Victoria 3

Victoria 3

555 ratings
Historical Population Growth & Resources [Broken with 1.9.6 change]
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2.739 MB
29 Oct, 2022 @ 1:01am
23 Jul @ 5:05pm
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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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Peru and the Andes/Amazon
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1,245 Comments
vflower  [author] 26 Jul @ 4:32pm 
The update removed the modifier that is applied to states above a certain population threshold (relative to arable land). My mod used this modifier to reduce population growth in states above population capacity. Without this modifier, the population growth part of my mod is basically disabled and populations can just grow without any limits.
Frozeniceberg 26 Jul @ 12:36pm 
So let me get this straight did the new update make population changes that you made void or did it cause some other unwanted probables out of control population growth
Apo7292009 26 Jul @ 8:00am 
I think resource balance itself is good enough reason to play with this mod.
MinosAsterion 23 Jul @ 6:04pm 
Also, you made Peru-Bolivia a lot more threatening by giving them so many trade centers (They get a lot more weapons, so their supply lines don't start crippled and therefore can actually use their armies)
vflower  [author] 23 Jul @ 5:05pm 
Oops, this was probably supposed to be import instead of export, fixed.
MinosAsterion 23 Jul @ 3:25pm 
Did you change what each country imports and exports at the beginning? Cuz Chile starts exporting 20 tools and it doesn't produce any.
taktiker42 21 Jul @ 9:01am 
To be honest, your choice of state traits and resources was what I liked most with this mod. Please consider extracting those parts as a new mod. It really helped specializing in certain goods. Thanks for your great work! :Industrialist:
vflower  [author] 20 Jul @ 3:13am 
Because there are no statistics or sources on what everyone could have produced, and my mod is supposed to be based on actual historical data.
MinosAsterion 19 Jul @ 2:07pm 
Why did you base the RSS distribution on what those regions actually produced back then, rather than on what they could have produced? For example, look at North-Sea fishing versus the Humboldt Current, one of the most productive fishing zones in the world.

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.
ljoshalata 19 Jul @ 10:40am 
Okey, wish u good summer :steammocking: