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I'm playing an accelerated campaign, so maybe that is related.
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
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3442443447
* 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.
* 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.
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.
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
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.
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.
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.
"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
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.
* 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.
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.
* 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.
North Korea, for example, should have 2/3 of its IP usable, while its army would eitherwise eat all of its IP/month.
Expect a minimum IP production and fix to very small countries trying to host armies in the near future.
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.
:)