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VIrus25rus

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No, this mod will not work with Les Trois Tours. Les Trois Tours has its own population-like system anyway, so if you like that mod, I suggest you stick with it.

Les Trois Tours has too simple population system. As I remember, the population is based on the number of buildings. This mod is rather better in this case. But LTT has an economy. So it's really sad, that these mods can't work together.
 

TwiddleFactor

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When I get the chance, Ill look into it. The two mods likely won't conflict with each other directly, but the use of modifiers by both mods will likely make the building incomes and troop levies completely out of balance.
 

TwiddleFactor

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If you read the description, the differet versions are explained.

Basically, if you are using CK2+, you will need the one labeled

Settlement Populations - CK2Plus

The one labeled

Settlement Populations - CK2Plus - Extension

Is an optional addon that changes a lot of the base buildings in the game, as well as the way taxes are added. If you use this addon, you still need to install the one labeled "Settlement Populations - CK2 Plus"
 

Acularius

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While playing CK2+, since you don't support the terrains in CK2+, you'll get instances of crashes when hovering over traits that might deal with such terrains.
'flat_terrain_leader' is a trait that made me aware of the issue. I suspect that your events aren't firing properly for these terrains as well, such as 'savanna', so unless you have a default variable its unlikely these places are being taken into account. With some help from a friend narrowing down this issue.

Just a cursory glance. I am very much interested in this submod for CK2+ though.
 

TwiddleFactor

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Thanks for pointing out the issue. I didn't even realise it was possible to mod in new terrain types.

Adding support for the new terrain types in the main code should be quite easy. Im pretty confident the crash is related to tge changes I made to the supply limits in the terrain files. Ill have a look at it sometime this week or weekend and try to fix it.

For a quick fix you can just delete the terrain files of my mod.
 

Acularius

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As a quick fix that should work, the only issue I suspect would be inflated supply limits (as you reduce the supply limits based on terrain and reintroduce them through flags later).
I was wondering if you events calculating population will take into account the new terrain types found in CK2+ since you use them to calculate carrying capacity (or a quick glance showed that instance when I did a quick perusal through the event files.)
 

TwiddleFactor

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The population calculations should still work, but the new terrains will have no modifier applied to their carry capacity, basically acting as if they had a modifier of 1. If I remember correctly, plains has a modifier of 1, so all new terrains will have similar carry capacities to plains.

If you can find the trigger switch in the main event files that applied the terrain carry cap modifier, you can add a line with the new terrain type and set the multiplier to whatever you feel is reasonable.

You are right, the supply limits will be somewhat inflated relative to what they normally are using my mod. Note however, that for most places my mod will actually have significantly lower carry capactities than vanilla (not sure how they compare to CK2+), so the inflated values might not be a big deal.
 

InDeoSperamus

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Regarding the CK2Plus version:
I've found out all the instances in the submod related to terrains:

Main Part:
- In population_main_events.txt: population.3 event. The savanna terrain modifier should be added to the supply limit calculation event.

Extension Part:
- In \common\buildings\00_tribal.txt: what kind of building should be allowed to be built on savanna?
- In \map\terrain.txt: you should add savanna from CK2Plus mod, balance the numbers, and don't forget to substitute the text_13 row to
text_13 = { type = savanna color = { 13 } priority = 13 }

That's all you need to edit, I think?
 

shmoneyk

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Hey guys, this may have been asked already, but how do I edit my game so I can increase the urban population growth because it's taking literally forever for my city population to grow.
 

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You need to limit the AI from converting holdings. There should not be counties with literally all of them being castles. The option to do so needs to have it such that there needs to be more than 1 of that kind of holding or it can not be done at all.

That way stupid things like someone taking Rome and turning all of the holdings into castles doesn't happen.
 

TwiddleFactor

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There are many things I need to do in my life. Fixing a mod I made is not one of them.

Should I fix the balance in the mod? Yes, probably but that is why it is still a work in progress.

You probably should consider the words you use and emphasize when asking someone to spend there own time to fix something for you.
 

InDeoSperamus

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It seems that the urban population is too small.
50 years after the viking age start, without any siege or epidemics, the urban population of Sjælland does not exceed 200.
The capital settlement of a norsemen empire, after 150 years of prospering, cannot reach 1000 requirement to build a chieftain's hall.
This makes feudalisation astronomically hard. (It is already much harder in CK2+ than vanilla, but with this mod on, I might as well stay tribal before 1000 AD)
By simple googling it shows that around 800 AD. The population within modern Denmark is estimated as 500,000 (Number provided by subreddit r/askhistorians, from https://natmus.dk/historisk-viden/d...okrati/hvor-stort-var-danmark-i-vikingetiden/).
Now I fully understand that it is impossible to simulate the historical situations within the limit of the engines, but the underpopulation of cities are actively hindering the gameplay, and the overall population of duchy of Jylland and Zealand combined does not even reach 1/10 of actual historical figures. (6 counties with 2 temples, 5,100 per settlement)
All in all, I humbly suggest that it might be better if the population figures or the growth rate were assigned more accurately. As I see, the former is the bigger issue here. The present event simply assign the population figures according to regions. It might be better if the starting year and other factors were considered.
21,000 per settlement as in Constantinople, with 7 settlement you have 147,000 in total, but the historical figures are around 220,000 to 250,000.
21,000 per settlement as in Baghdad, with 7 settlement you have 147,000 in total, but the historical figures are around 700,000.
In 769, the Himalayan region should not have the same population density as Norway. The Tibet Empire is at its height, the climate was much warmer then, and the Tibetans even sack the capital Chang'an of Tang Empire.
Overall the population density is too low, and disproportionately so compared to historical estimates.
I hope you would not abandon this mod. I really love this idea. It's just the actual figures might need some polishing.
 
Last edited:

TwiddleFactor

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Hey InDeoSperamus, thank you for the detailed information. I have been planning to increase the growth rates by about double in the next mod version. I agree that it simply takes too long both from a realism and a gameplay perspective right now.

I will update the base rural rate to be 5% and the base urban rate to be 3% in the next update.

I should be able to update the mod next weekend. I've been too busy lately to upload the files.

With regards to the starting populations, it's a lot of work to go through and assign specific populations to each settlement/province. Right now I use a regional based assignment. I will put it on my list to add additional population based on the starting year as well.

I've had trouble finding specific population estimates for different regions. If you had any links or useful data, I would really appreciate that.
 
Last edited: