Victoria 3

Victoria 3

Historical Population Growth & Resources [Broken with 1.9.6 change]
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Update: Apr 10 @ 7:50pm

Fixed American migration JE, it now calculates the correct target population based on historical population (forgot to update it with the capacity change)

Update: Apr 9 @ 6:33pm

[Note: Some updates have been made in preparation for 1.9 which might not be ideal for the current patch, such as the high amount of starting ports and higher scarcity of resources, but it's perfectly playable right now and I want to keep it up to date. I also didn't review starting trade routes because I expect to have to delete them once the world market is in the game!
Oh and I uploaded new resource pictures for the mod here on steam, they are up to date again now!]

Pre-1.9 Update:

Significant economy rebalance with the intention to make available building levels matter more for agriculture/resources (rather than overproducing everything with later tech) and to encourage specialization and trade on the world market:
-Pop needs adjusted
-Less scaling for production methods in grain farms, plantations and fishing wharves; livestock farm production methods adjusted; grain farm secondaries do less
-Increased subsistence farm output and peasant consumption to make them matter more for gdp
-Reduced potential for many resources, including wood, dye, opium, sugar, fruit, oil, rubber, tea, silk
-Many other small adjustments to resource potentials, such as removal/reduction of cotton in regions that can't really grow it (i.e. tropical rainforests)

Traits:
-General improvement to throughput bonuses for many traits, to encourage specialization and build up in states with bonuses
-Added good soils to many more states and expanded some existing soil traits
-Added state trait for bonus fabric output in Patagonia, Australia and Wales
-Added state trait for bonus to banana plantations in certain Latin American states
-Added Taihu state trait
-Added Deep South trait for cotton plantation bonus
-Added dye plantation bonus to Sierra Madre Occidental (i.e. Oaxaca)
-Reduced colonization penalties from both malaria traits
-Added colonization tech requirement (Malaria Prevention) to Congo Rainforest trait, same as the Sahara trait

Added Paraguay claim to Alto Paraguay, DEI claim to Western New Guinea and removed Chile's starting claim to Patagonia

Fully reviewed starting building setup

Scaled the numerical value for population capacity down by a factor of 10 (i.e. one point is now 50000 population) to get subsistence farm levels that are more in line with vanilla (which should affect the aristocrat population)

Adjusted steel mills to use roughly the same amount of coal and iron. In reality, it's at least 2 coal to 1 iron, but this change at least stops steel from using vastly more iron than coal. There are more coal levels on the map than iron, and coal was historically more important for industrialization than iron.

Significantly reduced the mortality caused by starvation and pollution, and reduced birth rate penalty for being above capacity. It's now easier to go well above historical population. In states that receive a lot of migration it's possible to get more than double the historical population if minmaxing, but just pop growth alone is likely too slow to get there.

Update: Jan 12 @ 4:16am

Limited starting investment pacts to dlc owners only (since without the dlc, you can't remove them)

Update: Dec 17, 2024 @ 4:07pm

Added some more vineyards to the northern Black Sea

Update: Nov 28, 2024 @ 5:21am

Small adjustment to migration, also updated so it'll show the mod compatible with the current hotfix

Update: Nov 25, 2024 @ 5:42am

Added starting company onwnership in the EIC

Update: Nov 21, 2024 @ 1:41pm

Small fix to a wrong number

Update: Nov 21, 2024 @ 1:35pm

Removed some starting investment agreements that I added before which break immediately anyway

Update: Nov 21, 2024 @ 8:33am

Increased colonial growth
Reduced colonial growth reduction from Severe Malaria
Greatly increased cooldown for migration waves (European countries should see less off a zigzag in their growth curve)

Update: Nov 21, 2024 @ 5:57am

Fixed Shaozhou (Eastern Guangdong in the game) not starting with a port so the UK can't take Hong Kong as a treaty port