Victoria 3

Victoria 3

Grey's Soft Pop Adjustments
226 kommentarer
Pitris90 17. okt. kl. 5:57 
@HeroicApplepie might be related to it, but it only happens with this mod enabled 🤔
MasterOfGrey  [ophavsmand] 17. okt. kl. 5:01 
Wrong mod
HeroicApplepie 16. okt. kl. 14:45 
@KaiserAVH I know of freezes with Win 11 24H2 when playing Vic3. Had to go back to 23H2 and everything is fine (7900X3D)
MasterOfGrey  [ophavsmand] 14. okt. kl. 18:52 
Yeah the first one got fixed a couple hours later. The other one is a mystery.
Kaiser AVH 13. okt. kl. 8:16 
Hey Grey!
Just passing along a couple reports I saw:

– One user (Pascal) says land-based taxation gives zero poll/land tax after the new patch. Works fine in vanilla, so might be mod-related.
– Another one’s getting heavy stutters every Friday evening (in-game) from Feb 1836 onward – like 10 sec freeze. He’s using Morgenrote, Tech & Resources, and an EU4 megacampaign. CPU is a 7800X3D, so probably not hardware.

I’m still playing on the previous game version just to be safe 😅

Have you seen anything like this or are you already working on it?
A lot of people rely on this mod, would be great to know if there’s a fix coming.
Pitris90 11. okt. kl. 23:31 
Might be some strange interaction with another mod
BeheadThoseWhoInsultKane 11. okt. kl. 16:23 
FTR I'm on steam deck and have no freezes for me on this mod, probably about 100h+ played with Grey's mod in total.
Pitris90 11. okt. kl. 13:24 
I identified this mod is causing long stutters/freezes in my games from February 1836 on fridays evenings.. It completely freezes the game for like 10 seconds, effectively making the game unplayable for me.. I have other mods like morgenrote or tech & res, along with megacampaign converted from eu4.. cpu is 7800X3D, so my cpu should be pretty strong for vicky 3
ThiccCat 9. okt. kl. 10:50 
Hi, I get the same issue as Pascal
Pascal 9. okt. kl. 5:47 
Hey! I believe today's patch has messed with taxes in this mod as I now have literally no poll/land tax with land based taxation in this mod (Vanilla does however)
BeheadThoseWhoInsultKane 6. okt. kl. 2:41 
Per what previous poster said, if i remember correctly (and i did the run probably a quarter ago) there's a modifier on India that does reduce migration attraction and assimilation that is persistent even after independence, but i'm not sure it's from the mod.
MasterOfGrey  [ophavsmand] 3. okt. kl. 15:39 
I’ll have a look at Alaska specifically, see what needs doing for it
Ignatich 3. okt. kl. 10:37 
it doesn't disappear when you switch from extraction economy if you are company. When playing HBC or Alaska Company your early game is ruined as you need immigrants before you become independent. I understand this is implemented to prevent british india from turning british, but it's too much of a hack imho. I had to remove this feature from the mod manually to have Alaska game, please consider implementing different approach.
MasterOfGrey  [ophavsmand] 3. okt. kl. 5:32 
It can be removed/improved by improving your country and/or becoming independent.
Ignatich 2. okt. kl. 21:14 
This mod has undoucmented feature that breaks plays for company countires or countries with extraction economy. It prevents assimilation and migration to those countries with -70% modifier you can't remove. Alaska and Canada are unplayable for example.
Kaiser AVH 29. sep. kl. 13:28 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
The Tiger of Saigon 26. sep. kl. 19:12 
wait did you reduce it so you assimilate less people in their homelands compared to vanilla or did you reduce the multiple to be in line with vanilla?
CryptoSpartan 26. sep. kl. 15:48 
thanks for updating so fast <3
MasterOfGrey  [ophavsmand] 25. sep. kl. 22:13 
Mod updated - V1.10:
- Updated for vanilla 1.10
- Subjecthood radicals and loyalists generation reworked to match other laws
- Assimilation in homeland multiple reduced to make assimilating homelands more difficult
silviual 23. sep. kl. 22:35 
Wanted to mention that the mod is curently outdated due to changes to the citizenship laws in 1.10 .
Until the mod gets updated , you can either delete the file in question or edit it to match the new system .
As always , big thanks to grey for his contributions to the community
Ozee 12. sep. kl. 2:03 
From what I have seen so far I think there is too much turmoil in Ottomans early. There is too many discriminated pops so their SOL is tanked down and it causes lots of turmoil. I started new run and there is already and uprising in 1940. So it might be needed to fix the early turmoil for countries with lots of discriminated pops.
MasterOfGrey  [ophavsmand] 12. sep. kl. 1:10 
It does tend to increase turmoil, yes. Some of it is from recent changes, so still open to feedback on the level of turmoil at different stages in the game.
Ozee 11. sep. kl. 23:10 
Hey, I just started playing with your mod tweaks and I noted there is significantly higher turmoil in countries like Ottoman, in like 1948 there was already a rebellion that split the country in two and I noted there is a lot of turmoil in Austria as well. I do not mind that, but I just want to ask if it is normal or if there is maybe an issue with my game save or mod list?
MasterOfGrey  [ophavsmand] 23. aug. kl. 17:08 
Dude, in the time you've taken to reply those issues have already been sorted with at least temporary fixes, lol
Heitor 23. aug. kl. 11:17 
I was using your mods of smarter construction queues and econ adjustments, yes. Interesting to know about there being an issue, will wait until it's fixed to try this mod again.
I do like it's premisse a lot though, so thank you for your work!
Muriago 19. aug. kl. 22:29 
No other mods touch those defines. In fact I did a test on a new save modifying your defines myself (halving the rates) and its no longer happening that obssesions spawn so fast.
MasterOfGrey  [ophavsmand] 19. aug. kl. 16:26 
That's impressive, and no I didn't test this with Brazil.
However, if you use other mods of mine, you might have had an advantage thanks to an issue the AI was running into that went unnoticed for a while. (Sorting it out remains a work in progress.)
Heitor 19. aug. kl. 13:56 
Did you test this with Brazil? Honest question, because in my last game I got tired of hearing the mass migration sound. Often times I got multiple at once, and rare was it passing 3 months without at least one once I got cultural exclusion and open borders. I managed to get 101 million by 1911 without using Decrees or block Mandates.
MasterOfGrey  [ophavsmand] 13. aug. kl. 12:05 
Thanks for identifying, that one has been on my to-do list to investigate!
LuuBluum 13. aug. kl. 10:37 
@MasterOfGrey looks like there's an incompatibility between this and Better Infamy, Treaties, and Claims. Specifically both of them touch the country ranks file.
MasterOfGrey  [ophavsmand] 12. aug. kl. 0:31 
If you want to do that *and* have migration, that's what Industry Banned is for - if you want *Extraction Economy*, you'll have to make choices.
tyler_ellis45 12. aug. kl. 0:25 
Ah.. I mean one of the most enjoyable parts of the game is leeching population from your vassals.

Ideally you can do it in a balanced way without crashing their economy. imo the perfect blend is enough population for them to farm their arable land and extract their resources, but not enough to build industry.

I feel like their could be some tweaks made to the balance so that you can enable extraction economy to.. you know.. extract resources, wealth, and some population from their states without completely crippling them
MasterOfGrey  [ophavsmand] 11. aug. kl. 21:53 
If you enact extractive economy, the penalty will be applied... it's triggered by enacting extractive economy.
The bug was that it wasn't being *removed* when the economy was fixed...
If you have vassals who already had reasonable economies, and you're enacting extraction economy on them, you're going to want to make them close their borders first.
tyler_ellis45 11. aug. kl. 21:34 
Hey man, this mod is great! The population movement feels much more natural, I wish this was featured in the base game

I'm unfortunately still getting the "Extractive Colonial Administration" modifier. I just unsubbed, resubbed, and started a game as Great Britain. Enacted extractive economy and the modifier popped right up. That modifier unfortunately kills me being able to use the mod since it ends up with vassal states losing way too much population and collapsing

Any idea why the fix you pushed out isn't showing up despite resubbing to the mod today?
MasterOfGrey  [ophavsmand] 10. aug. kl. 17:43 
Theoretically, yes
Vseman 10. aug. kl. 17:36 
Would this work with realms of exether? As well as econ adjustments or private constructions fix by you?
MasterOfGrey  [ophavsmand] 10. aug. kl. 17:16 
Pushed a fix just now
ThiccCat 10. aug. kl. 9:08 
I tried unsubbing/subbing and it didn't fix it, the only details that I can give you is that I went independent and had the "Extractive Colonial Administration" modifier only once until I adopted slavery banned and then it started adding it over and over along time
MasterOfGrey  [ophavsmand] 9. aug. kl. 19:31 
Try to unsub and resub, if that doesn’t fix it, check the collection description for the link and come send me details on discord. This has been really difficult to troubleshoot for some reason
ThiccCat 9. aug. kl. 15:19 
I'm playing as Indonesia and I still get the "Extractive Colonial Administration" penalty being applied over 20 times
MasterOfGrey  [ophavsmand] 5. aug. kl. 16:20 
For my clarity, are you running any other mods that might affect this?
In my current game only ~half of major cultures have managed to gain a single obsession by 1890. What you're describing sounds like it's significantly more than that.
Muriago 5. aug. kl. 6:30 
Long time fan of this mod and others you make. Great work!

Wanted to give some feedback though on one specific feature which I don't feel is working as intended. Even if its true that obsessions were super rare in vanilla, I believe obsession spawn chance is overtuned in the mod. Every culture seems to get an obsession in the first few months of every playthrough now. Even those that already have one. And thats before prestige goods come into play, which increase the chances several times.

I don't know if the base chance is just too high (given it's 8 times vanilla and used to be 40), or there's something else at play. But I personally don't feel like every single culture having 2-3 obsessions by the mid game shouldn't be the norm.
I feel it can also be having a somewhat negative effect on AI, as, while obsessions themselves aren't "bad", having many obsessions early game can make the earlier smaller economies rather unbalanced and harder to handle.
LuuBluum 3. aug. kl. 20:19 
Looks like they're using create_pop from a global scope in their history files. Moving it to a pops scope fixed the issue on my end.
LuuBluum 3. aug. kl. 19:41 
Yeah, my guess is something strange going on with Morgenrote's end. Probably something wrong with one of the added pop definitions they did to support their new varieties of Swiss.
MasterOfGrey  [ophavsmand] 3. aug. kl. 18:02 
There's literally nothing in this capable of touching that, so idk.
If I'm able to reproduce it I'll advise whoever about the cause tho
LuuBluum 3. aug. kl. 15:32 
@MasterOfGrey looks like the latest update introduced a serious problem with Morgenrote. Specifically, the state of South Tyrol starts with 60k unemployed laborers that have an SoL of 100. This only happens with the combination of Morgenrote and the soft pop adjustments.
MasterOfGrey  [ophavsmand] 2. aug. kl. 21:37 
Mod updated:
- Fixed the error spam (error didn't mean anything anyway)
- "Extractive Colonial Administration" modifier should now be removed when appropriate
- "Legacy of Extractive Administration" modifier may be applied (and later removed) in some contexts
MasterOfGrey  [ophavsmand] 31. juli kl. 22:36 
Yes, you can ignore it.
Also, will be pushing an update with a solution to that as soon as I can solve the other problem I'm working on too
crispy 31. juli kl. 22:34 
I'm getting error spam (with only this mod here enabled):

[05:32:30][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  [ophavsmand] 31. juli kl. 17:28 
Well:
A) go comment on the right mod (PLP)
B) provide more information about what you're experiencing (pops from which cultures, to where, from where, how fast, with what laws on each end, migration attraction each end, etc.)