Victoria 3

Victoria 3

Pop Demand Tweak
108 kommentarer
PikaPilot 4. okt. kl. 9:32 
pdx added Sugar to pop needs under the 'stimulants' category in 1.10. does anyone know if this mod interferes with the new change?
népi 27. sep. kl. 18:22 
works with tech & res?
Lemons 27. aug. kl. 12:36 
Could you make a compatch for the Economic & Finance mod? It introduced currencies which pops also consume
Ferrous  [ophavsmand] 13. aug. kl. 20:57 
@1765133541
ill test this this weekend
1765133541 13. aug. kl. 17:59 
@Ferrous
I think the change of people's need make a difference in the consume of opium in different contaries,and I find that planty of country will wrongly meet it except Great Qing
Ferrous  [ophavsmand] 13. aug. kl. 0:41 
@1765133541
This doesn't touch that though
1765133541 13. aug. kl. 0:11 
opium_wars_events cannot happen in Great Qing if I use the mod,and I think it is a bug
Ferrous  [ophavsmand] 1. aug. kl. 22:16 
@Scanz
that... shouldn't happen because this mod very specifically doesn't give cars a minimum demand
Scanz 1. aug. kl. 9:21 
i think im found a bug.
when in the world no body cant produce a car, trade center can import it from world market, cuz pop demands
Ferrous  [ophavsmand] 3. juli kl. 20:17 
sounds good
chrism 3. juli kl. 13:14 
Thanks, I've just read it in your desc above. During 1836- there was appr. +200 meat available, after deactivating the mod meat-avail. changed to -150 with according share% and price increases. Anyway, let's see what the devs will come up with until the final v1.9.6, then I'll try again. :-)
Ferrous  [ophavsmand] 3. juli kl. 7:59 
@chrism
I should reiterate, even though i've stated it in the mod desc, that goods substitution doesn't work off of price, but availability. So the fact that meat is cheap doesn't change anything by itself, and that is WAD/WAI
chrism 3. juli kl. 3:56 
True, balancing is a tricky thing, but you've much experience with it. My thanks, as always. :-) I didn't watch the meat market for about a year (1836-) until I realized the meat share of appr. 8% in food security (35% were services) despite an ultra-low meat-price. The meat share didn't rise however, so I deactivated the mod and continued. Now in 1838 the meat-share is at 13%, with actual under-supply of meat and an above-average price.
Ferrous  [ophavsmand] 3. juli kl. 1:25 
Also i want to point out i was happy with the balance on 1.8 and 1.9 introduced the world market, so if anything things already should be easier in 1.9 anyways
Ferrous  [ophavsmand] 3. juli kl. 1:19 
@chrism
Hey chris, when i tested the mod in 1.9 the market stabilizes after a while, so im curious how long you let the game roll with the mod edits.
But the long and short of it is that the mod is not intended to make the pop's life easier, 1836 ain't an easy time period anyways. Famine being present sounds like a plus to me, at least until refrigeration is unlocked
chrism 3. juli kl. 1:09 
Hello Ferrous. :-)
In regards to v1.9.6beta (but also seen in previous versions): I started with Austria and immediately got meat sell-problems (again) - especially a very low meat substitution rate in 'food security' - which seriously hampered my ranch productivity (despite of much needed fabric) and made food (security) overall more expensive for my pops.
Comparing your 00_pop_needs.txt file with the current one there are quite some differences in regards to weight and max/min supply share. I guess the use of 'services' as substitute good also influencess the food distribution (maybe too much)?
After deactivating the mod the food substitution improved and food prices overall got better.
Ferrous  [ophavsmand] 2. juli kl. 21:21 
@Xinjiang Uterus Collector
Services is also substitute for all other needs so its not that it went into the majority of basic food but i can see why the UI might lead you to think that
Xinjiang Uterus Collector 2. juli kl. 13:12 
I like the mod overall but I think services should not substitute for basic food, it causes a majority of basic food to come from services in most of my games which doesn't make sense if the food isn't produced in farms etc.
Ferrous  [ophavsmand] 17. juni kl. 11:32 
@Memir Masher
I'll have to play the game a little before i'd know lol
Memir Masher 17. juni kl. 11:22 
Heyyyy I love your mod.

When will you adjust the changes to include Prestige Goods?
Ferrous  [ophavsmand] 17. juni kl. 8:37 
OK for 1.9.0.
Excited to see how this mod performs with the new global market
Princess Starfire 3. juni kl. 9:03 
Thank you for the quick response!!
Ferrous  [ophavsmand] 2. juni kl. 11:03 
@nickrood45
It might be partially compatible if you load that mod below this one.
Since that mod adds new goods it won't be completely consistent though.
If there are enough demand for a compatibility patch i might drop one once the new patch is out and i'm back on vic3 (for now im playing stellaris)
Princess Starfire 2. juni kl. 10:46 
Is this compatible with Basileia Romaion 1736?
Andaraxi 3. feb. kl. 14:24 
amazing mod! thank you so much
Ferrous  [ophavsmand] 2. feb. kl. 3:40 
@ferikoleonardi400
that doesn't sound right but noted
Magician of the last century 31. jan. kl. 18:34 
This makes it very difficult to play as Prussia, since the goods shortage it created make the cohesion very low. Resulted in a lot of German minor leaves and Prussia very weak.
Ferrous  [ophavsmand] 22. jan. kl. 12:06 
@Kaptein Kid
Intended behavior
The idea is to reward sourcing the stubborn demands, being a isolationist country should have its drawbacks
Kaptein Kid 22. jan. kl. 11:52 
As Japan, this massively increased demand for sugar. Way past what their closed market can support
Chuck Sneed 22. dec. 2024 kl. 9:10 
Auto-include mod, absolute gold, I like every design decision made here
Ferrous  [ophavsmand] 14. dec. 2024 kl. 17:11 
@Боцман
because the output of subsistence farms are not thorough, that is to say, it doesn't cover every pop needs
Боцман 14. dec. 2024 kl. 16:39 
Why simulate artisans with services when there are "actual" artisans in subsistence farms though?
Ferrous  [ophavsmand] 11. dec. 2024 kl. 3:23 
ok for 1.8.6
Ferrous  [ophavsmand] 5. dec. 2024 kl. 3:26 
ok for 1.8.4
Ferrous  [ophavsmand] 4. dec. 2024 kl. 22:08 
@bukschr
yeah the shortage thing should not be a problem because no building uses service as an input
bukschr 4. dec. 2024 kl. 19:53 
Interesting, I have the notification in about half my states that there is a shortage on services. Might just be a combo of the fact I'm playing Sweden and I have a relatively low pop in subsistence farms and still low urbanization in a lot of states.

I appreciate you looking into it. I originally found and installed it for making urban centers profitable, so glad it is working overall!
Ferrous  [ophavsmand] 4. dec. 2024 kl. 8:10 
@bukschr
I just checked and i think you just weren't paying attention
The demand is actually less in 1.8 with the mod on when compared to 1.7.7 with the mod on.
Ferrous  [ophavsmand] 4. dec. 2024 kl. 7:51 
@bukschr
Allowing urban centers to turn a profit via service demand is one of the goals of this mod.
Though what you said about 1.8 is interesting, ill roll back to 1.7.7 to check
bukschr 4. dec. 2024 kl. 7:40 
I'm not sure if this is new with 1.8 or I just didn't notice previously. In my current game services are under supplied in almost every state I own. Is this just me needing more urbanization across all my states or were some needs adjusted with the update causing issues?
Ferrous  [ophavsmand] 28. nov. 2024 kl. 6:26 
ok for 1.8.3
Ferrous  [ophavsmand] 21. nov. 2024 kl. 2:27 
OK for 1.8
Ferrous  [ophavsmand] 18. nov. 2024 kl. 7:47 
@Zargachi
No, the point of this mod is exactly to replace that file, it is categorical.
The only way this can work with another mod that also wants to comprehensively change that file is via a compatch
Zargachi 18. nov. 2024 kl. 5:43 
could you please update your mod and change the name of the 00_pop_needs.txt file? if you use the same name as the game, the game will give priority to use your file over others, this causes lots of conflicts with other mods that adds new pop needs for example
Ferrous  [ophavsmand] 17. sep. 2024 kl. 8:15 
@teelicht
I checked that mod and I believe I've basically done the same thing already!
You are encouraged to keep loading both mods though if you believe their balance setting is better. But I believe the difference should be negligible!

(the ratio for cars is slightly higher in PDT but both mods have a 50% cap for cars)
teelicht 17. sep. 2024 kl. 0:57 
Hi Ferrous, I really like what you did with this mod. Would it be possible to integrate the changes of the "Automobiles Won't Destroy Your Railways Anymore" mod? I did it manually in my playset and think, it's a sensible addition.
Ferrous  [ophavsmand] 9. sep. 2024 kl. 2:05 
Ferrous  [ophavsmand] 8. sep. 2024 kl. 9:10 
@Arsacides
I was in the middle of making a compatch for MR
gimme a day and i'll publish it
cheb gucci 8. sep. 2024 kl. 6:36 
Does anyone know if this mod plays nice with Morgenrote? I know MR adds newspapers/literature as a good so I think it might cause issues
Ferrous  [ophavsmand] 2. sep. 2024 kl. 6:10 
@GANK
The mod is more or less complete. I will however take into consideration any valid feedback i get in case the mod has issues, in which case i'll push an improvement update.

When paradox updates the game and it changes the goods/needs in some way i'll be there to update the mod as well!
GANK 2. sep. 2024 kl. 6:09 
What are the plans for future updates?