Hearts of Iron IV

Hearts of Iron IV

59 ratings
FeedBackGaming Late-game Civs Suggestion
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
64.049 KB
7 Feb, 2022 @ 11:29pm
16 Jun, 2022 @ 8:31am
2 Change Notes ( view )

Subscribe to download
FeedBackGaming Late-game Civs Suggestion

Description
Implements FeedBackGaming's suggestion that having too many civs should give a consumer goods penalty.

Specifically, for each civ over 200, you will get 0.5% consumer goods factor, capping out at 50%. The AI will not factor this penalty into their game decisions, so they will behave as before.

The civ count check is performed weekly, and the precise penalty can be found in the Decisions window.

Should be compatible with most other mods.

Please comment if you get any errors.

You might also be interested in...
Popular Discussions View All (1)
1
16 Jun, 2022 @ 8:18am
Every additional factory get more then 1 factory
koypash1996
31 Comments
Хайпожор 16 Jun, 2024 @ 1:40pm 
i hope it's still working.
Benito Tortellini 5 Jun, 2023 @ 4:49pm 
Is it compatible with Kaiserreich?
Deathwing 9 Jan, 2023 @ 8:51am 
if he is still at war with US, it means he can only delete 1 factory per region per month, if he conquered most allies and soviet, it is a tremendous amount of click to do just for that, seeking 1 factory to delete everywhere ! (given all the region he got, if he didn't puppet everything instead of annexing)
Carl XVI Gustaf's Loyal Subject 9 Jan, 2023 @ 7:09am 
@idontcare I think you could just delete the civs manually. You can only do it if you have normal ui scaling (or whatever it's called) for some reason.
idontcare 18 Aug, 2022 @ 4:24am 
Overall, this is a great mod. The only problem with it is that late game, you have a crap ton of civs, and I literally have 0 factories available for construction because of the penalty, and because I can't convert factories because of lack of civs available, I'm stuck now. Granted I don't really need to build too much to keep going, seeing as I've killed both the allies and the Soviets as Germany and the US is the last left, but still. From reading the comments though, I understand Papa Stalin has fixed this by making the penalty apply because of the number of mils and dockyards in a separate mod.
bigzthegreat 29 Jul, 2022 @ 10:50am 
do you think this works for 1.10
twokwon  [author] 28 Apr, 2022 @ 3:26am 
I don't think I'll be changing this mod any more, since it's meant to be a kind of proof-of-concept based on a video. Definitely follow Papa Stalin's version of the mod for something that factors in more than just consumer goods or civs.
Pro Skeptic 27 Apr, 2022 @ 2:16am 
@Oodler1 interesting thought, not sure if the mod creator has plans to update this mod, my version can definitely be improved
Oodler1 26 Apr, 2022 @ 3:21pm 
I think a very interesting idea would be giving consumer goods factories at least some use. For example, increased political power gain, increased factory output, or increased construction speed. I think increased stability would actually make the most sense logically, but it has two problems, as first of all increased stability decreases consumer goods factories already (which doesn't really make much sense) and stability has a pretty low cap relative to the other stats I listed. If anyone has any ideas on how to expand on this idea I am open to discuss.
Oodler1 26 Apr, 2022 @ 3:21pm 
I think the concept here is that an economy should be restrained from exponential growth by increasing consumer goods after a certain size. That is why it makes sense. However, the suggestions by salamander_svk and Papa Stalin's mod are also intriguing, making it hurt your economy to have to support massive equipment production. However, factories also need to be maintained even when not in use, so it makes sense to have them be paid for even if not in use, although to a lesser extent.