Victoria 3

Victoria 3

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Historical Population Growth & Resources [Broken with 1.9.6 change]
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2.739 MB
29 Oct, 2022 @ 1:01am
11 Aug @ 6:02am
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Historical Population Growth & Resources [Broken with 1.9.6 change]

Description
>>> PLEASE NOTE <<<

A change in 1.9.6 broke part of the functionality of this mod. They removed the ability to reduce birth rate for states that are above an arable land threshold.
I don't recommend playing this mod (although everything else should be working fine) and unless something changes, I consider it dead now.





This mod strives to align gameplay more with the historical realities of the time period, making it less arcade, so it's not for everyone! It makes the following changes:

  • Arable land in states replaced by Population Capacity which is based on population that was reached historically. States get higher birth rates and migration attraction when below their historical capacity, while birth rates and migration attraction are lowered when above capacity (this is a scaled modifier).
  • Full rework of all resources on the map, based on extensively researched historical production and known reserves during the game's time period. Agricultural resources are capped individually as well now.
  • Starting setup (buildings, trades) completely reworked.
  • Population growth, migration and starvation modifier adjusted
  • New state traits added and existing ones rebalanced. Many state traits provide powerful bonuses to encourage specialization in a more resource-scarce world.
  • Malaria is present in all states where it's historically appropriate and its effects can be removed by researching Malaria Prevention, but states that still struggle with malaria today keep the Severe Malaria trait for the whole game.
    States with Severe Malaria can be colonized after researching Quinine, states in the Congo and Sahara with Malaria Prevention
  • Different parts of the world get unique subsistence farms with different outputs, peasant consumption increased, so subsistence matters more for GDP
  • Various adjustments to production methods, chiefly for agriculture: less scaling with more technology, so building levels matter more
  • Adjusted pop needs to match historical production and consumption better and generate more food demand

You can find a more detailed list of changes in the changelogs to the right, I list them there whenever I make an update!

I made this mod because I enjoy modding. I don't take money for it and I don't have a team, so if I'm busy with other things or lack motivation, then the mod may not get updated in the future. I don't actually play the game other than to test my mod, but my current plan is to keep updating it for new patches on the day they release - until EU5 comes around!

If you want to use any part of this mod for any other mod, go ahead.
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1,269 Comments
TheNowGamer 14 minutes ago 
I'm gonna do it myself actually, about 33% done. Do i have permission to post link once done?
TheNowGamer 17 Aug @ 12:36am 
I did ask Starri Inori to include the state traits from this mod into theirs but that will take a lot time. As for the resources there are mods that use this mods resources crossed with vanilla, Ik its not the same but its close.
Herr Doctor 16 Aug @ 2:39am 
Totally agree with you guys, it's the best economy-related mod here
SpardaSon21 15 Aug @ 10:53pm 
Yeah, the resource and agriculture distribution is why I downloaded this mod. There's way too many inconsistencies with vanilla distribution for me to play without this or a similar mod.
vflower  [author] 15 Aug @ 8:53pm 
Well it's not like anyone needs to figure out how to do it, it's very simple. It's just quite a bit of work that needs to be done.
jmiller5067 15 Aug @ 8:16am 
Thank you for your work on this mod. It was a great mod that really improved realistic outcomes. I'm sorry to see it die.

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.
vflower  [author] 11 Aug @ 6:01am 
From what I can tell, it looks like wine production in Oregon stayed at this output level during the time period, which would mean roughly 18000 hectoliters per year. The big European wine producing countries produced in the tens of millions of hectoliters per year (similar to today), so for example France would had have roughly 2000 times the annual wine production of Oregon.
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.
SpardaSon21 11 Aug @ 1:12am 
Yes, Oregon did have a wine industry during the game's time, with a recorded 2,694 tons of wine grapes harvested in 1899. Not exactly a lot, but considering the population was barely over 400k a year later when the 1900 census was undertaken you'd need dedicated vineyard space to pull that off.
vflower  [author] 10 Aug @ 5:54pm 
Thanks, I did not know about the iron in Nuevo Leon and since Coahuila is part of Rio Grande in the game, it should probably get the coal from Chihuahua.
I updated the mod with the change, although I still consider the mod to be broken gameplay-wise, of course.
humberto.quijano 10 Aug @ 3:11pm 
On Rio Grande Mexico, there were important mines for coal and iron. That is why Fundidora company was established there.