Realistic Pops
This mod is intended to make pop dynamics more realistic and changes on promotion, pop ratios, and migration less static and deterministic. I’ve done this through trade goods, which will now will be much important, and something you will be willing to go to war for.
For instance, luxury trade goods now increase your citizen ratio. Others not as luxurious, such as olives and wine increase the freemen ratio. Having surpluses of trade goods represents having a wealthy resourceful economy, which increases the migration attraction and promotion speed. All numbers are not final and are always in constant balance, so I’ll accept any feedback.
Now, trade goods are not something that just gives a small bonuse. Many resources deterine how a city will be and how much will growth and how much of each class it will have, as I have done many tweaks so having trade goods affect migration attraction, etc. So don’t expect much from cities in provinces with 0 trade goods. They are an abstraction of a poor region with nothing going on and thus cities won’t grow there on their own.
For instance, grain now gives a flat +4 pop capacity. So granaries will only be good as long as you have plenty of grain, as it gives now a % of pop capacity, rather than a flat number.
Also, some buildings require trade goods. Granaries require to have grain or import it. Libraries and Academies require papyrus, so no more spamming academies boosting your research like crazy.
Lastly, to given how vital trade goods are now, and given how broken the slave pop system was making most of your slaves disappear, freemen now produce trade goods. Slaves still do, as I have reduce the number to 10 required for a surplus, so its still more beneficial to have slaves, but mega cities with many freemen wont just be producing anything. They will also produce some trade good surpluses, representing the city industry.
To make up for this, slaves of course no longer give any tax. Citizens dont give commerce income. Tax comes basically from freemen. So your income will come from freemen and trade.
This was a temporary solution. I will have to think about how I do it after they introduce the demotion system and the food and settlement system, which will require to shake things up quite a lot. But probably freemen will still produce trade goods, as cities will be mostly built on places for manufactured resource and not raw materials, for which you will want a settlement with slaves, not a city.
I think this makes the game much more dynamic, but not in a gamey click-a-button way, but in a way that makes sense. Production and trade creates wealth, and wealth attracts people and makes them richer. Thats what this mod tries to represent giving bonuses to trade goods to migrant attraction, or pop ratio (I’ve mostly removed all the sources of pop ratio. Now it depends basically on trade goods. You can’t expect to have a city with citizens without dyes, or gold, or amber, or marble… and so on and on).
Feedback and help and all the ideas you can come up with are very very welcome.
Features:
-Trade goods are now what determines pop ratios and pop promotion speed. Also increases migration attraction.
-City growth is no longer unlimited. Now granaries require grain or importing grain to be built. Grain is what gives a flat +4 pop capacity and granaries is what modifies it +%. So if you want a big city you better be able to stock 3-5 grain units to be able to sustain it.
– Freemen now produce tradegoods and taxes.
-Slaves required for a surplus 10. Slaves no longer produce tax.
– Citizens no longer produce commerce income.
– Buildings require tradegoods. No more libraries and accademies without access to Papyrus.
And more to come based on feedback and the upcoming changes to Cicero (Food, and Settlement systems).