Victoria 3

Victoria 3

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Grey's Soft Pop Adjustments
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24 Sep, 2024 @ 1:18am
29 Sep @ 8:03pm
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Grey's Soft Pop Adjustments

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7.6
*Some weirdness may occur on removal.

In vanilla, several things appear to work 'ok' mostly because Vanilla behaviours are constrained by some few defines that mean it kinda of looks like its working, superficially.
It's not.
When you add in mods or try and unpack specific issues, the cracks start to appear. Which is how it's possible to have states depopulated in the lategame as farmers who are wealthy as and actually living the dream, choose to migrate somewhere else to become unemployed labourers based on nothing more than a whim and a prayer... which reduces the economy of scale bonus of their old farms, making them less profitable, further encouraging the depopulation...
That is, frankly, madness.
It's also madness that you can have virgin land where people could literally sleep in the open while they build their own homes, but yet no matter how high the attraction goes, only 400 people can arrive per week, just because there aren't any railways around...

So, this mod essentially retouches almost everything that happens in the background about how pops think, move, and change.

It also has a companion mod: Soft Econ Adjustments


Features:
Obsessions:
Obsessions are much more likely to develop, but are harder to actively encourage.

Assimilation/Conversion:
Assimilation and Conversion rates have been *slightly* improved.
Additionally;
  • The minimum normal assimilation and conversion has been increased from 1 to 10.
  • -- (does not impact the next 2 points)
  • Discriminated cultures will (very slowly) assimilate based on how similar they are - representing the minority that have always dodged such things historically.
  • Accepted religions will (very slowly) convert to the state religion under Freedom of Conscience or Total Separation - representing institutional advantages.
This mostly just means that small pop fragments will actually disappear inside of a decade. Typically assimilation worth mentioning happens much faster than that, but vanilla leaves many pop fragments that are just too large to consolidate, and just too small to matter. This quietly sorts them out - which substantially improves late-game performance.

Job Satisfaction:
People now care much more about their own situation relative to expectations, than they do about national averages and such like. A farmer with SoL of 26 and expected SoL of 11, will now be much happier about their good fortune compared to how upset they are about bureaucrats in the capital being rich. Also, destitute aristocrats will find new jobs etc.
(They do still compare themselves a lot to other same-strata pops in their own state. Local bureaucrats living the high life will make them jealous still.)

Literacy & Education Access:
Urbanization now affects a pops access to education, scaling up to 20% in a city with >2000 urbanization.
Different modifiers are also applied based on education laws (i.e. the poorest pops are excluded from the benefits of private schools).

Cultural Communities:
Cultural communities linger a bit more with none of the culture present.
Additionally, Greener Grass Campaign will spawn communities of your primary cultures.

Migration:
It would be easier to list the defines that I didn't change rather than the ones I did.
In general;
  • Pops won't migrate if they're satisfied with their jobs, and they'll look for local alternatives before migrating.
  • Total migration is much less restricted by infrastructure, but is suppressed more heavily by the presence of unemployed pops.
  • Many more states are now elligible to receive migrants, and this means that low attraction states will still grow if everybody is happy with their jobs.
  • Fewer people will move directly between any 2 states, but people can move more freely - which solves a lot of weird issues with Han Chinese migration.
  • Mass migrations will happen slightly less often, but be more impactful and less restrictive in their targeting.

Population Growth:
The population growth rate curve encourages higher growth when the early benefits of industrialisation start to be realised.


This mod has been set up to overwrite any conflicts, simply because it's such a deep rework that things will break if you get half and half of it and something else. (i.e. IF something touches the same things, and you get half and half, your pops are gonna do weird stuff. -> So for the stuff that it touches, it's set up to take priority, but very few mods touch the same things as this.)
This means it is effectively compatible with anything.

Having said that, some specific callouts:
  • Morgenröte - Dawn of Flavor - Combining Morgenrote with other mods is actually what led me to discovering the issues this mod addresses, so these are compatible by design.
  • Victoria Flavor Mod - Our mass migrations are different, but the outcomes should be comparable. No known issues.
  • New Homelands - This is a particularly good companion mod.
  • All AI Mods - KAI, Smarter AI, etc.

Use my compatches for:

Why?
This makes the underlying system for pop behaviours much more robust, no matter which mods you have installed and what they do to the economy.

Re: Performance, Compatibility, etc.
-> Read the Full FAQ


This effectively supercedes the following mods:
  • 'Primary culture communities' by casual
  • 'Large pops can migrate' by casual
  • 'Common Obsessions' by Justin
  • '[1.7] (JSF)Job Satisfaction Fix' by Joseph.C
  • '[1.7] Migration Fix' by Joseph.C
  • 'Assimilate Discriminated and Homeland Pops Naturally' by Caracus
Thank you to all the listed authors for their work which provided insights into creating this whole-of-system rework.

#Population #Migration
#Growth #Rework
#SPA #GSPA #VTM
You can support me on Patreon: [patreon.com]
Popular Discussions View All (2)
1
25 Sep @ 10:01pm
PINNED: Frequently Asked Questions
MasterOfGrey
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!