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silverduke

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Mar 25, 2019
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Hopefully someone from the dev team can respond, but I am looking for a population growth value that is more mailable than "state_birth_rate_mult". I am looking to expand on the turmoil and segregation/acceptance systems to have birthrates be dynamically based on cultural acceptance, standard of living, etc, and was hoping to find a modifier that would work more dynamically in a function.

if anyone, but especially a dev could point me in the right direction that would be a huge time saver and help.

Thank you!
 
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This is a question I would like to have an answer on. I also would like to modify population growth based on POP characteristics. I am in general curious about whether it is possible to have pop specific modifiers like in Victoria II. For example, is it possible to have conversion modifiers applied to POPs of a specific religion?
 
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Hopefully someone from the dev team can respond, but I am looking for a population growth value that is more mailable than "state_birth_rate_mult". I am looking to expand on the turmoil and segregation/acceptance systems to have birthrates be dynamically based on cultural acceptance, standard of living, etc, and was hoping to find a modifier that would work more dynamically in a function.

if anyone, but especially a dev could point me in the right direction that would be a huge time saver and help.

Thank you!
I am not an official developer, but I may shed some light on your question.

When you open the console (by pressing `) you can enter console commands. I entered script_docs as a command and it created several files in ....\Paradox Interactive\Victoria 3\logs where .... is your Documents folder. One of these files is modifiers.log. I have included the file with this post. In this file your can read that there are no modifiers on the POP level. I have seen several state level mortality modifiers that target non-homeland or non-accepted states/pops. Maybe these will bring you closer to what you would like to achieve. I imagine that this is disappointing to you. Like you I would like to fiddle with a few mechanics on a POP level, but seems not quite possible. I guess you could turn to events to act on POPs. I admit that looks wonky.

I hope this post answers some of your questions and will help you along with modding.
 

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Damn, didn't realize that was possible, thank you! Also after doing some more looking, in re: to pop, in defines.txt there are some functions/equations that define the overall population birth and death amounts that can be messed with to create different overall pop outcomes.

re: my current idea I am using the overall pop growth modifier to decrease total pop and increase accepted pop growth to roughly simulate what I am looking for in certain ways, but still have yet to find how discrimination is specifically defined and what exactly its numbers outputs are, nor can I specifically modify different levels of acceptance ie: how the US views Irish immigrants vs English vs African immigrants and in which regions, ie discrimination being lessened in states where a culture has over 20%/30%/40% of the overall populations.

but in a very heavy way, I can use what was found to do a basic attempt of what I was looking for.

re: what you are looking for for pop specific modifications, I would look into how they define homelands and see if you can utilize that in some way to target specific cultures (since in the game cultures have "unique" effects in their homelands; ie not being assimilated to the dominant culture if they live in their homeland).
 
What I want to do:

Have a growth modifier specifically for subsistence farm pops, with rapid growth as long as there are open subsistence jobs, and flatlined growth as soon as subsistence jobs run out.

Anyone know if that's possible?
 
I’m onto something similar here. But a) I haven’t managed to make it work yet, and b) I don’t know if something like that could apply to specific buildings. I think birth rate only applies to state level?

PS. If anyone knows how to make the below work would be much appreciated!

Code:
state_birth_rate_mult = {
    if = {
        any_scope_state = {
                state_region = {
                        is_homeland = french
                }
            }
    }
    add = -0.95
}
 
I know it's been a while, but has anyone made any progress with this?
Outside modifying total birthrate and accepted birthrates (ie -100% birthrate +120% accepted birthrate) or creating events that utilize standard of living modifiers per culture, I have yet to find anything that modifies discrimination, birthrate, or poverty death/birth rates.

In the defines section you can change the level at which something is considered poverty/overpopulated, etc, but messing with those numbers can cause massive disparity in total birthrates, nothing targeted.

tl;dr: accepted births vs birthrates, specific discrimination by culture modifiers and birth/death/poverty in the defines file are all I have found so far
 
Outside modifying total birthrate and accepted birthrates (ie -100% birthrate +120% accepted birthrate) or creating events that utilize standard of living modifiers per culture, I have yet to find anything that modifies discrimination, birthrate, or poverty death/birth rates.

In the defines section you can change the level at which something is considered poverty/overpopulated, etc, but messing with those numbers can cause massive disparity in total birthrates, nothing targeted.

tl;dr: accepted births vs birthrates, specific discrimination by culture modifiers and birth/death/poverty in the defines file are all I have found so far
I see, that's all I could find as well. Hopefully they or somebody can create a code that can modify discriminated pop growth, i was hope to add a modifier to Afro-American enslaved pops, because the US during that time had a human breeding system that forced many people to bear more children as a result of the decline in the slave trade. As horrifying as it sounds and was, I want to put it in the game since it's my history. I did find a modifier that could increase or decrease the fertility rate of workers of certain buildings, so that could directly impact slaves, but definitely not pops, so France can't be simulated either.
 
I see, that's all I could find as well. Hopefully they or somebody can create a code that can modify discriminated pop growth, i was hope to add a modifier to Afro-American enslaved pops, because the US during that time had a human breeding system that forced many people to bear more children as a result of the decline in the slave trade. As horrifying as it sounds and was, I want to put it in the game since it's my history. I did find a modifier that could increase or decrease the fertility rate of workers of certain buildings, so that could directly impact slaves, but definitely not pops, so France can't be simulated either.
Can you tell me what this modifier is and where it is?