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- Updated (and rebalanced) for 1.9
- Fertiliser production nerfed
- Beasts of Burden pm provides early transport
Thanks for putting up with my idiocy then, my bad dude.
"This mod may be not compatible with mods that change vanilla techs, buildings, production methods and military units."
Those four things represent a very large cross-section of mods.
So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]
I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
And the transport issue is intentional. Unrefrigerated transport without some level of transport infrastructure was a bad time.
there are some small issues i've noticed though:
- unrefrigerated transport having a transportation cost means any state without rail or urban centers is going to have an automatic -50% to ranches.
- grocery production in refined products is a good idea but i think it's overtuned, food industries (roughly) convert 1 wheat to 1.5 groceries, or 1 food to 2.25 food, with a minimum employment of 2,5k, whereas full eggs & dairy converts 1 food to 2.5 food with a minimum employment of 1.4k. imo just a small production of groceries and the scaling food industry throughput would be good, so you can build ranches to establish a consumer base for groceries cheaply then use food industries to fulfill it as it scales up
I could be managing load order wrong, but it doesn't seem to be terribly compatible with your military rework as the tractors in that mod use engines instead of automobiles. Not a deal-breaker, but am I wondering if it is just something I'm doing wrong or if a compatch would be needed.
This is basically equivalent to what I would do if I reworked other agricultural buildings.
Having now played with this mod for a couple games, I'm liking that I actually end up using my arable land in my homelands (thankfully, Paradox did make most plantations somewhat profitable). The problem is that ranches are the only viable building there, which even the private sector seems to realise and respond to. I end up in a situation where my entire rural population are almost exclusively ranchers and it takes me out of the game for a hot minute.
I'm only asking this because this mod and your other mods show that you know how to make actually useful production methods for some of the more neglected industries in this game, without just making them go-to buildings in every situation.
1) Their design meant that it was impossible for meat to become a major demand in the late game, despite that being historically exactly when it should be.
2) Some nations were historically viable almost solely due to their animal herding skills, and this was a key sector of the economy in many parts of the world, but in vanilla they would be unable to avoid abject poverty.
I have updated with a fix just now.
Qing -6% birthrate -25mil of people every year
Super germany (me) -1% -1mil people
British Raj: -4% birthrate -5mil people
its declining very fast, declining globaly
I'm not well today and can't spend a lot of time on testing, but that's a serious issue so if you can confirm I'll push a hotfix.
Population is declining in all countries
- Nerfed groceries, and tooling PM's don't scale as quickly or as high.
- The later cheese PM's now improve local food industry throughput.
- (trial feature still in testing) Halved all the subsistence pop growth impacts.
1) the "Encourage Agricultural Industry" decree causes the negative balancing component to get boosted for subsistence farms - so if the negative and positive components are too close, then using the decree results in a substantial -ve population growth when subsistence farms are full in places like China.
and 2) if an African power arises and industrialises, the continent is severely underpopulated and doesn't actually experience the sort of growth that it should in that scenario. <- and this requires a moderately high growth rate.
Because the way this works is that it's only a % modifier affecting the existing growth from sol.
i.e. If sol is producing 4%, it's not adding x% to 4, it's adding x% *of* 4. So even like 100% bonus is only improving 4% to 8%.
Texas at the start has what, 38k people? (Not counting indians?)
So like yeah, those areas should be experiencing high growth, but it should still be proportional to what they are starting from...
One way to see what I am talking about is to look at Texas, California, or any of the Midwestern states that have huge Subsistence Farms, but low population.
At several points during my Mexico playthrough, early game ~1850. Any state that has open employment for Subsistence Buildings but had low Pop was getting crazy population growth. And not the migration kind. Raw Pop growth.
I think at one point Texas and California were netting 1.5M pop annually EACH just from raw growth.I think I tripled the population of "old" mexico borders in the span of 15-25 years. 1836-1860.
Same I could tell for the other states like Nebraska, Oklahoma, Kansas, etc, for the US.
Definitely made for super interesting golden decades for Mexico and a metric ton of Land-Based Tax. Though by 1895, the same issues that are present for Qing in 1840 start cropping up with several 100K unemployed growing drastically.
I will say the Pop Growth issues are still prevalent. Not sure how much you want to take it on yourself to "Fix" vs. "Your Desired Effect". But thought I'd illustrate what's happening for your info.
While I agree for historical challenge Population management for Qing could be written in as a "Feature". The crazy pop growth effects many other parts of the world that I would say do not have this feature.
I endeavoured to balance it for a particular condition, but I think I might have had another mod affecting my balancing efforts.
However, *some* increased growth for Qing is desirable. The population growth during the first 20-30 years of the game was substantial and was responsible for the devastating impact of the famines in 1876 (where ~13 million died).
I do need to look at it, because it's overtuned, and I thank you for flagging that.
Early game Qing is *supposed* to be running into population challenges though.
Qing is an extreme example, very difficult to survive the first 20 years now compared to before. Less extreme is Japan, but same issues still arise.
~1880 I started to try to vassalize parts of SA such as Argentina/Chile/Peru-Bolivia and using the subject interaction suite to promote Japan so I could ship them all my unemployed. Then I realized they had the same situation. Massive population boom to the point where all of South America was completely capped on peasants. Same as Mid-West and West Coast of USA.
Like I said, not sure if its this mod. I will test and reach back out, but it did start recently when I added it.
Do you know if you modified any of the pop demands i.e preferences for grain/meat/etc.
I'm seeing some strange behavior in my Qing & Japan runs. It could very well be another mod that was updated but wanted to check here first since it started soon after adding this Ranch Overhaul.
Best way I can describe is that almost all of Qing goes into massive starvation. Within 10 years the price of grain has skyrocketed, subsistence farms don't seem to be sustaining the pops anymore.
I also see massive unemployment at ratios I haven't seen in awhile since the mortality fix. I haven't seen this since maybe 1.6 since unemployed generally dies off if the carrying capacity of all of your subsistence agriculture is capped out.
This is however, historical. Despite the first artificial fertiliser being invented in 1837, it wasn't until 1945 that commercially produced fertiliser really started to take up a sizeable share of the fertiliser market. Prior to that fertilisers were overwhelmingly either animal manure or potash.