Victoria 3

Victoria 3

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Grey's Soft Pop Adjustments
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Sep 24, 2024 @ 1:18am
Oct 16 @ 4:29am
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Grey's Soft Pop Adjustments

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7.6
*Some weirdness may occur on removal.

In vanilla, several things appear to work 'ok' mostly because Vanilla behaviours are constrained by some few defines that mean it kinda of looks like its working, superficially.
It's not.
When you add in mods or try and unpack specific issues, the cracks start to appear. Which is how it's possible to have states depopulated in the lategame as farmers who are wealthy as and actually living the dream, choose to migrate somewhere else to become unemployed labourers based on nothing more than a whim and a prayer... which reduces the economy of scale bonus of their old farms, making them less profitable, further encouraging the depopulation...
That is, frankly, madness.
It's also madness that you can have virgin land where people could literally sleep in the open while they build their own homes, but yet no matter how high the attraction goes, only 400 people can arrive per week, just because there aren't any railways around...

So, this mod essentially retouches almost everything that happens in the background about how pops think, move, and change.

It also has a companion mod: Soft Econ Adjustments


Features:
Obsessions:
Obsessions are much more likely to develop, but are harder to actively encourage.

Assimilation/Conversion:
Assimilation and Conversion rates have been *slightly* improved.
Additionally;
  • The minimum normal assimilation and conversion has been increased from 1 to 10.
  • -- (does not impact the next 2 points)
  • Discriminated cultures will (very slowly) assimilate based on how similar they are - representing the minority that have always dodged such things historically.
  • Accepted religions will (very slowly) convert to the state religion under Freedom of Conscience or Total Separation - representing institutional advantages.
This mostly just means that small pop fragments will actually disappear inside of a decade. Typically assimilation worth mentioning happens much faster than that, but vanilla leaves many pop fragments that are just too large to consolidate, and just too small to matter. This quietly sorts them out - which substantially improves late-game performance.

Job Satisfaction:
People now care much more about their own situation relative to expectations, than they do about national averages and such like. A farmer with SoL of 26 and expected SoL of 11, will now be much happier about their good fortune compared to how upset they are about bureaucrats in the capital being rich. Also, destitute aristocrats will find new jobs etc.
(They do still compare themselves a lot to other same-strata pops in their own state. Local bureaucrats living the high life will make them jealous still.)

Literacy & Education Access:
Urbanization now affects a pops access to education, scaling up to 20% in a city with >2000 urbanization.
Different modifiers are also applied based on education laws (i.e. the poorest pops are excluded from the benefits of private schools).

Cultural Communities:
Cultural communities linger a bit more with none of the culture present.
Additionally, Greener Grass Campaign will spawn communities of your primary cultures.

Migration:
It would be easier to list the defines that I didn't change rather than the ones I did.
In general;
  • Pops won't migrate if they're satisfied with their jobs, and they'll look for local alternatives before migrating.
  • Total migration is much less restricted by infrastructure, but is suppressed more heavily by the presence of unemployed pops.
  • Many more states are now elligible to receive migrants, and this means that low attraction states will still grow if everybody is happy with their jobs.
  • Fewer people will move directly between any 2 states, but people can move more freely - which solves a lot of weird issues with Han Chinese migration.
  • Mass migrations will happen slightly less often, but be more impactful and less restrictive in their targeting.

Population Growth:
The population growth rate curve encourages higher growth when the early benefits of industrialisation start to be realised.


This mod has been set up to overwrite any conflicts, simply because it's such a deep rework that things will break if you get half and half of it and something else. (i.e. IF something touches the same things, and you get half and half, your pops are gonna do weird stuff. -> So for the stuff that it touches, it's set up to take priority, but very few mods touch the same things as this.)
This means it is effectively compatible with anything.

Having said that, some specific callouts:
  • Morgenröte - Dawn of Flavor - Combining Morgenrote with other mods is actually what led me to discovering the issues this mod addresses, so these are compatible by design.
  • Victoria Flavor Mod - Our mass migrations are different, but the outcomes should be comparable. No known issues.
  • New Homelands - This is a particularly good companion mod.
  • All AI Mods - KAI, Smarter AI, etc.

Use my compatches for:

Why?
This makes the underlying system for pop behaviours much more robust, no matter which mods you have installed and what they do to the economy.

Re: Performance, Compatibility, etc.
-> Read the Full FAQ


This effectively supercedes the following mods:
  • 'Primary culture communities' by casual
  • 'Large pops can migrate' by casual
  • 'Common Obsessions' by Justin
  • '[1.7] (JSF)Job Satisfaction Fix' by Joseph.C
  • '[1.7] Migration Fix' by Joseph.C
  • 'Assimilate Discriminated and Homeland Pops Naturally' by Caracus
Thank you to all the listed authors for their work which provided insights into creating this whole-of-system rework.

#Population #Migration
#Growth #Rework
#SPA #GSPA #VTM
You can support me on Patreon: [patreon.com]
Popular Discussions View All (2)
1
Sep 25 @ 10:01pm
PINNED: Frequently Asked Questions
MasterOfGrey
226 Comments
Pitris90 Oct 17 @ 5:57am 
@HeroicApplepie might be related to it, but it only happens with this mod enabled 🤔
MasterOfGrey  [author] Oct 17 @ 5:01am 
Wrong mod
HeroicApplepie Oct 16 @ 2:45pm 
@KaiserAVH I know of freezes with Win 11 24H2 when playing Vic3. Had to go back to 23H2 and everything is fine (7900X3D)
MasterOfGrey  [author] Oct 14 @ 6:52pm 
Yeah the first one got fixed a couple hours later. The other one is a mystery.
Kaiser AVH Oct 13 @ 8:16am 
Hey Grey!
Just passing along a couple reports I saw:

– One user (Pascal) says land-based taxation gives zero poll/land tax after the new patch. Works fine in vanilla, so might be mod-related.
– Another one’s getting heavy stutters every Friday evening (in-game) from Feb 1836 onward – like 10 sec freeze. He’s using Morgenrote, Tech & Resources, and an EU4 megacampaign. CPU is a 7800X3D, so probably not hardware.

I’m still playing on the previous game version just to be safe 😅

Have you seen anything like this or are you already working on it?
A lot of people rely on this mod, would be great to know if there’s a fix coming.
Pitris90 Oct 11 @ 11:31pm 
Might be some strange interaction with another mod
BeheadThoseWhoInsultKane Oct 11 @ 4:23pm 
FTR I'm on steam deck and have no freezes for me on this mod, probably about 100h+ played with Grey's mod in total.
Pitris90 Oct 11 @ 1:24pm 
I identified this mod is causing long stutters/freezes in my games from February 1836 on fridays evenings.. It completely freezes the game for like 10 seconds, effectively making the game unplayable for me.. I have other mods like morgenrote or tech & res, along with megacampaign converted from eu4.. cpu is 7800X3D, so my cpu should be pretty strong for vicky 3
ThiccCat Oct 9 @ 10:50am 
Hi, I get the same issue as Pascal
Pascal Oct 9 @ 5:47am 
Hey! I believe today's patch has messed with taxes in this mod as I now have literally no poll/land tax with land based taxation in this mod (Vanilla does however)