Well, no.The yoda death sound on the steam workshop is thanks to that. Which probably says a lot about how much they care for simulation.
...because I have that mod installed.
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Well, no.The yoda death sound on the steam workshop is thanks to that. Which probably says a lot about how much they care for simulation.
You don't have to have a detailed pop system. Just one that represent the importance of having a big population in the middle ages. You shouldn't just want more land and nobles under you. You want land with people and nobles with a large population under you. You want to gain access to counties with a massive population and agriculture base, because it allows you to do a lot more things.
Have spare manpower? Well you can build bigger churches! You can build bigger walls and castles!
You don't have to have a detailed pop system. Just one that represent the importance of having a big population in the middle ages. You shouldn't just want more land and nobles under you. You want land with people and nobles with a large population under you. You want to gain access to counties with a massive population and agriculture base, because it allows you to do a lot more things.
Have spare manpower? Well you can build bigger churches! You can build bigger walls and castles!
How horrible that playing the game in different parts of the map would feel different.Well there a population number/development attached to the development is sufficient for my take. I don't disagree right now, but I don't see a reason for an intricate pop system. This is railroading things too much. You will have a hard time making a large scandinavic/russian empire or modernizing the steppes because, tough luck, the population there is extremely low. It is similar to Imperator where you have a hard time properly building up smaller migratory tribes in the less inhabitated regions and build an empire there (like deciding to move around to the Kaspian Sea). While it is a boon for players in the highly populated areas, such as the ERE, India, Italy, some of the Arabic regions and some other Western European regions, others would get the other end of the stick. Try being the Emir of Najd, or the High Chief of Oulo, or the Chief of Konda. This would make some of the starts way worse because you have these regions compared to Constantinople, or Rome, or Cairo.
Well there a population number/development attached to the development is sufficient for my take. I don't disagree right now, but I don't see a reason for an intricate pop system. This is railroading things too much. You will have a hard time making a large scandinavic/russian empire or modernizing the steppes because, tough luck, the population there is extremely low. It is similar to Imperator where you have a hard time properly building up smaller migratory tribes in the less inhabitated regions and build an empire there (like deciding to move around to the Kaspian Sea). While it is a boon for players in the highly populated areas, such as the ERE, India, Italy, some of the Arabic regions and some other Western European regions, others would get the other end of the stick. Try being the Emir of Najd, or the High Chief of Oulo, or the Chief of Konda. This would make some of the starts way worse because you have these regions compared to Constantinople, or Rome, or Cairo.
How horrible that playing the game in different parts of the map would feel different.
Isn't that kind of the point. There is a reason the Vikings didn't just conquer the HRE.
Idk about HoI or Vic, but i would like to play immortal(not-aging) character in Imperator Rome, what is imposible at this moment as i know.Because the focus of the game is on other areas. You might as well ask "why does HOI not have family trees?" or "why does Victoria not simulate Queen Victoria's health and fertility?".
Paradox simply thinks there are more important things to focus on in the CK series.
See I don't disagree with this. Because personally I do think that for example a super costly war in terms of manpower should result in you being... in kind of a bad place. It would even drastically effect your ability to fight further wars due to having less people you can throw into the meat grinder. It does add a good amount of depth.
Even adds some strategy like "Should I go to war against this huge kingdom? I know I can win, but many people will die. Which means I'll have less people to make tax money. Maybe I should hire mercs to die for me? Costly now but I wont lose tax payers."
But I also think just a general population number covers that well enough as an abstraction. Without the need for POPs.
This is already handled by county development in CK3 which is just pops and wealth rolled up into one number (and is much more streamline).
A reason for not having a POP system.
We don't have population statistics about minority cultures and religions at the start dates in any given province.
We don't really have statistics for the relative proportions of economic activity and roles.
What would you even *have* as the "classes" for the period?
...is this one a joke?What would you even *have* as the "classes" for the period?
Ostsiedlung.Would it really matter in the grander scheme, beyond simply roleplaying purposes?
I'm quite used to the terminology of "POPs" meaning something like... Stellaris? If we use a PDX example. This mash up of individual and general number for the class/type.What's the difference between what you see as a general population number and POPs?
I don't think so? Back in high school, and this was ages back, I didn't have anything resembling the feudal hierarchy pyramid. We did have ancient greek epics and aztec history. I don't know why. Schools are weird.Are legally-defined and stratified hierarchies not a thing people study? Not even the basic, oversimplified "triangle" of feudal society?
I'm quite used to the terminology of "POPs" meaning something like... Stellaris? If we use a PDX example. This mash up of individual and general number for the class/type.
So lets say you have 5 Merchant POPs and 10 Serf POPs.
While general population to me is more like "Population: 10,000"
Sorry, I'll clarify, since I mean neither "those who labour, those who pray, those who fight", nor the slightly wider "noble, priest, knight, peasant" set up....is this one a joke?
Are legally-defined and stratified hierarchies not a thing people study? Not even the basic, oversimplified "triangle" of feudal society?
It doesn't really address the issue of what happens when you levied most of your manpower to fight a long and distant campaign. Even HOI makes an attempt to model the impact of overdrafting your population, and that's in an age where you don't need that much manpower for agriculture production.
That can be handled by a modifier to taxes based on your levies being raise (or I think the devs said vassal levies now cost money to raise which is essentially the same end result).
Medieval realms weren't mobilizing their populations anywhere near the level seen in WWII. Germany was mobilizing around 30 percent of its population and the US was around 10 percent. These are both much higher than the around 1 percent seen in the middle ages. The levies a middle age ruler could raise was limited by the fact that people needed to stay at home to create food, but as this applies to all realms there isn't a need to model this from a gameplay perspective.