Snow and Furs (Arctic Rebalanced)
This mod improves the playability of arctic regions and makes fur trade economically meaningful, while keeping harsh northern conditions intact.
Updated for 1.1.2 beta
- Reduces extreme arctic population penalties so growth is possible
- Slightly less harsh development growth, construction allowed during severe winter although it’s slow
- Adds a local proximity source and market access buff to simulate sled transportation in winter
- Makes arctic land attractive for migration like other climates
- Buffs fur production and price
In vanilla, arctic locations are stacked with penalties that make long-term development and economic exploitation nearly impossible. Tags like Sweden, Norway, and Novgorod struggle to grow or benefit from their RGO output, making their massive amount of abundant land nearly useless. This mod aims to rebalance arctic climate regions, making them economically exploitable while still retaining harsh conditions. Also strives to add some historical relevance to the changes, not just "winter was cold, everyone died, every years winter turns these lands into a living hellhole".
Arctic climate
- Removed the -33% population capacity penalty
- Reduced development growth penalty from -25% to -15%
- Added a local proximity source to arctic locations (+10)
- Added a market access buff to further simulate winter sled transport (+10%)
- Arctic land is now attractive for migration (experimental, might remove it. Only added it because almost all other climates have it, my own testing has shown that this has no big impact on migration drive, I’m only using it to prevent mass emigration).
- Added a 20% fur output modifier to arctic climate
Severe winter
- Allows construction during severe winter, albeit with a -100% construction speed debuff. (Continental climate has -50% during winter, so I think this is reasonable as it doesn’t do much of a change, instead avoids frustration of having buildings near completion being delayed several months because of severe winter.)
- Food production increased from -200% to -100% (normal winter has -50%, so I also think this is reasonable. Every year shouldn’t have an apocalyptic winter.
Fur trade
- Increased fur base price from 2 to 3
- Reworked pop demand so fur is a meaningful elite trade good (Burgher demand increased by 400%, Nobles demand increased by 50%)
- Higher demand in winter climates (50% for all winter types)
The demands values have been changed back to default values, I am still experimenting wether fur needs a demand increase as of 1.1 on onwards.
1.3 patchnotes:
- Removed the proximity decrease buff and instead added a local proximity source to arctic locations to not mess with other proximity modifiers.
- Removed the extra demands for burghers, nobles and general winter demands. 1.1 has introduced changes to demands and trade, so will wait to see how this works out before tampering with demands again.
1.2 patchnotes (changes already mentioned]:
- Allow construction to progress during severe winter, albeit at a -100% construction speed modifier
- Changed local food production from -200% to -100% during severe winter
1.1 patchnotes (changes already mentioned]:
- Reduced burgher demand from 900% to 400% because inland trade regions could not logicistically fill their demands, specifically Pest, Praha and Nurnberg (while Paris actually managed to fulfill it). There should be no massive shortages in any trade nodes around the world, only minor ones that still make fur trading very profitable.
- Increased nobles demand by 50%
- Added a market access buff of 10% to arctic provinces to futher simulate sledding
This is version 1.3 and balance is still being tested
I am very thankful for any feedback or balance reports. I sincerely hope you enjoy this mod, please let me know what you think!
Revisions:
Old revisions of this mod are available below. Click the link to download.