Victoria 3

Victoria 3

Pop Demand Tweak
101 Comments
Ferrous  [author] 13 hours ago 
@Scanz
that... shouldn't happen because this mod very specifically doesn't give cars a minimum demand
Scanz 1 Aug @ 9:21am 
i think im found a bug.
when in the world no body cant produce a car, trade center can import it from world market, cuz pop demands
Ferrous  [author] 3 Jul @ 8:17pm 
sounds good
chrism 3 Jul @ 1:14pm 
Thanks, I've just read it in your desc above. During 1836- there was appr. +200 meat available, after deactivating the mod meat-avail. changed to -150 with according share% and price increases. Anyway, let's see what the devs will come up with until the final v1.9.6, then I'll try again. :-)
Ferrous  [author] 3 Jul @ 7:59am 
@chrism
I should reiterate, even though i've stated it in the mod desc, that goods substitution doesn't work off of price, but availability. So the fact that meat is cheap doesn't change anything by itself, and that is WAD/WAI
chrism 3 Jul @ 3:56am 
True, balancing is a tricky thing, but you've much experience with it. My thanks, as always. :-) I didn't watch the meat market for about a year (1836-) until I realized the meat share of appr. 8% in food security (35% were services) despite an ultra-low meat-price. The meat share didn't rise however, so I deactivated the mod and continued. Now in 1838 the meat-share is at 13%, with actual under-supply of meat and an above-average price.
Ferrous  [author] 3 Jul @ 1:25am 
Also i want to point out i was happy with the balance on 1.8 and 1.9 introduced the world market, so if anything things already should be easier in 1.9 anyways
Ferrous  [author] 3 Jul @ 1:19am 
@chrism
Hey chris, when i tested the mod in 1.9 the market stabilizes after a while, so im curious how long you let the game roll with the mod edits.
But the long and short of it is that the mod is not intended to make the pop's life easier, 1836 ain't an easy time period anyways. Famine being present sounds like a plus to me, at least until refrigeration is unlocked
chrism 3 Jul @ 1:09am 
Hello Ferrous. :-)
In regards to v1.9.6beta (but also seen in previous versions): I started with Austria and immediately got meat sell-problems (again) - especially a very low meat substitution rate in 'food security' - which seriously hampered my ranch productivity (despite of much needed fabric) and made food (security) overall more expensive for my pops.
Comparing your 00_pop_needs.txt file with the current one there are quite some differences in regards to weight and max/min supply share. I guess the use of 'services' as substitute good also influencess the food distribution (maybe too much)?
After deactivating the mod the food substitution improved and food prices overall got better.
Ferrous  [author] 2 Jul @ 9:21pm 
@Xinjiang Uterus Collector
Services is also substitute for all other needs so its not that it went into the majority of basic food but i can see why the UI might lead you to think that
Xinjiang Uterus Collector 2 Jul @ 1:12pm 
I like the mod overall but I think services should not substitute for basic food, it causes a majority of basic food to come from services in most of my games which doesn't make sense if the food isn't produced in farms etc.
Ferrous  [author] 17 Jun @ 11:32am 
@Memir Masher
I'll have to play the game a little before i'd know lol
Memir Masher 17 Jun @ 11:22am 
Heyyyy I love your mod.

When will you adjust the changes to include Prestige Goods?
Ferrous  [author] 17 Jun @ 8:37am 
OK for 1.9.0.
Excited to see how this mod performs with the new global market
nickrood45 3 Jun @ 9:03am 
Thank you for the quick response!!
Ferrous  [author] 2 Jun @ 11:03am 
@nickrood45
It might be partially compatible if you load that mod below this one.
Since that mod adds new goods it won't be completely consistent though.
If there are enough demand for a compatibility patch i might drop one once the new patch is out and i'm back on vic3 (for now im playing stellaris)
nickrood45 2 Jun @ 10:46am 
Is this compatible with Basileia Romaion 1736?
Andaraxi 3 Feb @ 2:24pm 
amazing mod! thank you so much
Ferrous  [author] 2 Feb @ 3:40am 
@ferikoleonardi400
that doesn't sound right but noted
This makes it very difficult to play as Prussia, since the goods shortage it created make the cohesion very low. Resulted in a lot of German minor leaves and Prussia very weak.
Ferrous  [author] 22 Jan @ 12:06pm 
@Kaptein Kid
Intended behavior
The idea is to reward sourcing the stubborn demands, being a isolationist country should have its drawbacks
Kaptein Kid 22 Jan @ 11:52am 
As Japan, this massively increased demand for sugar. Way past what their closed market can support
Chuck Sneed 22 Dec, 2024 @ 9:10am 
Auto-include mod, absolute gold, I like every design decision made here
Ferrous  [author] 14 Dec, 2024 @ 5:11pm 
@Боцман
because the output of subsistence farms are not thorough, that is to say, it doesn't cover every pop needs
Боцман 14 Dec, 2024 @ 4:39pm 
Why simulate artisans with services when there are "actual" artisans in subsistence farms though?
Ferrous  [author] 11 Dec, 2024 @ 3:23am 
ok for 1.8.6
Ferrous  [author] 5 Dec, 2024 @ 3:26am 
ok for 1.8.4
Ferrous  [author] 4 Dec, 2024 @ 10:08pm 
@bukschr
yeah the shortage thing should not be a problem because no building uses service as an input
bukschr 4 Dec, 2024 @ 7:53pm 
Interesting, I have the notification in about half my states that there is a shortage on services. Might just be a combo of the fact I'm playing Sweden and I have a relatively low pop in subsistence farms and still low urbanization in a lot of states.

I appreciate you looking into it. I originally found and installed it for making urban centers profitable, so glad it is working overall!
Ferrous  [author] 4 Dec, 2024 @ 8:10am 
@bukschr
I just checked and i think you just weren't paying attention
The demand is actually less in 1.8 with the mod on when compared to 1.7.7 with the mod on.
Ferrous  [author] 4 Dec, 2024 @ 7:51am 
@bukschr
Allowing urban centers to turn a profit via service demand is one of the goals of this mod.
Though what you said about 1.8 is interesting, ill roll back to 1.7.7 to check
bukschr 4 Dec, 2024 @ 7:40am 
I'm not sure if this is new with 1.8 or I just didn't notice previously. In my current game services are under supplied in almost every state I own. Is this just me needing more urbanization across all my states or were some needs adjusted with the update causing issues?
Ferrous  [author] 28 Nov, 2024 @ 6:26am 
ok for 1.8.3
Ferrous  [author] 21 Nov, 2024 @ 2:27am 
OK for 1.8
Ferrous  [author] 18 Nov, 2024 @ 7:47am 
@Zargachi
No, the point of this mod is exactly to replace that file, it is categorical.
The only way this can work with another mod that also wants to comprehensively change that file is via a compatch
Zargachi 18 Nov, 2024 @ 5:43am 
could you please update your mod and change the name of the 00_pop_needs.txt file? if you use the same name as the game, the game will give priority to use your file over others, this causes lots of conflicts with other mods that adds new pop needs for example
Ferrous  [author] 17 Sep, 2024 @ 8:15am 
@teelicht
I checked that mod and I believe I've basically done the same thing already!
You are encouraged to keep loading both mods though if you believe their balance setting is better. But I believe the difference should be negligible!

(the ratio for cars is slightly higher in PDT but both mods have a 50% cap for cars)
teelicht 17 Sep, 2024 @ 12:57am 
Hi Ferrous, I really like what you did with this mod. Would it be possible to integrate the changes of the "Automobiles Won't Destroy Your Railways Anymore" mod? I did it manually in my playset and think, it's a sensible addition.
Ferrous  [author] 9 Sep, 2024 @ 2:05am 
Ferrous  [author] 8 Sep, 2024 @ 9:10am 
@Arsacides
I was in the middle of making a compatch for MR
gimme a day and i'll publish it
cheb gucci 8 Sep, 2024 @ 6:36am 
Does anyone know if this mod plays nice with Morgenrote? I know MR adds newspapers/literature as a good so I think it might cause issues
Ferrous  [author] 2 Sep, 2024 @ 6:10am 
@GANK
The mod is more or less complete. I will however take into consideration any valid feedback i get in case the mod has issues, in which case i'll push an improvement update.

When paradox updates the game and it changes the goods/needs in some way i'll be there to update the mod as well!
GANK 2 Sep, 2024 @ 6:09am 
What are the plans for future updates?
Ferrous  [author] 1 Aug, 2024 @ 5:50am 
Also I would suggest you give me less sass and a little more respect if you want this to remain productive.
Ferrous  [author] 1 Aug, 2024 @ 5:47am 
literalism about gameplay mechanics is a plague, it is unfortunate to see.
Ferrous  [author] 1 Aug, 2024 @ 5:44am 
@Gunteraz
The service thing is a callback to the artisan concept back in vic2.

On the silk/oil/opium
I also believe some parts of the world probably should be worse off regardless.
It provides a reason why you would go after these goods. (makes your economy less inefficient by providing different goods)

We will just have to agree to disagree on this. This mod is very popular and one of most thoroughly tested ones i have. If you are slightly more open minded a lot of what it does makes sense.
Gunteraz 1 Aug, 2024 @ 4:03am 
1/2 I'm a huge fan of most of your mods but man, this mod ain't it, chief!
I agree with the idea of the mod, making more goods be relevant, but there are absolute bonkers things you've done that i don't vibe with. Making Services be in every category is silly. "Covers every need at eighth weight. Artisans, Mavericks, Butlers, and Maids." - What are you on about? These things are already covered under a category called... you guessed it - popneed_services, so get that 1830s Uber Eats nonsense out of the basic food category! Also making silk/oil/opium have a minimum requirement screws over 70% of the world that has no access to these things, in the early game at the very least.
Gunteraz 1 Aug, 2024 @ 4:02am 
2/2 For me some of the biggest offenders in the base game are meat and fruit that nobody buys, and to a smaller degree groceries. With this mod the demand for those items drops even more!?
And yes, the elephant in the room, plantation goods like coffee, tobacco, tea are terrible in the base game but i don't think that setting minimum need for these is a good way to fix the issue.
In the end i feel that until Paradox gives modders more tools to tackle the economy (Such as being able to modify the pop needs of individual groups/countries/jobs etc), best that mods like this can do is to create an illusion of improvement by shifting the problems from one good to another - yes you might be able to marginally improve the market situation of one good but you also create problems for 3 other goods in a cycle of endless whack-a-mole.
Ferrous  [author] 31 Jul, 2024 @ 9:51pm 
most likely you would need a compatch for that, i could make it for you if the mod in question is commonly used
MrMineHeads 31 Jul, 2024 @ 1:56pm 
Is this compatible with mods that add new goods?