Victoria 3

Victoria 3

Grey's Soft Pop Adjustments
168 Comments
MasterOfGrey  [author] 24 Jul @ 8:59pm 
@DivineEnema

Migration LAWS, the LAWS aren't touched in this mod, and those can broken all on their own
DivineEnema 24 Jul @ 6:44pm 
I'm confused, there's a section of your mod that talks about migration. Are you saying that section is now inaccurate?
SplashCode 24 Jul @ 9:47am 
@MasterOfGrey I think it is a bit overtuned, my literacy was around 60% and 20 SoL is extremely high for the time period. I even managed to get to around 24 and was still crippled by radicals because of SoL
MasterOfGrey  [author] 22 Jul @ 5:19pm 
Yes, this mod recently reworked expected SoL from literacy - if you have a lot of population with high literacy and lower than expected SoL then you are going to need to work out how to get them better paying jobs.
SplashCode 22 Jul @ 7:04am 
Does this mod affect radicals? I'm playing as Dai Nam and I still have 25% of my population as radicals because of lower than expected SoL, but I'm at 20.2 average SoL. I have never experienced this in vanilla
MasterOfGrey  [author] 19 Jul @ 6:41pm 
@Alaskan Bull Walrus
Yes

@DivineEnema
This mod has no impact on migration laws, other mods broken migration laws can absolutely impact this mod.
Alaskan Bull Walrus 19 Jul @ 5:22pm 
So does this make it people are more likely to move to good jobs than arable land and become peasants?
DivineEnema 19 Jul @ 1:07pm 
So laws don't have any affect on the amount of migration in this mod?
MasterOfGrey  [author] 18 Jul @ 6:28pm 
I don't know - laws aren't part of this mod, if you've got broken laws from somewhere that aren't doing migration controls right, that's not me.
DivineEnema 18 Jul @ 3:49pm 
Why are there tons of pops in the range of hundreds of thousands migrating to Arctic Canada? Migration doesn't seem to be affected by laws at all. EIC has migration controls, and the Canadian territories have migration controls and racial segregation. Meaning they are moving to areas they are unaccepted, in areas that are inhospitable during that time period, in numbers that are far from realistic. Im seeing this in the British market, it makes no sense.
MasterOfGrey  [author] 17 Jul @ 9:14pm 
Yep, the error means nothing - it's a result of a workaround that had to be done cause a vanilla thing is broken.
I'm looking into an alternative approach that won't spam the error, but at the moment the error means its working properly.
ChaCha0718 17 Jul @ 9:06pm 
[12:04:00][jomini_script_system.cpp:247]: Script system error!
Error: Left side and right side during comparison were of different types (left was 'state', right was 'country')
Script location: common/scripted_effects/MoG_refresh_sol_modifiers.txt:4
common/on_actions/MoG_SPA_sol_on_actions.txt:26
MasterOfGrey  [author] 16 Jul @ 10:37pm 
Update V1.9
- Added a rework of Expected SOL from Literacy (feat BrokenRobot)
- Fixed vanilla job satisfaction not properly mathing job satisfaction when qualified for better jobs
- Expanded localisation to support all base game language options
Thy ubeer 13 Jul @ 8:23am 
Hi, grey. I use your soft pop and soft eco. I found my infrastructure level by pops is limited to 0 in a lot of province. Any of your mod modifying this?
MasterOfGrey  [author] 10 Jul @ 8:12pm 
Thank you for reporting, am trying to find out why the removal isn't working.
Saulens181 10 Jul @ 4:57pm 
So, the East India Company and the Dutch East Indies both get the "Extractive Colonial Administration" modifiers, but the modifiers don't go away in the cases of them becoming free and the countries being turned into Bengal or Java.
624932690 10 Jul @ 10:50am 
Turmoil seems to have too much impact on education access (a fully developed country with high turmoil = 0 education access). Maybe change to mult?
MasterOfGrey  [author] 6 Jul @ 2:21am 
This does increase it, yes.
Tebix 6 Jul @ 2:17am 
Hi I am currently looking for a mod that increases the maximum amount of migration in a state, does this mod change it, or is it also using the minuscule 500 people as base amount like in vanilla?
MasterOfGrey  [author] 3 Jul @ 1:28am 
Did you actually form India? It should get removed within a month of forming india
Ἀλληκτώ 3 Jul @ 1:20am 
Is modifier "extractive colonial administration" for India exsclusive for this mode? If yes, I've found a bug: after I've got independence as India, it still existed, alhtough I'm not a colony anymore. After I disabled the mode it disappeared
Ἀλληκτώ 2 Jul @ 3:38pm 
Ah, okay. I was just confused and thought it was like a temporary debuff
MasterOfGrey  [author] 1 Jul @ 6:54pm 
SPA Literacy Change is a dynamic modifier that auto-updates on its own based on laws and such like.
The education access rebalance has a range of effects, including modifiers added to the institutions for education.

These could have been done all in laws or whatever, but then it would be incompatible with mods that touched those laws for any reason. So instead it uses dynamic modifiers for compatibility.

Education access is still improved by all the things you'd expect it to be (schooling, urbanization, wealth, etc.) but now you may find it more difficult to get higher tier qualifications like engineers.
Ἀλληκτώ 1 Jul @ 6:47pm 
Hi. I want to ask about education access: I have public schools and -13% access due to modifier "SPA Literacy change". What is this modifier? How can I do something with it? Thanks
Maxquitue 1 Jul @ 1:05am 
thank
MasterOfGrey  [author] 1 Jul @ 12:56am 
Yes
Maxquitue 1 Jul @ 12:54am 
Can fully accepted populations be assimilated?
MasterOfGrey  [author] 30 Jun @ 7:38pm 
It won't break things. I can't promise it'll behave nicely though.
Alma_Negra 30 Jun @ 7:33pm 
Is this compatible with Ultra Historical Demographics?
MasterOfGrey  [author] 29 Jun @ 6:31am 
Mod updated - V1.8.2
- Fixed assimilation issue in countries with slavery laws.
- Adjust growth multiplier limits to match qualification baseline
- Cultural community spawn chance changes from 1.8.1
- Reduce homeland/event driven assimilation of peasants
MasterOfGrey  [author] 26 Jun @ 6:41pm 
Ah, I'm glad that bug report has been made, because I was starting to think it was a problem with this mod.
It doesn't fix it, but if it can be fixed by a mod, I will do so. If it's an engine problem though we'll all have to wait for paradox.
Arkenean 26 Jun @ 12:21pm 
Does this mod fix mass migration issues under migration controls? There's a bug report on the paradox forums claiming that pops don't account for religion in acceptance levels for mass migration.
MasterOfGrey  [author] 25 Jun @ 5:02am 
I find that with my collection of mods I also get similar to real world population outcomes. The conditions that affected French population demographics aren’t really well understood though, so replicating them isn’t straightforward.

One of the things I do try and achieve is realistic/plausible outcomes on a range of mechanical areas of the game. With any luck, somewhere along the line I’ll reach the point that some of the historical oddities can be reproduced naturally.
Gitmont y Cor 25 Jun @ 4:14am 
Grey, thank you for your mods, I really enjoy playing with them. I'm curious what is your population curve here and how does it compares with vanila? In my game at 1876 current world population is 1,55B, which is very close to real world numbers.And actually, if you compare the countries pops with the real national data - everything looks very good and close (except France)

I've been playing Vic 3 since the first leak and tried different curves mods, this one seems to be the most balanced one. But it would be great to have a way to include real demographics for France, population growth has been abnormally small during this period
Mazutaki 21 Jun @ 10:56am 
Is it normal for the whole world to have around 2-3% pop growth early game?
Neko #egopeek 21 Jun @ 8:06am 
It does, checked with only this mod active, it literally takes 5 minutes to check. I know it's weird because this mod doesn't even touch that part of the game but it does remove that.

How I checked? Start game as China and declare war on Russia then swap to Korea, do the treaty with Russia and check :D
MasterOfGrey  [author] 21 Jun @ 7:34am 
No, THIS mod definitely does not.
Neko #egopeek 21 Jun @ 6:56am 
This mod somehow removes the +0.10 liberty desire when someone supports your independence
MasterOfGrey  [author] 20 Jun @ 3:48am 
It won't break anything, but I don't know which one will take priority for the population growth curve.
DivineEnema 20 Jun @ 3:33am 
Is this compatible with Historical Population Growth & Resources?
MasterOfGrey  [author] 18 Jun @ 12:43am 
V1.8
- Updated for 1.9
- Added a rework of education access (feat BrokenRobot)
- MAPI now affected by lack of literacy
- Qualifications now diminish properly for all pop types when literacy falls due to loss of education access
MasterOfGrey  [author] 29 May @ 5:05am 
So, 1.9 is right around the corner and I am excited to spend a chunk of time on modding and playing it. I've also just finished up with a very busy time in my life, and part of that is that I am currently unemployed.

So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]

I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
Pamparampampamparam 6 May @ 11:26am 
So does this mean the Discriminated Han Chinese languishing as peasants in my Treaty Port will internally migrate to my homeland?

And will Accepted Pops who can get qualifications to be Officers and such actually migrate to my Treaty Port to be part of the Defense Force there?
MasterOfGrey  [author] 19 Apr @ 7:18pm 
Yes, 1.9 should hopefully fix the issues I currently have with the game, and I'll be updating all my mods for it so that I can actually play it.
Gabriel 19 Apr @ 6:45pm 
Hello! Really an essential mod to say at least! :D Thank you so much! Are you planning to keep it updated for the upcoming 1.9 update?
MasterOfGrey  [author] 18 Apr @ 4:55pm 
Migration has 2 components, attraction & satisfaction.
All the attraction in the world won't make them move if they're satisfied right where they are.

This mod makes migration more flexible and imo more realistic, which means that unlike in the base game, it is possible (for example, if you have ridiculous amounts of gold) that people are simply satisfied where they are.
LAN 18 Apr @ 9:43am 
and after running a while it breaks again.
LAN 18 Apr @ 9:38am 
i turned this mod on and off again and that seems to have fixed it
bit wierd but aight
LAN 18 Apr @ 9:37am 
i was using this mod with morgonröte new homelands and the "real world explorable resources" mods and for some reason migration stopped working lategame. Most of my states where at 0 migration for some reason and when i turned this off migration seemed to work again.
It might have something to do with the ridicolus amount of gold i had from "real world explorable resources" or that i had like 20 different pops with homelands in my states.
MasterOfGrey  [author] 3 Apr @ 3:56pm 
It will probably overwrite the pop growth part, but it should be compatible, yes.