Victoria 3

Victoria 3

Grey's Soft Pop Adjustments
211 Comments
Kaiser AVH 29 Sep @ 1:28pm 
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 @ 7:12pm 
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 @ 3:48pm 
thanks for updating so fast <3
MasterOfGrey  [author] 25 Sep @ 10:13pm 
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 @ 10:35pm 
Wanted to mention that the mod is curently outdated due to changes to the citizenship laws in 1.10 .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 @ 2:03am 
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  [author] 12 Sep @ 1:10am 
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 @ 11:10pm 
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  [author] 23 Aug @ 5:08pm 
Dude, in the time you've taken to reply those issues have already been sorted with at least temporary fixes, lol
Heitor 23 Aug @ 11:17am 
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 @ 10:29pm 
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  [author] 19 Aug @ 4:26pm 
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 @ 1:56pm 
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  [author] 13 Aug @ 12:05pm 
Thanks for identifying, that one has been on my to-do list to investigate!
LuuBluum 13 Aug @ 10:37am 
@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  [author] 12 Aug @ 12:31am 
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 @ 12:25am 
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  [author] 11 Aug @ 9:53pm 
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 @ 9:34pm 
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  [author] 10 Aug @ 5:43pm 
Theoretically, yes
Vseman 10 Aug @ 5:36pm 
Would this work with realms of exether? As well as econ adjustments or private constructions fix by you?
MasterOfGrey  [author] 10 Aug @ 5:16pm 
Pushed a fix just now
ThiccCat 10 Aug @ 9:08am 
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  [author] 9 Aug @ 7:31pm 
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 @ 3:19pm 
I'm playing as Indonesia and I still get the "Extractive Colonial Administration" penalty being applied over 20 times
MasterOfGrey  [author] 5 Aug @ 4:20pm 
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 @ 6:30am 
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 @ 8:19pm 
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 @ 7:41pm 
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  [author] 3 Aug @ 6:02pm 
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 @ 3:32pm 
@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  [author] 2 Aug @ 9:37pm 
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  [author] 31 Jul @ 10:36pm 
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 Jul @ 10:34pm 
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  [author] 31 Jul @ 5:28pm 
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.)
DivineEnema 31 Jul @ 4:18pm 
I'm only using your mods, so who do I take that up with?
SmilinTurd 30 Jul @ 6:11pm 
Theres been a change of SOL i assume. upper strata wanting >50 SOL...
MasterOfGrey  [author] 30 Jul @ 5:39pm 
That is.... odd, but might be fixed by an update I hope to get out today/tomorrow.
Floofy Woofie 30 Jul @ 5:31pm 
Hey! Love the mods! Though I have a issue with the "MoG_SPA_sol_on_actions" causing desyncs and crashes in MP.
有电脑 28 Jul @ 5:02am 
About the pop growth part, is there a curve shows the differ or more detailed description on it?
MasterOfGrey  [author] 26 Jul @ 7:03pm 
Maybe, idk what law mods you have running - but issues from law mods aren't my problem here.
If your laws are broken, take it up with whichever mods you have that change laws.
DivineEnema 26 Jul @ 4:45pm 
Yea, so that means that rate of migration did change.
MasterOfGrey  [author] 24 Jul @ 8:59pm 
@DivineEnema

Migration LAWS, the LAWS aren't touched in this mod, and those can broken all on their own
DivineEnema 24 Jul @ 6:44pm 
I'm confused, there's a section of your mod that talks about migration. Are you saying that section is now inaccurate?
SplashCode 24 Jul @ 9:47am 
@MasterOfGrey I think it is a bit overtuned, my literacy was around 60% and 20 SoL is extremely high for the time period. I even managed to get to around 24 and was still crippled by radicals because of SoL
MasterOfGrey  [author] 22 Jul @ 5:19pm 
Yes, this mod recently reworked expected SoL from literacy - if you have a lot of population with high literacy and lower than expected SoL then you are going to need to work out how to get them better paying jobs.
SplashCode 22 Jul @ 7:04am 
Does this mod affect radicals? I'm playing as Dai Nam and I still have 25% of my population as radicals because of lower than expected SoL, but I'm at 20.2 average SoL. I have never experienced this in vanilla
MasterOfGrey  [author] 19 Jul @ 6:41pm 
@Alaskan Bull Walrus
Yes

@DivineEnema
This mod has no impact on migration laws, other mods broken migration laws can absolutely impact this mod.
Alaskan Bull Walrus 19 Jul @ 5:22pm 
So does this make it people are more likely to move to good jobs than arable land and become peasants?