Prosper or Perish No Wild Goose Chase fork
THIS IS A FORK do NOT download at the same time as the original mod.
New game recommended.
RECOMMENDED: Use this mod alongside my other mods Building extension Megalopolis fork and more buildings compatibility fork for megalopolis with the megalopolis mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=3605248168
https://steamcommunity.com/sharedfiles/filedetails/?id=3629461090
https://steamcommunity.com/sharedfiles/filedetails/?id=3628922967
Otherwise i reccomend using the Building extension and more buildings mods.
This version of Prosper or Starve does most of the things you would expect from the main mod, but changes a few aspects. First of all, this mod was made with compatibility in mind for the Megalopolis mods, but it limits population growth in certain ways where the original did not.
Wild goose chase: in the normal Prosper or Starve mod, your population capacity scales with 0.25 of your current population. This means that any modifiers that multiply this by four ultimately just give you unlimited population growth.
Why is that a problem? Many other things also scale with population size. Levy size, for example, would make you mobilize 20 million levies by 1650. This will crash even my beefy PC. So instead, I made it so that as population increases, your levy size decreases. You will still be able to mobilize large levies early game, but you will become more reliant on a professional army later on (it is literally one of the institutions of the game, for goose’s sake!).
Expect a minimum at around 10 million pops per location. If you have settlements—for example, a capital with 50 million people—you will not be able to raise levies there, but you will still be able to raise them from rural locations where the population count is below that threshold.
I tested the sizes, and you should never have more than 100k levies per location, if even that. This also applies to the AI, since it is location-based.
Population is also no longer unlimited, as the current local population size has much less impact on total local population size, at about 1/40th of the original effect. Total building cap now only gives 1/10 of the modifier.
I still managed to get to around 1 billion playing as cyprus. until 1650 with my recommended settings.
RGO size now works more efficiently (1% per level) the more you build them, but they also take 1% per level more time to build.
Construction centre level is now based on total building levels in a location. The calculations are a little wonky—thanks, Paradox—so I’m not entirely sure how this works. Base level seems to be:
1 + 0.08 × dev + 0.08 × buildings,
but I’m not sure how the last part works, while it clearly increases the max level dynamically. Locations with the same building levels can still have discrepancies, and I’m uncertain what it bases itself on.
All rights go to the original creator of this mod Salty.[BOAY] for their amazing work. If you wish for me to remove this mod contact me.
original mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3613232232