Victoria 3

Victoria 3

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Historical Population Growth & Resources [NOT UPDATED]
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2.739 MB
2022 年 10 月 29 日 上午 1:01
8 月 11 日 上午 6:02
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Historical Population Growth & Resources [NOT UPDATED]

描述
>>> 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.
Since then I haven't updated the mod and consider it dead now. Any future patch (like 1.10) will just break it more.





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.
热门讨论 查看全部(21)
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1,296 条留言
vflower  [作者] 10 月 2 日 下午 4:24 
yes, because it's not updated and won't be
Nick Name 10 月 2 日 下午 3:54 
now after installing this mod, parts of Austria and Serbia removed
Azerty 10 月 1 日 上午 3:57 
You're right, I tried a few things but none of them seem to work...
That's a real shame.

I was trying to find a way to save your mod, as playing without it makes the game just less enjoyable. :/
vflower  [作者] 9 月 30 日 下午 1:50 
Again, I don't understand where or you want to do this? This isn't what a modifier looks like. Also, "permanent modifiers" on states are called state traits and they definitely don't look like this.
Azerty 9 月 30 日 上午 12:15 
It's bad code from me...

But there is 2 possibility :
- A : have a monthly /yearly event to check state population. There is 660 states in Vic3 so it shouldn't be that much performance heavy.

- B : have a permanent modifier on every state that may be something like this :

hig_pop_land = {
value = {
value = arable_land
add = 100000
}
}

hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
if = {
limit = { state_population > hig_pop_land }
multiply = -0.5
}
else = {
value = 1
}
}
vflower  [作者] 9 月 29 日 下午 12:49 
I don't understand where this is supposed to be done? You do every_state which is an effect, but we're talking about a modifier (high_pop_state). And that modifier would need to be applied to a state first.
Theoretically it's possible to use AI only events to continuously check all states for their population and apply modifiers to them, but that's too much jank and too bad for performance.
Azerty 9 月 29 日 上午 8:09 
what about something like this :
[code]hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
multiply = -0.5
}

hig_pop_state = {
every_state = {
if = {
limit = {
state_population > arable_land
}
state_birth_rate_mult = hig_pop_state_birthrate_value
}
}
}[/code]


so you recreat a value that scale smoothly to -1 and then use it as a birthrate to the state you want to target
vflower  [作者] 9 月 29 日 上午 5:52 
Not that I know of, and even if that's possible, scaling it properly would be impossible - you'd have to create lots of breakpoints at which a different modifier is applied.
The high_pop_state static modifier that used to be in the game scaled smoothly from 0 at the defined threshold to 100% at double the pops.
Azerty 9 月 29 日 上午 5:01 
Can a small script be used to perform a state modifier, like " if state_population > arable_land, then state_birth_rate_mult = xx " ?

It's a real shame that your mod is no longer functioning. Even "only" the resource part overhauled the game so much that I couldn't play without it :/
vflower  [作者] 9 月 29 日 上午 3:38 
There used to be a modifier that was applied to states that have a population per arable land above a certain threshold (set in the defines), which was removed. I used this to reduce birth rates in states that were reaching their population capacity, but they removed this functionality.
With this change, it's impossible for population capacity to work as intended, since population can grow pretty much infinitely.

Vanilla can't decide if arable land is supposed to be actual arable land - so places like the midwestern US or Argentina would have a lot of it, despite their comparatively low population density - or if it's supposed to provide capacity for peasants - so places like Southern China and Japan, which IRL don't have a lot of actual arable land, need to have a lot of it.
Turning arable land into population capacity and changing agricultural resources to be capped individually was my way to split these two concepts.