Victoria 3

Victoria 3

Historical Population Growth & Resources [NOT UPDATED]
1,296 Comments
vflower  [author] Oct 2 @ 4:24pm 
yes, because it's not updated and won't be
Nick Name Oct 2 @ 3:54pm 
now after installing this mod, parts of Austria and Serbia removed
Azerty Oct 1 @ 3:57am 
You're right, I tried a few things but none of them seem to work...
That's a real shame.

I was trying to find a way to save your mod, as playing without it makes the game just less enjoyable. :/
vflower  [author] Sep 30 @ 1:50pm 
Again, I don't understand where or you want to do this? This isn't what a modifier looks like. Also, "permanent modifiers" on states are called state traits and they definitely don't look like this.
Azerty Sep 30 @ 12:15am 
It's bad code from me...

But there is 2 possibility :
- A : have a monthly /yearly event to check state population. There is 660 states in Vic3 so it shouldn't be that much performance heavy.

- B : have a permanent modifier on every state that may be something like this :

hig_pop_land = {
value = {
value = arable_land
add = 100000
}
}

hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
if = {
limit = { state_population > hig_pop_land }
multiply = -0.5
}
else = {
value = 1
}
}
vflower  [author] Sep 29 @ 12:49pm 
I don't understand where this is supposed to be done? You do every_state which is an effect, but we're talking about a modifier (high_pop_state). And that modifier would need to be applied to a state first.
Theoretically it's possible to use AI only events to continuously check all states for their population and apply modifiers to them, but that's too much jank and too bad for performance.
Azerty Sep 29 @ 8:09am 
what about something like this :
[code]hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
multiply = -0.5
}

hig_pop_state = {
every_state = {
if = {
limit = {
state_population > arable_land
}
state_birth_rate_mult = hig_pop_state_birthrate_value
}
}
}[/code]


so you recreat a value that scale smoothly to -1 and then use it as a birthrate to the state you want to target
vflower  [author] Sep 29 @ 5:52am 
Not that I know of, and even if that's possible, scaling it properly would be impossible - you'd have to create lots of breakpoints at which a different modifier is applied.
The high_pop_state static modifier that used to be in the game scaled smoothly from 0 at the defined threshold to 100% at double the pops.
Azerty Sep 29 @ 5:01am 
Can a small script be used to perform a state modifier, like " if state_population > arable_land, then state_birth_rate_mult = xx " ?

It's a real shame that your mod is no longer functioning. Even "only" the resource part overhauled the game so much that I couldn't play without it :/
vflower  [author] Sep 29 @ 3:38am 
There used to be a modifier that was applied to states that have a population per arable land above a certain threshold (set in the defines), which was removed. I used this to reduce birth rates in states that were reaching their population capacity, but they removed this functionality.
With this change, it's impossible for population capacity to work as intended, since population can grow pretty much infinitely.

Vanilla can't decide if arable land is supposed to be actual arable land - so places like the midwestern US or Argentina would have a lot of it, despite their comparatively low population density - or if it's supposed to provide capacity for peasants - so places like Southern China and Japan, which IRL don't have a lot of actual arable land, need to have a lot of it.
Turning arable land into population capacity and changing agricultural resources to be capped individually was my way to split these two concepts.
Lord Vis Sep 27 @ 1:32pm 
I can understand your frustration. I've only every played Victoria 3 with this mod, and I just don't enjoy it without it. I was so used to specific numbers of plantations and farms to be build in certain areas, and with arable land you can just stack 500 opium plantations in a state if you want. And the iron numbers are bonkers too. What did Paradox change that messed up being able to change Arable Land to Pop Capacity? I was still using this mod up until the newest patch dropped and it seemed to be working, but maybe I just didn't notice the pop growth compared to the resources.
vflower  [author] Sep 25 @ 12:24am 
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.