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- 2
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- 3396 FB

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https://forum.paradoxplaza.com/f ... -june-2018.1107368/
Hi and welcome to the fifth development diary for Imperator! This time we delve into the population mechanics.
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The population in the game is divided into population units, or ��pop�� for short, just like Vicky or Rome1.
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Each individual pop has its own religion, culture and happiness . So yes, there are minorities in Imperator!
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While there are ways to increase happiness of pops, including ideas, inventions and access to trade-goods, they tend to be less happy if they are not of the same culture-group, or if they belong to a different religion. Happiness impacts two thing on the pop, first of all, a pops happiness directly affects how productive they are. Secondly, low happiness increases unrest in a city.
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There are four different types of pops in the game.
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Citizens - They provide research and commerce income.
Freemen - They provide manpower.
Tribesmen - These provide a tiny amount of manpower and tax income.
Slaves - These provide tax income
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So how do you get a more pops in a city?
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First of all, there is always a single pop either in growth or decline, depending on the population growth of the city. When this pop is fully grown or totally dead, either a current pop is picked for death, or a new random pop is created that will slowly grow.
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Terrain, Civilization value, amount of pops in the city and access to trade-goods impact the growth in a city.
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Secondly, you can also gain pops through warfare. As you sack cities you will take some of their pops back to your main capital, and your provincial capitals as slaves.
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One other aspect of conquest is that when a city formally becomes yours, citizens becomes freemen, and freemen becomes slaves.
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If you need more citizens or freemen of your pops, you can always promote pops to a higher class of society, where promoting a slave or tribesmen to freemen currently have a base price of 10 religious power, and promoting a freemen to citizen costs 10 oratory power.
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If you permanently want to increase a pops happiness, you can always spend some religious power to convert them to the state religion.
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We��ll talk a fair bit more about pops in the development diary about colonisation and internal movement later on.
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Of course, any modder can define how many pop-types they want and what they are used for freely. Here is an example of the freemen poptype.
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- freemen = {
- local_manpower = 0.05
- can_promote_to = citizen
- demotes_to = slaves
- }
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Another cool modding aspect is that everything that costs power, manpower or money use the same ��price��-mechanic internally, so you can base everything on money if you so desire. Here is a few scripts from the price database.
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- freemen_promotion = {
- religious = 10
- }
- assault = {
- manpower = 2
- military = 20
- }
- send_gift = {
- scaled_gold = 0.2
- }
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Next week, we��ll be back looking at the economy system.
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