Crusader Kings II

Crusader Kings II

Sinful Population
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.)
MonkeyMarkMario 30 Nov, 2018 @ 5:58pm 
I just started using the mod. I can try again and see if I can replicate the problem. BTW if a province has 0 pop how do you get pop to go there?
SinStar87 (He/Him)  [author] 30 Nov, 2018 @ 3:14pm 
don't see any reason for it, the variable is set to 0 when they are <100 pop. Did you start out using the older setup before a swith, where it was a 1:1000 rep and would read 100 thousand instead of 100000?
MonkeyMarkMario 30 Nov, 2018 @ 12:10pm 
Manual link
SinStar87 (He/Him)  [author] 30 Nov, 2018 @ 10:44am 
are you using the workshop or manual link, workshop won't let me update the mod here.
MonkeyMarkMario 30 Nov, 2018 @ 9:32am 
Playing as Venice in the early start date and 7-8 years in pop dropped from 100K+ to 0.
SinStar87 (He/Him)  [author] 29 Nov, 2018 @ 6:38pm 
I hadded the set up shop mechanic for it relatively recently, as well as the ability to place and shift your capital. Don't really have any new ideas for it.
Kintsugi 29 Nov, 2018 @ 6:23pm 
Hey sins, any plans to update Landless Adventurer? Favorite mod of yours, something of a must have for me. Thanks.
SinStar87 (He/Him)  [author] 24 Nov, 2018 @ 12:01pm 
Manual link is updated with new productivity modifiers from derpanarchist. Also fixed an error that prevented the effects from firing for vanilla.
SinStar87 (He/Him)  [author] 19 Nov, 2018 @ 6:07am 
I set this up as a concept proof for a replacement system to MEP's population, so didn't set out for realistic values. That said seeing those that are those interested in such here's the current assignment code and if you find time allowing, you can improve values and for what provinces values go. Then I'll improve the mod with it.

https://www.dropbox.com/s/9x4jdjrzmmg4i4c/Population%20Assignment%20Code.txt?dl=0
FJ2 19 Nov, 2018 @ 5:01am 
Yeah make it to 10k with less BUFFS becasue Come one its not like 800 Million people lived there only about 30 Million
birb on da pooter 18 Nov, 2018 @ 4:35pm 
I agree with Stenthur, I'd perhaps tone it down to 10k, but make population grow faster, with less bonuses per pop. To balance it out.
Stenthur 18 Nov, 2018 @ 4:20pm 
Cool idea. But isn't 100k a bit much. According to wikipedia at the time of charlemagne Europe is thought to have had between 25 and 30 million inhabitants.