地球不屈 Terra Invicta

地球不屈 Terra Invicta

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Destroy Factions Permanently (passive influence drain)
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2023 年 12 月 16 日 下午 9:54
2024 年 6 月 28 日 下午 12:03
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Destroy Factions Permanently (passive influence drain)

描述
The goal of this mod is to allow factions to be destroyed permanently if they run out of councilors, influence, and controlled nations. It does so by adding a passive influence drain to all factions that is trivial in normal gameplay, but which destroys the ability for factions that have been relentlessly beaten into the ground from recruiting councilors and reviving themselves.

Human factions have never been particularly threatening in TI, but they make for good distractions in the early game. Towards the late game, however, they're just a nuisance. There's up to 36 AI human councilors running around randomly causing trouble, and if you own a large portion of the world, it can be very tedious to defend against it all. Thus, the ability to destroy factions has been requested many times, yet the devs refuse to budge from their idea that factions=ideas, when in reality, no, factions are tangible organizations with annoying councilors spamming actions constantly.

It's possible to neuter factions in the base game by taking over the entire planet, pushing their faction popularity down to 0, and chain assassinating their councilors. They'll run out of influence and be unable to recruit new councilors, and from that they'll basically be totally inert (except for their space assets, but let's be real, they never do anything meaningful with those). But the problem with this strategy is that even a tiny amount of global popularity (which can happen from atrocities or even random events) can kickstart their influence just enough to where they recruit a councilor and start getting a foothold again. You always have to keep an eye out for their reappearance, which is mentally draining.

Terra Invicta is not a very moddable game compared to some titles, and while the ability to actually destroy a faction permanently seemingly isn't possible, it IS possible to effectuate this with a workaround. This mod adds a -0.8 influence income per day to every faction from the faction headquarters (basically it's just a base value). This is equal to the amount of influence gained from having 8% global popularity, so as long as a faction with no councilors remains under 8% popularity, they'll be permanently unable to recruit new councilors. With this, you should be able to eliminate every other faction in the game!

Killing off other factions early will be pretty difficult since they'll probably have enough popularity from controlled nations to overcome this threshold. But as you move to the late game and take all their nations, it should be pretty easy to do. Some might think this is unbalanced, but I'd say it's more of a QoL mod than anything.

Factions have been given 350 influence to start with (about a year of influence income) to help get established. This mod will be incompatible with any mods that alter baseAnnualIncomes or faction starting resources. I believe some of the cheat mods might do this, but I'm not sure.

I don't play this game consistently, so feel free to update and repost this mod if it's no longer functional. You can also incorporate it into whatever other mod you want. Citing me as the original creator is appreciated, but not required.

23 条留言
MerhunesDagon 5 月 29 日 下午 5:19 
I like this mod but it provokes bugs in the current game version... so I decided to create my version of this mod, but stronger version (-1.5 influence drain from start).

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489964649

Works properly on version 0.4.90. Certainly should work on 0.4.9+ versions, unless a new major update is out.
Tabo 5 月 8 日 上午 7:50 
would be cool if you could maybe upload a "stronger" second mod, I have the problem that I control the entire planet but all factions keep raising discontent and their popularity in my nations so now my agents all have to work overtime to keep discontent low and our popularity at a reasonable level so I I have no spare agents not even a single one to kill enemy agents and focus down a single faction.
So maybe a second mod where everyone can get a hogher -x on influence would be cool.
-Norbert- 4 月 20 日 上午 10:39 
Since the last big patch, I have an issue, which I tracked back to this mod.
At game start the EU is initialized correctly, but every councilor cycle, the current leader of the federation is removed from it, and another country becomes the new leader, at which point the name of the Federation changes to that nation's name.
So it starts as the EU, after the first round of operations, France is out of the federation and it changes name from EU to "Germany." The next round, Germany is out and it switches both leader and name to yet another nation, until it eventually becomes the Intermarium, which it remains as.

Once you re-form the EU, I didn't see any further problems, except that countries that should be in it, either being completely independant or part of the Intermarium, making the start of games rather odd.

After I disabled this mod, the issue went away and new games have a normal initial EU.
Nottrson 2 月 12 日 下午 1:53 
@3_dog_of_the_wasteland

2nd last paragraph. Cheat mod is probably incompatible.
3_dog_of_the_wasteland 1 月 2 日 下午 1:44 
does anyone experiance crashes while using this? it likes to crash about 5-6 assignment phases in almost every time, and im only using this and a cheat mod.
MurMax 2024 年 10 月 31 日 上午 6:07 
Is there a way to make space hubs cost some influence as well? That would bring such factions into situation of full destruction (if you burn all their space assets, then even if they have any space resources, they would need to get some influence to build new ones)
Reman  [作者] 2024 年 6 月 28 日 下午 12:08 
@kenken244
Ah yes, I see that. I've updated the mod such that each faction starts with 2 MC now.
kenken244 2024 年 6 月 27 日 下午 12:49 
I noticed an issue with this mod in the latest patch. factions only start with 1MC instead of the 2 MC they normally begin with, which means that the two factions which start with habs start over their MC cap. in addition, the academy and exodus are missing the boost they normally start the game with which is meant to cover the upkeep on their starting habs
Kishmond 2024 年 5 月 12 日 下午 8:17 
It appears this needs a new game to work. If that's not a bug, please put that in the description.
ASS TO GRASS 2024 年 4 月 14 日 下午 1:39 
Mod appears to be working correctly as of version 0.4.18.