Historical Resources Maybe (Super Light version)

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Author: Zeta-0

Last revision: 13 Jan, 2024 at 01:40 UTC

File size: 2.03 MB

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Description:
Acknowledgment

Historical Population Growth & Resources
This mod is inspired by and references the original work created by Vflower. If you are seeking a deeper experience, please refer to the original mod.

What Does This Mod Do?

Similar to the original, this mod alters the resource distribution on the world map, based on data extracted from the mod linked above. It aims to provide players with a more historically accurate experience. Each region’s resources are now more imbalanced, forcing countries to rely more heavily on trade or conquest as self-sustenance is no longer viable. The mod focuses on minimal gameplay alterations, aiming for high compatibility with as many other mods as possible.

Why Create This Mod?

I admire Vflower’s concept of making resource production more historical. However, I had reservations about certain features of his mod, such as locking population to historical records, which I believe diminishes the player’s ability to forge their own path in the game. Additionally, the aggregation of too many features in one mod can negatively affect compatibility. Therefore, I created this mod to enhance modularity and provide users with more freedom.

I used a Python script to analyze both Vflower’s mod and the vanilla game’s resource settings. Here is the comparison of total global resources in vanilla game, Vflower’s mod and my modified version.

Note: Vflower’s mod overhauls the arable lands system. The total number of historical arable lands in this table equal to the sum of all capped agriculture resources in a region.

I discovered that most resources in Historical Population Growth & Resources were increased compared to the vanilla game. Which seemed contrary to the intention of emphasizing resource limitations. I extracted the resource data from Vflower’s mod and rescaled it to align with the vanilla game’s total numbers. This mod’s resource distribution follows the original mod’s settings, but the global production maximum is kept similar to the vanilla game. While the vanilla settings are not perfect, I use them as a benchmark for further adjustments based on test runs and player feedback.

What Changes Does This Mod Make?

Compare to Historical Population Growth & Resources, this mod:

  • Restores the arable lands system and livestock ranches to the vanilla game setup.
  • Recalculates each resource. The resource distribution follows the original mod’s settings, but the amount are scaled to maintain global production levels similar to the vanilla game.
  • Removes other features and settings to maximize mod compatibility.

Compatibility

This mod is designed to enhance compatibility. It modifies only the map_data/state_region to change the initial resource settings. It functions more like a map, sandbox, or stage, allowing you to build upon it without conflicts with most other mods. To use this mod’s map settings with other mods, simply place it above the mods that change the map.

Potential Issues
  • The mod files were generated by a Python script, and not every region has been individually checked. If you encounter any issues, please let me know.
  • I cannot guarantee a "Truly Historical Experience." My work is based on others’, focusing on migration and rebalancing.
  • The numeric settings, based on vanilla maximum global production, may still be too generous. I plan to release a version with 0.75 times the global resources. If some specific resources are too abundant or scarce, I can adjust them easily by changing the index before generating the mod files, so your feedback is welcomed.