In M&T 2.0 the EU4 development system has been completely overhauled into a population system that changes, adapts and even pressures the world around it. Even after many good DLCs and patches, vanilla EU4 takes place on an essentially static world. Copenhagen could become the capital of a fabulously wealthy global empire, with rich surrounding countrysides and peace for a hundred years, but it will still have the same development it had in 1444 [when's vanilla start date again?? :P] Or conversely, Paris could be ravaged by a hundred years of looting, war, famines, plagues; all manner of disasters, yet it would remain the prosperous city is historically was. This is the central flaw this mod seeks to address.
This page will briefly introduce the main concepts connected to population dynamics. For further information, please see the individual pages. Additionally, population ties in with every other system, so not every interaction falls under this Hub; wealth, disasters and looting are particularly relevant.
Each point of development has been converted to a Pop representing 10,000 people living in that province. The world's population has been divided into three large categories: those living in the countryside, those living in urban centers and the upper class of society.
Most citizens in any nation will live out in the countryside, producing food or rural goods. These are the backbone of your society, taking longer to grow and better resisting trauma. While not generating as much Wealth or utility as Urban Populations, they supply your cities and towns with vital food.
Urban Pops Edit
Those living in urban centers hold disproportionate amounts of wealth and power, allowing a small, highly urbanized nation like the Dutch to pack a punch. It takes a large amount of wealth to build up a city to grandeur however, and once built up cities are more susceptible to trauma like looting or plague. To sustain themselves they rely on excess food from the local region or, if above 50,000, imports from continental markets.
Those living in urban centers generate disproportionate amounts of trade power, wealth and power. However, they rely on excess food to sustain them and are both more capable of rapid growth yet susceptible to trauma. These urbanites
Upper Class Pops Edit
The most powerful and influential 5% of society. The upper class from nation to nation are not made equal, instead their distribution, wealth and influence are determined by various factors in a country. A flourishing merchant republic will have their elite pops focussed largely in the metropole with some out in major trade posts, whereas a territorially large and rural country like Lithuania will see have elites dotted across the countryside. In later periods, the upper class of a global empire will often invest in profitable colonial or joint stock ventures like sugar plantations or the slave trade, helping to get these resource intensive businesses started and later sending wealth back to the homeland.
How Populations Grow and Change Edit
The basics of population growth and loss are rather intuitive: given ample food, peace and incoming wealth, populations will grow slowly over time until reaching their natural ideal level, or balance point. Conversely, overcrowding, lack of surplus food, looting, famine, plague and other 'bad things' will hinder growth or even large scale die offs.
Every Rural, Urban and Elite Pop requires one unit of food or they begin to starve. Rural Pops produce 1 food modified up by the provincial Farming Efficiency, with the excess food going to feed Urban and Elite Pops. A province producing food staples such as wheat can export a portion of their food to the continental market for a profit. Then, if a city grows to more than 50,000 (5 urban pops), it can begin to tap into the continental market to import food if the local region is not supplying enough.
Ideal Population Edit
See Growth System for more technical details
Rural and urban populations have a certain Ideal Population, or carrying capacity, that they will be drawn towards. The further below the ideal level, growth will occur faster, while conversely the further above, growth will occur slower.
What this means is that populations which suffer significant casualties due to disaster will not be permanently diminished. So long as the underlying fundamentals of the province are favorable, the province will be able to recover its population within a few generations. Conversely, if a province's population isn't damaged by plague or war or famine, it will continue to grow bigger and bigger, but the further the number gets from Ideal Population, the slower and slower that growth will be. In theory, if you take extra, extra care of your people, you can keep their population artificially above the Ideal Level of Population.
Urban populations' ideal value is Urban Gravity, representing how strongly a city could attract inhabitants based off its importance, opportunity etc. This is directly improved by Wealth, buildings, Centers of Trade and Production and a number of other factors. As with most factors tied to Urban Pops, Urban Gravity is more easily built up and lost compared to its rural counterpart.
For rural populations this ideal level is simply called Ideal Rural Population (shocker!). This represents the population supported by the arable land in the province. While this slowly ticks up with increases in technology and long periods of stability, it can be reduced by Trauma.