Dynamic Society
Changes, reworks and tuneups to make your POPS reach their full glorious potential. Across literacy, qualifications, ownership, politics, ideologies, birth and death rates, there is more nuance and detail. Plus, with literacy closer to its historical levels, and Qualifications reworked, exceptional fast growth is much more difficult – particularly for less progressive powers. Society techs also become more important, particularly early in development.
Latest version v0.8 for Victoria 3 1.1.2
For the full details and latest news please check the Paradox forums:
https://forum.paradoxplaza.com/forum/threads/mod-dynamic-society-qualifications-techs-pops-ownership-politics-v-0-8-for-1-1-2.1560614/
Compatibility? see bottom of the post!
Problems? First please check that you have the latest version of the mod (maybe unsubscribe/resubscribe). Check also that you don’t have other mods. If the problem persists please post a comment!
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***New Changes – Politics!!***
Interest Groups can change Ideology during the game – an extra layer on top of leader ideology. Intelligentsia are no longer Multiculturalist – in fact for most nations they start of Nationalist! Armed Forces can become Military-Industrial. Devout can start to care about social justice, inspired by Liberation Theology and so on.
POPs’ attraction to Interest Groups is more complicated and dynamic with these changes; a low-income POP will be more Devout if the Devout start to care about social injustice, a Machinist will be more into the Armed Forces if they work in an arms industry and the Armed Forces are Military-Industrial.
Landowners and Rural Folk support also reworked – Landowners will get much more support from other rural POPs if there is Slavery or Serfdom in force.
Interest Groups are now upset with more laws they dislike, and made less happy by Loyalists. No longer will the Rural Folk or Trade Unions happily sit there under serfdom and autocracy.
Political Movements are more frequent on issues where there will be more support, and the presence of a Movement has more impact on the law passing.
POP attraction to Interest Groups is less arbitrary and depends more dynamically on the POP’s situation.
There are also additional law-based modifiers. Censorship laws reduce Intelligentsia attraction. Traditionalism reduces Industrialists attraction, though this is usually balanced by Child Labour increasing Industrialists attraction.
***Literacy, Technology and Universities***
Research is slower as base innovation is reduced, and the research cap is lower. Technology spread is a more important route to gaining techs, though it is now heavily dependent on literacy and laws. In short: Low Literacy and regressive laws will really reduce your learning, high Literacy and an open society will see you tech up very quickly. Finishing the tech tree is possible, but difficult.
Literacy is far lower in most countries (other than Western nations and Japan). It depends mainly on the Education institution and POP types; if you are struggling to get education laws passed, then creating more Clerks helps you.
What’s more, education is now dynamic with other laws! Allowing Child Labour and poor levels of Women’s Rights laws now reduce Education Access (Literacy). Even if you have very high Education, if children are still working and girls are expected to grow up as their husbands’ property, your Literacy gains from Education will be much lower.
Universities are reworked! Because of the tech changes, spamming universities is no longer a guaranteed route to success. It’s only worth building universities if you have good laws and literacy. Within the University, there is now an ‘Academics’ production method choice, which significantly influences Innovation output, alongside the level of your Philosophy. Religious Educators do not give much Innovation, but Secular and then – later – Scientific Academics increase output. Relgious Educators do help Authority a bit, and State Academia for communist countries increases Authority and Bureaucracy at the cost of some research.
***Qualifications***
Qualifications are scarce, particularly for middle/high level POPs. You can’t go to Sudan and start building factories there! You must make conscious choices about how to develop. Education investment and literacy is now vital if you want to have Machinists, Engineers and Academics (see above for what’s changed on Literacy). Wealthy shopkeepers are important if you want Capitalists, and if you want Shopkeepers you need other well-off POPs, perhaps Farmers.
These changes are most binding on more backwards countries, but do also prevent winning by construction-spamming by any nation.
There is now more of a ‘funnel’; to get a Capitalist you need someone wealthy, maybe a Shopkeeper; to get a Shopkeeper you probably want a Farmer. To end up with an Academic or Engineer, you will want a pool of literate Clerks to recruit from, and in turn need (preferably literate) Labourers to become clerks. Clergymen are literate, but are very reluctant to change profession, even for money! Slaves will not promote at all,
***Ownership, Capitalists and Shopkeepers***
You have more choice over ownership production methods. Early in the game, you will now want to research Stock Exchange to get Privately Owned buildings and have Capitalists – no longer do the capitalists just appear when you start using lathes! This also fits neatly with the Qualifications changes.
Later in the game Shopkeepers stay more numerous for longer, and there is now a meaningful choice between Publicly Traded and Privately Owned. (In vanillla, Publicly Traded just makes your Capitalists poorer).
***Birth, Death and Healthcare***
Changes to Standard of Living impact birth/death rates. The wealthiest countries now start with high population increases, but they are on the downward slope and will only see birth rates fall as SoL increases. While countries starting to intensivise agriculture and industrialise can see their POPs growth spike.
Tweaked "empty province" threshold impact on birthrate. Definition of ’empty province’ raised from 5000 POPs/agricultural slot to 17500. Effect of "empty province" on birthrate increased. Gives e.g. Russia more of a birth rate bonus.
Healthcare System institution bonuses now affect BOTH birthrate and mortality.
Allowing Child Labour now increases birth rate not mortality (reflecting parents’ incentives to have more children if they can earn money).
France gets a penalty to birthrate, reflecting the historical fact that French birthrates were unusually low
***Compatibility***
Tested with AroAI, and it works well. You are likely to find that ‘backward’ AI powers stay more backward and this affects the market e.g. Russia may not tech up to build oil rigs, -> less Oil production late game. Load this first then AroAI.
Other mods: Likely won’t be compatible if the mod affects pops or politics. Building mods probably do not get the benefit of the ownership changes from this. Other mods – likely to be compatible. Try it and let us know what you find!
Revisions:
Old revisions of this mod are available below. Click the link to download.
