Terra Invicta

Terra Invicta

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[0.4.90] Economic Equalization Overhaul (Experimental Branch)
   
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11 Mar @ 12:16am
6 Jul @ 11:07am
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[0.4.90] Economic Equalization Overhaul (Experimental Branch)

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

Main Branch

The Quick Explanation
This mod makes a country's GDP scale to Investment Points linearly; with few exceptions 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; given equal GDP per capita, they are consistent between nations. Some priorities have an increased IP cost, because there's a lot more of them generated across the world.

Very poor countries get a boost to their IP production, since otherwise they would be literally useless. Sometimes, worse than useless.

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.
* Increased investments required to create new resource/core economic regions, same reason as above.
* Effects on sustainability are less extreme compared to vanilla. Want feedback for this.
* Control Point cost scales linearly with investment points.
* Nations with a very low (>5) base IP generation get an IP bonus, softening the slope toward very low GDP.
* Investments that affect demographic stats (such as education, inequality, and cohesion) are scaled inversely based on population size. The key factor is GDP per capita; the higher PCGDP, the quicker stats change.
* Arrival International Relations, Unity Movements, Great Nations, Arrival Governance, and Accelerando each reduce the CP cost of a nation by 15%.
* 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. Poor countries grow considerably quicker than rich ones. This is balanced roughly around the 2022-2023 GDP growth for the USA and China.
* Education also has diminishing returns based on the education level. Every 5 levels, gain is halved, starting at 400% at 0.
* 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.
* Spoils and Funding investments give a consistent amount of money per investment.
* 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 improved, providing an advanced breakdown of all penalties.
* Nations with low GDP per capita no longer have an IP malus.
* 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[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."
57 Comments
explodoboy  [author] 17 Sep @ 6:14pm 
Yeah, it's definitely to do with Spoils. Thank you for finding it for me. Once again, I'll try to get on that soon but no promises.
Daedwartin 17 Sep @ 5:14pm 
Just in case you needed a look at the error. Split up due to Steam's character limit on comments. Only mod on is this one, Unsurprisingly, the issue seems to be that the beta slightly changes how it handles something with the daily update. My guess here is its likely something to do with spoils just what with how it mentions that in exception.
Daedwartin 17 Sep @ 5:13pm 
PavonisInteractive.TerraInvicta.Systems.PeriodicUpdates.NationPeriodicUpdate.OnDailyUpdate () [0x0001e] in <60e2d249f3bd460f9f07caba7bf5370b>:0
at PavonisInteractive.TerraInvicta.Systems.PeriodicUpdates.NationPeriodicUpdate.OnUpdate () [0x00018] in <60e2d249f3bd460f9f07caba7bf5370b>:0
at Unity.Entities.ComponentSystem.InternalUpdate () [0x0002b] in <71a923f2243a46869ff8bc8b0adc1c52>:0
at Unity.Entities.ScriptBehaviourManager.Update () [0x00000] in <71a923f2243a46869ff8bc8b0adc1c52>:0
at Unity.Entities.ScriptBehaviourUpdateOrder+DummyDelagateWrapper.TriggerUpdate () [0x00000] in <71a923f2243a46869ff8bc8b0adc1c52>:0
Daedwartin 17 Sep @ 5:13pm 
MissingMethodException: single PavonisInteractive.TerraInvicta.TIEffectsState.SumEffectsModifiers(Context,PavonisInteractive.TerraInvicta.TIGameState,single)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.PavonisInteractive.TerraInvicta.TINationState.OnSpoilsPriorityComplete_Patch1(PavonisInteractive.TerraInvicta.TINationState)
at PavonisInteractive.TerraInvicta.TINationState.ProcessPrioritySpending () [0x000c0] in <60e2d249f3bd460f9f07caba7bf5370b>:0
at PavonisInteractive.TerraInvicta.TINationState.DailyNationUpdate () [0x00047] in <60e2d249f3bd460f9f07caba7bf5370b>:0
at
explodoboy  [author] 7 Sep @ 8:44pm 
I'll try to investigate soon, but no promises. I'm busy right now.
Centaurus 6 Sep @ 8:41am 
This is totally to be expected, but the recent experimental patch breaks the mod, creating an exception error a couple days in
Akry 12 Aug @ 1:25am 
nations with very very low populations get so high bonuses that they can reach 150k gdppc, 18+ knowledge and 1 inequality within a year or two.
The small nation bonus might need a cap at somewhere.
Example nations: Suriname, Cabo Verde, Guyana. But there are others. Mainly those below 1 million pop.
RippedWeevil 27 Jul @ 1:01pm 
noticed a small issue starting a new game with this one, I was about 4 months into a new game, took over America and set it to around 30% militech, this usually keeps USA militech ahead of everyone, but suddenly Israel blasted ahead in just 4 months game time, america by then was 4.6 and Israel was 4.64 in militech level, I checked the stats and despite the fact america was putting in 30.2 monthly IP's and Israel was only using 2.3 IP's Israel was blazing ahead at a militech rate of 0.041 per month while America was at a comparative snails pace of 0.012 per month.

I understand for some things it's a good idea to make them scale with country size but this one shouldn't, at least not to this degree I see no reason a country like Israel should out tech america in military science just because it's putting 40% of its budget into military.

if you're still working on balancing this mod, hope this data helps, I tried to include all the values I saw.
mmmfriedrice 13 Jul @ 12:45pm 
@explodoboy.

Fixed now with the redownload. Just strange that the mod manager and the base mod interface said it was all up to date, but we're good now.
explodoboy  [author] 8 Jul @ 1:30pm 
Your copy is very likely out of date. I am 99% sure that the fix has already been provided in the latest version. I recommend verifying your game's files (as it also verifies to make sure your steam workshop files are up to date) and then re-installing the mod, by clicking the disc icon in the in-game mod manager. Not 100% sure that'll work, or that it's even necessary, but it should be thorough enough.