So I was thinking about what was revealed about how the population system work and what would be the most interesting way pops would be handled to be the most intersting historically and gameplay wise.
We already know that the population is separated in four groups:
-citizens producing research.
-freemens producing taxes and manpower.
-tribemens being for what i understood a weaker version of the freemen waiting to be civilized in the civilised nations and the basic population of the uncivlised tribes.
-slaves producing labor.
I think that this system could be made more interesting and realistic by making it modular, and by that, I mean by making every different population handling a certain precentage of the different ressources that they handle individually. Let me explain, the four ressources handled by the populations are research, taxes, manpower and labor.
The way the system work woud be by saying for exemple that one population overall is:
-Reseaching at 100% capacity for 100% research. (Obviously)
-Paying one gold per month for 100% taxes.
-Adding 1000 to the pool of manpower for 100% manpower.
-Producing one local resource for 100% labor.
Exemple of the modular system (the percentages are only for exemple purpose and illustrate my point of view):
-Basic citizens would have 100% research, 20%taxes, 20%manpower, and 0%labor.
-Basic freemens would have 0%research, 80%taxes, 80%manpower, and 50%labor.
-Basic tribemens would have the same stats of the freemen in the civilised nations but with a admistrative malus meaning that at the end you would only get, let's say, 50%taxes, 50%manpower and 25%labor. And, for exemple, 20%research, 100%taxes, 100%manpower and 50%labor in uncivilised nations(since I think they wont't have citizens an freement .
-Basic slaves would have 0% research, 0%taxes, 0%manpower, and 100%labor.
All of that is, I think, a bit different but still very simple to implement from what the devs have already revealed. But the intersting part would be to expand this system by using the same menu that exist in Europa Universalis:Rome named laws and hopefully expanding it (because I think it was lacking in term of options).
So, by using the differents laws we would be able to change the percentages of the differents types of populations with the addition of bonuses and maluses. Hopefully making nations more unique and historically accurate(every nation beggining with a set of laws reflecting what they were historically ) without the need to make more gouvernement types than the ones that the devs announced.
For exemple, sparta would begin the game with military education for the citizens which mean they get more mmanpower from their citizen pops but less research and taxes (or a boost in military tech and malus in other types of research if the system of research is more like stellaris)
We could also make changing laws tied to the factions promised so that passing a militaristic law please the militaristic faction but anger another faction like the economic or the religious faction who has a law that is the counterpart of the one you passed.
So, what do you think of my ideas?
We already know that the population is separated in four groups:
-citizens producing research.
-freemens producing taxes and manpower.
-tribemens being for what i understood a weaker version of the freemen waiting to be civilized in the civilised nations and the basic population of the uncivlised tribes.
-slaves producing labor.
I think that this system could be made more interesting and realistic by making it modular, and by that, I mean by making every different population handling a certain precentage of the different ressources that they handle individually. Let me explain, the four ressources handled by the populations are research, taxes, manpower and labor.
The way the system work woud be by saying for exemple that one population overall is:
-Reseaching at 100% capacity for 100% research. (Obviously)
-Paying one gold per month for 100% taxes.
-Adding 1000 to the pool of manpower for 100% manpower.
-Producing one local resource for 100% labor.
Exemple of the modular system (the percentages are only for exemple purpose and illustrate my point of view):
-Basic citizens would have 100% research, 20%taxes, 20%manpower, and 0%labor.
-Basic freemens would have 0%research, 80%taxes, 80%manpower, and 50%labor.
-Basic tribemens would have the same stats of the freemen in the civilised nations but with a admistrative malus meaning that at the end you would only get, let's say, 50%taxes, 50%manpower and 25%labor. And, for exemple, 20%research, 100%taxes, 100%manpower and 50%labor in uncivilised nations(since I think they wont't have citizens an freement .
-Basic slaves would have 0% research, 0%taxes, 0%manpower, and 100%labor.
All of that is, I think, a bit different but still very simple to implement from what the devs have already revealed. But the intersting part would be to expand this system by using the same menu that exist in Europa Universalis:Rome named laws and hopefully expanding it (because I think it was lacking in term of options).
So, by using the differents laws we would be able to change the percentages of the differents types of populations with the addition of bonuses and maluses. Hopefully making nations more unique and historically accurate(every nation beggining with a set of laws reflecting what they were historically ) without the need to make more gouvernement types than the ones that the devs announced.
For exemple, sparta would begin the game with military education for the citizens which mean they get more mmanpower from their citizen pops but less research and taxes (or a boost in military tech and malus in other types of research if the system of research is more like stellaris)
We could also make changing laws tied to the factions promised so that passing a militaristic law please the militaristic faction but anger another faction like the economic or the religious faction who has a law that is the counterpart of the one you passed.
So, what do you think of my ideas?