population numbers is just one of those things that are awsome to be integrated into a game like ths, was so happy to see it plays apart in nomads, but then sad to see everyone else missing out 
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No, the system is too attached to the Nomadic system to be detached.
Meaning they don't want to do it because of reasons, but some intrepid modder will do it in a month or two regardless of how hard it would beMeaning?
Well could you for the least look to the retinues? Seems to me that it would work well for tribals being able to raise troops with prestige that are a bit more reliant than the decision ones.No, the system is too attached to the Nomadic system to be detached.
No, the system is too attached to the Nomadic system to be detached.
No, they removed population from the EU series for the same reason it's stupid to have in this one, it adds literally nothing and is misleading and pointless. Someone who starts up the game might think it means something when it's a meaningless number with no implications and no purpose.Well would it be possible to like...just DISPLAY a number, representing our manpower, retinues, potential manpower etc. just abit of immersion and helps to plan your attacks and such.
Well would it be possible to like...just DISPLAY a number, representing our manpower, retinues, potential manpower etc. just abit of immersion and helps to plan your attacks and such.
If I were to implement Population I would tie it to Holdings, or Provinces, and give it, rather than a numerical score since population numbers weren't that well recorded, just a simple bar that could fill up and be drained.
In all honesty, you could probably just rip off the Looting Mechanic with a few tweaks.
Give us another bar that gradually, very slowly even, fills.
I thought the levy bar was close enough to this described population bar?
It probably is as far as gameplay matters. The only positive of everyone having manpower that I can think of is that it's easier to roleplay the total size of your nation. Would be nice if it were built with this to begin with but it's not really that important at this stage of Ck2.
It kinda is. It's just too dependent on pre-defined things and not dynamic enough for my tastes. And also just doesn't do a good enough job to represent the loss of life that happened in certain situations. Take the Plague of Justinian for instance. This basically crippled the Byzantine Empire and was one of the major things that let the Arabs Conquer Egypt and thus began the long decline of the Eastern Roman Empire. How would it be represented in game in the current system?
A Province Modifier may provide suitable nerf, but it will go away and it will be like it never happened, plus you either have the Modifier last a Century which is poor gameplay since the player has almost no way to speed up a province modifier being removed, or you make it last a decade and its underwhelming. Destroying Buildings just means you have to pay for them again, in a rich Empire this won't be a problem.
Also Levies have no impact on Taxes.
... Destroying buildings also resets the levy size and forces this to build back up, I'd consider it like repopulating the plague ridden country side after burning it all down and disinfecting the area, making it not gamey at all and only a rich empire could afford to fund an operation like that. Even if you had a population bar, they'd still have a province modifier for black death, killing off the population slowly over either 100 years and being too strong or 10 years and too weak, so it really doesn't make a difference if you have a bar to represent it or not.
Except that with the historical scenario they were not able to rebuild in the progressive statistically manner a rich realm in CK2 would. Representing the population as @Vishaing suggests would better model the sacrifice needed to succeed and limit the possibilities in a more constrained non-exponentially way that is allowed right now.