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Mundane

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Would this please the POP fans?

xPAYkjy.png
 

Ma®tin

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Makes me very curious what kind of effects and benefits do slaves have. And if it is possible to run slave free nation and what potential disadvantages would that give.
 

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So Vickyesque pops. Looks like you have a size, class, resource production, culture, religion, location, rebellion chance, culture or research?, and income.

Does class change resource generation?
 

Will Steel

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Would this please the POP fans?

xPAYkjy.png

Where is this screenshot from, if I may ask?

If this game is going to have Victoria style pops, it is just wonderful. Now things like Greek and Roman colonization as well as migrations of nomads can be handled properly.
 

icedt729

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Makes me very curious what kind of effects and benefits do slaves have. And if it is possible to run slave free nation and what potential disadvantages would that give.
In EU:R it was very binary, with slaves producing tax, freemen producing manpower, and aristocrats producing research. I really, rarely hope they've made the system more subtle this time around.
 

RagingJaws

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Makes me very curious what kind of effects and benefits do slaves have. And if it is possible to run slave free nation and what potential disadvantages would that give.

I'd imagine that slave POP's would only represent the agricultural/mining aspects of slavery at that time, based on all teasers so far. Which is unfortunate, as domestic slavery in Roman times was nothing like what those out in the mines and fields had to deal with.

So, probably %bonus to goods production with the trade off for high revolt chance after a certain population threshold.
 

Rabid

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Wow, that screenshot says a lot. It does very much look like a hybrid of the EU:Rome and Vicky systems.

- Each pop is x number of 100s of people. Different from Vicky as there pops were counted down to the individual family (each 'pop' had its own population figure which was the exact number of adult men represented by that specific pop)

- Pops have their own culture, religion and revolt risk as individual units. I doubt that we will have Vicky-style 'issues' etc. but you might have temporary RR increases that only affect some pops but not others or similar events.

- Pops produce different amounts of income and some other resource (represented by paper). Looks similar to EU:Rome where citizens produced tech etc., but slightly more complex.

In EU:R it was very binary, with slaves producing tax, freemen producing manpower, and aristocrats producing research. I really, rarely hope they've made the system more subtle this time around.

Based on the image above this is no longer so binary. Each pop other than the last one are all producing both gold and whatever the other resource is called.
 

loup99

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I suppose they will be a bit more fleshed out than Stellaris, since IR will both represent religious and cultural minorities, as well as citizens, freemen, tribesmen and slaves.
 

Rabid

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Still, minorities are confirmed as in which surely means that pops have their own individual cultures and religions if nothing else?
 
Last edited by a moderator:

Kliwarrior

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Would this please the POP fans?

xPAYkjy.png


Very interesting.


Do you think they will plan to implement a true Vicky-esque POP system?
I mean, you show 4 Upper Class (Patricians? ) - Samnite pops in Neapolis. Would be possible to have
- 3 Samnite/Upper class and 1 Roman/Upper class in the same city ?

I really hope so.


Another question?
Slave will be pops or "just a number" ? That is " In Neapolis there are 1500 people of various social classes +2300 slaves " or "there are 3 slave pops in Neapolis" ?
 

Thure

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Still, minorities are confirmed as in which surely means that pops have their own individual cultures and religions if nothing else?

That's confirmed:

"Diverse Populations:
Citizens, freemen, tribesmen and slaves - each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness - your success depends on their satisfaction."

https://store.steampowered.com/app/859580/Imperator_Rome/
 

loup99

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Still, minorities are confirmed as in which surely means that pops have their own individual cultures and religions if nothing else?
Yes, this was one thing Johan said in the announcement, so we should consider it to be a pillar of the game.
 

Kliwarrior

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So the culture for the whole city (e.g. samnite for Neapolis ) should be the culture of the majority of the population
 

Denkt

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In EU:R it was very binary, with slaves producing tax, freemen producing manpower, and aristocrats producing research. I really, rarely hope they've made the system more subtle this time around.
I suspect they have changed it a bit, Maybe have laws and such which affects what the pops produce.
 

cristofolmc

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I wonder what slave do...? I don't remember what they did in EU: Rome. But I don't think they give manpower. And it apparently doesn't give taxes...Maybe the number of goods produced? After all Johan said in a teaser that the number of goods produced mattered. Even thos in the screens doesn't seem to have a number for it, it's just the trade good. We'll see.

Very interesting.


Do you think they will plan to implement a true Vicky-esque POP system?
I mean, you show 4 Upper Class (Patricians? ) - Samnite pops in Neapolis. Would be possible to have
- 3 Samnite/Upper class and 1 Roman/Upper class in the same city ?

I really hope so.


Another question?
Slave will be pops or "just a number" ? That is " In Neapolis there are 1500 people of various social classes +2300 slaves " or "there are 3 slave pops in Neapolis" ?

It doesn't seem like it fits in that UI. But it'd be awesome.
 

olvirki

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So the culture for the whole city (e.g. samnite for Neapolis ) should be the culture of the majority of the population
Or perhaps the plurality of the population, although returning some variation of "invalid" (or f.e. listing the major cultures that together make up a majority) would be interesting when there is no clear majority culture, then you could see the borders between predominant cultures from the culture map mode f.e.
 

cristofolmc

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I doubt that we will have Vicky-style 'issues' etc. but you might have temporary RR increases that only affect some pops but not others or similar events.
Aw man that'd be awesome. It doesn't seem to be so but if Stellaris has it, I don't see why it would be a problem for a DLC. You know to give them certain issues upon which they interact or give certain events. Like being raded by barbarians which increase their unrest and lowers productivity, or wanting a certain political faction to dominate the sanate (for citizens) or want a certain type and level of buildings for freeman. The possibilities are endless indeed.