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  1. #1
    Landtuber's Avatar Civis
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    Default City Growth Stats

    Good morning forums,

    I'm trying to pinpoint how to best create city growth governors, as I want to efficiently build citadels and huge cities in the latest SS without adding population through the console. Been playing this mod for years but finally time to do a little more than just spam buildings for the ancillaries I know about and constantly releasing prisoners for chivalry.

    I'm compiling a bunch of information from various sources and by reading through the descr text files, but hoping to confirm I'm looking for all the right traits.

    I'm looking for: Squalor, Chivalry, Farming and Public Health.
    For sources of those traits, I'm looking at: Ancillaries, Character Traits and Settlement Titles.

    Question #1: Am I missing any relevant traits that influence population growth, or any sources for those traits?
    Question #2: I know each region has a "Base" farming level, but can't seem to find a list. descr_regions has a couple numbers in that aren't labelled, is it one of those?
    Question #3: Any other methods for population growth I'm missing?

    Thank you!
    Beware the Holy Gecko, for he brings DOOM TO YOU ALL!

    MTWII: Guide to proper use of merchants!

    http://www.twcenter.net/forums/showthread.php?t=223891

  2. #2

    Default Re: City Growth Stats

    distance to capital is of noteworthiness, also if the populace is split in religions that causes a negative effect in "unrest", brigandiers or rebels in general cause some unrest, enemy armies on their lands, too

  3. #3

    Default Re: City Growth Stats

    Here is a link to a guide on descr_regions

    http://www.twcenter.net/wiki/Descr_regions.txt

  4. #4
    Landtuber's Avatar Civis
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    Default Re: City Growth Stats

    Thank you SoWeMeetAgain, forgot about distance to capital increasing Squalor.

    Also thanks to you Deteriorate, that guide confirmed those unlabelled numbers were the base farming amount!!
    Beware the Holy Gecko, for he brings DOOM TO YOU ALL!

    MTWII: Guide to proper use of merchants!

    http://www.twcenter.net/forums/showthread.php?t=223891

  5. #5

    Default Re: City Growth Stats

    Settlement titles with +Chivalry: Novgorod(+1,) Thorn (+2), Syracuse(+1), Iraklion(+1), Valencia(+2), Salamanca(+1), Toledo(+1) and Basra(?). As you can see 3 of them are on the Iberian peninsula and one on Sicily and one on Crete. Easy to get. Gather them all on one general with the right character traits.

    Character traits reducing squalor: Active builder(-1), Urban planner(-2), Kind Ruler (-2), Royally Extravagant (-1), Wildly Extravagant (-2).

    Ancillaries reducing squalor: Architect and Artist. Only southern European factions can get architect? Correct me if I'm wrong.

    Ancillaries increasing farm output. Overseer and Inventor. Regions have 1,5%, 2,0% and 2,5% base farm growth. Upgrade 2,5 first.

    Crusade, Crusade, Crusade! Release prisoners.

    This is what I remember. Might be more. If anyone have anything to add to my list, feel free to do so.
    Last edited by Strategos Autokrator; January 27, 2015 at 03:03 PM.
    "Alea iacta est"

  6. #6
    +Marius+'s Avatar Domesticus
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    Default Re: City Growth Stats

    Modify the descr_settlement_mechanics file to your own wish;

    Spoiler Alert, click show to read: 
    <population_levels>
    <!-- city -->
    <level name="village" base="500" upgrade="1000" min="500" max="1500"/>
    <level name="town" base="1000" upgrade="3500" min="500" max="5000"/>
    <level name="large_town" base="3500" upgrade="9500" min="500" max="12000"/>
    <level name="city" base="9500" upgrade="19500" min="500" max="25000"/>
    <level name="large_city" base="19500" upgrade="30500" min="500" max="60000"/>
    <level name="huge_city" base="30500" min="500" max="500000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="1000" upgrade="2000" min="500" max="1500"/>
    <level name="wooden_castle" base="2000" upgrade="4000" min="500" max="5000"/>
    <level name="castle" base="4000" upgrade="9500" min="500" max="10000"/>
    <level name="fortress" base="9500" upgrade="22500" min="500" max="21000"/>
    <level name="citadel" base="22500" min="500" max="30000"/>
    </population_levels>




    I propose that you lower/increase the population requirement as you see fit.

    Personally I only reduced the fortress/citadel population requirement, worked like a charm.
    Finally there are citadels on the map so both I and the AI can recruit the cream of the awesome that is the SS unit roster

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