Victoria 3

Victoria 3

553 ratings
Historical Population Growth & Resources [Broken with 1.9.6 change]
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2.739 MB
Oct 29, 2022 @ 1:01am
Jul 5 @ 2:19am
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Historical Population Growth & Resources [Broken with 1.9.6 change]

Description
>>> PLEASE NOTE <<<

A change in 1.9.6 broke part of the functionality of this mod. They removed the ability to reduce birth rate for states that are above an arable land threshold.
I don't recommend playing this mod (although everything else should be working fine) and unless something changes, I consider it dead now.





This mod strives to align gameplay more with the historical realities of the time period, making it less arcade, so it's not for everyone! It makes the following changes:

  • Arable land in states replaced by Population Capacity which is based on population that was reached historically. States get higher birth rates and migration attraction when below their historical capacity, while birth rates and migration attraction are lowered when above capacity (this is a scaled modifier).
  • Full rework of all resources on the map, based on extensively researched historical production and known reserves during the game's time period. Agricultural resources are capped individually as well now.
  • Starting setup (buildings, trades) completely reworked.
  • Population growth, migration and starvation modifier adjusted
  • New state traits added and existing ones rebalanced. Many state traits provide powerful bonuses to encourage specialization in a more resource-scarce world.
  • Malaria is present in all states where it's historically appropriate and its effects can be removed by researching Malaria Prevention, but states that still struggle with malaria today keep the Severe Malaria trait for the whole game.
    States with Severe Malaria can be colonized after researching Quinine, states in the Congo and Sahara with Malaria Prevention
  • Different parts of the world get unique subsistence farms with different outputs, peasant consumption increased, so subsistence matters more for GDP
  • Various adjustments to production methods, chiefly for agriculture: less scaling with more technology, so building levels matter more
  • Adjusted pop needs to match historical production and consumption better and generate more food demand

You can find a more detailed list of changes in the changelogs to the right, I list them there whenever I make an update!

I made this mod because I enjoy modding. I don't take money for it and I don't have a team, so if I'm busy with other things or lack motivation, then the mod may not get updated in the future. I don't actually play the game other than to test my mod, but my current plan is to keep updating it for new patches on the day they release - until EU5 comes around!

If you want to use any part of this mod for any other mod, go ahead.
Popular Discussions View All (21)
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1,230 Comments
Necrotes Jul 14 @ 12:48pm 
very understandable, but also incredibly sad. Unless something changes in the future, thank you for all you've done :)
vflower  [author] Jul 14 @ 11:43am 
@Robotmalo505
I fixed that a week ago, the modifier is now applied for days instead of months, so that shouldn't be happening anymore.

@Necrotes
I just looked into maybe doing a small change to reduce pop growth, which made me realize that the modifier for overpopulation isn't working anymore since 1.9.6.
It's this line in the patch notes:
"Removed the pop birth rate penalty from high population relative to arable land, as there are now other mechanics to handle this"
This breaks part of the functionality of my mod. Now there is no way to reduce birth rate in states that are above population capacity.
I don't know what other mechanics they mean and didn't find anything in the patch notes, so unless something changes, I'm considering my mod to be dead now.
Necrotes Jul 13 @ 10:09am 
Any news on when the pop growth stuff will be fixed? I was also wondering if a temporary fix is somehow possible, since pop growth is far too high right now, maybe a global modifier of -5% pop growth is possible for example to fix it temporarily. Either way, thank you :)
Robotmalo505 Jul 12 @ 1:29pm 
Hello, I been playing as Peru and I have the taming amazon modifer for 75 years, is this intended? I feel is a bit too much of a wait to upgrade the trait
vflower  [author] Jul 11 @ 7:37am 
I don't see how it could be compatible with a mod that adds new resources, since it has to edit the state files to do that.
TheNowGamer Jul 11 @ 6:28am 
Was this compatible with morgenrote? they add uranium mines, it worked pre 1.9 maybe i had finessed the load order somehow but cant get it to work after 1.9, thank you
vflower  [author] Jul 10 @ 6:16am 
Are you suggesting that the change to peasant consumption ratio makes countries that have large peasant populations more powerful? How big is the impact actually?
IInChicken Jul 9 @ 6:59pm 
i had them fight every world power and qing gathered 700 thousand troops and kicked there ass
IInChicken Jul 9 @ 6:57pm 
qing is to op they have the best army & 200million gdp by 1850
vflower  [author] Jul 7 @ 1:01am 
No, it would require a lot of work to undo these changes.