Imperator: Rome

Imperator: Rome

Improved pop ratio for settlements 1.3
26 Comments
Dooming Feels 17 Apr, 2024 @ 10:42am 
Can one make a made to have no slaves? Would be interesting to see how this work without them.
Atrion 19 Feb, 2021 @ 12:23pm 
Thanks man.
[BSB] xilanna  [author] 18 Feb, 2021 @ 1:47pm 
The current pop ratios for settlements in the game are now very similar to what this mod had, so I see no reason to
Atrion 18 Feb, 2021 @ 12:45pm 
Are you going to update this mod?, thanks.
SSS-class Warlock 27 Aug, 2020 @ 6:16am 
Can't argue with that, don't bother if you don't wanna :^)
[BSB] xilanna  [author] 27 Aug, 2020 @ 3:46am 
They changed pop ratios so they are more similar to this mod now, and with balance changes to pops and introduction of nobles I don't know how I would update this at the moment. I think I'm fine with how the game is currently, but we will see.
SSS-class Warlock 26 Aug, 2020 @ 8:50pm 
Would also appreciate an update
ForFrodo 2 Apr, 2020 @ 1:10am 
Please make a version compatible with 1.4, your mods are awesome in helping to avoid societies consisting of 90% slaves etc. but the whole religious system added by paradox seems to be not working while the improved buildings and improved mods are enabled. Thank you and keep up the good work
Maximvs 5 Jan, 2020 @ 7:59pm 
This game is a simulation, things should be closer to historical events and realities, of course there is game balance, quality of life, design, etc... But if pop exists, they should represent historical reality, if not, better abstract pop to similar numbers like EUIV or HOI4, but if you want a more Victoria 2 approach, you should consider a more historical outlook, one of the MAYOR reasons people play paradox grand strategy games is that, historical simulation, regardless of balance, political correctness or "justice", nations are stronger than others, you cannot form a human rights declaration before 1700, and you can have slaves.

Just a more realistic approach to freemen would be nice, the others pops are quite fine overall.

Best regards,
[BSB] xilanna  [author] 5 Jan, 2020 @ 5:57am 
pops are meant to be specific and narrow in the game. It's an abstract mechanic. Pops could be made less narrow, and I'd like them to be, but it's really hard to balance. Make freemen involved in economy and you have to make slaves worse if you don't want to bring more money into the game (where even now it should be less) and that ruins the balance between the pops.
Maximvs 4 Jan, 2020 @ 5:06pm 
The game required to make freemen valuable in production/economy, if not, all settlements idel pop would be slaves. Also the economy in Rome werent slave only. Freemen should be like tribesmenin manpower and economic relevance.
[BSB] xilanna  [author] 24 Dec, 2019 @ 3:48pm 
Could you provide some more information? Which settlements and in what way specifically? This mod does nothing else except add new pop ratios to the province_rank file as well as some building changes. Messing up interactions with specific settlements is not something this mod should be able to do. ^_^'
generalRUS 24 Dec, 2019 @ 7:29am 
Bug for 1.3 certain settlements cannot be interacted with.
[BSB] xilanna  [author] 3 Dec, 2019 @ 3:15pm 
Updated for 1.3 Livy!

Please report any bugs related to the mod and the new patch here.
[BSB] xilanna  [author] 26 Nov, 2019 @ 4:46am 
1.1 released

Global Slaves Ratio reverted to vanilla. Effective change is the same but mod compatibility is increased.

Building Changes

Slave Estate and Mine now give +50% Slave ratio, this will put the ratio at 5% C 10% F 85% S. Farm estate has no ratio change but surplus needed for slaves increased to -7 from -5. This solves the isue of reaching a resource surplus being a lot harder with the mod while still retaining the mods purpose.
Philipp 24 Oct, 2019 @ 12:47pm 
It was a mod conflict O_O sorry
[BSB] xilanna  [author] 23 Oct, 2019 @ 7:57am 
@Philipp That's very strange. I tried disabling it and starting a game playing a few months and then saving, quitting, enabling it loading the save and it works for me.
Philipp 23 Oct, 2019 @ 5:01am 
It doesn't seem to apply to my savegame ;-(
[BSB] xilanna  [author] 22 Oct, 2019 @ 4:35pm 
@General Rubenski I believe it should be save compatible, can't see why not.
General Rubenski 22 Oct, 2019 @ 3:46pm 
Are your mods save compatible or do i need to restart my campaign?
[BSB] xilanna  [author] 22 Oct, 2019 @ 2:58pm 
@The Burger King I did. I increased the base pop ratio of tribesmen for tribal nations from 5% to 20%. For tribes, settlements used to be half tribesmen half slaves (as both only had a base of 5%) and cities had a small amount of tribesmen from the 5% base. Now it's 20%, so cities should have more tribesmen than before but settlements will have less as those 20% now compete with the new citizens and freemen. The new ratio in settlements for tribes is 0.05C 0.1F 0.2T 0.35S = total of 0.7. 0.2/0.7=~0.29 which is the new desired ratio of tribesmen (from 50%). But since tribal cities now get more the total amount shouldn't be far from vanilla. Do you think it needs to be more?
The Burger King 22 Oct, 2019 @ 2:27pm 
You could give tribal nations a modifier that increases their tribesman pop ratio?
Shavanna 22 Oct, 2019 @ 2:49am 
Good Idea! Let's see how it will work out.
spudmacvicar 22 Oct, 2019 @ 1:35am 
Perfect. :steamhappy:
Shas'la 21 Oct, 2019 @ 10:42am 
Just the mod I was looking for. Thanks!
Tectonix 21 Oct, 2019 @ 4:38am 
good