Terra Invicta

Terra Invicta

[0.4.90] Economic Equalization Overhaul (Experimental Branch)
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.
explodoboy  [author] 8 Jul @ 1:21pm 
I thought I already fixed that. Must've forgotten to update. Uploading the fixed version now.
mmmfriedrice 7 Jul @ 7:30pm 
Hey, oppression IPs are *increasing* unrest when set to negative (default) values in the mod menu or in the xml. I have to set the value to a positive value in the XML to get it to suppress unrest.
explodoboy  [author] 30 Jun @ 6:10am 
Military tech level represents more than just armies. It represents local forces, and you do need to give all your soldiers (including the ones who represent region defenders) guns and equipment.
ForThebreast 14 Jun @ 10:16pm 
A question,military level increase shouldn't change with population,we don't need to give every person a tank
explodoboy  [author] 14 Jun @ 7:13pm 
@piddyx
I believe that it should work with the latest version. If you get a crash, let me know.
piddyx 13 Jun @ 11:31am 
Please excuse my ignorance, but is it correct we need to wait for an update for the newest version?
piddyx 13 Jun @ 10:54am 
@Lulu, however, China's bridges fall down in a few years, while other countries stand for a hundred years.

The laws of economics also affect communist countries to a degree, so they can produce all they want at the cost of their economy.
explodoboy  [author] 6 Jun @ 2:47pm 
Most country stats increase proportionally to GDP per capita, not IPs.

A country with double the GDP/PC increases its Government stat twice as fast.

The main issue with the mod's balance is that AIs are terrible at managing economies, so you end up outpacing the AI. This especially is true for the Alien Administration, which you *will* win against if you just let it rot from the inside. It's *always* a good idea to invest in the economies of your countries, unless you're running up against the CP limit.

I'm not yet sure how to navigate that issue, though. I'm not very knowledgeable in TI modding. I do intend on trying to patch up the AI so they don't so easily break down, at some point.
Lulu 6 Jun @ 5:11am 
auocratic governement are good at building at scale and fast because they dont have or care about regulations the same way, watch china build a bridge in a night and us taking two years. Granted build and job quality is atrocious, its mostly to make the point. Agraza is right, making ev cars mandatory for example would not be possible in a democracy compared to a dictatorship.
Blue 6 Jun @ 3:57am 
@agraza
The question is not wether autocratic states can enforce green tech and inequality, but if they should. Why should an autocratic dictator use his power to enforce public transit? He needs to keep his elites that control the government happy, aka his high ranking officals, the police, military and maybe some rich industry magnates. His power does not come from the people, so any resources spent on the poeple are ones he cannot used to make said elites happy, weakening his position as dictator.

As for government increasing to fast, for me that only only applies to rich nations with lots of ip, where the mod in general has balancing issues.
Agraza 19 May @ 3:16pm 
i think government and environment improve far too easily. economy should negatively impact environment to a strong degree until greener techs are achieved. I gather government is just bugged from some comments, but it goes up too easily rn.

i also think high cohesion could reduce the negative impact on both environment and welfare from economy. autocratic states can enforce mass transit and adoption of new tech more easily than highly democratic states.
Blue 2 May @ 6:20am 
@Lulu you can edit the sourcecode by cloning the github repository.

Democracy increasing with Oppression is correct in the github, just not in the assembled .dll
Lulu 27 Apr @ 5:57am 
completely destroys the ai, who is not capable of taking large countries unless servants or by accident. A shame, I dislike how big nations are nerfed in vanilla, but this isnt a satisfying solution....

maybe the best of both world ? Like a huge bonus to small nations on top of the scale of the big ones ? Cant find how to edit the mod for that though
TheUberUnicorn 26 Apr @ 1:01pm 
I giev you fierst 5 star reveiw if you fiex gamme
TheUberUnicorn 21 Apr @ 10:01am 
Oppression is reducing Unrest by up to 6 the higher the Unrest is. At lower Unrest values, the Oppression priority doesn't reduce Unrest as much. Also, I still get positive values for the Government effect from Spoils and Oppression. Democracy is constantly rising in the world, which isn't a bad thing necessarily, but I like to RP as an Authoritarian state.
ComradeSilver 21 Apr @ 9:47am 
Ie when a country gets a very high unrest level, in example for my game USA, what happens is the oppression effect all the sudden reduces unrest by a huge amount.
ComradeSilver 21 Apr @ 9:45am 
oppression seems bugged
McClain 17 Apr @ 9:08pm 
I thought that the new oppression and exofighter investments weren't fully implemented in your current build. I will test it again tomorrow.
explodoboy  [author] 16 Apr @ 8:19pm 
Should already work for the latest version. If not, specify what is going wrong.
Князь Владимир 15 Apr @ 12:26pm 
Dear author, please update
Zethar 15 Apr @ 7:47am 
> 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.

The drop-down menu where? Next to what search bar? It would be good to improve the installation instructions with more specificity.
McClain 8 Apr @ 6:05am 
It might also we worth adjusting spoils rate. Currently, you can generate more money from spoils in a month than the entire net-worth of the nation you are spoiling. Which while not entirely broken from a game-play perspective, it is somewhat logically confusing.
TheUberUnicorn 5 Apr @ 7:34pm 
Thank you so very much! I liked this mod so much that I was looking into modding this game myself. I have a high respect for modders and wish you the best of luck. :)
explodoboy  [author] 5 Apr @ 7:05pm 
Thought I uploaded the Government effect for Oppression. Will try to do that soon.
TheUberUnicorn 5 Apr @ 2:37pm 
I humbly request that you fix the Oppression and Spoils priorities as they currently increase Government rather than decreasing. I understand that a Main branch update was just released for TI, and that an update may take some time. If you are already working on an update, then I thank you. :)
explodoboy  [author] 4 Apr @ 1:59pm 
Probably. It was working in 0.4.76 just fine.
Planeman5 4 Apr @ 9:53am 
This work with the most recent update? or does the update change IP of states
MinosAsterion 31 Mar @ 4:07pm 
Something is bugged in (opression, repression. It gives goverment and at the same time it decreases unrest by whole numbers. I erased all the unrest in a turn (3+)
asaxander740 31 Mar @ 2:04pm 
Hey are armies more expensive in this mod? Cause I think that they are now twice the cost they were than in vanilla.
explodoboy  [author] 24 Mar @ 6:53pm 
Oops. Updating the repo now.
Riddley 24 Mar @ 12:16pm 
Both your nexus and github are wildly out of date, making it difficult to download the files...
leemars99 21 Mar @ 10:58am 
also economy priority is so powerful that i can easily dev EU to 200000 GDP per capita by 2040. Although I definitely enjoy this OP EU with ~1500IP, 10K research output, 52K money output and ~600 mission control, I am just not sure whether this is your intention or not
leemars99 21 Mar @ 10:47am 
opppression priority seems unbalanced. I tried to increase unrest in USA and the AI clean all ~4 point of unrest in 1 single day
VaultCommnder 21 Mar @ 8:10am 
Thank you for this update.
TheUberUnicorn 20 Mar @ 2:31pm 
does anyone know how to rollback to 0.4.71?? I updated and then found this mod reupload (thanks btw I love the mod)
祈凛 20 Mar @ 12:20pm 
Applicable to 0.4.71
祈凛 20 Mar @ 12:19pm 
I love this mod!:mhwhappy:
RuudIXXXXXI 20 Mar @ 9:22am 
I wanted to change some of the priorities in your/this mods TIGlobalConfig. But the changes don't seem to load? I did restart and tried somethings but nothing seems to work. I even tried to remove all the defined priorities from your/this mods global file but it still loaded the priorities as is. Anyone have the same issue, or better a fix/workaround?
Arphar 19 Mar @ 2:17pm 
It seems like the opppression priority added in the experimental branch doesn't work correctly, removing all unrest and increasing government slightly.
Spoils also increase government slightly.
MattS 15 Mar @ 11:57pm 
Just tried it - appears to work at the moment.