Crusader Kings II

Crusader Kings II

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Sinful Population
   
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Nov 18, 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 Oct 12, 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 Mar 6, 2020 @ 2:48am 
@author are your mods compatible with hip frosty1? hehe thanks! great mods btw!
SinStar87 (He/Him)  [author] Jan 22, 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 Jan 22, 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] Jan 19, 2019 @ 3:17am 
manual link updated with some corrections for that. To retroactively fix, try firing population_events.3 through console.
Zangi Jan 19, 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] Jan 17, 2019 @ 1:41pm 
probably, need a dependency though.
Chekhov Jan 17, 2019 @ 1:26pm 
Would this work with AGOT 1.8?
SinStar87 (He/Him)  [author] Dec 26, 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] Nov 30, 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.)