Europa Universalis V

Europa Universalis V

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Prosper or Perish (Population Growth & Food Rework)
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11 月 27 日 上午 4:03
12 月 8 日 下午 1:52
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Prosper or Perish (Population Growth & Food Rework)

描述
Population Growh Balance Update! Update: 08 Dec

Check FAQ (added github link) Thread to get the basics!

Economy and Population Growth.
This mod disentangles Population Growth from Prosperity, Development and other (imo) non sensical things, now making Food the primary driver of pop growths and migration.

The old factors, however now impact food capacity and growth.

It introduces a sharp difference between Rural Food Producers and Urban Food Consumers, incentivizes local manufacturing in province manufacturing to somewhat break capital-centric "clumping," and drastically increases the cost of infrastructure to make/maintain Roads a strategic investment rather than spamming them.

In general you will notice a lot of growth if food storages are full in smaller provinces and BIG emigration and death when they are not. Everything is centered around this idea.


Population Growth
Vanilla: Population growth is not swingy enough, is too low, too dependent on factors that have nothing to do with food
Solution: The main driver of pop growth is now the currently stored food in the province, many changes have been made to facilitate this. The higher (hover over province food) the amount of months of currently food stored in the province is the higher your pop growth will be. Absolute population growth Scales linearly to the amount of food currently stored in province, NOT exponentially.

Population Capacity (understood as available housing)
Vanilla: Pop Cap completely stops growth and is Waaaay too dependant on vegetation (farmland 100k inert)
Solution: To combat rural provinces to grow at a similar rate without any player/ai investment i reduced inet vegetation pop cap by a lot (for the big ones). And i made pop cap growth dynamic based on the number of staffed buildings you have in a location. This means a rural province with a lot of investment will allow for higher population capacity than one with no investment at all.
Additionally i made hitting the capacity much less punishing, hitting pop cap (housing) in a province will dynamically reduce growth and migration to that place dependant on how much you are over the pop cap.


Infrastructure
Vanilla: Everyone spams roads everywhere at all times, ROI of roads is way too fast. Advanced goods are WAY too abundant
Solution (best i could implement for now): Road cost and maintenance massively increased, if you don't have the resources in your market you can't build further roads. Sadly road maintenance ducats cost is currently paid by no one (bug?) and it just creates demand. City buildings have increased gold cost aswell to stop high quality goods from being abundant immediately after 20 years ingame.


Food
Vanilla: Food is never a problem, and can be ignored totally.
Solution: Food consumption is increased substantially across the board but especially for higher level pops. Rural locations are much better at producing food, especially if they are far below their pop cap (lore: peasants pick the best land spots first), still worth it to fill province with farmers to produce even more food.

Cities and Towns now receive growing food production mali based on number of staffed buildings build (idea is city grows, farmland reduces), in later game and with the right RGO they can overcome this, but in some cases and earlier in game it might not be worth it.

Depending on how heavy the winter is,pop food consumption in heavier winters is also increased (gotta bulk up).

Ingame you can check this by hovering over the province (food storage) it will tell you how much food (how many months) of food you are storing in that province, if that number is high your population with grow faster, if its low they will not.

Capital Clumping
Vanilla: It's always most sensible to clump 10 cities around your capital, because of control and market access
Solution (best i could implement for now): I buffed production efficiency of goods that use province-intern produced wares as inputs by a massive amount. This means it now might be worth it to connect a further away place and develop it to a city earlier, because you reap massive production efficiency rewards. Techs that buff this in vanilla are also buffed massively.
One more thing i changed to incentivice AI and Players to spread out more is to add a slight cost increase (currently 0.5%) for each additional building they build in a province, this makes intuitive sense to me as property prices should increase the more demand for housing a location has.


Food Storage
Vanilla: Totally irrelevant and bonus having it way too hard to use. No variance in food production.
Solution: Food storage is buffed across the board (also by development further), cities and towns have some innate storage. Sieged provinces keep their food storage, but if occupied they lose a lot. Your current food storage amount in province dictates your growth, if it gets destroyed or ignored, you are in trouble.
Since many factors change food production and thus your storage amount (including winters), heavy winters can punish you badly if you tried to not build up enough food storage.


Trade
Vanilla: It never is particularly good to export or import made goods that are of high complexity, because creating the product yourself benefits from severe multiplicative production efficiency boni.
Solution (best i could implement for now): I halved the required trade capacity for all goods that are finished products. This should incentivize trading them more.


Starvation
Vanilla:Starvation already hit in vanilla.
Solution: Now it hits even worse, but especially your higher pops will lose status, also the people in the starving province will leave to greener pastures very quickly.

AI Changes
Vanilla: The ai makes way too many locations to cities and urbanizes to high pops too quickyl without punishment
Solution/Problem: This Ai behaviour lead to the AI urbanizing good food locations and then starving themselves badly badly in the midterm, while also not prioritizing food shortages particularly much, because it didnt matter much in Vanilla.
All of this is changed. Ai saves more food spots, build less cities, is rightfully panicked if food starts to get in trouble. All of this leads to the ai having to use a much larger part of their remaining labor force to produce food once it starts urbanizing, feeding the burghers in the city.


Necessary Building Changes
Since rural locations are much more necessary now I changed Construction Centers and Granaries to be buildable there as well.



Many more changes (building levels, building cost etc.)

Help and Feedback is greatly appreciated and I have more changes in mind.

In my humble opinion this is the greatest paradox game of all time and I'm absolutely in love with it.

Info: If you activate the mod in an existing save, local food storages will take a while to fill up, looking like every market is starving, after couple of years or so it should balance out.
热门讨论 查看全部(5)
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16 小时以前
置顶: Current patch discussion
Salty.[BOAY]
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12 月 7 日 上午 5:18
置顶: Bug Reporting
Salty.[BOAY]
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12 月 2 日 下午 3:23
置顶: FAQ
Salty.[BOAY]
180 条留言
tydraestor 4 小时以前 
New balance seems much better, rewarded for playing well but not able to slingshot populations. RGO balance seems better too, perhaps a little harsh in provinces that are difficult to dev such as mountain/hills + forests/woods but, better than having super provinces with 30-40+ RGO levels easily.
George Soros Gaming 4 小时以前 
Have you considered removing the population capacity percentage bonus from the climates that have them and relying solely on their different max winter levels to influence food production and pop growth? You could even edit them to effect each crops production individually, like making potatoes more productive in oceanic and continental climates, which would help simulate why potatoes become so widespread in those areas and the massive positive effect it had on Western and Central Europe's food security, population growth, and urbanization.
Salty.[BOAY]  [作者] 19 小时以前 
@karkento i will take a look at it, at the moment i have only implemented more variable and harsh winters.
karkento 12 月 9 日 下午 6:01 
Have you seen the mod that does variable harvests? Having instability in the food supply may lead to some more interested cases that instead of just capping out growth and knowing that you are set, the opportunity for a couple of bad years could lead to a short term famine that will make growth a little less samey and inevitable?
Salty.[BOAY]  [作者] 12 月 9 日 上午 7:39 
also do not try to expand food production in a city location, use rural for that. Cities sooner or later (the more you invest) will, rightfully become food sinks. And only crazy good food locations might stay food positive (irrigation, wheat, river, etc etc) even later in the game.
Salty.[BOAY]  [作者] 12 月 9 日 上午 7:39 
@Astraph i will give a small country a try before the next patch. In general, dont worry if you sometimes starve, keep your granaries in check, or destroy some if you overbuild. When you play a single city you have to be super careful how much you want to expand your burghers. I would strongly suggest to at least conquer the complete province or at least one rural location in that province. There you can add food that will be first stored in province, until the province store is full, then everything over the limit is put in the market to be sold.

Creating a single large city location is possible, but also very dangerous, you need to actually have deeper pockets then the other guys that buy food, ais wont run themselves into debt to buy food, so you can use that if youd like. Allowing you to urbanize faster, but it is risky.
Astraph 12 月 9 日 上午 7:19 
I tried playing as a minor state (Frisia, specifically) and honestly... While I love the concept, I think the votes to increase building prices even further are a bad idea. In my building a single Fishing Village required at least 2 years of saving up (or intensive minting), and while this was manageable in the first few years, for some reason food prices jumped up from 0.01 to 0.14 (Brugge Market), crippling my economy around the time Black Death came in. Sam with RGOs.

I know the easiest way would be to increase food production, but with current prices I had very little chance to do anything in this regard.

Perhaps the solution could be slashing both prices and per building production? This way it would still take take the same amount of money to get the same increase in food production, but would give smaller states a chance to gradually increase their own output over time.
Salty.[BOAY]  [作者] 12 月 9 日 上午 6:36 
@Elessaer in general i would agree with this, but this is just not what i am seeing ingame. You are invited to run an observer mode game. You will see countries not recovering from black death for hundreds of years. Some find their niche, some dont. If you wait a couple hundreds of years and take a look at how much of these countries "gdp" went into increasing food production. There are CONSTANT food shortages, just check how many farming/fishing/forest villages the ai builds to be able to feed the urban population.
Wars, especially in europe absolutely devastate regions the devastation, the food prod reduction from levies all of this compounds massively.

Average growth is very FAR away from 1,3% globally, you can trust me on this one.
Elessaer 12 月 9 日 上午 6:18 
Tbh i think the growth of 1.3% is still too high. Especially since evey region has enough food and aslong as there are no diseases too decrease pops en mass. The 1.3% are too easy to get, most nation shouldnt be able to get more than 0,6/0,7%. Maybe half that and add another max 0.6% if the market storage is full aswell.
And just as an idea, increase the lowest food price, that not every nation can feed their pops with it.
Salty.[BOAY]  [作者] 12 月 9 日 上午 12:40 
@Thegrinch You are saying now products are too dependant on province resources?