Victoria 3

Victoria 3

Historical Population Growth & Resources [Broken with 1.9.6 change]
1,246 Comments
TheNowGamer 1 hour ago 
Anyway to seperate the state traits from rest of mod? I really like the new world modifier, I know liltle of modding and tried to delete all folders in the mod but the state traits but all it did was break it
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:
vflower  [author] 19 Jul @ 8:45am 
Maybe in the future, but that would require a major rework. I'm not working on the mod at the moment.
ljoshalata 19 Jul @ 5:23am 
Hello vflower ! I'm very respect your mod - could it be updated without Population Growth part? I found very rich flavour most of mod fetures (especially resources)
Robotmalo505 18 Jul @ 2:02pm 
Sad to see the mod is broken because of an update. I really like the mod and specially the change to Coming to the Americas not requiring Civilizing Mission tech. By any chance is it possible to have it as a small independent mod. It makes playing tall in the Americas so much nicer.
vflower  [author] 18 Jul @ 12:21am 
How would I create a custom modifier that caluclates every year?
sonihi 17 Jul @ 1:11pm 
It's still possible to calculate the overpopulation modifier manually for every state and apply it. Could be recalculated every year tick. It's not ideal but possible.
Necrotes 14 Jul @ 12:48pm 
very understandable, but also incredibly sad. Unless something changes in the future, thank you for all you've done :)
vflower  [author] 14 Jul @ 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 13 Jul @ 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 12 Jul @ 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] 11 Jul @ 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 11 Jul @ 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] 10 Jul @ 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 9 Jul @ 6:59pm 
i had them fight every world power and qing gathered 700 thousand troops and kicked there ass
IInChicken 9 Jul @ 6:57pm 
qing is to op they have the best army & 200million gdp by 1850
vflower  [author] 7 Jul @ 1:01am 
No, it would require a lot of work to undo these changes.
Prefire_exe 6 Jul @ 3:57pm 
Our server really enjoys your mod! The resource redistribution feature makes trade and the world economy much more interesting.

Is there a version without the population changes that you could maybe release?
LeFay 5 Jul @ 11:52pm 
Thanks for the fix
vflower  [author] 5 Jul @ 2:21am 
No idea why that QA person mentions changed traits and buildings, when the problem was obviously the scripted button where I missed one of the changes from months to days in the patch. It's fixed now.
LeFay 4 Jul @ 9:15am 
Hello can you fix the taming the amazon trait for brazil? I first though it was from the vanilla but apparently it's from this mod. It says on the journal that you only get taming the amazon trait for 2 years but when I click, it prolonged the trait to 75 years, thanks!

https://forum.paradoxplaza.com/forum/threads/cant-exploit-the-amazon.1826740/#post-30577825
SpardaSon21 2 Jul @ 12:33pm 
That's fair and understandable. Real shame though considering its a massive oversight by Paradox.
vflower  [author] 2 Jul @ 12:33pm 
I don't think I could do that without editing files that I don't want to edit.
SpardaSon21 2 Jul @ 11:19am 
I don't know if this is in the scope of the mod but would it be possible for you to make Pennsylvania a coastal state somehow? Philadelphia was the site of the USA's first naval shipyard, was and is one of the largest trade ports in the USA, and during Vic 3's time period was a major intake port for immigrants.

https://forum.paradoxplaza.com/forum/threads/do-you-have-suggestions-for-the-map-share-them-here.1550235/page-13#post-28588010
Armmine 1 Jul @ 6:27am 
Oh thank you for clearing that up. Keep up the good work!
vflower  [author] 30 Jun @ 8:11am 
Any crash during gameplay is a Vanilla issue and can't be caused by my mod.
Armmine 30 Jun @ 7:10am 
It crashed mid-game when I tried to access trade the "market" panel.
vflower  [author] 29 Jun @ 1:19pm 
My mod doesn't touch dangerous working conditions at all, so if something is wrong there, it's a Vanilla bug.
TheNowGamer 29 Jun @ 4:41am 
help*
TheNowGamer 29 Jun @ 4:39am 
omg I thought I was losing my mind, had to end 5 playthoughs and downloads birthrate mods to fix it lol, thank you for the quick fix. I noticed that the dangerous work conditions never go away even with -100 effects from the institutions, which would explain the morality spike towards 50-70s as more coutries switched to the more dangerous pms, hope that is any hope at all.
DivineEnema 28 Jun @ 2:45pm 
Thanks for fixing the pop growth issue. I was noticing countries were losing way too many people.
Necrotes 28 Jun @ 2:15pm 
@Apo7292009 Mod has already been updated, so I'd recommend unsubscribing and waiting for steam to uninstall the mod, and then resubscribing so you get the latest update. Like vflower said though countries will have a massive boost in population growth until they hit the population capacity, meaning instead of a steady increase over time, pop growth will be massive until it hits a wall.
Apo7292009 28 Jun @ 2:09pm 
yeah something seems very wrong, i read the info on defines files by devs but thats not how it works, currently (with your pop config) i get -0.02 birth at 24 sol for laborers, and in sabe state with 25 sol laborers, i get +2.2 birth rate.
Necrotes 28 Jun @ 2:07pm 
thank you :) take your time, I'm just happy that you're still willing to work on this mod at all.
vflower  [author] 28 Jun @ 1:55pm 
Thanks for pointing out this problem. After looking again at what was changed in the patch, I can't figure out how the changes broke my mod's pop growth, since anything that was changed in Vanilla should be overwritten by my changes anyway. Maybe they changed the underlying hardcoded calculations, which would mean that I'd have to spend a lot of time coming up with new values again.
I'm not going to do that right now, so I removed my mod's changes to birth rate/mortality, except for the modifier applied by population capacity of course. Unfortunately that translates into higher growth early in the game than I'd like.
Apo7292009 28 Jun @ 12:57pm 
is there a way for you to make a graph of pop grow/mortality like in vic3 wiki, i dont know how you did it but my pop grow is always negative.
Necrotes 28 Jun @ 8:14am 
Looking at another group of Farmers (14.7K) with 18 SOL, natural birth rate (+252) vs natural mortality rate (+403)

It seems like 11 SOL is the turning point, where natural birth rate is outpaced by natural mortality rate. which does not seem right.

The natural mortality rate continues to massively outpace natural birth rate, up until 25 SOL, where it completely equalizes, even at 47 SOL natural birth rate and mortality rate are equal. Looks like something new update 1.9 might have screwed with something.
Necrotes 28 Jun @ 8:14am 
Think I've figured it out. I let a game with only this mod running into 1850s, at which point the population growth of most countries were very similar to my other game with all my other mods activated. From what I can tell the point where a high level of standard of living tends to be a positive towards Annual Birth Rate is much lower, i.e at 12 SOL a group of 56.5K laborers have a natural (without any modifiers) birth rate of +2023, at the same time they have a natural mortality rate of +2057. Meaning 12 SOL actually leads to more deaths than births.
Necrotes 28 Jun @ 7:21am 
figured, thank you for responding though. Think it might be something related to pollution, either vanilla changes, or some other mod I'm using, either way thanks :)
vflower  [author] 27 Jun @ 8:54pm 
@Dead_Squirrel
Huh? It shouldn't do that. Sounds like a compatability issue.
@DefinitelyNotRuby
I haven't played enough Vanilla in the last years to be able to answer that.
@Necrotes
I can't comment on what other mods do. I also haven't really tested my mod in the current patch since I've been playing other games, so I don't know if something is wrong with mortality. I didn't change anything and my mod uses custom pop growth values in the defines, so the changes made in the patch shouldn't affect my mod.
Necrotes 27 Jun @ 2:23pm 
Sorry to be so annoying, but I've tried to figure this out all day, I'm still encountering the issue with massively stagnating population growth, which from I can tell is related to standard of living, I've checked all mods in my playlist and they don't seem to be affecting SOL, yet I'm still running into issues. Posting a link to an imgur album where you can see London with a population of 2.75M only having a +7.00k annual pop growth, and some a more detailed look at some of the birth rate and mortality modifiers that are applying to the pops. https://imgur.com/a/8st4EaJ