Increase the Impact of Population on Local Building Levels
Now every 2K population provides 1 building level.
Imagine this: Constantinople, the City of the World’s Desire, with well over a hundred thousand people, ends up having roughly the same building capacity as a small city with only thirty thousand? That no longer makes sense. A larger population should support more buildings, so with this mod, every 2,000 people now grant 1 additional building level.
I know this adjustment can look somewhat overpowered, but it’s nowhere near extreme. My original idea was around 3.3K population per building level, yet the base game uses 1K population = 0.005, which I believe was meant to be 0.5 but was written with an extra percent sign. So I didn’t change the numbers themselves at all—I only shifted the decimal point to what seems to be the intended value. This change helps cities like 1400-era Constantinople—already over capacity by more than ten levels—to at least construct a small portion of the remaining two-thirds of their buildings.
And this doesn’t break the game’s framework. The game already allows massive urbanization as long as you can afford the grain, and even without mods it’s perfectly possible for a medieval city to have far more citizens than peasants. A quick in-game calculation illustrates this: with 100K self-sufficient peasants in a city, under my mod’s scaling, they provide 50 building levels. If you allocate these levels to the densest citizen buildings (200 people per level), that supports 10K citizens—roughly 90K peasants sustaining 10K citizens. In the game’s mechanics, this is entirely reasonable.