Urza’s Dynamic Population Dynamics
Updated for 2.2.4
1. Drastically increases the flexibility of the job system. Pops will now actually switch to jobs that they’re good at.
1a. This requires us to severely reduce Demotion times. The 5-10 year Demotion times were what forced the developers to make the vanilla job system so stagnant. Kinship from the Harmony tree has recieved a reduction to Consumer Goods consumption to compensate.
2. Reverse the asinine growth prioritization of the vanilla game. No longer will the game always force the least populous species on the planet to grow.
3. Instead, this mod increases growth prioritization for pops that do their jobs well, increasing in value based on the size of the population of the species doing that job. This is to model the competitive advantage of species that perform…competitively, and the exponential growth of such populations. For example, because of the change this mod makes to jobs all your Industrious pops will automatically switch to become miners. Then all of your pops that are industrious miners will grow more, based on how many industrious miners you have.
3a. A similar growth model has been applied to species with economically oriented traits that are not job-specific, such as Communal.
3b. A pop can recieve a growth prioritization bonus once from its job and once from non-job traits. It was impossible to make the system more complex than this within the limitations of the system.
4. The way that unemployment, housing, and pop decline has been tuned so that over time a planet’s population will adjust to fill each job with optimal pops.
5. Some stupid values involving population weights for slaves, that tried to force 50/50 slave/free per planet were removed.
6. The effect that Habitabilty has on growth prioritization was increased, which will improve all multi-xeno economies, including the AI’s
7. Fixed an issue in the base game involving habitabilty and pop decline, that could cause perfectly functional planets with low-hab pops to suddenly experience negative growth as soon as a single high-hab pop immigrated.
-Since 2.2 forced all a planet’s pops to grow in the same slot, a special growth prioritization mechanic was added to traits like Rapid Breeders. A portion of all +/- growth from traits is factored into the chance that a particular pop will grow, this stacks, but no other sources of +/- growth have any prioritization effect, only from traits.
-2.2 also added a new condition called growing_modifier, which can be applied to traits, and can be used to apply a number of effects including growth speed of the growing pop.
-This allowed me to make 15 special traits that increase or decrease the growth prioritization of a pop, without altering its final growth speed at all in any way.
-So with these 15 special traits, and about 16,000 lines of event code, im able to dynamically increase or decrease how likely any particular pop is to grow.
-These traits dont interact with gene editing, xeno-compatability, etc, in any way, all they do is enable me to do something that would otherwise be impossible. In fact, my personal recommendation for the first thing to try with this mod is some sort of Xenophile or Gene-Editing playhthrough. Its extremely satisfying and fun to make a tiny edit to a species on one of your planets, and watch that now more competitive species spread throughout your empire.
For 2.2.3
Medium-High
Alters:
common/defines/00_defines.txt/NPop
common/pop_categories/00_social_classes.txt
common/pop_jobs/01_ruler_jobs.txt
common/pop_jobs/02_specialist_jobs.txt
common/pop_jobs/03_worker_jobs.txt
common/traditions/00_harmony.txt
Compatible with Glavius, though it is unknown whether future editions of the Glavius mod will cause conflicts.
Support:
If you have issues, please condsider uploading a save with a description of your problem here:
https://forum.paradoxplaza.com/forum/index.php?threads/urzas-dynamic-population-dynamics.1148685/
Revisions:
Old revisions of this mod are available below. Click the link to download.