Historical ✔ [1.5.12]

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Author: vflower

Last revision: 12 Jan, 2024 at 19:25 UTC (12)

File size: 10.18 MB

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Description:

My updated, expanded and renamed mod for 1.5!

Light version, more similar to my old mod, here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2881364019

This mod started out with the goal to place resources around the world more historically. It expanded to include a historical population growth mechanic, and now I have expanded it even more! It makes too many small tweaks to list, but here is an overview over important changes:

  • All resource potentials around the world are completely reworked based on historical sources and known reserves during the game’s timeframe. Agricultural resources are now capped individually as well (based on real life arable land and historical production), while livestock ranches are additionally split into cattle and sheep ranches.
  • Arable land is replaced by Population Capacity which is based on historical population data. States get higher birth rates and migration attraction when below their historical capacity, and lower birth rates and migration attraction when above capacity (scaled).
  • Population growth curves are entirely custom and based on historical population trends. Technology is more important for reducing mortality.
  • All inventions are reshuffled based on their historical appearance and research now goes up to era 7. Some new inventions added. Higher penalty for researching ahead of the current era. Universities are now capped per state, cap increased by inventions.
  • Starting literacy is more historical and urban centers now include schools, so literacy will be higher in urbanized states.
  • Construction sector capacity is now increased by urban centers and techs give much less capacity. Construction sectors consume fewer materials but provide less construction, especially the more advanced pms, so snowballing is less extreme.
  • Pop needs rebalanced, more emphasis is put on food and clothing for the masses.
  • Interest group and party attraction rebalanced. Ideologies and leader ideologies rebalanced. Each state gets a base amount of political strength to which wealth is then added for each pop. Voting laws can influence that wealth factor. Aristocrat pops are replaced by Landowner pops who choose their IG allegiance based on laws. Landowner IG is replaced by Aristocracy which is supported by nobles.
  • Subjects don’t join their overlord’s customs union automatically and can choose which customs union to join. AI countries are unlikely to agree to join a customs union if it’s not on their own continent. New customs unions at the start include India, Canada, Australia, South Africa and the Steuerverein. Subjects will agree to trade agreements and trade agreements have a bigger impact on competitiveness.
  • Convoy upkeep for owned states is greatly increased, convoy production is increased and convoy cost for several goods is decreased. The intent is to incentivize colonizers to establish puppets and trade for goods rather than administer big colonies themselves.
  • Power Plants are split into three types. Only one Hydroelectric Power Plant can be built per state, unless the state’s geography (rivers, mountains, waterfalls) allows for greater use of Hydroelectric Power. Pollution is rebalanced, urban heavy industries cause a lot more pollution than tractors on farms.
  • Many uncolonized states have a Hostile Environment trait that prohibits colonizing until Civilizing Mission is researched. Malaria is present in all states where it’s appropriate and its effects can be removed by researching Malaria prevention, but states that still struggle with Malaria today have an additional Severe Malaria trait which is permanent.

Compatibility: Probably not compatible with most mods, since so many files are changed, but anything that only modifies the UI should be fine.

And finally, I’d like to point out that fundamentally, I am making this mod for myself because I like modding (more than playing). If I don’t have the motivation or if I’m busy with other stuff, then it’s not going to get updated. I figured some people may like the mod if I make it public which is why it’s here, but I am not a team of dedicated modders, I don’t take money for this and I’m not trying to create a product or brand. It’s just a fun personal project for me. I’m likely not going to update this mod for 1.6 and beyond either.

If you want to use any part of my mod for another mod, go ahead.