Population Improved
Ever thought it was weird how your population, the lifeblood of your empire, was so inconsequential to your campaign? What’s the point of historical population when their effects are negligible and their growth is completely unrealistic? Where do these hundreds of thousands of migrants come from? Why do ghost cities with no population still produce high income? Why does food grow in the winter and spring months? How come cities which took centuries to build see more development in a decade? This mod aims to tackle these issues through reworking the effect population has on your economy, updating buildings, reforms, assignments and seasons to make population more impact and stagnant. Military expansion should prioritize population!
Core features:
– Start postitions have been altered to make China more advanced. Major cities, such as Xuchang, Xiangyang and Chang’An are now incredeible powerbases, and are very much worth taking. This means startpos are edited, but I have made it compatible with MTU for now since it’s essential IMO. All credits for MTU of course go to the original author of MTU, and I do not claim any credit for the production of assests of MTU.
– Max population for a city is 1M with 100K increments per level, with minor settlements having 250K max population with 50K increments. As a general rule, a 100K pops will net you roughly 1000 income depending on infrastructure.
– Population directly influences food production and consumption, peasantry/industry/commerce/silk/spice/culture/ income, as well as construction cost and turns.
– Faction background income has been removed. No free magic money.
– Buildings have all been reworked: all minor settlements produce some peasantry, and income buildings have been changed across the board.upgrading some buildings means more people will work there which means less food production, which is far more important in this mod.
– Changed migration, to where population is mostly stagnant. Increasing population in remote areas is hard and costly.
– Buildings are far more expensive, take longer to construct and cannot have their construction sped up.
– Replenishment on the go is a no-go. It only happens when garrisoned. And even then pretty slow. Conscription is a must for low population areas to get an army up and running in reasonable time.
-Conquered places give negative replenishment, which combined with already low replenishment will make battles for expansion much more important since you won’t be on full power after a delegate.
This is my first mod, and it isn’t entirely finished yet. Now only Han and YT buildings are covered (not all of them though), will work on bandit and Nanman as well. Working on compatibility with as well Unify After Divide. Try it out and let me know what you think.
Future Plans:
– Rework reforms so they aren’t just all bonuses, make them have drawbacks for important choices and be more thematic to the actual name and description of the reform
– Rework follower ancillaries to spice things up and balance them with the population changes
– Rework and add new assignments to balance them with the population changes
– Making reforms be more dependent on your infrastructure instead of vice versa. Powerful reforms might require multiple high tiered buildings to unlock, making the player construct otherwise sub-optimal buildings
– Making resources more interconnected, with more buildings being connected making a sudden lack of a single resource have serious consequences.
Required items:
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Make Them Unique 3.3 (Wu Anguo) — Steam Workshop