CRISIS ON CAMPAIGN – Population and Army Mechanics

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Populations
Every settlement in the game have populations, with multiple different races, migration between settlements, and population determining a settlement’s tax rates. Populations are divided into different classes, such as Nobility, Merchants, Commoners, Slaves and more! Populations need to be fed, and don’t like living in regions that have been devastated by raids and sacking.
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Rebellion
Settlements no longer rebel at -100 public order. Instead, negative public order turns your pops into dissidents that will form rebel armies if not suppressed. Suppression is granted from Nobles, local armies, and buildings. Recruit all of your Nobles into an army and then leave with that army and you can be sure any unhappy peasants will rebel after you leave!
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Troops
No population of your faction’s race within a province means no replenishment! Carefully manage your army composition so that it has enough Nobles, Merchants and Commoners for all units, or alternatively recruit auxiliary or allied units that don’t require populations but instead use a secondary health bar to replenish that slowly regenerates in your own territory.
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Army Mechanics
Armies possess several new statistics – rations, morale and fatigue. Morale tracks what an army has been doing and applies a buff or debuff to leadership based on that. Armies become fatigued from fighting multiple battles and can start new battles winded or tired if fatigue drops too low. Rations are used to recover fatigue at the start of a new turn and are gained by spending time in friendly territory or raiding enemies. Additionally ranged units will carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming rations.

The AI is playing on the ‘Normal’ difficulty settings for population and rations, and generally plays by all of these new mechanics with a notable exception;
- AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.

Certain races have unique interactions with these mechanics. These are as follows;
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Humans
Any standard human race (Imperials, Bretonnians, Kislevites, Southerners, Pirates and Sylvanians) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Kislevites in that settlement will slowly convert into Imperials.
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Lizardmen
Skinks, Saurus and Kroxigor cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.
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Undead
Undead appear in any province that has vampiric corruption. They do nothing by themselves (any negative effects they would bring are already accounted for by the vampiric corruption itself) but they are used by any Undead units to replenish.
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Tomb Kings
Nehekharans will pop out of the ground in any Tomb City, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.
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Wood Elves
Forest Spirits are a secondary population for Wood Elves that live only in Magic Tree settlements. If a non-Wood Elf faction captures a Magic Tree then the Forest Spirits will make life difficult for that faction. Additionally, all Magic Trees are connected to one-another for the purposes of migration.
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Greenskins
Orcs, Goblins and Gnoblars are spawned from any settlement they own, rather than breeding conventionally.
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Daemons
Daemons do not use population but instead replenish from a secondary health bar that regenerates in any region with chaos corruption. The more corruption, the more replenishment.

中文翻译 (Chinese translation)
https://steamcommunity.com/sharedfiles/filedetails/?id=2790964787
Mods that add additional units should automatically be compatible. Mods that add new factions are probably compatible unless they differ wildly from vanilla factions.
Other mods that replace vanilla buildings will overwrite any changes this mod adds to buildings, which will upset balance but otherwise be compatible. Other mods that add their own effects to vanilla buildings should be compatible.
If, upon starting a new game, the population panel is blank that means you have another mod with a faulty script that is crashing all other scripted mods. You will have to disable that mod if you want any other scripted mods to work.
This mod is not multiplayer compatible!
This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.

You have full permission to use this mod however you like – make compatibility patches, submods, translations, chop features off and turn them into stand-alone mods, create a forked version with different mechanics or balance, etc etc. It’s all good.