Europa Universalis V

Europa Universalis V

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Population growth reworked
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16 listopada o 15:04
24 listopada o 13:15
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Population growth reworked

Opis
This mod aims at a small rework of population growth, to make it more dynamic and realistic.
* updated to be compatible with the mod "Megalopolis Upgrade – Enhanced City System" and any mod that changes any of the files I used as long as they do not change population growth numbers (it should still work but mess up the balance). Now just make it load last and all should be fine.

Main changes are:
1. Geography (climate, vegetation and topography)
2. Development
3. Type of location (rural vs urban), historically cities relied more on migration from rural areas for pop growth
4. Spiritualist (societal value), as more religious populations tend to have higher birth rates.
5. Winter now causes a little negative population growth while in effect
6. Increase in current things that affect population growth, both positively and negatively, except for "abundant free land" (which is a stronger form of available free land) bonus which was too high (1% max)
7. Additionally, rural settlements produce 5% more food, towns further 10% less food and cities further 17% less food.

List of changes to pop growth:


- Hospitals and healing type buildings now give a small pop growth (0.1%)
- Irrigation and canal now gives a little bit more food production (5%)


Societal values:
- Spiritualist gives up to 0.4% pop growth while humanist gives the same as a decrease

Location rank:
- Rural location: 0.001 -> -0.0015 (mostly to balance a bit for the new pop growth from development)
- Town location: new -> -0.003
- City location: new -> -0.007

Location effects:
- Expensive food in province increase effect: -0.001 -> -0.004
- Cheap food in province increase effect: 0.001 -> 0.004
- Devastation impact in population growth: 0.005 -> 0.008
- Looted: -0.005 -> -0.007
- Prosperity population growth: 0.002 -> 0.0025
- Development population growth: new -> 0.0001 (i.e. max = 1%)
- Available free land: 0.002 -> 0.004
- Abundant free land: 0.01 -> 0.002
- Large food stockpiles: 0.01 -> 0.03
- Mild winter: new -> -0.0005
- Normal winter: new -> -0.001
- Severe winter: new -> -0.002
- Overpopulation no more impedes population growth, now scaling -0.01 pop growth (for every 100% overpopulation, it means -1%)

Climate:
- Arid, cold arid, arctic: new -> -0.001
- Continental: new -> -0.0005

Topography:
- Mountains, wetlands: new -> -0.001

Vegetation:
- Desert: new -> -0.0025
- Farmland: new -> 0.001

Buildings:
- Hospitals and healing type buildings: new -> 0.001
- Irrigation and canal now gives a little bit more food production (5%)
Komentarzy: 40
Agraza 5 grudnia o 18:04 
there is a typo. no such thing as a "forrest". -r.

TRY_INJECT:forrest
Agraza 5 grudnia o 18:01 
dude. you deserve multiple awards for how compatible you've designed this to be. i've had to make local forks of SO MANY MODS to allow them to function together (because they can, EASILY), but I haven't had to fork yours in the slightest bit. thank you. i do review your updates to see if I need to be careful, but generally your mod just does what it says, does it well, and doesn't ♥♥♥♥ over every other mod. thank you.
BrokenRobot 2 grudnia o 13:27 
Small balance note. Now that prosperity tends to hover somewhere below 100%, the creator diety (+0.2% prosperity) religious aspect actually results in a larger pop growth increase then the fertility diety (+0.04% pop growth) in addition to the other prosperity benefits.
Arth Kaeros 2 grudnia o 12:38 
I think the pop growth bonus for Spiritualist, as well as the malus for Humanist, might be balanced by adding a veeeery small development growth bonus for Humanist, historically representing the more rational politics.
JeanFares 29 listopada o 13:55 
it seems that the pop growth effect added if you are either at war or peace don't work or at least didn't show itself either in my old save or a new one despite showing without problem the effect given by Spiritualist.
Sledjer 27 listopada o 12:31 
@chivu bruh what? Might be the very first time I have ever heard someone say Spiritualist is better. Some good privileges and laws push towards Spiritualist, but in terms of the societal values themselves, Humanist is way better. Agreed that this tweak may be overtuned though.
chivu 27 listopada o 11:51 
Hi, in general, a great mod, but I have an issue with Spiritualist vs Humanist. Spiritualist was already the better way and now there is simply no reason to go Humanist.
Apalm [SWE] 26 listopada o 0:32 
One rule of thum you can think abouth if that 70/ pop growth % is the the it takes for the population to dubel. So with 0.5% it will dubble in 140 years and 70/1%= 70 years and 70/2% = 35 years.
felmaci  [autor] 24 listopada o 13:48 
Slopsterwill123, my original idea was to do as you suggested, substantially increase disease mortality and spawn rate. The first version of the mod actually did that. But the disease files are a bit more cryptic and TBH it was hard for me to measure how much more people are actually dying to diseases for balance, so I just removed it.
felmaci  [autor] 24 listopada o 13:17 
Main changes for latest version:
1. Lowered a bit some population growth sources in general as well.
2. Pop capacity gain from development fixed, overpopulated locations will now properly have the scaling negative population growth. Further increased their migration push, so that most population decrease will come from migration instead of starvation.
3. Increased migration attraction from towns and cities (and megalopolis etc), to further the rural -> city migration.
4. Now peace gives a small pop growth bonus (0.2%) and war gives the inverse.
5. Balanced a bit the population capacity and capacity increase from vegetation and climate. Anything that is not too cold or too hot should be closer.
5. Rural settlement building gives substantially less pop growth (from 1% to 0.3%)