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⏺ First I'd suggest adding an effect, 'scavenging', which would heavily decrease expected standard of living and boost food security.
⏺ Second radicals should decrease in the aftermath, having a revolution shouldn't exactly be on the mind of most survivors. Maybe also add a massive loss of literacy as survivors would be primarily inclined to favour personal survival.
⏺ Third I've noticed Gold Fields and Gold Mines currently mess the game up, they'll just immediately abandon any other job for it causing any country with them to be stuck in endless starvation. Mayb e a negative to gold fields and gold mines of -100% output for a long period afterwards.
Don't forget you could use is_decaying with some of these, so that maybe at first it's easier for survivors to find still edible food.
also is there a discord for this mod?
This would better represent regional/state/provincial/colonial governments attempting to handle the zombie crisis on their own. Thanks to in-game unrest, they’d eventually break free from their former overlord anyway - just in a more gradual, organic way and richer world-building. For reference, I did tried this in an observer game and it works beautifully.
Another idea that might help performance is implementing a “Zombie Survivor” decentralised tag consolidation for split states. For example, you shouldn’t end up with 2+ separate decentralised Guyana, Jujuy, or Mato Grosso tags just because the region was previously divided between two countries before the zombie invasion. Perhaps a monthly on_action script could auto-merge these into a single entity.
Now, I did a whole lot better than the rest of the world but the mod was very different than my expectations. I look forward to further updates and will keep my eyes on it. I hope to see in the future our ability to fight zombies directly with our armies and also news reports when major cities or countries fall to the zombie menace!