Historical Population Growth & Resources [Broken with 1.9.6 change]
>>> PLEASE NOTE <<<
A change in 1.9.6 broke part of the functionality of this mod. They removed the ability to reduce birth rate for states that are above an arable land threshold.
I don’t recommend playing this mod (although everything else should be working fine) and unless something changes, I consider it dead now.
This mod strives to align gameplay more with the historical realities of the time period, making it less arcade, so it’s not for everyone! It makes the following changes:
- Arable land in states replaced by Population Capacity which is based on population that was reached historically. States get higher birth rates and migration attraction when below their historical capacity, while birth rates and migration attraction are lowered when above capacity (this is a scaled modifier).
- Full rework of all resources on the map, based on extensively researched historical production and known reserves during the game’s time period. Agricultural resources are capped individually as well now.
- Starting setup (buildings, trades) completely reworked.
- Population growth, migration and starvation modifier adjusted
- New state traits added and existing ones rebalanced. Many state traits provide powerful bonuses to encourage specialization in a more resource-scarce world.
- Malaria is present in all states where it’s historically appropriate and its effects can be removed by researching Malaria Prevention, but states that still struggle with malaria today keep the Severe Malaria trait for the whole game.
States with Severe Malaria can be colonized after researching Quinine, states in the Congo and Sahara with Malaria Prevention - Different parts of the world get unique subsistence farms with different outputs, peasant consumption increased, so subsistence matters more for GDP
- Various adjustments to production methods, chiefly for agriculture: less scaling with more technology, so building levels matter more
- Adjusted pop needs to match historical production and consumption better and generate more food demand
You can find a more detailed list of changes in the changelogs to the right, I list them there whenever I make an update!
I made this mod because I enjoy modding. I don’t take money for it and I don’t have a team, so if I’m busy with other things or lack motivation, then the mod may not get updated in the future. I don’t actually play the game other than to test my mod, but my current plan is to keep updating it for new patches on the day they release – until EU5 comes around!
If you want to use any part of this mod for any other mod, go ahead.
Revisions:
Old revisions of this mod are available below. Click the link to download.
