Really? Shouldn't the game simulate the pops in countries you don't control as well? Or do they get less detailed when there is no player involved?It's completely dependent on how the player plays. I had a Japan playthrough to 36 and it was pretty much fine the whole game. A US playthrough, conquering all over, a 500M+ population and a 10BN+ GDP? My PC is begging for mercy in the 1900s.
So in theory, any pops less than 10k will merge as long as there are at least 2 pops in the same profession, but im not seeing this happen...
MIN_ASSIMILATION doesnt appear to work either, i have it set to 10k and I have multiculturalism, and i am not seeing all these tiny cultures getting insta-assimilated...
I dont understand what that has to do with what i posted. I tried modding the game to increase pop merging and assimilation but its obviously not working, these tiny cultures are not being insta merged/assimilated in my country.As far as I can tell merging mechanics don't work like that.
Every POP is defined by 4 major factors - culture, religion, job and location, as per the description. Plus there are attributes - SOL, literacy, citizenship status, radical/loyalist, IGs, political strength and current political movements. wages, consumption and dependents.
As long as there is a single person of a particular culture, job and religion - there would be a POP for him. When you start the game - POPs rarely move around, and even when they do, they do that inside your country. No colonies, no sprawling empires (the British is the only one), restrictive citizenship/migration laws and SOL on the lower end means all these varied nations of the world stay at home.
Give the game 30 years - all of these factors change. Now there are colonies everywhere, SOL is all over the place, people migrate. I think in vanilla game in observer mode it would be better - since AI is braindead, their laws and SOL won't go up much. But if a player controls a decently sized nation - or even starts and minor and goes up in size and rank, their country inevitably would skyrocket at some point. And would start attracting people.
Here an example - the standard game of Russia for me always ends up taking Persia for sugar, Afghanistan for opium and Sindh for dyes, Congo for rubber plus Mali for Mosque of Djenne wonder (20% education access is a must for low literacy countries) I don't want to have these lands (for roleplaying reasons mainly), but since I can't invest and AI NEVER builds up needed stuff - I have to take them. All of that already makes internal migration tricky. But add to that inevitable SOL increase by the midgame to 16-18 and voila, now I have Irish farmers in Tver and Belgian clerks in Bryansk. Each and every one of these POPs have their own calculations, for all of their attributes.
The only way to fix performance right now is to engage full genocide mode - set assimilation rate to something absurd, like 200k a week. So freshly migrated POPs would be almost immediately assimilated into the borg upon arrival. That's not the worst idea for monocultiral nations, but as soon as we look at Austria, Russia, Ottomans and whole lot of others that becomes an issue - for the 'fix' to work, these countries need to finish off minor cultures in their initial borders in the first 20 years.
The issue itself is that it appears the game can't properly group POPs for ease of calculation. At the same time you can't fix it by instakilling tiny POPs (<100) - since they might be just the first ones in the upcoming wave of refuges, migrants or colonizers. And POP mechanics is amongst the core mechanics of the game. To be honest - kinda moot, even big multicultural repressive empires don't have an issue with discriminated POPs - the only issue is potential revolt, nothing in the internal politics that would be interesting. So right know setting cultural assimilation into genocide mode practically won't change anything in terms of game mechanics but might fix the performance.
I dont understand what that has to do with what i posted. I tried modding the game to increase pop merging and assimilation but its obviously not working, these tiny cultures are not being insta merged/assimilated in my country.
If i set min assimilation to 10k, that should mean that a min of 10k pops of a culture will assimilate each month, but that is not happening.
I didnt see changes in that setting help. But i tried to broaden the pop fragmentation fix settings pdx introduced. Its set to pop sizes smaller then 10 and minimum 4 different cultures per workplace. After increasing minimum pop sizes and reducing minimum pop numbers to 2 did it really kick in.I dont understand what that has to do with what i posted. I tried modding the game to increase pop merging and assimilation but its obviously not working, these tiny cultures are not being insta merged/assimilated in my country.
If i set min assimilation to 10k, that should mean that a min of 10k pops of a culture will assimilate each month, but that is not happening.
The Oberoni Fallacy, though originally formulated for tabletop RPGs, is fully functional for cases like this as well. "The end user can fix this issue on their own" doesn't mean the issue doesn't exist, nor that it is the end user's duty to fix it.Use the Anbeeld AI mod. It's mandatory if you want a good time.
As far as I can tell the game can't force merge POPs of different culture and religion. But maybe something is broken, it is supposed to do exactly that but can'tWhat I dont get is why POP_MERGE_MAX_WORKFORCE doesnt seem to work, at least not for high values. Im not seeing all these tiny pops getting merged if i set it to have a workforce of 100 or less. Unless theres some kind of hidden max and going above that breaks pop merging...
I set POP_MERGE_MIN_NUM_POPS_SAME_PROFESSION = 2 and POP_MERGE_MAX_WORKFORCE = 100 but i still see lots of small pops everywhere...
I tried POP_MERGE_MIN_NUM_POPS_SAME_PROFESSION = 2 POP_MERGE_MAX_WORKFORCE = 10000000 for my World GDP run. It immedatly started to merge millions into Brititsh.What I dont get is why POP_MERGE_MAX_WORKFORCE doesnt seem to work, at least not for high values. Im not seeing all these tiny pops getting merged if i set it to have a workforce of 100 or less. Unless theres some kind of hidden max and going above that breaks pop merging...
I set POP_MERGE_MIN_NUM_POPS_SAME_PROFESSION = 2 and POP_MERGE_MAX_WORKFORCE = 100 but i still see lots of small pops everywhere...
But the whole point of force merging is to merge pops of different culture and religion....otherwise there is nothing to merge them with...As far as I can tell the game can't force merge POPs of different culture and religion. But maybe something is broken, it is supposed to do exactly that but can't
Hmm not what im seeing in the screenshot here : https://forum.paradoxplaza.com/forum/threads/half-the-game-is-unplayable.1563014/post-28692278I tried POP_MERGE_MIN_NUM_POPS_SAME_PROFESSION = 2 POP_MERGE_MAX_WORKFORCE = 10000000 for my World GDP run. It immedatly started to merge millions into Brititsh.
Could it be that it doesnt merge them in your case because the moment you have a lvl 10 building the workforce working there probably has a minority employment far greater then 100?
Sure, but the map looks gorgeous. My problem is that the rendering while in state view / mid zoom is too much. I don't want to take those performance hits because I'm trying to build something, thanks.While it seems that it is not solely graphical issues, I do have to beat one of my personal dead horses:
Strategy games don’t need pretty graphics, and they *especially* don’t need dynamic graphics. No waves, no clouds, no birds, no trains, etc. If it moves, it better be because the player told it to. Same for meticulously rendered topography.
Agreed on this. I don't really get who's asking Paradox for all the graphics work? I don't think I've ever seen a thread on thr Paradox forums or subreddits asking for fancy dynamic maps. They just showed up one day and we were stuck with them.While it seems that it is not solely graphical issues, I do have to beat one of my personal dead horses:
Strategy games don’t need pretty graphics, and they *especially* don’t need dynamic graphics. No waves, no clouds, no birds, no trains, etc. If it moves, it better be because the player told it to. Same for meticulously rendered topography.
Sure, but the map looks gorgeous. My problem is that the rendering while in state view / mid zoom is too much. I don't want to take those performance hits because I'm trying to build something, thanks.