Victoria 3

Victoria 3

Historical Population Growth & Resources [NOT UPDATED]
1,285 Comments
vflower  [author] 16 hours ago 
A while ago I did start work on isolating just the resource changes, but then I remembered how much I dislike arable land in Vanilla and gave up.I don't want to make a mod that I actively dislike playing.
So unless there's a way to make arable land work as population capacity as it used to, I won't work on this mod anymore.
CoreTier Sep 24 @ 11:25am 
At least the Ressources Change would be great to have.
Askorti Sep 24 @ 7:59am 
Is there a chance you might return to the mod in some fashion in the future, or is it permanently dead?
HippoMan Sep 24 @ 1:22am 
Any kind modder who can continue this amazing mod begun by vflower?

I consider this mod an absolute necessity.

I think the updates are required for the map changes in 1.10
vflower  [author] Sep 13 @ 9:02am 
Please read
vitessedra Sep 12 @ 1:58pm 
Please update
vflower  [author] Aug 27 @ 10:07am 
sure
TheNowGamer Aug 27 @ 6:57am 
Can I post link?
TheNowGamer Aug 27 @ 6:49am 
Thank you, this is all very new to me lol
vflower  [author] Aug 27 @ 6:17am 
Everything in my mod can be used for other mods and of course you're free to make whatever changes you want to your mod!
TheNowGamer Aug 27 @ 12:33am 
I also realize I left out most of the newly added malaria states that added in, I can make a version that includes them?
TheNowGamer Aug 27 @ 12:32am 
meant*, and I was trying to say add_state_trait effect
TheNowGamer Aug 27 @ 12:30am 
of*
TheNowGamer Aug 27 @ 12:30am 
So I have permission to upload it as a submod or yours? My mod uses the 1.5 format, add state effect, in global history. Completely bypassing the map data stuff. It is finished btw, but mean to be played with the new more state traits mod as that also adds in subartic ports. I have also made some small tweaks to existing state traits you may just change back but I did research for accuracy. An example being added mining throughput to the andes and other large mountains ranges that were mineral full.
vflower  [author] Aug 26 @ 11:09am 
Sure! I did start work on it myself, but I really don't like how arable land in Vanilla is tied to capacity for employment of peasants, so I stopped again. I'd want arable land to actually match real arable land, but that's not possible in Vanilla.
TheNowGamer Aug 24 @ 2:51am 
I'm gonna do it myself actually, about 33% done. Do i have permission to post link once done?
TheNowGamer Aug 17 @ 12:36am 
I did ask Starri Inori to include the state traits from this mod into theirs but that will take a lot time. As for the resources there are mods that use this mods resources crossed with vanilla, Ik its not the same but its close.
Herr Doctor Aug 16 @ 2:39am 
Totally agree with you guys, it's the best economy-related mod here
SpardaSon21 Aug 15 @ 10:53pm 
Yeah, the resource and agriculture distribution is why I downloaded this mod. There's way too many inconsistencies with vanilla distribution for me to play without this or a similar mod.
vflower  [author] Aug 15 @ 8:53pm 
Well it's not like anyone needs to figure out how to do it, it's very simple. It's just quite a bit of work that needs to be done.
jmiller5067 Aug 15 @ 8:16am 
Thank you for your work on this mod. It was a great mod that really improved realistic outcomes. I'm sorry to see it die.

Hopefully someone can figure out a way to separate the resource/state trait parts from the birth rate parts? The resources were the best part of this mod. I loved seeing Sweden, Michigan, and Wisconsin actually becoming big iron producers, and no arcadey disributions. Its frustrating to see base game have random deposits that do not exist irl.
vflower  [author] Aug 11 @ 6:01am 
From what I can tell, it looks like wine production in Oregon stayed at this output level during the time period, which would mean roughly 18000 hectoliters per year. The big European wine producing countries produced in the tens of millions of hectoliters per year (similar to today), so for example France would had have roughly 2000 times the annual wine production of Oregon.
France has a total of 380 levels of vineyards in my mod, so even just a single vineyard in Oregon seems questionable due to its very low historical production.
But of course I never worked with 1:1 proportionality like that, otherwise resource distribution would be way too extreme, so I'll just move a few of California's vineyards over to Oregon to represent the history there.
SpardaSon21 Aug 11 @ 1:12am 
Yes, Oregon did have a wine industry during the game's time, with a recorded 2,694 tons of wine grapes harvested in 1899. Not exactly a lot, but considering the population was barely over 400k a year later when the 1900 census was undertaken you'd need dedicated vineyard space to pull that off.
vflower  [author] Aug 10 @ 5:54pm 
Thanks, I did not know about the iron in Nuevo Leon and since Coahuila is part of Rio Grande in the game, it should probably get the coal from Chihuahua.
I updated the mod with the change, although I still consider the mod to be broken gameplay-wise, of course.
humberto.quijano Aug 10 @ 3:11pm 
On Rio Grande Mexico, there were important mines for coal and iron. That is why Fundidora company was established there.
vflower  [author] Aug 10 @ 1:53pm 
Did it have a productive wine industry during the game's time period?
Star Aug 9 @ 6:35pm 
Oregon has a very productive wine industry so It should get some vineyards same as California
vflower  [author] Aug 9 @ 5:11am 
What?
DASA Aug 9 @ 4:31am 
Can I add a map of resource changes only?
vflower  [author] Aug 9 @ 2:39am 
I don't understand the question. A mod that already adds state traits could of course add more state traits?
TheNowGamer Aug 8 @ 11:28pm 
Sorry its new more state traits, by starry Inori
TheNowGamer Aug 8 @ 11:24pm 
Would it be possible to have the state traits implemented into the mod new state traits?
vflower  [author] Aug 8 @ 5:18am 
As mentioned before, removing everything but the resource changes would require a major rework and I'm not currently working on the mod.
DASA Aug 8 @ 5:02am 
It's a shame that it will no longer function. Could you at least provide a map with just the resources?
vflower  [author] Aug 8 @ 4:17am 
That's just the vanilla structure, since I changed a lot of vanilla traits. Putting everything into one file should work, but the game will probably complain in the error.log that you're overwriting state trait definitions that already exist.
TheNowGamer Aug 8 @ 12:22am 
Should I condense them all into one file?, I see they are split up by region
TheNowGamer Aug 8 @ 12:16am 
Ill have to look into to that lol, outside of my scope. Thank you for how to do it, I didnt even know where to start.:steamhappy: <3
vflower  [author] Aug 3 @ 11:39am 
Well if you want to make a separate mod with the traits, then you copy the trait definitions in common and add the traits to all the states that should have them.
That can be either done by editing the states in map_data like I did (since I edit them anyway), but for compatibility with other mods I'd suggest instead just to add a file in common/history/global that uses the add_state_trait effect to add these traits to all the states that should have them.
TheNowGamer Aug 3 @ 2:48am 
Anyway to seperate the state traits from rest of mod? I really like the new world modifier, I know liltle of modding and tried to delete all folders in the mod but the state traits but all it did was break it
vflower  [author] Jul 26 @ 4:32pm 
The update removed the modifier that is applied to states above a certain population threshold (relative to arable land). My mod used this modifier to reduce population growth in states above population capacity. Without this modifier, the population growth part of my mod is basically disabled and populations can just grow without any limits.
Frozeniceberg Jul 26 @ 12:36pm 
So let me get this straight did the new update make population changes that you made void or did it cause some other unwanted probables out of control population growth
Apo7292009 Jul 26 @ 8:00am 
I think resource balance itself is good enough reason to play with this mod.
MinosAsterion Jul 23 @ 6:04pm 
Also, you made Peru-Bolivia a lot more threatening by giving them so many trade centers (They get a lot more weapons, so their supply lines don't start crippled and therefore can actually use their armies)
vflower  [author] Jul 23 @ 5:05pm 
Oops, this was probably supposed to be import instead of export, fixed.
MinosAsterion Jul 23 @ 3:25pm 
Did you change what each country imports and exports at the beginning? Cuz Chile starts exporting 20 tools and it doesn't produce any.
taktiker42 Jul 21 @ 9:01am 
To be honest, your choice of state traits and resources was what I liked most with this mod. Please consider extracting those parts as a new mod. It really helped specializing in certain goods. Thanks for your great work! :Industrialist:
vflower  [author] Jul 20 @ 3:13am 
Because there are no statistics or sources on what everyone could have produced, and my mod is supposed to be based on actual historical data.
MinosAsterion Jul 19 @ 2:07pm 
Why did you base the RSS distribution on what those regions actually produced back then, rather than on what they could have produced? For example, look at North-Sea fishing versus the Humboldt Current, one of the most productive fishing zones in the world.

It kind of discourages me from playing nations that had plenty of natural resources but not enough population—which you can fix through migration.

Apart from that, great mod, I love the impact of the traits.
ljoshalata Jul 19 @ 10:40am 
Okey, wish u good summer :steammocking: