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''[[https://steamcommunity.com/sharedfiles/filedetails/?id=2566883856 Sinews of War]]'' is a GameMod for ''VideoGame/CrusaderKingsIII''. It introduces a population system to the game, which drastically alters gameplay. Ensuring constant population growth will slowly but surely empower your realm; population decreases will eventually weaken the realm enough for your enemies to gain the upper hand.
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''[[https://steamcommunity.com/sharedfiles/filedetails/?id=2566883856 Sinews of War]]'' is a GameMod for ''VideoGame/CrusaderKingsIII''. It introduces a population system to the game, which drastically alters gameplay.game-play. Ensuring constant population growth will slowly but surely empower your realm; population decreases will eventually weaken the realm enough for your enemies to gain the upper hand.
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* IllegalReligion: Populations who are of a different religion and/or culture from their liege can suffer Persecution (if tolerance is not proclaimed in edicts), contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
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* IllegalReligion: Populations who are of a different religion and/or culture from their liege can suffer Persecution (if tolerance is not proclaimed in edicts), proclaimed), contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
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* ApatheticCitizens: Nope. Compared to the base game, peasant revolts tend to be more potent as they now scale according to the population of the counties affected. Also, populations undergoing cultural or religious conversion (or both) have lowered Popular Opinion.
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* ApatheticCitizens: Nope.[[AvertedTrope Nope]]. Compared to the base game, peasant revolts tend to be more potent as they now scale according to the population of the counties affected. Also, populations undergoing cultural or religious conversion (or both) have lowered Popular Opinion.
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* ApatheticCitizens: Nope. Compared to the base game, peasant revolts tend to be more potent as they now scale according to the population of the counties affected. Also, populations undergoing cultural or religious conversation (or both) have lowered Popular Opinion.
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* ApatheticCitizens: Nope. Compared to the base game, peasant revolts tend to be more potent as they now scale according to the population of the counties affected. Also, populations undergoing cultural or religious conversation conversion (or both) have lowered Popular Opinion.
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* GoingNative: Compared to the base game, rulers who have a minority religion/ culture different from their subject populace have a greater impetus to do this, as speed of conversion is now tied to population size.
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*ApatheticCitizens: Nope. Compared to the base game, peasant revolts tend to be more potent as they now scale according to the population of the counties affected. Also, populations undergoing cultural or religious conversation (or both) have lowered Popular Opinion.
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Along with the population system, the building system was expanded, as vanilla buildings are given additional effects.
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* IllegalReligion: Populations who are of a different religion and/or culture from their liege will suffer Persecution, contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
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* IllegalReligion: Populations who are of a different religion and/or culture from their liege will can suffer Persecution, Persecution (if tolerance is not proclaimed in edicts), contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/download_698.jpg]]
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* GeoEffects: Just like in Real Life, the terrain affects the number of Rural settlements you can have, which in turn affects your Food production.
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* GeoEffects: Just like in Real Life, the terrain affects the number of Rural settlements you can have, have in the county, which in turn affects your Food production.
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* GeoEffects: Just like in Real Life, the terrain affects the number of Rural settlements you can have, which in turn affects your Food production.
* IllegalReligion: Populations who are of a different religion and/or culture from their liege will suffer Persecution, contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
* IllegalReligion: Populations who are of a different religion and/or culture from their liege will suffer Persecution, contributing to population decrease. This can be a good thing, if cultural/religious conversion is taking place.
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''[[https://steamcommunity.com/sharedfiles/filedetails/?id=2566883856 Sinews of War]]'' is a GameMod for Crusader Kings III.
to:
''[[https://steamcommunity.com/sharedfiles/filedetails/?id=2566883856 Sinews of War]]'' is a GameMod for Crusader Kings III.''VideoGame/CrusaderKingsIII''. It introduces a population system to the game, which drastically alters gameplay. Ensuring constant population growth will slowly but surely empower your realm; population decreases will eventually weaken the realm enough for your enemies to gain the upper hand.
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!! This GameMod provides examples of:
*ThePlague: Plagues now occur semi-frequently in-game, and your county's Sanitation level affects their frequency and potency.
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!! This GameMod provides examples of:
*ThePlague: Plagues now occur semi-frequently in-game, and your county's Sanitation level affects their frequency and potency.
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''[[https://steamcommunity.com/sharedfiles/filedetails/?id=2566883856 Sinews of War]]'' is a GameMod for Crusader Kings III.