE from buyer to buyer, througj bordering lands inland, or through sea. Once in the mediterranean, that route will go to buyers in greece, Italy and north africa. If there are still good available at this point, it will venture into Hispania, Gaul, and maybe in Britain. For this you need granular tradegoods as sugested by the OP, or dimimishing returns on the tradegoods until there.may be a point where it doesnt even report beneficial, so you just want it to satisfy the needs of your people.
also make the trade routes automatic
 
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I like it a lot and I think this is the direction the game should be headed. Not as complex as vicky, and using its own foundations. You already did it with food. Why not with the rest? Maybe not as complex as the OPs proposal, but do gather all trade goods and put them in different categories of consumables such as food, building materials, military equipement, vanity goods and luxury goods.

Secondly, while I like 1.5 update idea of making trade goods about pop happiness, its not gonna work unless you go for the OP suggestion. Under the future system, you can stock up on only one good, and get all the happines you need (all papyrus but no clothes, no spicies, no dye..) which makes no sense. Thats why there should be life needs. Esch trade goods only grants ONE alone source of happines for X pops. So for 10 citizens, 1 dye displays its full happiness bonus. The rest of the pops wont because there is not enough dye so youll need more. And also you will neef the other types of goods, as those 10 first citizems will only get the bonus once, further susrpluses will be for other citizens but it wont affect them as they will have access to.it already so youll need to bring or produce other good such as clothes, spices etc

For this to work trade has to be reworked. We cannot have this nightmare systems.of nillywilly trade routes galore that get broken all the time and you have to keep remaking them. Its not realistic and breaks the game experience.
There needs to be some sort of trade routes, which can be blocked by war and sieges and occupation etc, but not broken, so once stablished that route will remain there for as long as it can be supplied with the trade goods. Also the trade routes must make sense. You cant get a route from Paris to India. Its called ROUT for a reason, not commercial flight or teleportation. You cant acces from France goods that come from india directly. There has to be a route that goes through the middle east to the mediterranean, or through the sea to egypt and then to the mediterranean. That means there must be countries buying those products from neighbour to neighbour, hence creating a ROUTE from buyer to buyer, througj bordering lands inland, or through sea. Once in the mediterranean, that route will go to buyers in greece, Italy and north africa. If there are still good available at this point, it will venture into Hispania, Gaul, and maybe in Britain. For this you need granular tradegoods as sugested by the OP, or dimimishing returns on the tradegoods until there.may be a point where it doesnt even report beneficial, so you just want it to satisfy the needs of your people.

Agree completely. I wrote up some in depth ideas on reworking trade in another thread (https://forum.paradoxplaza.com/foru...eoffs-routes-on-map-qol-improvements.1400801/), but I think changing trade and modifying the pop system have to go hand in hand.
 

Amlet

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I like it a lot and I think this is the direction the game should be headed. Not as complex as vicky, and using its own foundations. You already did it with food. Why not with the rest? Maybe not as complex as the OPs proposal, but do gather all trade goods and put them in different categories of consumables such as food, building materials, military equipement, vanity goods and luxury goods.

Secondly, while I like 1.5 update idea of making trade goods about pop happiness, its not gonna work unless you go for the OP suggestion. Under the future system, you can stock up on only one good, and get all the happines you need (all papyrus but no clothes, no spicies, no dye..) which makes no sense. Thats why there should be life needs. Esch trade goods only grants ONE alone source of happines for X pops. So for 10 citizens, 1 dye displays its full happiness bonus. The rest of the pops wont because there is not enough dye so youll need more. And also you will neef the other types of goods, as those 10 first citizems will only get the bonus once, further susrpluses will be for other citizens but it wont affect them as they will have access to.it already so youll need to bring or produce other good such as clothes, spices etc

For this to work trade has to be reworked. We cannot have this nightmare systems.of nillywilly trade routes galore that get broken all the time and you have to keep remaking them. Its not realistic and breaks the game experience.
There needs to be some sort of trade routes, which can be blocked by war and sieges and occupation etc, but not broken, so once stablished that route will remain there for as long as it can be supplied with the trade goods. Also the trade routes must make sense. You cant get a route from Paris to India. Its called ROUT for a reason, not commercial flight or teleportation. You cant acces from France goods that come from india directly. There has to be a route that goes through the middle east to the mediterranean, or through the sea to egypt and then to the mediterranean. That means there must be countries buying those products from neighbour to neighbour, hence creating a ROUTE from buyer to buyer, througj bordering lands inland, or through sea. Once in the mediterranean, that route will go to buyers in greece, Italy and north africa. If there are still good available at this point, it will venture into Hispania, Gaul, and maybe in Britain. For this you need granular tradegoods as sugested by the OP, or dimimishing returns on the tradegoods until there.may be a point where it doesnt even report beneficial, so you just want it to satisfy the needs of your people.
Do you want to create a system like eu4 but with the trade goods instead of gold?

I thought about a trade system where the market buildings, the ports, the trade route boost a province "Trade capacity", the governor (automatically) can buy trade goods to satisfy the needs of the local population. The governor's Finess, Corruption stats and trait, governor's troop and bandits can influence his efficiency (more/less Trade Capacity, more gold stealing...).
 

Álvaro Núñez de Lara

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May 18, 2020
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Do you want to create a system like eu4 but with the trade goods instead of gold?

I thought about a trade system where the market buildings, the ports, the trade route boost a province "Trade capacity", the governor (automatically) can buy trade goods to satisfy the needs of the local population. The governor's Finess, Corruption stats and trait, governor's troop and bandits can influence his efficiency (more/less Trade Capacity, more gold stealing...).

Not quite the EU4 system as its too static and I dont like the idea of trade nodes where country share trade power. Its too much an abstraction that is not needed in IR as goods are traded directly in quantities and have a price and direct revenue. But the trade routes that you create have to make sense. Cannot teleport across the world. Trades need to follow some points before reaching to you, that is, a trade route haha. That would completely change the game dynamics, and would create realistic conflicts based on acess to certain trade good and trade routes, which currently doesn't happen as you can have any trade goods as long as you are withing distance
 
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