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Hopefully someone can figure out a way to separate the resource/state trait parts from the birth rate parts? The resources were the best part of this mod. I loved seeing Sweden, Michigan, and Wisconsin actually becoming big iron producers, and no arcadey disributions. Its frustrating to see base game have random deposits that do not exist irl.
France has a total of 380 levels of vineyards in my mod, so even just a single vineyard in Oregon seems questionable due to its very low historical production.
But of course I never worked with 1:1 proportionality like that, otherwise resource distribution would be way too extreme, so I'll just move a few of California's vineyards over to Oregon to represent the history there.
I updated the mod with the change, although I still consider the mod to be broken gameplay-wise, of course.