Europa Universalis V

Europa Universalis V

Population growth reworked
40 条留言
Agraza 12 月 5 日 下午 6:04 
there is a typo. no such thing as a "forrest". -r.

TRY_INJECT:forrest
Agraza 12 月 5 日 下午 6:01 
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 12 月 2 日 下午 1:27 
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 12 月 2 日 下午 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 11 月 29 日 下午 1:55 
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 11 月 27 日 下午 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 11 月 27 日 上午 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] 11 月 26 日 上午 12:32 
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  [作者] 11 月 24 日 下午 1:48 
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  [作者] 11 月 24 日 下午 1:17 
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%)
felmaci  [作者] 11 月 24 日 下午 1:17 
Thanks you all for the feedback in general.

I found a typo in my last version that caused population capacity in locations to be around 10x what I intended. This was mostly why population was exploding so much late game.
slopsterwill123 11 月 24 日 上午 7:59 
I think this mod would be fantastic if they adjusted disease more to be more consistent and deadly. Population growth back in the medieval era was very much "heres a few years of 0.5-1.0% growth and then one year of -7%" and so that would fit perfectly. EU5 has the whole "150 years straight of 0.3% growth" which feels terrible.
karkento 11 月 22 日 下午 10:49 
big fan of the mod, numbers seem a bit high but love the extra granularity you offer.

for example, getting close to or even over 1% growth in a lot of locations which would turn 5 million pop into 723 million pop after 500 years which is a bit comical.

you seem to be doubling a lot of base vanilla numbers, when increasing them by 1.2x - 1.5x would probably get more reasonable results.

i think the big win you've hit on with this mod is having more sources of pop growth (like going spritualist) and I think that's the angle to explore rather than buffing the sources of pop growth everyone is going to have like prosperity and available free land. Make more pop growth a strategic/societal choice rather than a free buff everyone gets

great mod!
felmaci  [作者] 11 月 22 日 上午 10:55 
Not yet
Abraxicus 11 月 22 日 上午 9:28 
You put in the changes from the "Migration Rebalance" mod into this one right?
felmaci  [作者] 11 月 22 日 上午 12:48 
Thanks for the feedback, I will adjust it further. I tested it mostly in the first 100 years and only yesterday I did go further and I have seen similar things.
Salty.[BOAY] 11 月 21 日 下午 5:04 
Okay i played with your mod and in general i think its perfect.

I just noticed one issue, globally everyone has MUCH MUCH more population growth as in vanilla (which also leads to pretty crazy performance issues).

I personally would prefer it if provinces and markets could actually realistically run out of food, which doesnt seem to happen with your mod (maybe just from what i saw).

I really wouldnt mind if there were MUCH harsher debuffs to city food production, a city should ABSOLUTELY not be able to supply itself with food that easy (which is currently the case).
felmaci  [作者] 11 月 21 日 下午 1:42 
Some updates to the mod:
- More pop growth bonus from having large food stockpiles
- 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%)
- I removed the population growth limit from being overpopulated. Now there is a scaling debuff to population growth from overpopulation (besides the original negative migration attraction), meaning if you stack enough positive pop growth you should be able to push through the limit for a while. I also increased a little the population limit bonus from development (2.5% -> 4%) so that fewer locations in China and India start overpopulated.
felmaci  [作者] 11 月 21 日 上午 6:08 
I just found capital_food_provisions_modifier in static modifiers. This game has some non obvious variable names and often they do not have explanations. I will likely tweak it up for the next mod version now that I know of it.
ADAX 11 月 21 日 上午 5:44 
alredy modified ur mod but thanks for the base. Very cool idea and compatible build. What do u think about food storage modifier? tried to find it and add on my own but failed.

Any idea where to change max value for growth from food storage? i think base is capped at (0.10%). Maybe if you know i would be very thankfull if you will tell

its not anywhere in static modifiers or im blind

in defines i found this: GROWTH_FROM_FOOD_MULTIPLIER_MAX = 10 # Maximum scaling of the growth from food

but changing that doesnt inrease it so idk
felmaci  [作者] 11 月 20 日 下午 12:51 
Adax, I did not push prosperity so much because it kinda overlaps with development, which is a new effect and has a pretty big max impact (1%), thus the harder one to get gets a much bigger potential impact and the biggest potential impact in the mod. Prosperity is so easy to max right now that I would prefer not to buff it too much. About the societal value, it is a matter of taste in a way (I think it is lower than it should be if not for balance). You can easily change the exact values in the mod files.
ADAX 11 月 20 日 上午 1:58 
Awensome mod!
But i think it would be cool if a player could more directly influence pop growth, maybe consider buffing food storage modificator so building granary will have an impact on this.

I like the idea of inwesting in population growth by acucally building something for them. bcs rn u cant do much to have advantage over other countries to have faster pop growth.

Maybe u can also add growth for hospitals so we can balance out lower pop growth in cities.
But for sure it need a balance with a whole mod.

Imo societal value influence growth way to much rn. Max prosperity give (+0.25%) almost half bonus compared to max Spiritualist (+0.4%), It would be more realisic to have (+0.1%) at 100%
felmaci  [作者] 11 月 19 日 下午 12:13 
Afterlife, I fixed the Spiritualist societal value not applying the pop growth modifiers, now it does.
felmaci  [作者] 11 月 18 日 下午 3:27 
Glad to hear it
sresk 11 月 18 日 下午 3:25 
wasnt your fualt! :) this was a result of patch 1.0.6 adding an import food slider into the game, Had to max that, and then wait a month and then save and reload to clear the starving pops debuff, sorry for thinking it was you :)
felmaci  [作者] 11 月 18 日 下午 3:24 
Also I will check about the societal value implementation.
felmaci  [作者] 11 月 18 日 下午 3:23 
It might be a problem with loading an existing save with the mod. I did get some crashes when applying some mods to existing saves or things not working properly. I did not have problems on a new save. Could anyone confirm it happens in a new save?
Afterlife 11 月 18 日 下午 1:56 
While not a direct fix, Ive found that just exiting to menu and reopen the save fixes the provinces blockage on buying food
sresk 11 月 18 日 下午 12:10 
Hmm disabled all mods and still getting the issue this must have somethign to do with the hot fix patch
sresk 11 月 18 日 下午 12:10 
it appears that something about this mod breaks a provinces ability to buy food from the market, there is plenty of food stockpile and food surplus in my market and yet about a third of my provinces aren't buying enough food form the market to supply their needs. I love the idea behind this mod and all of your stated changes seem reasonable and logical, but I'm also having the food buying issue from markets. I'm expirimenting with turning off mods to try and find which one is breaking things. I'll report back if I find something :)
Afterlife 11 月 18 日 上午 6:53 
Brilliant mod, have two issues while I'm uncertain if either is on your end.
The spriritualist pop growth doesn't show up in the information about pop growth in a province, might still be in effect idk. Also some of my provinces have after turning on the mod decided to not buy food. (Overflowing in the market and granary and still starving). This is just some, as other provinces also producing too little food for the province are buying food from the market like before
felmaci  [作者] 11 月 18 日 上午 4:00 
Elitemoni, no that is not a typo.

Abundant free land is a modifier that triggers in a location when "<10% capacity & <10k" and it originally has an effect of 1% yearly pop growth. That is a lot! Because pop growth is exponential, it would mean in 100 years multiplying the population by 270% in growth while the new number of 0.2% would mean a 22% growth in 100 years.

This modifier also does not discriminate, so deserts in the middle of Africa or Russian tundra would get this modifier the same. This caused crazy growths in the middle of nowhere. The game also has the settlement building which serves the same purpose and also give 1% pop growth, at least with the building you have to actually build them.
CordialVillain 11 月 18 日 上午 1:58 
Thanks felmaci!
Elitemoni 11 月 17 日 下午 11:30 
- Available free land: 0.002 -> 0.004
- Abundant free land: 0.01 -> 0.002
did you mean 0.02 for abundant?
^Sturm 11 月 17 日 上午 11:13 
Good work! Impressive.
Marcurius 11 月 17 日 上午 9:58 
Really like this idea - really like the boost to spiritualist since it is a generally weaker value than humanist in my opinion (since assimilation leads to cores)


Now it makes a bit more sense to go spiritualist in the early game and then move to humanist later when amount of pops either doesn't matter as much + growth rate doesn't matter close to end of game
felmaci  [作者] 11 月 17 日 上午 7:01 
I've refactored the mod to be compatible with any mod. Worst case will be, if a mod also changes population growth numbers, it will add my changes on top (additive) and it might mess up balance. Just load it last. For megalopolis mod in particular, I added some further decreases of food production and population growth to the new 2 location ranks. Feel free to emjoy producing almost no food in Coruscant.
CordialVillain 11 月 17 日 上午 2:28 
Aye, there's a compat issue with the megalopolis mod.
Alma_Negra 11 月 16 日 下午 6:38 
Will this work with this mod? If not maybe consider making a compatch

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3605248168
Alma_Negra 11 月 16 日 下午 6:28 
Wow, impressive!