Type the name of an event, or an event ID, into the search box below to instantly search our database of event IDs. Table View Card View. FROM is the target vassal. ROOT is the current character. Daughter REP. Son REP. AI REP. Player REP. Liege is notified. The favor is used up. What to do??? Was it an Apsara? Was it a Gandharva? Pope offers absolution for Kinslaying Pope gets letter. We discover bishop writing to pope Demands is coming on us about The Patriarch asks a ruler that they should not have heathens employed Character purchases indulgence Character gets approval Character purchases lift of excommunication This was good This was bad Give back bishoprics We get new liege Inform liege!
Icon of Christ Pantocrator Icon of St. Peter Icon of John the Baptist Icon of Saint George True Knight At the start ofthere were 68 million children aged less than 15 years in the EU, compared with 91 million older people aged 65 years and more. It presents a range of demographic statistics for children defined here as those aged years and young people defined here as those aged years across the European Union EU.
As Europe continues to age, the historical shape of its age pyramid has moved away from a triangle associated with an expanding population and has been reshaped, with a smaller proportion of children and young people and an increased share of elderly persons. The findings presented below begins with a set of basic statistics that portray the existing demographic structure of the EUfocusing on the relative importance of children and young people.
As such, the number and share of the elderly in the total population continues to increase.
This will probably drive demand for a range of specific services for example within the areas of social and health care catered to the needs of the very old. Figures for indicate that there were Of these, The combined share of children and young people all persons aged years in the total population of the EU fell from The rate of change for the number of young people was lower between and than between andwhile the decline in the proportion of children was much greater during the period than during the period as a result of a modest upturn in fertility rates.
The proportion of elderly persons in the EU population climbed at a steady pace from The pace of demographic ageing quickened somewhat as the relative share of the elderly rose at a slightly faster pace between and than it had done between and The number of elderly people in the EU exceeded the number of children for the first time in To give some idea of the speed of demographic change, there were The gap between the number of children and the number of elderly persons narrowed at a relatively fast pace, with a decline in the number of children alongside a rising number of elderly persons.
Bythere were, for the first time, more elderly people The number of children in the EU continued to fall afterreaching a low of Thereafter, there was almost no change in the number of children in the EU for the following decade through tothe number in the range of By contrast, the number of elderly persons in the EU continued to rise: indeed, the number of people aged 65 years and more increased overall by This could be contrasted with a 3. This rapid acceleration in the share of the elderly was accompanied by an increase in the share of persons aged years.
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File Size. Created by. Emperor Penguin Online. See all 5 collections some may be hidden. Subscribe to download Greater Earth Map.The Regent Court also known as the Cannorian Pantheon is a collection of gods prominently worshipped within the continent of Cannor. Followers usually adhere to a specific patron deity but can otherwise worship and pay respect to many other gods within the pantheon. The pantheon is organized similar to a feudal court, with each deity taking on roles similar to various positions within said court.
The name Regent Court derives from the belief that while Castellos may be the ruler of the gods and the heavens, he has allowed mortal kings to rule as divine regents on earth in his stead. The gods of the pantheon are divided into three groups: Clarionate the three original deities, who answered Halanna's callExcusian gods created before the GodswarSuccessors gods born during the Godswar or Inheritance War and the Ascendants gods born or created afterwards.
Lowest Birth Rates In The World By Country
Castellos - King and ruler of the gods. The Dame - Right hand of Castellos. Esmaryal - Second Wife of Castellos. Falah - Goddess of the Hunt. Nerat - Judge of the Dead. Adean - First son of Castellos and First-Knight. Portfolio: Honour chivalry, duty Symbol: A lance inside a circle. Ryala - First daughter of Castellos. Balgar the Builder - God of Crafts. Ara - Goddess of Fortune. Munas Moonsinger - God of Travel and Music. Nathalyne - Goddess of Thieves and Shadows. Begga Goodfingers - Goddess of Charity.
Portfolio: Charity, Selflessness Symbol: A pair of open palms awaiting offering. Minara - Goddess of Celebrations. Portfolio: Lust, Celeberations, Joy Symbol: a half-eaten apple. Corin - New God of War. Many deities within the Regent Court draw origins from the early human tribes and settlers of Cannor. These deities often had different backgrounds and different names but what stayed constant was their portfolios their sphere of influence, for example the portfolio of fire deals with all things relate to flame.
For example, while several tribes and peoples had their own seemingly seperate gods of war, it is proposed that during the rise of the hegemonic Castanorian Empire they all eventually merged into one dominating deity and dogma, in this case, the former god of war Agrados. The foundations of the pantheon was established by the Castanite peoplesa conglomoration of slaves fleeing northwards into Cannor proper from Sarhal and Kheterata.
The group was not so much a people in terms of ethnicity but in terms of circumstance, and as such were already a diverse group with already differing beliefs used to working together for the common purpose of escaping slavery.
It is suggested that the large aggregation of deities within the pantheon derives from the diverse peoples already bearing the Castanite name. During the Exodus the Castanite people witnessed two miracles, the first during the Battle of Burning Hill in which the Castanites were trapped upon a burning hill by their gnollish oppressors and saved by a gust of wind, blowing the flames back at the gnollish host and their ruler, the demon-marked Xhazobine.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. 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 inconversely, 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. The core of the new system is Population. 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, which replace the base tax, base production and base manpower development types respectively.
With each point of population representing 10, people living in that province. Each province population composed of three types. These are Rural, Urban and Upper Class population.EU4: 10+ Essential Tips \u0026 Tricks in Europa Universalis
Each population unit represents 10, people living in that province. These contributes to Manpower Increase, land and naval force limits, supply limit modifier and other local modifiers and mechanics. 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 Efficiencywith 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, 5 urban popsit can begin to tap into the continental market to import food if the local region is not supplying enough. 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 WealthbuildingsCenters 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!Sign in to add this item to your wishlist, follow it, or mark it as not interested. Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow. The Digital Extreme Edition includes the following: Star and Crescent - 50 new Muslim themed event pictures, as well as several new events for the Muslim nations Horsemen of the Crescent Unit Pack - 12 unique cavalry modes for the Ottoman, Mamluk, and Persian nations.
This enhances the visual experience of EUIV. Conquest of Constantinople Music Pack - 3 tracks containing 10 new minutes of music masterly composed by Andreas Waldetoft. You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam. There is more than one way to buy this game.
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Franchise: Europa Universalis. Share Embed. Read Critic Reviews. Add to Cart.This article covers both the basic gameplay considerations of handling population growth as well as the more technical underpinnings of the system [Formulas and such to be added later]. 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 WealthbuildingsCenters 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. The further the rural population is below this number, the faster the population grows, and conversely, the farther above, the slower it grows.
Optimal Foraging Theory applies to both animal and human behavior, and both tend to prioritize the pursuit of food or resources in such a way to maximize efficiency. In any given province, there is going to be varying degrees of fertility in the farmlands and it stands to reason that the more people you pack into the province, the more you begin to rely on less fertile and less ideal farmland. This results in less efficient food production and slower growth in that province for each additional person that lives there.
The effect of Ideal Rural Population is that after a plague, famine or looting ravages a province, killing or displacing its Rural Pops, the underlying potential is still similar and the population will begin to rebound.
After a generation or two of peace and calm, the population will return to roughly its IRP. While far less variable than the actual Rural Population at any given time, the Ideal Rural Population will dynamically respond to longer term events.
While IRP will dynamically change in response to a variety of factors, Innate Fertility IF represents the unchangeable conditions of a province. A province's Innate Fertility is largely determined by climate and terrain. If you have a 10 Innate Fertility province but it currently has 5 Ideal Population, the Innate Fertility of the province will act to push up your Ideal Population Growth faster than normal until it is back at equilibrium.
Conversely, if that province has 10 Innate Fertility and 20 Ideal Population, Ideal Population will increase much, much more slowly. This makes regions enjoying a "population golden age," like the Medieval Andalusia and Sicily, relatively vulnerable should they be wracked by discord, while also allowing regions that have been ruined by war capable of eventually pulling themselves back up.
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