Pop Fix
BTW Screenshots are 1870 and 1900. I will do these up better when I am back. New test games need to be done anyways to reflect changes. Same expectations should apply tho.
So what started as just the pop fixes from vtm for use with other mods has turned into kinda my personal defines tweaking mod. You would be amazed at what you can do with that one folder. So heres the list of things I have changed.
1. Pop, pretty much just vtm’s changes but a little more to my liking, around 12 sol your pop should explode to about 2% growth then stabilize by 20. So your highest growth should be from around 1860-1890 which is historically more in line percentage wise. You should still see some huge growth all the way until the 1910s just at lower percentages. Countries that industrialize slower will obviously be different. My changes should also suppress China and India’s population until the the 1880s. Basically rest of the world grows while China, India, and Sub-Saharan Africa stand still (kinda historical more for lag reasons) until the late game. Expect a Global population of about 2-2.5 billion by game end. Lucky if you hit 2 in base game.
This has been addressed in 1.9!!!!
2. Migration, so I changed a couple lines and fixed migration. More migrants to empty states essentially and more frequent mass migrations. The western us should fill up from around 1860-1880 as historically then stabilize at around 1 million people per state (depending on arable land). Their should be way less migrations to already highly populated areas (looking at you England) as the extremely high migration scores in empty states will drag people.
3. Construction, so I honestly hate how iron buildings work and it is just a lame pm. So I have changed out iron for steel (saw this first in one of Historical Pop and Resources fork mods) That should help kick start industrial economies from the steel output. I have seen the ai do really good with Kuromi’s AI and this mod. Also increased the steel needs in later pms and added coal to simulate concrete (I know but eh I just wanted to stimulate coal demand in the late game which tends to be low when oil takes over. I played Victoria 2 if you cant tell.) I also nerfed free construction down to 2, this is honestly better for smaller nations, they shouldnt fill up with buildings they cant even use.
4. Reduced the extra goods output from subsistence just a little to stimulate early light industry and to stop a stupid bug (feature) where peasants made more money than laborers.
5. Lowered the canal workers to 500, this should fix like 90% of the problems with canals. This has been done else where I just want it in my mod too cause its the most brain dead fix. *this is the one that is most likely to be incompatible with map overhauls.
6. Changed radicals just a little, should stop getting such insane discrimination revolts (these have been so out of control this patch dear god). Their still gonna happen just not with 10% of a states pop. Also tweaked up bad sol leading to revolts, not feeding your people is gonna have some consequences finally.
7. Diplomacy, I nerfed declared interests for great power and naval projection (less world police bs) and made it easier to form germany and italy. If players abuse it I dont care, I just want the ai to actually form the tags.
New Stuff, might need more balancing
8. France, oh baby, is this gonna take time to fix. I gave them homesteading, I have done this for a couple reasons. One, historically the july monarchy and especially the Second Empire and Third Republic did see relatively high living standards for peasants compared to the rest of Europe. Without getting too deep into modding (and thus breaking compatibility) I decided homesteading was the best compromise.
9. Homesteading, I buffed it back up to the old subsistence output, so any nation with homesteading will have about 2 more sol than a nation without at game start. I think this should better reflect the more rural nature of economies like the US and France in the Victorian period. While also implementing the political consequences of that for France and the US. Should expect more liberalism in France now instead of their autocratic tendencies in base game.
10. Reduced military goods upkeep for infantry/arty, just reduced the small arms and artillery upkeep so armies arent so draining on the ai early game. By mid game it should be about the same.
Shout out to VTM and Historical Pop and Resources, I really only made this mod to take the pieces I liked of both and thought others might enjoy this.
Super compatible unless a mod messes with the defines of these obscure things (most dont) load last if your worried.
My Rec Mod List
Kuromi’s AI
Hail, Columbia! US Flavor Pack (this is a well polished dlc worth of content nothing but love)
Western Clothes Redux
Smaller Cities (and its sub mod if needed)
GDP Ownership Display
Global Stats
Also I made better buildings for ck2, I would have gotten into CK3 modding but honestly, I have tried man. That game’s economy is not fixable, those guys are a bunch of goobers.
