Terra Invicta

Terra Invicta

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[0.4.38] Economic Equalization Overhaul
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24 Apr, 2024 @ 3:33am
10 Mar @ 1:23am
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[0.4.38] Economic Equalization Overhaul

Description
This mod REQUIRES Unity Mod Manager[www.nexusmods.com]. Install using the DoorstopProxy method.

Experimental Branch

The Quick Explanation
This mod makes a country's GDP scale to Investment Points linearly; a country with 100x the GDP of another will have 100x the IP. The effects of most investments scale to a nation's population count, or are more consistent between nations. Some priorities have an increased IP cost, because there's a lot more of them generated across the world.

Philosophy
The following section is a complete copy-paste of what the original author of this mod wrote. None of the following is my wording.

In vanilla Terra Invicta, the way country size, country utility, and country control cost change relative to each other is problematic. A country that is twice the size is not twice as powerful, nor twice as expensive to control. Small countries are arbitrarily good at space programs and military, and large countries are arbitrarily good at welfare and education. These trade-offs are purely the result of game mechanic interactions, and do not capture any reasonable understanding of real life effects of national size, nor create any interesting game strategy trade-offs.

The primary cause of these bad relationships has to do with the cube-root relationship between country GDP and investment points, and with the up to 6 times multiplier on the control cost of a nation its number of control points.

As such, the primary function of this mod is to remove both of those issues. Investment points is a linear function of GDP, as is the control cost of a nation. Surrounding these core changes are a huge number of adjustments to the way national investments work, to account for this change and to otherwise even out the rate that a country's utility changes with its size. In this mod, a country that is twice as large is twice as good, but twice as expensive to control.

In short, the goal of the mod is to remove the unintuitive and unrealistic meta-strategizing that surrounds all choices regarding country management, country unifications, and country prioritization.

Summary of Changes
* Monthly IPs are equal to 1 IP per 100 billion GDP.
* Adjusted the costs of many investment types to reflect the greatly increased IPs for most nations.
* Control Point cost scales linearly with investment points.
* Nations with low GDP per capita no longer have an IP malus.
* Nations with a very low (>5) base IP generation get a bonus. The bonus increases as base IP is lower.
* Nations with a GDP per capita under $15,000 suffer up to a 30% penalty to IPs.
* Investments that affect demographic stats (such as education, inequality, and cohesion) are scaled inversely based on population size. For example, a nation with a population of 1 billion takes 1000x as many investments in Knowledge to have the same effect as 1 investment in a nation of 1 million. Functionally, this means the most important factor in increasing a demographics-related stat quickly is having a high GDP per capita.
* Arrival International Relations, Unity Movements, Great Nations, Arrival Governance, and Accelerando each reduce the CP cost of a nation by 15%. (NOTE: I may buff this at a later date, I'm still playtesting.)
* Economy investments gives an increase in GDP rather than an increase in GDP per capita, though the game still lists it as GDP per capita.
* The aforementioned GDP growth has diminishing returns based on current GDP per capita. Countries below 44k GDP per capita experience up to a 6x bonus, while any country above 44k will suffer gradual penalties.
* Education also has diminishing returns based on the education level. Nations at 0 education get a 4x bonus compared to 10, and 15 has a 50% compared to 10.
* Military tech gain gets a bonus depending on how far behind they are compared to the global max tech level. For every full point behind the max level, a flat and linear 50% bonus is given.
* "Small adjustments to the relationships between things such as education and GDP growth, broadly maintaining vanilla levels of impact" (direct quote from the original author).
* Spoils and Funding investments give a consistent amount of money.
* Research output of nations has been rebalanced; nations no longer generate a flat 7.5 + education level in monthly research. Research output scales linearly with the population.
* The propaganda effect from the unity investment is reduced by 80%.
* The IP hover tooltip is considerably expanded, providing a detailed breakdown of everything influencing available IP.

Changes From Original Mod
* The technologies that reduce CP cost now reduce it by a flat multiplier, rather than by a power. As stated above, I may buff the effect depending on how the game I am currently running pans out. I will ensure there is enough of a CP cap to take over the whole world and get a nice and high GDP everywhere.
* The propaganda effect has been re-enabled. The original author never quite figured out how propaganda works, and neither have I figured it out yet. For now, I've slapped a band-aid on in the form of reducing how much unity generates propaganda. I hope to end up with it scaling with population size one day, though I'm unsure if or when that will be. Help would be greatly appreciated!
* Very small nations now have a minimum IP/month. Some very small nations are practically worthless otherwise.
* Armies cost way, way less compared to the original mod. Currently, they use vanilla values - but this is subject to change pending feedback.
* The IP hover tooltip has been further overhauled. I was always a little annoyed by having to add the various IP penalties in my head or with a calculator to know that IP is being deducated fairly.
* Nations with very low GDP get various buffs which keeps them from being literally worthless.

Installation
The intended way to install this mod is via the built-in mod manager, accessible through the "Browse Steam Workshop" button in the Mods menu (in the main menu).

If you subscribe in this Steam Workshop page, you can easily install the mod by clicking the drop-down menu next to the search bar, selecting "Installed", and then looking through the page until you find the mod. There should be a disc icon on the right side; click it, and it'll install.

If you want to download the mod solely through the in-game mod manager, search for the name of the mod. Once you find it, click the download button on the right side of the window. A disc should appear soon after, click that disk and the mod will install.

When adding or removing mods, you have to restart the game for the changes to take effect. Terra Invicta won't reload for you.

Compatibility
* Incompatible with Priority Investment Change Preview. May crash when hovering over the Investment Points tooltip.

Source Code
GitHub Repo[github.com]

License
Like the original mod, there is no license. As the original author said: "Do whatever you want with the code or files appearing in this mod."
Popular Discussions View All (2)
1
3 May, 2024 @ 1:15pm
Instant Crash from Tooltip?
anon
0
22 Jul, 2024 @ 5:22am
CP cap meaningless / cp cost reduction too high?
Phoenix
45 Comments
explodoboy  [author] 5 Apr @ 12:10pm 
If you're playing on the latest release version, use the experimental branch. If you dislike the rates which investment priorities affect nations, you'll have to download the source code and make your own assembly. Right now, the priority effects are hard-coded and can't be changed by config. I may look into changing that, though.
| Ryuu | 4 Apr @ 10:54pm 
Hi, that mod is awesome. I can't play without anymore. Is it possiable to edit the amount you get per investment? In my opinion, democracy isn't changing fast enough. I know there is a mod for it, but i doubt that it is compatiable with yours.

I may misunderstoud it, but in the mid/late game there is tech which increases the econemy investment by 2% multiple times, but i could never see a change in the gdp amount you get per investment. Maybe i am wrong, but could you look into it?

Ones again thank you for the mod
Planeman5 4 Apr @ 12:22am 
This work for the current update?
explodoboy  [author] 11 Mar @ 12:22am 
Also, I've published the source code. It's for the experimental branch, though; I completely forgot to make a separate copy when updating to said version.
explodoboy  [author] 11 Mar @ 12:20am 
For those wanting to use this with the latest version, I have just released another version for experimental! Be advised that I have not playtested it at all, all I know is that it works. Feedback would be greatly appreciated.

https://steamproxy.com/sharedfiles/filedetails/?id=3442443447
explodoboy  [author] 10 Mar @ 6:48pm 
Update on the patch, it's so far progressing well.
Bob11 10 Mar @ 7:29am 
thank you sir :)
explodoboy  [author] 10 Mar @ 1:24am 
Note that this update is just for the current non-beta release! I'll work on the latest experimental version later.
explodoboy  [author] 10 Mar @ 1:23am 
CHANGELOG:
* IP malus for low GDP per capita has been completely removed. I genuinely don't know why the original author thought this was a good idea.
* Very poor nations (those with an IP generation of under 5) now get a scaling bonus which becomes more powerful the lower their GDP. Small countries (especially Belize) are still weak, but not literally worthless.
// I really want feedback on this one! Especially if you all think I should buff it - I want small countries to be worth caring about, while not detracting from the raw power of big countries.
* Armies' IP upkeep no longer scales with techlevel. Armies cost much less in general now. For now, they use vanilla values.
explodoboy  [author] 10 Mar @ 1:23am 
// This is primarily so that the AI no longer cripple themselves by training up a ton of armies, but I also think it's more realistic. Either way, if you all think it's too low, let me know and I'll turn things up a little.
* Removed army upkeep limit.
// Since armies cost less and small countries have more IP, this crutch is no longer needed. Even the poorest country starting off with an army, North Korea, uses more than 33% of their IP on armies - and they still have more IP than before.