
Originally Posted by
AWombat
AI's mostly, but I have no problem doing it too.
I said close to their max level, I know it's almost impossible to grow citadels in some places but that was not my question.
Let me rephrase, I want the growth rates to go slower when reaching the levels before citadel/huge city, because, as I said before, every settlement in the map is either a fortress or a minor/large city in just around 80 turns. I just think that this makes the gameplay a bit stagnant because there's no distinction on the importance of the regions. For example lets use Constantinople: this city starts very large as that's how it's supposed to be historically, it doesn't make much sense that cities that don't have as much importance anywhere else can reach close to the same population levels in just around 80-100 turns. What I want is that the cities and castles that are large by the start of the campaign can stay being of utmost importance for more time in the campaign, so as to keep some strategical value as to what regions you capture instead of just how many regions you capture.
Anyway, I partially achieved this by editing descr_settlement_mechanics, I made it so all the population modifiers are effectively cut by half and also cut the squalor levels by half. Now a farm will give you half the pop growth rates but squalor will also not be as severe so as to not impede settlement growth. I'm testing it now but it seems to be working correctly for all my regions. Growth rates are at 2% per turn at most, instead of 4-5%. Need to test it some more in a campaign to see the side effects.