Victoria 3

Victoria 3

Historical Population Growth & Resources [Broken with 1.9.6 change]
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Update: Jun 9, 2024 @ 1:56pm

Update: Jun 9, 2024 @ 1:42pm

Reverted to old state for savegame compatibility
The changes I made will be applied when the new patch comes out instead.

Update: Jun 9, 2024 @ 12:01pm

Final colonization speed balance

Update: Jun 9, 2024 @ 8:23am

Some balancing of colony growth speed

Update: Jun 9, 2024 @ 6:38am

Made several changes to make updating the mod in the future faster, including removal of some features that don't fit the core concept of the mod:
-Reverted split of livestock ranches
-Reverted split of power plants
-Removed hostile environment trait and rebalanced state traits for colonization
-Removed Sugar Beets production method
-Removed leftover barracks in China (not sure why they were still in) that gave them additional starting armies
-Removed market access penalties from state traits and market access bonus from coastal states
-Some small futher adjustments to subsistence output, starting buildings and other script stuff in preparation for the next DLC

Update: Jun 8, 2024 @ 12:08pm

-Halved cattle ranch potential (honestly still too much which how low meat demand is with vanilla pop demand...)
-Fixed German states (that was a relic from my bigger mod)
-Some smaller fixes to random stuff like events that were looking for the vanilla power plant building

Update: Jun 2, 2024 @ 12:12pm

-Halved sheep ranch potentials
-Adjusted subsistence farm outputs and ownership balance to get the policial situation (i.e. power of peasants vs aristocrats) to be more in line with vanilla
-Reworked starting setup in some areas, e.g. England starts with its agriculture buildings maxed out to represent its historical situation
-Added small workforce shares to Chinese subsistence to represent the high standard of living of Chinese peasants just before the Century of Humiliation

Update: Mar 6, 2024 @ 12:11pm

-Increased mass migration cooldown
-Adjusted cultural community creation
-Increased colony growth speed allowed by malaria to speed up colonization of Africa somewhat

Update: Mar 6, 2024 @ 8:48am

-Updated for 1.6
-Adjusted silk plantations in the Balkans
-Removed custom pop needs (they made changes to Vanilla)
-Removed custom generic military formations (they added more in Vanilla now)
-Tentative custom pop growth/migration (I basically ported the old values to the new system, let's see if it requires balancing)

todo: fix some events that involve ranches/power plants to work with the changes in this mod, look at Malaria and colonization again

Update: Feb 20, 2024 @ 2:32am

Updated Korean localization (thanks to 기린 in the discussions thread)