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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.
I consider this mod an absolute necessity.
I think the updates are required for the map changes in 1.10
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.
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.
I updated the mod with the change, although I still consider the mod to be broken gameplay-wise, of course.
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.
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.