Terra Invicta

Terra Invicta

United Earth
98 Comments
IndyTheCommando 14 Aug @ 6:06pm 
It's only fascist if you make it fascist. Everyone plays the game differently. Remember peaceful diplomatic unification is a thing in this game. You don't have to steamroll every country with armies. I've seen worse out of Stellaris mods, arguably.
Siveen 20 Jul @ 11:44pm 
Nevermind, didn't see Pan-Asian Combine.
Siveen 20 Jul @ 11:01pm 
(for reference: I have a fully unified EU and Eurasia right now (sans their conflicting claims) minus Mongolia and am currently working to get Exec. control of Taiwan (have it for China already).
Siveen 20 Jul @ 10:59pm 
I'm trying this properly for the first time right now and I have a question.
I'm desperately trying to figure out how to integrate Japan into a global EU Nation but from my knowledge so far I don't know how that would work since EU doesn't get a claim on Tokyo?
I have very little experience with Asia aside from Russia so surely I'm missing something here...
Lurgeln 16 Jul @ 5:14am 
lol another thinly veiled pro-fascism mod. Booo
JustADumpling 10 Jul @ 4:14am 
you sold me on Rule Britannia, i need read no more
Kilin 3 Jul @ 11:12pm 
What you can realistically do with this mod right now is use it to create even more mega nations than before as long as they stay within a certain area. If America takes india it's geographic distribution stat would be impossible to control. But if the Pan Asian combine did it would be fine. The geographic distribution stat is a tough one to deal with and if you wanted to make this mod possible that's the main issue you need to content with. It's calculated based off of how much of the population is separated from and how far away it is from the capitol. So like even the republic of the southern cross suffers from this when it takes parts of Indonesia due to how much pop is there compared Australia. It's also why the Eurasian union could never take India. Only China could take the hit due to it's population being comparable.
Kilin 3 Jul @ 10:54pm 
Specifically when it comes to the math you are allowed up to 16 points as freebies for cohesion calculations. these points get deducted due to population, geographic distribution of population, and inequality. My version of north and south america have deductions that go up to 15.9 out of the 16 I'm given. After being given a few points for democracy rating and public opinion I end up at 14.6 which gives me an end cohesion value of 2.16. This isn't enough to keep the country from revolting over time. If I really really try I could probably make this work with many years of effort but once again. What happens if I add even one more country? Oppression might make that work with a powerful military and a gdp per capita of like 70k plus but now we're starting to throw out unrealistically impossible numbers when you want to control the entire world. This is a fun idea but without other modifications you just can't do it.
Kilin 3 Jul @ 10:49pm 
it doesn't seem to be mathematically possible to actually unite the planet with how the systems currently work right without the country being at unrest constantly. Not to mention even if both countries who join will always have breakaways no matter what for whatever reason. I joined just north and south america and with a very low inequality score of 1.5. Yes it can get better but then again this is just north and south america. What happens with more countries?
jond95 22 Jun @ 3:51pm 
I would like a separate mod if you could please. I have a different economy mod that includes a space rework that I really like
Dmitri  [author] 15 Jun @ 9:39am 
To 11. Current version of my other mod (Big Country Economy Rework) modifies breakawys to 0. I need to write a separate mod to do it here, in case people want just the unification, and not IP changes from BCER.
Изобрёл Говно 14 Jun @ 8:25pm 
So is there a way to modify gamefiles or your mod files so there will be no breakaway states, I just want to unite World. I dont want to savescum no i want to up cohesion of all nation to 10 (thatas just insane)
jond95 8 Jun @ 6:39pm 
I would like the toggle switch. Personally I like the idea of a utopia absorbing a mega nation to fix it. It's a expansionist utopia ideology.
Dmitri  [author] 7 Jun @ 2:33am 
Here is what I am thinking. A separate mod, yes. Leave breakaway chance as is, pretty much, but also add a toggle - if a Unifying country has Cohesion between 4 and 6, Democracy over 9, Education over 9, and Inequality below 3, chance of breakaway is 0. Because why would any sane country try to leave utopia? Thoughts?
Dr. Baphomet 6 Jun @ 3:21pm 
Hmmm if I was the author I would either do 2 versions of this mod, with one being UMM-free (like this one) and the other having the edited formula at X=5 (I agree with cohesion at 5 being fair) or make a seperate mod with only the formula change at whatever value that seems desired.
Dmitri  [author] 6 Jun @ 1:25pm 
@Baphomet; The formula is NOT in template files, it's in TINationState C# code. Here is what I CAN do, tell me what's desired:
0. I will NOT be adding anything to THIS mod. This mod does not require UMM install and is simple and lightweight. I'd like to keep it this way.
1. I can write a very simple fix that will change the formula to X-Cohesion. That X could be 10. Or 9. Or 5, frankly, since cohesion of 5 is kinda "ideal". This is what I am doing in my current game by a direct .dll change. And it breaks all Breakaways, basically.
2. I can write a very simple fix that will create a Breakaway at any level of Government. This way even full democracies can just conquest and reabsorb.
Dr. Baphomet 2 Jun @ 2:33pm 
@dmitri
I just saw that you mentioned the new formula as well, but for the commenter asking about Japan, the mega nation that starts in Japan is called the "Pacific Defense League", meant as a counterpart to the pan asian combine I would guess

@Silenced
not quite, remember the formula is 110%-10*cohesion of nation being absorbed so at the highest possible cohesion there is still a 10% chance of breakaways happening
Dr. Baphomet 2 Jun @ 2:29pm 
Basically, if you merge a nation that has 10 Cohesion there is still a 10% chance you get seceding nations (that your mega nation has no claim on), my advice:
Either 1 -
savescum until you merge without issue
or
2 - have the nation that initiates the merge be below 6 Government (breakaway nations can be reabsorbed via war annexation or unifying if you have the executive on the new nation [citation needed on this one, haven't tested this method yet])
Secret 3rd option: someone makes a mod that changes the formula, I myself have tried finding the formula via the template files but haven't found where this formula is located.

2/2
Dr. Baphomet 2 Jun @ 2:28pm 
Unifying 2 mega nations has changed to this formula btw:

For every region R of Y that X did not have a claim on, there is a ( 110% - 10% × the Cohesion of Y ) chance that the region R will secede to form another human nation Z such that:

- Z currently has no regions.

- Z has a claim on R.

- The desired capital region of Z is R.

If no such Z exists, then the region R cannot secede to form a new nation, but it will join any other seceding nation that has a claim on R.
If the Government of X is less than 6, then every seceding nation Z becomes a Breakaway nation of X and all their human armies are disbanded.
1/2
jond95 30 May @ 8:54pm 
Meh I'm enjoying my hardcore Imperator Rome run right now. I can wait
Dmitri  [author] 28 May @ 7:29am 
The fix I have breaks all breakaways, and I kinda got distracted with other games and put this on a backburner.
Lulu 28 May @ 1:25am 
no fix coming, no need to wait a decade, plenty of tools to deal with cohesion to unify countries, skill issue
jond95 21 May @ 4:44pm 
I will simply wait for a fix
jond95 21 May @ 4:43pm 
I would rather not wait a decade to make unity high in every country while trying to unify the planet and annihilate the other factions
Silence 19 May @ 8:42pm 
one way to prevent these breakaway nations from forming is to unify with high cohesion. The higher the better. i think 7 and higher means no states will break away
Dmitri  [author] 19 May @ 2:36am 
There isn't, is there a unifying tech that starts in Japan?
Gilgameskills 18 May @ 7:38am 
is there one for Japan?
Dmitri  [author] 13 May @ 6:01am 
Interim the best solution is to minimize the chance of breakaways, save before unification, and load if any happen. breakawayChance = (11f - joiningNationState.cohesion) * 0.1; Mechanically: claims MATTER, breakaway can only happen if there is a valid claim. High cohesion can lower the chance to have a breakaway, but not minimize it. Cohesion 10 gives a 10% chance per possible breakaway region. Oh, and a region can't breakaway if a conquering nation has a claim on it. Tell me which countries ended up broken away in your case?
Dmitri  [author] 13 May @ 5:43am 
Long story short - looking at the Breakaway code, and assuming I am parsing this spaghetti right, when breakaway happens, in happens in relation to the ABSORBED nation; when that nation "dies", the ABSORBING nation does not inherit breakaway claims. In effect, those breakaway states become "orphaned", and the only way to "reconnect" them is by releasing their original nation, then reabsorbing it back. Is that the behavior you are obserivng? If true, then *I* think it's stupid, but fixing it requires .dll inject, which is out of scope of THIS mod. I will add it to my Big Nation Economy Rework on the next code revision.
Dmitri  [author] 13 May @ 5:29am 
Let me get this straight. You unified EU and OTHER EU (Eurasia), and you had 3 breakaway regions. European Union does not have a claim on those regions? I dropped you Steam invite, ping me when you can, I'd like to investigate this.
jond95 12 May @ 10:11am 
Hey, I love the mod and have been using it for a while but I have run into a problem with unifying nations and rebel states splitting off. They don't have a claim for the unified federation only for the preunification states. For example in my game currently I just unified the EU and Russian Fed. I had three states break away and the only retained claim for the Russian Fed not the unified EU fed. Am I missing something? I did check the comments but haven't seen this happening to anyone else. Maybe it's the new update?
Dmitri  [author] 6 May @ 7:22am 
Let me know, this is an easy mod to fix. No hacking into .dll libraries and intercepting method executions. =)
Silence 5 May @ 7:44pm 
lol thx! But im sure other people will discover small bugs. Theres always a few chinks in armor.
Dmitri  [author] 5 May @ 5:12am 
@Silenced Fixed. If that was the only thing wrong with the mod, we are good to go.
Dmitri  [author] 5 May @ 4:56am 
@ckuchney If memory serves, when two federations unify the more powerful one retains the name and capital.
skuchney 5 May @ 12:07am 
You could probably integrate it by absorbing the EU into Eurasia, then absorbing Eurasia, as a workaround. Assuming that Paris is the only missing state
Silence 4 May @ 11:49pm 
Mod desperately needs to fix the fact that as the US you cant take over the EU or France for that matter, Their capital isnt listed in the group of claims
skuchney 4 May @ 5:19pm 
I'm curious how this mod works with naming. The nations get renamed based on the federation name right? Is every federation now something like "united earth"?
Alpaca 3 May @ 5:38pm 
Great News, Thank you.
Dmitri  [author] 3 May @ 2:09pm 
I am back, the mod will be brought up to speed, but I am currently engaged with my other mod, Big Country Economies Rework. There is quite a lot to be done there.
Fusion 12 Feb @ 7:23pm 
Tried unifying the usa mega nation with the Eu and suddenly all the claims added by this mod vanished and researching the other techs to try and unlock the claims again hasnt worked
Jubisvaldo 9 Feb @ 12:37pm 
please update
Silence 20 Nov, 2024 @ 4:55pm 
Is this a dead mod?
BeyondTilted 26 Aug, 2024 @ 3:24pm 
does this mod change the name of coratia-slovenia to ceres (crs)?
Aregemoth 11 Aug, 2024 @ 7:07am 
This mod is easy to fix - all you need is to change 'France' to 'Paris' in TIBilateralTemplate.json in all 8 projects.
Changed lines should look like
"region1": "Paris",
Hostile 2 Jun, 2024 @ 12:32pm 
wait, is the mod working?
StarFlowerKat 31 May, 2024 @ 6:46am 
Came here to say the same as Dr.Alphabets - Because they changed the Paris region into two separate regions, no other country has claims on the EU, so all meganations have to be united under the EU currently.
Dr.Alphabets 28 May, 2024 @ 9:05pm 
The claim on paris doesn't work with the .4 update btw
AgentCoyle 19 May, 2024 @ 6:46pm 
Hrmm may have misread the initial description, seems you have provided a pathway for Australia to control part or much of the world?! Shall install and check it out. Might end up being me providing the late game save lol...
AgentCoyle 19 May, 2024 @ 6:39pm 
Reiterating Swordsbane and Piginapumpkin's comments. Would love a mod that could do this for other nations, especially Australia. Willing to pay for such update! :)