On the unit numbers, we (who created the mod) actually used a screadsheet to create the table in the scripts, but wihtout the spreadsheet you would need to do it manually
On the unit numbers, we (who created the mod) actually used a screadsheet to create the table in the scripts, but wihtout the spreadsheet you would need to do it manually
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
Magnar Tutorials: https://www.youtube.com/channel/UCtd..._n1Y7DrBtVK-1A
My Youtube Channel: https://www.youtube.com/channel/UCtd4sdZYB_n1Y7DrBtVK-1A
I'm having an issue with the population growth, I've started multiple new campaigns, across all dlcs, multiple factions, and every single time, by about the 20th turn, All my cities and towns have 200 1st class citizens, 2000 or less 2nd class, and about 60000 3rd class. Starting to get on my nerves, What can I do to fix this? I'm only using straight D.E.I mods and submods. and none conflict with one another, I'm almost positive anyways.
Azure, Lord of the Eternal Blue Sky
where exactly in the mod Do i edit the 1st class pop rates? i've opened it up with the pack file manager, but there is just SOOOO much text to sift through.
Azure, Lord of the Eternal Blue Sky
I haven't made any changes to the submod recently so I don't know why it would be different now. In our 1.2 testing we have not seen this as far as I know - so hopefully this issue won't be in the 1.2 beta when we release soon.
Edit - it could be the immigration changes I made a bit ago to fix the capitals losing so many pop. Perhaps now its in reverse, where they are leeching it from everywhere around them. Although I don't know why it hasn't been noticed in 1.2 - maybe its more pronounced in the DLC campaigns.
edit 2 - you can test this out to see if it helps the situation http://www.mediafire.com/file/xtwnl9...opfixtest.pack (load it before all other mods)
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