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unmerged(99492)

Corporal
May 1, 2008
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Hey, I was curious whether there was a way to reduce the amount of revenue gained from slaves and give citizens a revenue contribution? Also, are there other novel ways to modify the various types of population?

In short, I'm tired of my citizens being essentially useless.
 

TheLand

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Danacus Maximus said:
Hey, I was curious whether there was a way to reduce the amount of revenue gained from slaves and give citizens a revenue contribution? Also, are there other novel ways to modify the various types of population?

In short, I'm tired of my citizens being essentially useless.

It's possible but not trivial.

Of course bear in mind that citizens produce research points, which are very useful in the long run.

The three-class model is good for the game, but not a terribly precise representation of reality. Slaves paid no taxes since they were property themselves, but freemen and citizens did; and citizens formed the bulk of the military.
 

unmerged(99492)

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May 1, 2008
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TheLand said:
It's possible but not trivial.

Of course bear in mind that citizens produce research points, which are very useful in the long run.

The three-class model is good for the game, but not a terribly precise representation of reality. Slaves paid no taxes since they were property themselves, but freemen and citizens did; and citizens formed the bulk of the military.

Well, I call it trivial because no matter how many or few citizens you have, you can only really get half a bar ahead or behind other nations. With this in mind, I'd rather have double the revenue than half a bar research superiority over other nations. With this in mind, could someone tell me how to give citizens income capability?
 

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I meant the execution of the change would not be trivial, because the fact that slaves generate tax is hardcoded.

Basically, you need to add a province modifier to every province based on the citizen percentage. This will need a family of events to trigger it which are a bit irritating because there is no trigger on citizens (I believe!)

An example of such an event is below...

Code:
province_event = {

id = XXX

trigger = {
population = 10
not = { population = 20 }
citizens = 1
not = { citizens = 2 }
not = { has_province_modifier = ten_percent_citizens }
+... not statements for all other modifiers you wish to create in this familt

}

title = "text"
desc = "text"

option = {
name = "text"
add_province_modifier = {

 name = ten_percent_citizens
 duration = 150000

}
}
}
 

unmerged(85598)

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Two things...

A) It would work better as a triggered modifier

B) Since the AI doesn't "know" about events, they won't be adjusting their population ratios to reflect the change, handicapping them somewhat; I don't think the AI "knows" triggered modifiers either, though I could be mistaken.

Just thought it best to mention, though given the AIs handling of the economy, it probably doesn't matter too much ^_^ ...
 

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Jane_Doe said:
Two things...

A) It would work better as a triggered modifier

B) Since the AI doesn't "know" about events, they won't be adjusting their population ratios to reflect the change, handicapping them somewhat; I don't think the AI "knows" triggered modifiers either, though I could be mistaken.

yes, it probably would :)

Also since one doesn't choose how many citizens there are in your provinces (except for that national idea?) the AI would have little opportunity to be stupid about it.
 

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TheLand said:
Also since one doesn't choose how many citizens there are in your provinces (except for that national idea?) the AI would have little opportunity to be stupid about it.

True. The only mechanical way I could think of giving a nation a choice in demographics (outside of national ideas) is via event, and there the AI is told what to think...

Which might highlight the original poster's complaints, that there's so few ways to affect demographics, research is a bit of an afterthought :) .

It's not helped by population reductions restoring the original proportions, either..