
The second thing to know is if the population of a POP is below 100, it will sometimes merge with existing POPs in the same province, UNLESS you use a promote national focus of the same type in that province. If a Russian craftsmen POP is somehow able to migrate to that province, then all new Russians that promote into craftsmen will start promoting into Russian craftsmen instead of Jewish Craftsmen.

For example: if Russia promotes a farmer into a craftsmen in a province that has Jewish craftsmen but no pre-existing Russian craftsmen, all Russians in that province that become craftsmen will merge with the existing Jewish craftsmen rather than create a new Russian craftsmen POP.

The first is that if you promote a POP in a province, it will merge into an existing POP of the target profession if a same culture POP of that profession doesn't already exist in that province. There are 2 important Victoria 2 programming quirks that are important to this glitch and neither of them are caused by this mod, they are true for vanilla Victoria 2. This method works whether you have pre-existing accepted culture craftsmen in your nation or not. Updates and weekly multiplayer games are organized in the Europe in Flames discord server: The 1914 scenario starts with the Great War already underway and includes event chains to simulate the end of the war. The 1836 multiplayer start is the same as the regular 1836 Grand Campaign except with fewer POPs and fewer cultures (but same overall population) which should help with performance and stability. Many flavor countries and decisions have been inspired by HPM and other mods, with the decisions and events being modified to be more impactful in terms of gameplay and better optimized for game performance.ģ new starting dates have been added: 1836 multiplayer start, 1913, and 1914. General attack and defense traits were renamed and color coded so you can quickly see what bonuses a general gives when scrolling through the general selection box. Mining provinces with high populations won't necessarily output more goods than provinces with small populations anymore and provinces that historically had small populations but high output are now accurately represented. Mine RGO output is now mostly determined by mine size, with every mine in the world only starting with between 5-30k max RGO size. The world bank is set to always be last in the rankings, which forces their POPs to buy goods only after every other country has gotten a chance to buy goods. These POPs will buy excess goods that get produced from the rest of the world which helps keep factories profitable and stops RGOs from getting mass unemployment.

The world bank is an unplayable country that has banker POPs which have almost unlimited demand for RGO goods and a large scaling gold income. The economy has been extensively overhauled as well, with most RGO unemployment and economic crashes being eliminated by the addition of a world bank reserve.
Victoria 3 map mod#
This mod aims to provide more ways to develop your country domestically and it does so by introducing new mechanics, such as the ability to dynamically target provinces for province events, multiple generic decisions for all nations, and a national idea system that allows players to choose from a list of bonuses to their country.
