Victoria 3

Victoria 3

Historical Population Growth & Resources [Broken with 1.9.6 change]
Showing 71-80 of 151 entries
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Update: Nov 17, 2023 @ 4:13pm

-Fixed starting buildings in Peru, Saxony and Luxembourg
-Fixed Milk and Coffee JE looking for livestock ranches instead of cattle ranches
-Added my custom pop needs back to improve starting SoL and goods consumption balance
-Removed all starting barracks and naval bases as those are now handled seperately (really have to criticize their planning on this - first they change them all to use the new production methods during the beta, then they change how they work entirely for the full release), this means that any nations that don't have starting armies defined will now start with 0 troops

Update: Nov 16, 2023 @ 4:25pm

Updated to 1.5
Changed to a stripped down version of my expanded mod, but changes are mostly the same compared to my old mod

NOTE: Only English localization is supported at the moment
No balance done for any of the newly added stuff (since the Beta)

Update: Sep 8, 2023 @ 11:30am

-Reduced Mortality

Update: Sep 2, 2023 @ 8:04am

Fixed buildings starting with way too high wages (double the average wage in the state, in fact) which made them unprofitable, so they couldn't hire at all

Update: Aug 31, 2023 @ 12:46am

-Doubled most resource potentials for mines, misc. resources, rice farms and tea/silk/banana/dye/opium/sugar plantations (I don't want to hear any complaints about running out of resources now that there's states with 300 coal or oil buildings on the map!)
-Some more changes to make literacy more historical: Unincorporated states have significantly reduced education access (I wish there was a multiplier for that, but unfortunately only addition or subtraction works in the game), Galicia starts unincorporated for Austria; note that the unincorporated modifier seems to disappear when using the social mobility edict, so you can still boost literacy in colonies that way
-Some adjustments to resource distribution and starting buildings
-Increased base working adult ratio for all poptypes except for peasants and slaves, to more historical levels
-Some more migration tweaks
-Massively increased mortality from dangerous working conditions and expanded it to more buildings, nerfed workplace safety institution by half (still a much bigger effect than it used to be, since working conditions cause a lot more deaths now)

Update: Aug 29, 2023 @ 7:21pm

-Slight adjustment to make peasants a bit less well off
-Significant change to migration: cultures need at least 1 million people to be able to start an emigration wave, this means less spam from tiny cultures that don't send many people anyway (like Malta).

Update: Aug 29, 2023 @ 6:52pm

-Way more realistic setup for literacy and some education access added to society techs
-Adjusted starting buildings
-Adjusted basic food demand to favor grain more
-Some balance adjustments to poptype literacy, wages and workforce participation
-Migration and pop growth adjusted slightly
-Rebalanced state traits (negative ones are less severe, positive ones are better)
-Added claims in South America for a bit more historical colonization
-Japan and Paraguay can colonize at the start

Update: Aug 29, 2023 @ 3:06am

1.4

Update: Jun 5, 2023 @ 6:52am

Added 2 iron mines to New Brunswick
Added Korean localization

Update: May 23, 2023 @ 12:45pm