Terra Invicta

Terra Invicta

[0.4.90] Economic Equalization Overhaul
50 Comments
Core2 1 Oct @ 6:47am 
On 0.4.90
Core2 1 Oct @ 6:40am 
There seems to be a weird interaction with this mod and greenhouse gas emissions. Because i'm in 2026 and the earth is at +5°C.
I'm playing an accelerated campaign, so maybe that is related.
bthgordon 19 Aug @ 5:09am 
ISRAELI SCIENCE IS THE BEST IN THE WORLD
explodoboy  [author] 12 Aug @ 11:07am 
No.
bthgordon 12 Aug @ 8:29am 
Do you have any plans to rework militech gain? I'm running into the same problem someone else had where even small nations are getting massive militech gains of 0.05~ a month or even 0.08~ while only putting in 4 IP points.
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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3442443447
explodoboy  [author] 10 Mar @ 6:48pm 
Update on the patch, it's so far progressing well.
BenderTehRob0t 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.
explodoboy  [author] 9 Mar @ 8:19pm 
I plan on updating this mod to the latest release in the near future, and do some minor rebalancing while I'm at it. Afterwards, I intend on making a separate branch for the latest experimental release.

I have no idea when this will be done, since I haven't played TI since the last time I updated this mod, but I do intend on making sure the mod is functional again.
=(FGR)=Sentinel 7 Feb @ 11:43am 
For anyone curious, this mod doesn't work with the current experimental build 0.4.55 and causes a CTD if you click on any country. My guess is it's because of the new priorities added since this was last updated, but it's worth keeping this in mind for if/when the main branch catches up with that.
SpaceJesus 2 Jan @ 3:18pm 
Hey! I was wondering if you could upload the source code to GitHub, I want to make my own branch of this wonderful mod for personal use.
natebug97 14 Dec, 2024 @ 12:56pm 
Anyone else having issues with recent experimental version?
Tactical Air Conditionner 16 Jul, 2024 @ 2:10am 
hello ! Playing with your mod installed i realised the AI spams armies to the point of having no IP left (due to rampant unrest and miltech increasing army cost of already fielded armies)
This mostly happens on big countries (Eu/US/IN/CH) that field up to 20 army+navy by 2030.
As they deadlock themselves they become kinda easy to outgrow.
Maybe a hardcap on the number of armies based on pop size and/or territory would prevent such deadlocks
explodoboy  [author] 13 Jul, 2024 @ 10:11am 
I can confirm that the mod appears to work for the latest experimental version. Please inform me if any of you notice some issue with the mod.
Frenky 12 Jun, 2024 @ 12:47pm 
It seems that the mod doesn't work on validation
Jay2Jay 6 Jun, 2024 @ 12:39pm 
Oh you're right that it's not a problem against the AI. Because the economic priority has been buffed, the AI under-invests in economy. Unless you are at CP cap, it's generally best to always have *some* economic investment going.

The simplest, but most crude way of changing this would be to change the templates around so whatever the AI does, it will generally invest at least a little bit into the economic priority. A better solution, of course, would be doing a little bit of template modification combined with a lot of messing around with the AI.

Actually this change would be a vast improvement to the game as a whole, because the total output of Earth would go way up. The CP cost of most non-OECD nations is so tiny in this game that most of the AI competitors never even get full up on their CP to begin with

But that may be beyond the scope of what you want to do.
explodoboy  [author] 29 May, 2024 @ 4:57pm 
@Quail
The mod includes a .dll file that requires Unity Mod Manager. The base game cannot load that file.

@Jay2Jay
Thank you for the suggestion. I'm not currently planning on changing the diminishing returns thing (I don't think it's really much of a problem, especially against AI nations), but I do have a few ideas as to how I could change things while allowing poor nations the ability to recover/catch up.
ADukes24 28 May, 2024 @ 12:06am 
I only got this game within the past few months and between the vanilla economy vs. your mod is a night and day difference. It feels like the powerful countries are just that. Powerful. Albeit maybe a bit too much at times once you get into the late game. However the combining of countries is just too much fun, and this mod has definitely made my experience that much better. So thanks, and hope you do keep this updated as the game moves forward in production
Jay2Jay 26 May, 2024 @ 12:01pm 
As I take it, your problem with removing the diminishing returns of gdp growth is due to the fact such a change would further disadvantage poor nations, correct?

If that is the case, might I suggest the addition or modification of technologies that would change the nature of the curve. That is to say, consider it like the sustainability score. As GPD per capita approaches some value, diminishing returns kick in, then raise that value with different techs. Or something to that effect.

This way, poor nations still have a way of catching up, while also ensuring that we don't level out at some arbitrary gdp per capita value we reach at the beginning of the game.
quail 19 May, 2024 @ 12:45am 
"This mod REQUIRES Unity Mod Manager[ www.nexusmods.com ]. Install using the DoorstopProxy method."

"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)."

Can I just install and use this mod through the game? Or do I need to use UMM? cheers
explodoboy  [author] 6 May, 2024 @ 12:47am 
I actually do disagree with the IP malus for nations with under 15k GDP-PC, and it's definitely on the chopping block.

I do, however, strongly agree with the diminishing GDP growth that benefits poorer nations, especially for the AI who are more often than not awful at managing their economies. So, it's definitely staying.
Imperior 5 May, 2024 @ 3:22pm 
* Nations with a GDP per capita under $15,000 suffer up to a 30% penalty to IPs.
* The afforementioned 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.
I find those points very disagreeable. In specific because they just lead to a boring homogeneous world, the numbers just seem a bit too extreme. Lots of countries have ~80k GDP/C and still have a solid growth whereas lots of other countries are poor and have lackluster growth. US and the like come to mind. 6x is a lot compared to values significantly lesser than 1. Especially for playing tall.
Dimi 1 May, 2024 @ 7:21am 
Hmm, any updates on the Github link?
explodoboy  [author] 30 Apr, 2024 @ 1:51pm 
Yeah, I'm aware of that. On my personal version of the mod, I've already tripled the bonus given from that tech in my own playtesting, from a maximum of -25% to -75% cap cost. Which should be roughly in-line with the original mod when it comes to very large nations.

You'll notice it quickly if you rush China. My playtesting run with the mod got to the 2050s with only China due to its sheer population.
rahonbass 29 Apr, 2024 @ 7:28am 
One thing you might want to take a look at, for future updates, is the techs that give Control Point cap. Larger nations can really shoot to the moon in the 2030s and 40s. I am working through another play through at the moment where I am going to unify the whole world under one nation. I'll post the final results when I get there as far as how much CP cost it ends up total.
explodoboy  [author] 29 Apr, 2024 @ 12:59am 
Oh, yeah. I wasn't able to play Terra Invicta without this mod either. Making meganations is just too much fun.
rahonbass 27 Apr, 2024 @ 8:02pm 
Balance feels pretty fair now regarding armies. My two billion pop UEC (all of USA, Canada,Mexico, plus China! 132 trillion GDP!!!) is the absolute juggernaut I could never have created in the base game. Awesome mod and will be one I will not play this game without going forward :)
explodoboy  [author] 25 Apr, 2024 @ 5:07pm 
I meant that I'd like feedback on the balancing. I know it's all working. Thank you anyways!
Count Selnakis 25 Apr, 2024 @ 1:40am 
hey nice work, loved verdiss' implementation and glad to see another maintaining it
explodoboy  [author] 24 Apr, 2024 @ 7:00pm 
I haven't done any playtesting with the minimum IP and army upkeep maximum outside of making sure they work, so I especially want feedback on those two. My goal is to allow developing very small nations while keeping them from disrupting the general balance of the mod.
explodoboy  [author] 24 Apr, 2024 @ 6:49pm 
I've just released an update, the changes are as follows:
* Armies now have a cap of how much GDP percentage they can use. Armies in their home regions can use no more than 33% of national GDP. Armies deployed or doing something can use no more than 66%.
* Nations have a minimum base IPs/month of 1. This can still be reduced by armies and unrest.
* The IP tooltip now properly displays army total upkeep.
* The IP tooltip has been considerably expanded. It provides an even more detailed breakdown of everything that impacts IP amount.
explodoboy  [author] 24 Apr, 2024 @ 1:06pm 
Currently, countries will have at least 1 IP/month, and armies have a 33% IP/month cost limit.

North Korea, for example, should have 2/3 of its IP usable, while its army would eitherwise eat all of its IP/month.
explodoboy  [author] 24 Apr, 2024 @ 1:02pm 
Yeah, I'm actively working on setting a minimum IP/month for very small countries. The mod also has a couple other problems, such as literally crippling North Korea (its army consumes all of its IP more than three times over) which I am working on fixing.

Expect a minimum IP production and fix to very small countries trying to host armies in the near future.
MinosAsterion 24 Apr, 2024 @ 12:51pm 
It is working now for me. Small countries Control Points are so small.
explodoboy  [author] 24 Apr, 2024 @ 12:36pm 
Posted a hotfix, hope this fixes things!
dervorsitz 24 Apr, 2024 @ 12:22pm 
If it helps, I also run:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2982499374
which properly shows up in the unity mod manager for me.

Maybe whatever they did can be helpful? Thank you in any case for the update.
MinosAsterion 24 Apr, 2024 @ 12:22pm 
The log was from the mod manager.
explodoboy  [author] 24 Apr, 2024 @ 12:20pm 
I'll try to get that fixed. This is my first mod for Terra Invicta, so I'm entirely unfamiliar with the mod uploader.
MinosAsterion 24 Apr, 2024 @ 12:16pm 
In fact, reading the logs it says : Error ID is null for the mod
dervorsitz 24 Apr, 2024 @ 12:09pm 
Same, my UMM doesn't even see the mod at all.
MinosAsterion 24 Apr, 2024 @ 12:04pm 
I'm not sure why, but it's not working correctly for me. IP remains the same but the new army prices and other effects are applied. I got Unity Mod Manager and added it through the game.
explodoboy  [author] 24 Apr, 2024 @ 11:54am 
@Zero_Sum_Outcomes
:)
Zero_Sum_Outcomes 24 Apr, 2024 @ 11:40am 
Thx for the update