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Ah, like CoD zombies. Yeah, Paradox coding is hit or miss. But that's a really bad error. 2 Billion people were on earth around 1936. So the game literally willdie at the end if the growth is modeled accurately.
I would say there's a few ways to go about this. Either, cut out all other pops besides working pops to count for what pops are, or perhaps have an event that reduces world populations but gives countries bonuses based on how much they had, to somehow model it like they have more. Probably better ideas, these are just what I thought on top of my head.
The best solution is like you said though, changing the values to long-integers.
@Moid
You should put that on their official forum. Devs don't read Steam forums.
Thanks for your dedication. I love mods.
Sad to hear that Cold War/Modern Day Mods are not really possible for Victoria 3.
For example, Victoria 2 Cold War Mod is already good, but is also limited by modding limitations in that very old version of Clausewitz Engine.
Similar story with Modern Day Mod for Hearts of Iron 4 (this particular mod also suffers from overcomplicated economy that can't be really properly represented by Hoi4 UI).
I thought that Victoria 3 will be perfect for Modern Day/Cold War era since it's already focusing on economy so much. Sad to hear about these modding limitations in V3.
My guess is that the data is never combined into some sort of total population value (as an integer) ever, so it's less of a problem. Theoretically (assuming pop growth never stops) a single country's population in the game could pass the integer limit and cause an overflow, that is unlikely to happen though between the start date and the end date.
I'm sad to hear about this technical limitation since I was waiting for a modern day mod for this game.
If one wants some more perspective; the US GDP today is $25 trillion in size. That is 2500 billion. In Victoria 3; reaching a 1 billion GDP (1000 million) is considered a feat (you get an achievement for reaching it).
In terms of total world population, it won't be so much of a problem since that is not a metric that is displayed on screen.
However, imagine a situation where you play as China, or India, and grow your population naturally past the 2.1 billion mark. Or, consider another scenario: you're attempting a world conquest, and conquering 'too much' means you overflow and break the game.
Limitations like this would create hard ceilings on what the player can do in the game, which diminishes the possibilities of a mod of this time period.
Yes this is true, but I assumed population had its own signed integer value and others had larger values. If its true all of it is based off of signed integers, it makes me question Paradox's people beyond how I already question them. That's a huge oversight in that case.
Do they actually represent GDP or population in exact numbers? I would assume all values are truncated by at least 3 digits or more. Then again, I haven't coded in years so maybe I'm old and thinking too archaically. If I were to code a game like this with tens of thousands of numerical values changing constantly though, I would be rounding them all to the smallest digits necessary to represent a change you can really "feel" in the game.
Again, maybe I'm missing something here.
It all depends on how the game is structured and how much of its structure is hardcoded, but broadly speaking, adding the level of abstraction should provide necessary workarounds. There are no nations on Earth with GDP smaller than 50 millions per year, so, say, making the smallest unit of GDP equal to 1 mil, whole world's GDP would comfortably fit into 2.1 billion number. And so on.
This abstraction level complicates coding, but I'm pretty sure it is already implemented in the main game anyway, because it's just simpler to model large systems using approximations rather than real numbers.
I'm not sure about the reason for that limit, but generally the smaller the number is, the less demanding it is on processor and memory and faster any calculations with it work. If it is a concern, and it probably is, "simple" switching to another cathegory may make calculations work 10 to 1000 times slower and, say, AI turns similarly longer.
Anyway, I'm pretty sure, at that point nobody in their right mind will even consider switching something such basic and low-level engine's architecture decision as variable sizes. Who knows how game engine will even react to such change? What unintended consequences will emerge? Are people making that decision and coding it into the first iteration of the engine even work in the company, still?
Considering how many executive meetings and brainstorms of the whole team happen when similar decisions are made in the field where I work, I'd rather think the team's decision would be "this limitation is supposed to be overcome through abstraction layer, it's not really hard, deal with it."