Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

27 ratings
Population Improved
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Tags: mod, overhaul
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15.497 MB
Jun 28, 2023 @ 1:45am
Jul 7, 2023 @ 6:57am
7 Change Notes ( view )

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Population Improved

Description
Ever thought it was weird how your population, the lifeblood of your empire, was so inconsequential to your campaign? What's the point of historical population when their effects are negligible and their growth is completely unrealistic? Where do these hundreds of thousands of migrants come from? Why do ghost cities with no population still produce high income? Why does food grow in the winter and spring months? How come cities which took centuries to build see more development in a decade? This mod aims to tackle these issues through reworking the effect population has on your economy, updating buildings, reforms, assignments and seasons to make population more impact and stagnant. Military expansion should prioritize population!

Core features:
- Start postitions have been altered to make China more advanced. Major cities, such as Xuchang, Xiangyang and Chang'An are now incredeible powerbases, and are very much worth taking. This means startpos are edited, but I have made it compatible with MTU for now since it's essential IMO. All credits for MTU of course go to the original author of MTU, and I do not claim any credit for the production of assests of MTU.
- Max population for a city is 1M with 100K increments per level, with minor settlements having 250K max population with 50K increments. As a general rule, a 100K pops will net you roughly 1000 income depending on infrastructure.
- Population directly influences food production and consumption, peasantry/industry/commerce/silk/spice/culture/ income, as well as construction cost and turns.
- Faction background income has been removed. No free magic money.
- Buildings have all been reworked: all minor settlements produce some peasantry, and income buildings have been changed across the board.upgrading some buildings means more people will work there which means less food production, which is far more important in this mod.
- Changed migration, to where population is mostly stagnant. Increasing population in remote areas is hard and costly.
- Buildings are far more expensive, take longer to construct and cannot have their construction sped up.
- Replenishment on the go is a no-go. It only happens when garrisoned. And even then pretty slow. Conscription is a must for low population areas to get an army up and running in reasonable time.
-Conquered places give negative replenishment, which combined with already low replenishment will make battles for expansion much more important since you won't be on full power after a delegate.

This is my first mod, and it isn't entirely finished yet. Now only Han and YT buildings are covered (not all of them though), will work on bandit and Nanman as well. Working on compatibility with as well Unify After Divide. Try it out and let me know what you think.

Future Plans:
- Rework reforms so they aren't just all bonuses, make them have drawbacks for important choices and be more thematic to the actual name and description of the reform
- Rework follower ancillaries to spice things up and balance them with the population changes
- Rework and add new assignments to balance them with the population changes
- Making reforms be more dependent on your infrastructure instead of vice versa. Powerful reforms might require multiple high tiered buildings to unlock, making the player construct otherwise sub-optimal buildings
- Making resources more interconnected, with more buildings being connected making a sudden lack of a single resource have serious consequences.
22 Comments
Qladstone 權鴛石 May 6 @ 11:13pm 
Rome 1 population mechanics are still they best in the series.
Austere Hare Jan 7, 2024 @ 5:35am 
groowth is too strong. i was gaining 50k+ people per turn in a small town. something way off.

and the cost of building is too high. i think you need to water down the effects.
Austere Hare Jan 7, 2024 @ 4:02am 
oh wait nevermind, I DO use MTU lol :steamfacepalm: ignore me. Imma start doing some testing for AI for you and ill let you know what i can see.

:lunar2020halodragon::steamthumbsup:
Austere Hare Jan 7, 2024 @ 3:56am 
i am hoping this make a drastically harder experience. following with keen interest! :steamthumbsup::lunar2020halodragon:

quick question, will this work without MTU? I use CGI without MTU in my current playthrus, which is a more vanilla game. i think this should still work right? otherwize ill make a non MTU compatible version.

let me know
The Baron Oct 4, 2023 @ 5:37pm 
Wow, that sounds good. I will give it a try, but won't lie I am worried for balance.
MuTaTeDtReE Aug 29, 2023 @ 5:53am 
So how exactly will the AI be adapted into this new system? I definitely applaud you overhauling the really bland population mechanic, but I'd say this is quite a radical change especially in terms of how the AI can cope with this. From my own tests here and there, I definitely see the AI really falling short to the point it makes a Legendary difficulty run, not feel like a Legendary difficulty run.

In my own overhaul mod, I also made some QoL changes, more minor than here, and even the AI had a tough time adapting to the change. I kinda ended up having to give the AI more cheats than they already get, to get them to act more competently with the new minor changes. Will there be some fixes with AI behavior to keep up with the overhaul in the future?
Kendji Aug 22, 2023 @ 3:57am 
I played a campaign with this mod. I found the early game really rewarding, since it made the game harder without cheating. However I found the late game easier, since the AI didn't know how to adapt and many AI factions fell 'by them selves' to Revolts, Yellow Turbans, looters etc. The AI couldn't cope with the new system in the long term imo. :)
LuisAlaguna92 Aug 6, 2023 @ 2:02pm 
@DatWeebComingInHot, is this mod compatible with TROM + TUP?

Are the other mods you made a compatible versions? are they different?
Kendji Aug 5, 2023 @ 10:23am 
Crazy hard to be minor power! :steamthumbsup:
LuisAlaguna92 Aug 1, 2023 @ 3:39pm 
What is the difference between this mod and the next one?
https://steamcommunity.com/sharedfiles/filedetails/?id=3000609786