Crusader Kings II

Crusader Kings II

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Sinful Population
   
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248.656 KB
18 Nov, 2018 @ 12:16pm
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Sinful Population

In 2 collections by SinStar87 (He/Him)
Sin's A Game of Thrones Mod Collection
57 items
Sin's Influence Collection
34 items
Description
Workshop is having major problems, crashing when uploading and not recognizing mods for updating. As can't update the mod here, please use the Manual Link until Paradox can fix the workshop.

Brings the Sinful Population System to Crusader Kings

Population is monitored through a new Province Modifier, aptly named Population. This tracks the province's population, counted in the thousands. For every 100 thousand population a second modifier is added to the province, this increases disease and revolt risk but also taxes and building improvements.

It also allows up to 3000 of the population to be raised as Light Infantry in desperate defense via the Arm the Peasants decision.

Manual Link
https://www.moddb.com/mods/sinful-mods-for-enhanced-gameplay-and-flavor/downloads/sinful-population

Sinful Center Discord[discord.gg]
22 Comments
Uncle Rico 12 Oct, 2020 @ 8:42am 
I love this, great idea. How exactly is population calculated, and does the player have any control over it? Also, is it compatible with your genocide mod?
badonk commends all 6 Mar, 2020 @ 2:48am 
@author are your mods compatible with hip frosty1? hehe thanks! great mods btw!
SinStar87 (He/Him)  [author] 22 Jan, 2019 @ 1:50pm 
Posteda new version to debuff the levy penalties, only negatives should be in the colony stages(less than 5k pop) and added a city patrol option to counter the revolt risk in your capital,
Zangi 22 Jan, 2019 @ 1:29pm 
Alright, so further playing this, high prosperity provinces with their 5% revolt rate... means huge instability in AI provinces/kingdoms. In my game, empires/kingdoms constantly get rekt and fracture from the revolts. Reckon they don't have time to build their levies/warchest from the very start. (Though I do have 2x revolt strength.)
Could something be done about that? I do want revolts to be strong-ish, but not as constant as it is right now.
SinStar87 (He/Him)  [author] 19 Jan, 2019 @ 3:17am 
manual link updated with some corrections for that. To retroactively fix, try firing population_events.3 through console.
Zangi 19 Jan, 2019 @ 2:59am 
Does the mod_armed_peasants modifier ever go away? I own a province that has it. They revolt at least once a year. Ever since I took it from the original owner. It is quite inconvenient to have to park an army on top of it.
That +50% revolt modifier.
SinStar87 (He/Him)  [author] 17 Jan, 2019 @ 1:41pm 
probably, need a dependency though.
Chekhov 17 Jan, 2019 @ 1:26pm 
Would this work with AGOT 1.8?
SinStar87 (He/Him)  [author] 26 Dec, 2018 @ 7:00am 
I've updated the manual link which hopefully fixes provinces Zeroing out and added a repopulate decision to restore wilderness provinces.
SinStar87 (He/Him)  [author] 30 Nov, 2018 @ 6:08pm 
As I said I've built this as more a proof for the middle earth project mod, so only really has basic function for vanilla. I'll add more function to this once I've fleshed it out for mep(and if anyone does the pop assignment code I linked earlier cause demographic research isn't my thing.)