citizen = { # Defines a new pop type with the "citizen" key.
research_points = 0.25 # This pop type produces 0.25 research points per pop at 100% happiness and +0% output...
commerce_value = 0.01 # ...and adds 0.01 commerce value to the province.
demotes_to = freemen # When the pop is demoted, usually through conquest, it demotes to a pop of the freemen type.
conquest_demote_chance = 50 # On conquest, each citizen pop has a 50% chance to be demoted. UNCONFIRMED, LOOKS A BIT HIGH, TEST OUT
base_happyness = 0.2 # The base happiness of pops of this type is 20%.
score = yes # This pop is used for scoring.
color = hsv { 0.65 0.7 0.8 } # This pop's colour in pop pie charts is blue.
ai_max_percentage = 30 # UNKNOWN
}
The game automatically adds a row for new pop types in the file game/common/province_setup.csv, and an entry is then needed on each row for the game to be able to interpret the file correctly. The new row is added alphabetically within the four existing pop type rows. If the new pop-type starts with "M", its new row will be inserted between "Freedmen" and "Slaves". Thus, taking Roma as an example, starting with 1 pop-type "M":