Neo Calradia: Populations mod basically adds population and some population-related mechanics to the game with high compatibility (Works with total conversion mods). Currently Officaly Supported Languages: EN, TR
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Free increase development fixed(Before this update, there was a bug that caused the increase development action to be free if a settlement's wealth value was less than two.)
Now increase development action increases wealth level too
Version v1.2.12.73
Some calculation methods updated.
Now ai uses all interactions.
Some interactions updated(For example now schourge action is more fatal).
Restored data feature added (So you can add this mod in mid game).
Tab key functionality removed.
Version v1.2.12.72
Added region effects for most policies.
Optimization improved for better performance
Fixed forced recruit buton
Fixed turkish localization some buton text sizes
Version v1.2.12.71
Some miscalculations fixed
Season effect method changed
Version v1.2.12.7
New İnteractions added
New Mechanics added
Calculation methods updated
UI updated
Data types updated
And many other things that I can't remember now
Version v1.2.12.6
Increased AI integration(Now ai control his/her region according to his/her personality traits and uses all interactions)
Some calculatiom formules changed.
Some minor UI changes.
Version v1.2.12.5
Seasonal cycle(Summer, winter etc.) mechanics have been adjusted to be more clear and smooth.
Calculation of some values edited.
Added new message lines for various situations.
Version v1.2.12.4
Region Policy and Region Investment mechanics added.
Suppress Locals and Collect Extra Tax interactions added.
Calculation formules changed.
Optimized for better performance.
Save data types optimized for less space.
Some UI changes.
Localization files added.
Turkish Translations added.
Version v1.2.12.1
Optimized for better performance
Some UI changes
Recruiting system changed for better performance(Removed randomness of recruits)
Some calculation methods changed
Version v1.2.12.0
Mod has created with base features.
Neo Calradia: Populations
Introduction Welcome to Neo Calradia: Populations, a mod that breathes new life into your Bannerlord campaign by introducing a dynamic region population system.This mod aims tomake your campaign more immersive and improve game experience by simulating how population, policies, and investments affect each region’s prosperity. Key Mechanics
Region Population
Represents the total population in the region, not just in the main settlement. Historically, only about 3%-5% of people lived in cities during the medieval era, with the rest spread out across villages and farms.
Region Population Capacity/Region Development
A cap on how many people a region can sustain. Exceed it and watch the population slowly decline as resources get stretched thin. (Calculation of this value is based on current settlement's prosperity and bound villages hearth value etc.)
Population Growth
Indicates how quickly a region’s population is rising each season. Influenced by your policy choices, local investment, and the region’s prosperity.
Recruitable Population
The number of locals that can be drafted into armies(In normal conditions). Affected by whether the region leans civilian or military in its policy choices.
Region Wealth
Shows how financially robust the region’s inhabitants are. A higher tier unlocks better troops (more elite vs. base recruits), boosts population growth, and generally yields higher income.
Region Unrest
How mess is region. Rises with high taxes, abrupt policy changes, or conquest. Falls over time or via investments and decreased tax rates. Keep it low, or risk rebellion.
Next/Active Region Policy
A system that shifts the region’s focus toward a civilian approach (boost population growth and development) or a military approach (boost recruitable population).
Next/Active Tax Rate
Your active tax rate determines the current season’s income. The next rate is what you plan to impose in the following season. High taxes yield large sums but anger the populace.
Next/Active Investment Rate
Your active investment determines the current seasons's investment rate. The next investment is determines the next season's investment rate.And the investment rate is the how much you spend on local improvements. High investment accelerates population growth and recruit numbers but at a monetary cost that scales with the region’s wealth.
Region Income
Money automatically added to (or removed from) the owner’s treasury at the end of each season, based on the active policies and region's current statio.
Interactions
Recruit Local People
Draft local inhabitants into your army.(Uses recruitable population)
Forced Recruit
Draft local inhabitants into your army with force.(Uses normal population)
Increase Development
Increase development(Increases hearth values of villages) of region with spending some money.(This action stablizes region)
Scorch the Region
Turn region into ashes. (If i cant have it you cant have it either ψ(`∇´)ψ)
Collect Extra Tax
Push the locals harder to gain more immediate gold. This is great for quick cash, but repeated exploitation can skyrocket unrest, harming long-term gains
Suppress the Locals
When unrest spikes, you can forcefully lower it. Expect consequences: rebellious parties may still form, or you could undermine population growth.
Adjust Next Policy/Tax/Investment
Shift the region’s future direction—turning it more civilian or militarized, decreasing or increasing taxes, or ramping up/down investment. These changes take effect in the following season and can alter the region’s happiness, growth, and output etc.
Effects of Native Game Mechanics In Region Managements
Normal Settlement Values
Normal settlement values as prosperity hearth value etc directly and indirectly effects the region management. As example to direct effects prosperity increases/decreases region's income or prosperity and hearth values increases/decrease Region's Population Capacity/ Region's Development. As example of indirect effect if you settlements prosperity increases your region's development will increase and as a result population growth etc. will rise to.
Kingdom Policies
Most of the base game kingdom policies has own effect to region management but most of them just change policy effect value of region.(Policy effect is the how effective of region's passive development increase) (Region's development changes based of region's wealth, tax level etc.). Some policies and their effects on region; Serfdom: Decreases policy effect by %50 but makes normal recruiting free and lowers penalties of many action and stabilizes the region. Sacred Majesty: Decreases policy effect by %10 but stabilizes the region. Citizenship: If your culture and region' culture are same stabilizes region and. And If your culture and region' culture are not same destabilizes region(Increase Unrest). HuntingRights: Decreases policy effect by %10. GrazingRights: Decreases policy effect by %20. Bailiffs: Increases policy effect by %10. Cantons: Increases policy effect by %10. DebasementOfTheCurrency : Decreases policy effect by %20.
AI Integration NPC lords and kingdoms also use these interactions(All of them) (according to their personality traits); so your rivals can milk their territory for quick riches or rise to new heights of prosperity.
In Ongoing Development This mod is still evolving! I welcome your feedback and ideas. Share your thoughts in the Posts section.
Thanks for trying Neo Calradia: Populations Enjoy deeper strategic choices, manage your region carefully, and forge an empire that thrives—or face the wrath of your overburdened populace! Have a nice campaign.