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Basileus ThresherMawUploaded by
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This page was last updated on 15 March 2022, 7:07PM
- Changelogs
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Version 1.5
- Added village management.
- Village militias can now be raised from the settlement to follow you across the map. You pay influence to raise them as well as their daily upkeep.
- Unlike towns, villages have limited decisions, no workforce policies and 1 extra tax policy,: full exemption. Village tax policies affect hearth growth as there is no loyalty. Full exemption provides a chance to increase notable relation.
- AI: Lords will now choose most decisions and policies like the player.
- Travellers: Increased travellers speed by increasing their party limit.
- Food stocks: Significantly increased. Population number is now factored into the stock calculation.
- Food model: Mining villages no longer offset negative food. Slaves have no impact on food production.
- Administrative model: fixed governor effect being too high. Effect capped at 20% cost reduction.
- Administrative model: increased administrative cost of decisions and policies.
- Culture model: governor effect is capped at +1.5% daily assimilation.
- Culture model: security now impacts assimilation. At 0, -0.5% is added, and at 100%, +0.5% is added.
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Version 1.4.0
- Moved mod to 1.7.0.
- Loyalty model: fixed effects of high/low taxes with a different way to calculate impact.
- Militia model: Introduced a militia cap based on settlement type and population total. After the militia reaches the cap, a militia decrease in unavoidable.
- Militia model: Reduced the efficiency of conscription policy.
- Growth model: Improved population growth algorithm. When growing, pops considered lacking receive a priority bonus so they get chosen more often. Inversely, when the growth is negative, types considered overflowing are chosen more often.
- Growth model: Fixed types with 0 pops not being chosen for growth.
- Fixed retinue barracks not being added to new games after 1.3.5.
- Fixed crash issues reported on Bugs.
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Version 1.3.5
- Growth model: added a population cap system: every settlement has a soft limit on it's total population, which depends on settlement type. Being over the limit will reduce population instead of increasing it. Population growth is now also based on how close to the limit the population is: the more filled it is, the slower the growth.
- Caravans: Fixed caravans being stuck & caravans wondering around with 0 healthy soldiers.
- Fixed a crash reported in Bugs section.
- Administrative model: fixed governor effect being too high. Effect capped at 20% cost reduction.
- Culture model: governor effect is capped at +1.5% daily.
- Culture model: security now impacts assimilation. The impact is proportional to the security, at the extremes (0 or 100) either -0.5% or +0.5% are added.
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Version 1.3
- Added travelling craftsmen and nobles parties. Travelling parties carry goods that can be robbed by attacking them. Armed parties with guards, added pack animals.
- Added a new castle project: Retinue Barracks.
- Fixed settlements assimilating only on save loading and not during gameplay.
- Reduced village production output.
- Economy: villages no longer have their gold reset to 1000 every day and non-taxed gold from village profit no longer disappears. Instead, half of the gold disappears (goes into private pockets), and half is added to the village gold.
- Exemption policy: loyalty effect calculated on how much of population nobles are instead of their raw number. Thus more useful in low population settlements.
- Tax policies: Loyalty effect is flat 15% or -15% instead of being calculated on raw populace numbers. More useful in low population settlements.
- Loyalty model: Different culture no longer adds a flat -3 loyalty. Instead, cultural loyalty is based on assimilation, going from negative loyalty up to bonus loyalty. At 0% assimilation, the loyalty hit is the biggest. At 50% there is no loyalty difference. At 100% it reaches the max bonus. Maximum onus and bonus are -4 and 4 respectively.
- Loyalty model: Governor culture no longer adds flat +1 or -1. Instead, it adds 10% of the assimilation effect (so -0.4 or +0.4 at each end).
- Loyalty model: Starvation leads to - 30% loyalty instead of flat 1 point reduction. Food stock being at max increases loyalty by 0.5.
- Security model: Castles have a passive boost.
- Construction model: In castles, the garrison contributes to construction if security is 50 or above. More security means more contribution.
- Construction policy: 15% of serf population will contribute to construction instead of construction receiving flat 15% increase. 15% less serfs working the fields. Serfs are half as efficient as slaves in construction.
- Possibly fixed a bug where slave caravans would not enter settlement and deliver the slaves.
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Version 1.2
- - Added travelling peasants
- - Added dialogues to traveller and slave caravan parties
- - Added cultural names for population classes
- - Various fixes for culture assimilation
- - Fixed save issues
- - Fixed an issue with village income, more income is generated
- - Reworked building power model: added a base value, greatly increased craftsmen boost and cost in castles
- - Reworked food model: food from agricultural villages greatly increased, food from serfs in castles increased, food consumption from prosperity decreased in castles
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Version 1.1
- Pops will now die if the settlement is starving. If the settlement is the player's, there will be a message in the log
- Improved algorithm to pick what pop type should be grown
- Fixed governor stewardship increasing cost rather than decreasing
- Removed slaves received message & Fixed tax policy loyalty effects
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- Author's activity
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March 2022
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15 Mar 2022, 7:07PM | Action by: ThresherMaw
Attribute change
'Mod version changed to 2.0.'
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15 Mar 2022, 7:07PM | Action by: ThresherMaw
File added
'Populations Of Calradia [version 2.0]'
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15 Mar 2022, 7:06PM | Action by: ThresherMaw
Attribute change
'File \'Populations Of Calradia\' category changed to Old versions.'
December 2021
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21 Dec 2021, 9:53PM | Action by: ThresherMaw
Attribute change
'Description changed.'
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21 Dec 2021, 9:53PM | Action by: ThresherMaw
Attribute change
'Description changed.'
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21 Dec 2021, 9:52PM | Action by: ThresherMaw
Attribute change
'Description changed.'
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21 Dec 2021, 9:39PM | Action by: ThresherMaw
Changelog added
'Change log added for version 1.5'
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21 Dec 2021, 9:35PM | Action by: ThresherMaw
Attribute change
'File \'Populations Of Calradia\' category changed to Old versions.'
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21 Dec 2021, 9:34PM | Action by: ThresherMaw
File added
'Populations Of Calradia [version 1.5]'
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13 Dec 2021, 3:26PM | Action by: ThresherMaw
Attribute change
'Description changed.'
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12 Dec 2021, 10:35AM | Action by: ThresherMaw
Attribute change
'File \'Populations Of Calradia\' description changed.'
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12 Dec 2021, 10:35AM | Action by: ThresherMaw
Changelog added
'Change log added for version 1.4.0'
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12 Dec 2021, 10:28AM | Action by: ThresherMaw
Changelog added
'Change log added for version 1.4.0'
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12 Dec 2021, 10:27AM | Action by: ThresherMaw
Attribute change
'Description changed.'
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12 Dec 2021, 10:24AM | Action by: ThresherMaw
File added
'Populations Of Calradia [version 1.4.0]'
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12 Dec 2021, 10:23AM | Action by: ThresherMaw
Attribute change
'Description changed.'
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12 Dec 2021, 10:22AM | Action by: ThresherMaw
Attribute change
'File \'Populations Of Calradia\' category changed to Old versions.'
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12 Dec 2021, 10:22AM | Action by: ThresherMaw
File added
'Populations Of Calradia [version 1.4.0]'
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08 Dec 2021, 1:08PM | Action by: ThresherMaw
Attribute change
'File \'Populations Of Calradia\' description changed.'
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08 Dec 2021, 1:04PM | Action by: ThresherMaw
Changelog added
'Change log added for version 1.3.5'
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- Mod page activity
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April 2024
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19 Apr 2024, 1:01PM | Action by: Sneaklez
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26 Mar 2024, 11:23PM | Action by: mudkipboo
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