Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Population
147 Comments
sʜıɴᴏᴠıᴀ May 4 @ 8:06am 
having 4 types of population makes this mod boring and annoying , 1 type population like rome 1 makes this mod better and ai can handle with this
V1dzhey1 Apr 21 @ 8:47am 
If it doesn't affect the AI, what's the point of installing it? DEI Same thing
Hengurifisu Mar 26 @ 5:22pm 
Why is the IA factions not affected? Only the player is being affect
God of Warhammer Mar 21 @ 1:09pm 
Does it work for unit mods like Radious
WaRZa Mar 12 @ 5:25pm 
doesn't work
vargasguerrero113 Feb 22 @ 3:18pm 
i just installed the game and population system is not working for me
Daimyo Aug 5, 2024 @ 9:54pm 
@Val There is a migration mechanic that might be related to what you're experiencing.
Valendrion Jun 13, 2024 @ 10:08am 
There is something very wrong with this mod. I'm playing as Athens. Population of Athens itself peaked at 127,000 two turns later it's 45,000 no idea why. Pella refuses to increase in population at all. The growth % for each of the 4 classes are between +4-6% but the total population drops a few hundred every turn. Pella population has dropped from 26,000 to now less than 4000 in 110 turns.

I never run low on food. Shrugs.
Maj. Winters May 14, 2024 @ 8:08pm 
I figured it out. It's sanitation. I guess people prefer to live where there isn't sewage flowing down the street
Maj. Winters May 9, 2024 @ 2:24pm 
Yeah idk if i just dont know what im doing but the population of Rome went up to 80,000 and Naples went down to 1,000... I guess Vesuvius erupted early.
gladius Apr 3, 2024 @ 9:21pm 
I'm having the same problem
IsYaeBoi Jan 14, 2024 @ 4:11am 
I'm having the same issue. For me, the predicted growth, especially in Velathri and Ariminum when playing as rome, is always positive yet im constantly losing population. I'm not sure if it's just because I don't fully get the mechanic or if something is wrong
the_cavalier82 Sep 29, 2023 @ 4:34pm 
I continue to have issues with the Population mechanic.

I typically play as Rome whenever I use this mod, and where I notice a problem is after taking Velathri and Ariminum. Every population class is showing positive growth in both towns, total growth is around +240, and the populations are around 13,600 at the end of the turn. At the beginning of the next turn, Ariminum's population has dropped to ~13,100 and Velathri's dropped to ~13,400. At least from what I can tell, these towns are the only towns that experience this particular problem.
AveMetal  [author] Sep 21, 2023 @ 1:19pm 
Para Bellum - Population updated:

- Improved compatibility between Para Bellum and vanilla, so the number of soldiers per unit unit is adapted depending on each case.
- Added more variety of effects icons.
- Debugged scripts, thanks to Luskainn for advice.
Jebe Jun 25, 2023 @ 1:49am 
Does the population system only apply to the player? Sometimes i scratch my head how my enemy still can recruit so many warriors after so many losses
AveMetal  [author] Jun 16, 2023 @ 6:02am 
Mod updated:
- Special thanks to andrei.papou for the modified the settlement captured behavior: if the majority culture is the one of your faction, you can retain 1/2 (when occupied) or 1/4 (when sacked or razed) of the original population.
- Added the mercenaries and other units missing from the RotR campaign.
- Added population to the Iphikratean embarked troops (PB Open Beta).
AveMetal  [author] Jun 16, 2023 @ 6:01am 
@ Sanakan & andrei.papou: Fixed in the last update.

@ BadReligion: Idk in each case, but historically Sparta population declined along time so it seems realistic.

@ Molty: Probably, it also includes the content of the credited mods in the description.

@ Gunpowder_Jack: Be sure to check the script mods in the game mod options, and restart the game.

@ Sanakan: Para Bellum Open Beta includes a formula that slightly increases the growth rate.
andrei.papou May 27, 2023 @ 9:28am 
Looks like this mod doubles the construction time for GC and all DLCs for no reason.
BadReligion May 24, 2023 @ 12:17pm 
why the ai cities grow so good? for example, when i captured Athens, population was 60000 in this town. And in my Sparta it was 15000. why???
Molty May 18, 2023 @ 1:20pm 
Does this mod affect the values for population happyness for the "Events" category? When this mod is enabled, I get negative "Events" happyness that I cannot explain. It goes back to normal values when this mod is disabled, both for loading saved games and starting new ones aswell.
Gunpowder_Jack May 14, 2023 @ 7:24pm 
Love the mod but I noticed it doesnt work for some factions. I tried uninstalling and verifying games files.

Then ran with only the para bellum mod and the population show on some factions only the vanilla population growth. i tired Egypt and Syracuse and the mod works as should but I tried Rome and Pergamon and its just the vanilla population.

Not using the factions mod. I hope you can help

P.S alos with the factions mod during the faction selection screen some of the normally locked factions has a display of the bonuse like "Calvary Charge Bonus: &/ % for calvary units"
Sanakan Jan 26, 2023 @ 9:02am 
Hey AveMetal, I think some mercenaries (etruscan archers and hoplites from what I've seen) from the Rise of the Republic campaign don't have population classes assigned to them. Is this intended? Love your mods.
the_cavalier82 Dec 22, 2022 @ 8:30am 
@Wolf Of Iberia - What would be a good strategy to address this?
Wolf Of Iberia Dec 21, 2022 @ 8:53am 
@the_cavalier82 - You could be looking at population growth but losing pops due to negative immigration.
the_cavalier82 Dec 20, 2022 @ 5:57am 
I'm continuing to have a problem in regards to losing population.

In a Roman campaign I've recently begun, I've progressed to the point where the Etruscans have been eliminated and the region is stabilized. The point of contention that I'm having is with Ariminum. The city is seeing positive net growth from every population tier, yet is continually losing population in regard to overall number. For example, in the space of a few turns, the overall population dropped from ~24,700 to ~22,400, despite the positive growth in every tier. What makes this strange, is that this glitch only appears to be affecting Ariminum, as every other city's population remains stable.

I've confirmed the load order and it's checked out. This is an issue I've had in the past with this mod and don't understand what is causing the issue.
wmslone Dec 15, 2022 @ 6:12am 
Just saw all the links at the top after posting that lol, I'll get it sorted :steamthumbsup:
wmslone Dec 15, 2022 @ 6:10am 
Thanks for the response, AveMetal, glad to hear you're still actively working on these mods as they're great, I'll definitely write up a more detailed report then. Will need a bit more room than the Steam comments provide though so I'll try to find PB somewhere else (not sure if PB's on twcenter or discord, but if not I'll just use the Steam discussions on the main PB collection page). If you have a preferred space for these kinds of discussions lmk. Cheers.
AveMetal  [author] Dec 14, 2022 @ 6:50pm 
@wmslone: I keep updating my mods, including this one, so the more detailed the feedback is, the easier for me to fix or improve them. With Para Bellum Open Beta I've tweaked the population formula a bit so that it grows more, it would be good to know if it works better in your case.

@ seenkyle & AbeS: When you conquer a settlement, only remains the foreign population. I recommend to check the original PoR2 guide where it explains more in detail its mechanics and these questions. This mod is just a version adapted to Para Bellum with some extra features added mainly by the other credited mods.
wmslone Dec 11, 2022 @ 11:41am 
If the population mechanic is still being worked on I'm happy to go into greater detail but suffice it to say I had to turn this off when playing Para Bellum. It just doesn't seem to work right. Not all bonuses to pop growth seem to be applied, and there are significant incongruities between the region growth projections and actual pop growth.
I played a Syracuse campaign for over 200 turns and had maxed out everything, buildings, tech, agents and characters, etc, and still my noble population in all my cities was betweem 100-300 and either stagnated or declining. When adding up the bonuses I should be getting (from buildings, province effects, etc) they don't seem to square with what's projected in region growth. Moreover, the base population decline seems to grow out of proportion with actual growth.
seenkyle Dec 11, 2022 @ 9:43am 
I've started a campaign as Cherusci and my starting settlement is 90% foreigners? It also is really difficult for me to build up just a simple amount of commoners so I can recruit basic units. Also I took another germanic settlement from the AI and it has 21000 population and 20000 are foreigners. Is there a way I can turn these foreigners into commoners?
AbeS Nov 10, 2022 @ 11:05pm 
Are 'apeleutheroi' in Spartan demography used for anything? So far I only can recruit from Homoli, Perioiki and Helots, when Apeleutheroi make like 80% of my population.
ancensan Sep 29, 2022 @ 2:59pm 
@UnSeenTrapp: No utilices mas de 34 mods al mismo tiempo
UnSeen Sep 24, 2022 @ 7:41am 
my people are naked or cant be seen or have no faces please fix GREAT MOD 100 STARS
async Aug 6, 2022 @ 3:25am 
@CommieChief I've read that the AI doesnt use the population system in DEI. So I would not get my hopes up
Caleb Perdita May 14, 2022 @ 7:29pm 
what are peoples experiences with this mod when playing as rome plus with the rest of the para bellum mods? Does the AI utilize the population mechanic as well?
Warriordude May 12, 2022 @ 2:09pm 
I have one question, normally I play Para Bellum without this mod, question is does this mod effect the AI?
Galocego Feb 15, 2022 @ 12:14pm 
it is said that if I conquer another city, all of its pop will become foreigners. what happens if I reconquer a city that was already mine but I lost it? will I lose all of the pop too?
AveMetal  [author] Feb 10, 2022 @ 4:51am 
WarthogChaos Feb 10, 2022 @ 4:16am 
@AveMetal I did
AveMetal  [author] Feb 5, 2022 @ 12:12pm 
@ WarthogChaos: have you activated the Script mods?

@ VenomBlizzard &Taisen: I think it´s working fine. You can read the basics of the population mechanics when you start a campaign and in the the original mod notes that is linked in the description.
WarthogChaos Feb 1, 2022 @ 11:25pm 
I'm having an issue with the population mod not showing on the UI, anyone else have this problem?
Taisen Jan 5, 2022 @ 6:02pm 
Not sure if this is a bug, but I took over pella as rome and its population is just depleting even though under the percentages its telling me that its suppose to be growing, I have no taxes on it and have all the buildings that give pop growth.
VenomBlizzard Jan 4, 2022 @ 1:03am 
i found odd issue, in empire divided campaign when i conquer other roman settlements the population becomes foreign
AveMetal  [author] Dec 22, 2021 @ 4:50am 
Fixed! Now it can work again as a standalone mod. Also I've build in my Edicts mod into this one.
da captain Dec 9, 2021 @ 6:50pm 
I found out the issue. It didn't crash when I ran Para Bellum - Campaign with this. So it looks like that is now a requirement to be able to run this mod
da captain Dec 9, 2021 @ 6:37pm 
gotcha, that is strange. And no, this is the only Para Bellum mod i have
AveMetal  [author] Dec 9, 2021 @ 5:59pm 
And when it crash?
AveMetal  [author] Dec 9, 2021 @ 5:56pm 
Basically adding effects to the new edicts that I include in the Xmas update for the Para Bellum Campaign part but that should not affect. Are you playing also with Para Bellum Campaign?
da captain Dec 9, 2021 @ 5:41pm 
Alright, I've deactivated all my mods except this one and it was still crashing. It was working fine before the update. :steamsad:
da captain Dec 9, 2021 @ 5:33pm 
I have so many, but this mod was working fine earlier today and the weeks beforehand. But after you updated the mod today it was crashing on Launch. I found out that deactivating this mod fixes the crash, but this mod basically essential for me so I don't want to discard it as much as possible.

I see that in the Change notes you did some minor changes/fixes to make the mod compatible, can you tell me which changes are those?