Victoria 3

Victoria 3

Yeet Pop Fragments - A Performance Mod
55 Comments
フォロスト 29 Jun @ 11:30am 
no
B flat 22 Jun @ 6:03pm 
Anyone tested in 1.9?
Lemur 15 Jan @ 6:35am 
maybe add a rule setting that would consolidate only accepted pops in player countries, but for AI all pops would be consolidated? as sort of a middle-ground?
:) 28 Dec, 2024 @ 10:22am 
ya i was thinking of doing that. but i find the game play impact just a little too much. Still love the mod though!
Caracus  [author] 28 Dec, 2024 @ 8:22am 
@:) im aware but people have to sacrifice something, back when I had my older setup i enabled this mod only in the mid to lategame anyway, so that early IG gameplay was unaffected
:) 28 Dec, 2024 @ 7:29am 
your mod has huge political implications in terms of the size of political movements and the influence of the devout interest group; minorities become nerfed and the devout becomes and remains one of the two biggest IG until maybe the end whereas in a normal game it becomes marginalized 20 years in if I try to liberalise.
Caracus  [author] 28 Dec, 2024 @ 5:24am 
@:) yeah, i should probably make that optional with a rule at some point, now that religion has more meaning. But ultimatively the flavor and effect religion has does in no way justify its performance implications if you ask me
:) 27 Dec, 2024 @ 1:31pm 
religions are still being consolidated for non accepted religions and peoples. Is that intended?
Le pp baguette De wewe 12 Dec, 2024 @ 1:00pm 
The new mechanics are implemented pretty roughly so the interaction they give is still not worth the now even worse performance cost. You dirty sadist
fancho22 28 Nov, 2024 @ 12:28am 
do this mod is not a mechanics killer now? before the culture was a useless performance drain but now they have a mechanics added to culture and assimilation .
guess we have to choose performance over mechanics
Caracus  [author] 24 Nov, 2024 @ 7:28am 
@Update 1.8.*

Nothing to update
Norse 24 Nov, 2024 @ 6:33am 
update pls :(
Caracus  [author] 4 Nov, 2024 @ 2:07am 
@Typical_Name I think i only did these complicated checks for culture and not religion so that observation is intended behavior iirc. so save computing time for the script since religion is not as important as culture and can immediately be flipped back with released nations anyway.
Typical_Name 3 Nov, 2024 @ 5:15pm 
I'm seeing some oddness where everywhere is getting 100% assimilation and conversion. The mod description says that it should only be converted when the culture does NOT have a homeland in the state, but that restriction doesn't seem to be holding - ie, every single province in the East India Company that I looked at is 100% protestant.
CRC_Error 28 Oct, 2024 @ 5:34pm 
Thanks a lot for this mod, it just saved my China playthrough, it was getting unplayable after 1900
Caracus  [author] 3 Oct, 2024 @ 12:43pm 
Usually with performance mods its less an issue of compatibility and more a question if you really need all the extra layers as at some points those layers will degrade your performance again. Should work together with you posted tho as this is a mechanical mod that does not depend on a preset of cultures for example
Tosun Paşa 3 Oct, 2024 @ 12:38pm 
Will it cause any errors or conflicts when Save CPU and your mode are used together?
Tosun Paşa 3 Oct, 2024 @ 12:37pm 
Tosun Paşa 3 Oct, 2024 @ 12:36pm 
Is there any harm in using it with your mod?
Tosun Paşa 3 Oct, 2024 @ 12:36pm 
That mode instantly transforms culture and religion.
Caracus  [author] 3 Oct, 2024 @ 12:27pm 
@Tosun Paşa if memory serves correctly the save cpu mod just instantly converts a bunch of stuff but otherwise follows the normal rules, this ignores those normal assimilation rules. The other mod also does not touch religion which also makes pop fragments.
I cant really give you a detailed answer as I have not checked out the code of the other mod
Tosun Paşa 3 Oct, 2024 @ 12:01pm 
How is this mode different from Save CPU mod?
B flat 4 Sep, 2024 @ 8:20pm 
Love your mods. Even if it works with the current patch, it's a good idea to update the version so people know it does though.
GriffinMan 18 Aug, 2024 @ 1:14pm 
Hi! How easy would it be to make this also affect primary cultures, and instead convert pops to the culture of the homeland they're in? Maybe as a GameRule? AFAIK as it stands now pops can only convert to the primary culture and it'd be nice if for performance (and decluttering) if they could convert to the culture of the state's homelands!
Ramuné 24 Jul, 2024 @ 5:53am 
I enabled this mod before starting my current game, set yeeting to AI & players and accepted pops only. It's currently 1886 and my population list not not been consolidated and there are various undiscriminated pops in my country.
Caracus  [author] 26 Jun, 2024 @ 3:54pm 
Should work just fine, there were no changes that touch anything this mod does, to my knowledge
chr.maroudas 26 Jun, 2024 @ 1:47pm 
Does it work for 1.7? I really like your performance mods, all combined made a huge difference for me
MeteorJunk 27 May, 2024 @ 11:40pm 
Good lightweight performance mod that makes a difference without butchering key aspects of the game. 5 stars for you!
大黄太阳枪 23 May, 2024 @ 10:35pm 
good mod
事不过三兄ToumanRin 6 May, 2024 @ 10:21pm 
Thank you! :steamthumbsup:
Caracus  [author] 5 May, 2024 @ 5:24am 
@Update:
- Added game rule to only affect AI states
- Added game rule to only affect accepted pops

Obviously using them needs a new save as you cant change rules midgame
Caracus  [author] 4 May, 2024 @ 12:53pm 
I got something like that planned, also one that just yeets pops in non player states
事不过三兄ToumanRin 4 May, 2024 @ 10:13am 
Okay. But I still wish if you had time you could write a rule to exclude discriminated pop from being merged.
Caracus  [author] 4 May, 2024 @ 10:07am 
@事不过三兄ToumanLin yeah discriminated pops are also converted but since you shouldnt get discriminated pops for most nations anyway its a small sacrifice. And I wont make an exclusion rule for slaves as slaves that go to brazil etc are a big reason for needless lag as V3 does not convert em to the local afro american culture.

Im am pretty sure that no primary pops will be converted to slaves under slave trade as slave pops are functionally the same as normal pops for the functions the mod uses. So if there is any strange interaction its out of my control
事不过三兄ToumanRin 4 May, 2024 @ 9:59am 
This mod also converts discriminated pops? I'm using slave trade, but found some of my primary cultural pops became slave
their 2 May, 2024 @ 10:31pm 
Perfect thanks!
Caracus  [author] 30 Apr, 2024 @ 1:21pm 
@their
Yes they will subside eventually once the game cleans em up. You might think that this hinders migration but instead it sometimes even boosts it because the more communities you have the less likely it is that a new one will generate for you. So the old ones just clutter your immigration. By removing them you might get more or sooner instead. And mass migrations cultural communities wont be removed for their duration anyway :D
their 30 Apr, 2024 @ 12:42pm 
are cultural communities affected?
Caracus  [author] 20 Apr, 2024 @ 2:05pm 
Yeah im afraid its some hybrid issue
SgtPeppersSoul 20 Apr, 2024 @ 1:05pm 
State Religion is listed as Atheist everywhere I can find.

That said, the law itself is super buggy in ways Paradox has never fixed—I would not be surprised at all if somewhere under the hood it still considers the starting religion as the state religion. Would explain why I sometimes get Christian colonial events and seem to count as Christian for triggering the Boxer Rebellion event
Caracus  [author] 20 Apr, 2024 @ 11:25am 
@SgtPeppersSoul if you swap to state atheism, does your religion tab still say its the old religion or atheism? Because the script targets the state religion, it atheism does not change that value then I will have to rewrite the religion check to also check for religion law to make it atheist in case the law is set.
SgtPeppersSoul 20 Apr, 2024 @ 9:32am 
At the moment, this mod seems to break State Atheism.

From what I can tell, since State Atheism starts Atheists as a minority, this mod perpetually consumes them far faster than they can convert. Turning it off, I saw the results change immediately. It might need to be tweaked so that pops of the state religion cannot be consolidated, which would allow the conversion to work long enough to actually start working in the other direction.
Caracus  [author] 12 Apr, 2024 @ 10:41am 
@Update:
No pops will be yeeted while a country he is in is marked as being a secessionist. That should hopefully be the end of those weird edge cases.
Caracus  [author] 12 Apr, 2024 @ 8:07am 
With the two crotia case its the same scenario as with your colonists in africa. They got no homeland so they are affected by the conversion. In the case for the polish succession it probably just affects some Germans because the polish states have north german homeland so the southern immigrants are yeeted. Just the alsace-lorraine one puzzles me.

Anyhow, imma add a secession check so that seccessionist country states are not affected by the conversion script for the duration of the secession. That should solve all cases at once
Bojangles 12 Apr, 2024 @ 2:27am 
It happened a second time with alsace-lorraine too, 25% german minority turned into 0% once the succession war started
Bojangles 12 Apr, 2024 @ 2:23am 
Although, interestingly, it didn't fully happen during the polish sucession. Only lost part of the minority but not the entire german minority.
Bojangles 12 Apr, 2024 @ 2:22am 
okay same thing happened with a Croatian uprising too. Lost around a ~30% german minority once the seceded
Caracus  [author] 12 Apr, 2024 @ 2:06am 
@Bojangles oh lol. Regarding the colony, yeah that makes sense as your colonists do not have a homeland there and the primary check checks against the seceeding tag.
I am not sure how that was possible to happen for alsace lorraine tho as the state still has both homelands. That state in particular tends to lose all German pops on its own if you dont build it up, simply due to normal migration as the germans are more likely to move to other german homelands.

Regardless I will look into it. The first thing could prove tricky to solve unless there is like a succession check i could do but I will see.
Bojangles 12 Apr, 2024 @ 12:08am 
same thing seems to have happened when my colony had a revolt? They don't have any german pops anywhere after the revolt, all just 2-3 african cultures.
Bojangles 12 Apr, 2024 @ 12:06am 
I think this mod is converting all the pops during a cultural secession to whatever culture is seceding?

For example, I was playing as Germany, and alsace-lorraine (a 50/50 german/french culture province) got a french secession. After I beat them in a war, I noticed the province became 100% french.