地球不屈 Terra Invicta

地球不屈 Terra Invicta

51 个评价
[Outdated] Economic Equalization Overhaul
4
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
51.939 KB
2022 年 10 月 17 日 下午 4:54
2022 年 10 月 31 日 下午 7:41
4 项改动说明 ( 查看 )

订阅以下载
[Outdated] Economic Equalization Overhaul

描述
This mod has not been updated since 2022. It probably doesn't work at all in the current game, in fact it only vaguely worked in the version of the game it was built for. It's primarily still up because its source code may be useful to someone more interested than I in maintaining a mod for TI.

An updated version of the mod has been created by explodoboy, found here:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3231009939

-

REQUIRES UNITY MOD MANAGER. Modifies the way national economies work, to better represent the way countries of different sizes compare.


PHILOSOPHY
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 EFFECTS
-National monthly investment points are equal to 1 per 100 Billion GDP.

-Countries with a per capita GDP less than $15,000 receive up to a 30% penalty to investment points.

-The control cap cost of a nation is equal to its investment points, which is then split across each control point. Control cost of a nation is no longer dependent on the number of control points, as in vanilla.

-Arrival International Relations, Unity Movements, Great Nations, Arrival Governance, and Accelerando each reduce the control cost of a nation to be to the power of 0.98, 0.95, 0.90, 0.85, or 0.80, depending on how many of these techs are researched. Larger nations benefit significantly more.

-Economy investments gives an amount of GDP, as opposed to an amount of GDP per capita (though the tooltip shows the distributed GDP per capita). This makes all economies grow at the same % rate, disregarding modifiers.

-GDP growth from economy investments has diminishing returns based on current GDP per capita. It is based on an exponential decay function of the country's GDP per capita, which gives a nation with 1000 gdp per capita nearly 6 times the growth as a country with 45000.

-Investment effects that impact demographic stats such as education, inequality, or cohesion are scaled inversely based on population size. You need 1000 times as many knowledge investments to increase education by 0.1 in a country with 1 billion people compared to a country with 1 million population.

-Education increases at a faster rate at lower education levels, and a slower rate at higher levels. This is an exponential decay function that gives 4 times the gain rate at 0 education compared to 10 education, and 50% of the gain at 15 education compared to 10.

-Military tech gain is increased by a factor depending on how far the nation is behind the global maximum tech level, a linear bonus of 50% extra gain per 1 tech level behind the current maximum.

-Small adjustments to the relationships between things such as education and GDP growth, broadly maintaining vanilla levels of impact.

-Other changes to investment effects such as spoils and funding amount to flatten out the amount gained per investment to be constant regardless of country size.

-Adjusted costs of many investments to reflect the greatly increased investment points available to most nations, or to simplify calculations.

-Adjusted upkeep cost of armies to be dependent on the host country's tech level. Armies cost a base upkeep of 1 IP, plus 2 IP per national tech level above 3.

-Research output of a nation rebalanced. A nation no longer receives a flat 7.5 + education monthly research, however its research also increases linearly with population, not at a ^1.1 rate as vanilla.


ISSUES & THE STATE OF THE MOD
This mod is a very early stage, and bugs, unintended behaviors, and imbalances are all but guaranteed. If you encounter a bug, or feel strongly that something should be adjusted, leave a comment on this mod page.

Current focuses for future updates are:
-Bug fixing
-Rebalancing numbers
-AI behavior adjustments

Known Issues:
-Ideological support impacts of the Unity and Spoils investments are temporarily disabled due to difficulties balancing their amounts


INSTALLATION INFO
Version 0.2.0 of this mod is built for Terra Invicta version 0.3.27

This mod requires Unity Mod Manager version 0.25.0[www.nexusmods.com] to be installed on your Terra Invicta executable with the DoorstopProxy installation method.

This mod should not be added to an in-progress campaign

To install the mod:

1: Locate the mod in the in-game mod manager search.
2: Subscribe to and download the mod with the download button (not necessary if already subscribed on this page).
3: Install the mod with a second click to the install button, which replaces the download button.
4: Restart the game as directed by the pop-up.
5: Now open the game and start a new game. If the investment point cost of the lower half investments appears unchanged (I.e. boost costs a vanilla 2 investment points, not 4), the game must be restarted until these values change (typically once).

UPDATING: When updating this mod, it is recommended that you completely delete its files from Terra Invicta/Mods/Enabled and reinstall via the in-game mod manager


VERSION HISTORY
0.2.0 - 2022-10-31:
-Changed IP of a country from 1 IP per 10 billion GDP, to 1 IP per 100 billion GDP, and adjusted all other values to reflect this shift
-Applied a diminishing returns exponential decay to education gain from knowledge, with countries with 0 education gaining 400% the education as countries with 10
-Applied a catch-up bonus to nations military tech levels, equal to 50% additional mil tech gain per 1 military tech behind the current global max tech level
-Spoils inequality, Spoils money, Spoils emissions, Economy inequality, and Economy emissions all now receive a diminishing returns effect from number of resource regions. This prevents unified nations from wildly over-responding to their number of resource regions
-Rebalance to research output, biasing somewhat less to highly educated nations (uneducated nations benefit in their place)
-Added a fifth technology, Accelerando, to the set of techs that reduce the exponent on control cost. With all five, control cost is base^0.80
-True army upkeep is now shown in the investment points tooltip on the nation screen

For older versions, see change notes page


LINKS
github[github.com]
Nexus[www.nexusmods.com]


LICENSE
Do whatever you want with the code or files appearing in this mod.
61 条留言
explodoboy 2024 年 4 月 26 日 下午 3:38 
Thank you!
Verdiss  [作者] 2024 年 4 月 26 日 下午 3:37 
@explodoboy That's awesome! I've linked it at the top of the description, hopefully people who want a current version of the mod will find yours that way.
explodoboy 2024 年 4 月 24 日 上午 4:34 
Got it working, and into a state I'm content with for now. I also re-enabled the propaganda (public opinion on unity) effect. I may or may not update it further to get propaganda working in a way that fits with the mod.

Hope y'all enjoy it, I personally can't play without it and literally didn't when the mod completely stopped working. The only reason I'm playing it at all again is because I managed to get it working.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3231009939
explodoboy 2024 年 4 月 20 日 下午 4:23 
For anyone hoping for an update of EEO, I am currently working on updating the mod to the current latest beta (0.4.19). Most functionality has been restored thus far, though I may not get everything.
saVan 2024 年 3 月 17 日 上午 3:11 
@Verdiss Thanks for answering, I'll take a dive! Still, I was pretty positively surprised about the effects, overall.
Verdiss  [作者] 2024 年 3 月 16 日 下午 5:14 
@saVan - My answer is that you honestly just shouldn't be running this mod in the current game. I haven't updated it in a year and a half, and I know for a fact that updates have broken stuff. That said, if you insist on running the mod, the only way to change the public opinion thing is via a codeside modification. Not possible if you don't know how to code, though if you do the source is free to use in the mod files.
saVan 2024 年 3 月 15 日 上午 5:02 
Which setting would I need to change to give back Unity's public opinion impact? I'd like to test and tweak a bit, because playing this mod with 'Don't Defend my Interest' causes an avalanche of AI public campaigns that I have no way of mitigating otherwise.
TheHalfwayXBray 2024 年 2 月 11 日 下午 4:36 
@Count Selnakis
Cool thanks for the help, I was having another problem, but that was due to my stupidity of when I reinstalled the game I didn't notice that I changed drives, so I needed to reinstall unity mod manger to get the ip change to work again.
Count Selnakis 2024 年 2 月 11 日 上午 7:55 
@TheHalftwayXBray
i too have noticed; a recent patch changed how nations are setup at game start in files, taking fractional completion values instead of flat (so 0.5 instead of 25 for being halfway to completing an space program at game start) however older mods that messed with investment values still have the old setup, so the game interprets that as meaning 'yes this country has 5x the needed starting army IP so better build them all after a day tick'. To correct this, you'd need to go into the mod files and edit the TINationTemplate to make the adjustments.
TheHalfwayXBray 2024 年 2 月 8 日 下午 12:18 
this mod seems to not be working for me, whenever I start a game with it the changes to investment are not changed, besides the army for every nation being really low and making it so that every nation spawns max armies and has almost no ip after the first day.