地球不屈 Terra Invicta

地球不屈 Terra Invicta

[Outdated] Economic Equalization Overhaul
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.
Planeman5 2023 年 7 月 31 日 下午 9:30 
Great Mod seriously wont play TI without it... unfortunately some aspects like

- 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.

Seem not to be working anymore.. Just got Arrival Governance and my total CP did not decrease.
Verdiss  [作者] 2023 年 7 月 11 日 下午 5:21 
@dissatisfieduser -- As my "License" states, you can do whatever you want with my code. Literally anything that you want, with no strings attached.
dissatisfieduser 2023 年 7 月 6 日 上午 3:45 
@Verdiss I am working on a mod that adjusts how the unity value affects the democracy value. Is it all right if I base it off your code?
Verdiss  [作者] 2023 年 6 月 26 日 上午 10:20 
@bhirshman -- No, I am not maintaining this mod right now. I can't imagine it's even compatible with the current version at this point.
bhirshman 2023 年 6 月 25 日 下午 4:41 
I've added in a correction for your unity code in UnityEffectsPatch.cs based on my reading of the source code:

__instance.PropagandaOnPop(key.ideology, (float)dictionary[key] * TemplateManager.global.UnityPublicOpinionBaseStrength / (__instance.population_Millions/10f));


Any chance you're still updating the mod?
Femboi Stilly 2023 年 4 月 30 日 上午 9:39 
Is this compatible with Solar Invicta?
Hyme 2023 年 4 月 11 日 下午 5:13 
Does this work with the new update?
Alastor 2023 年 3 月 24 日 上午 8:47 
I'm assuming the answer is yes, but I just wanted to ask for confirmation.

When the economic investment gives a set amount of wealth each time, is that amount still increased by how many economic and resource regions a nation has?
Henrique Lique 2023 年 2 月 1 日 下午 4:58 
is this updated?
TommieBalooTwister 2023 年 1 月 26 日 上午 8:26 
Thanks anyway.
Verdiss  [作者] 2023 年 1 月 21 日 上午 7:53 
@TommieBalooTwister -- Sorry, that's not immediately possible without source code changes. In the future I want to have an in-game mod settings system that allows you to control parameters like that. To be completely honest, I haven't felt particularly inspired to work on this mod for a while, so it probably won't be anytime soon.
TommieBalooTwister 2023 年 1 月 14 日 上午 5:56 
Is there any way to remove the vastly diminshing GDP growth for the higher wealth level countries?
Verdiss  [作者] 2022 年 12 月 26 日 上午 9:55 
Okay so there has to be traces of an older version of the mod somehow, and I don't know how to go about removing them. As I say I've 100% verified that the steam-downloaded files are up to date. You should delete everything inside steamapps/workshop/content/1176470 (the files that steam downloads), Terra Invicta/Mods/Enabled and Disabled (where the mods go when enabled via the in-game manager), and honestly probably Terra Invicta/TerraInvicta_Data/StreamingAssets/Templates (files that get edited by mods and might not be able to return to vanilla state). Then do a steam file integrity check to re-acquire the deleted files, and reinstall the mod. IDK what else you can do aside from fully clean-reinstalling the game.
RZU147 2022 年 12 月 26 日 上午 9:47 
ok, did so, now the IP are way way higher, like 1800 for US, wich fixed the problem, but, didnt you say thats an old version.......?
Verdiss  [作者] 2022 年 12 月 25 日 下午 1:52 
I've just verified that the files are correct on the steam download, and that the upkeep costs are correct in-game. It sounds most likely that something has gone wrong with your install, which is unfortunately fairly likely given the way TI loads and runs mods. My recommendation is that you fully clear out this mod from your install, run the game once or twice without it to make sure everything is forgotten, perhaps even do a steam file integrity check, then reinstall the mod.
RZU147 2022 年 12 月 25 日 上午 11:43 
when hovering over the investmeant point icon. also, not just UI, the US litteraly has 0 IP
Verdiss  [作者] 2022 年 12 月 25 日 上午 9:29 
@RZU147 - In current patch navies should cost 2 IP of upkeep, which is granted expensive but not significantly moreso than in vanilla. The 30 number is a holdover from an earlier version (where IP was 10x as large), I imagine it's just a tooltip I forgot to update. Could you say where exactly you saw it?
RZU147 2022 年 12 月 25 日 上午 2:48 
i think there is a big issue with navies, it says they cost 30, wich means anyone with a navy immediatly has no investmentpoints and dies. noticed this after 3h when the US is withering
Atridij 2022 年 11 月 18 日 上午 11:19 
@Mashallah you can use the mod which doubles CP output from research tree.
Mash 2022 年 11 月 13 日 上午 4:23 
Also please reenable the public opinion impacts from unity and spoils, even if it's not balanced. Having to constantly spend most of my councillors on public campaigns is extremely annoying.
Mash 2022 年 11 月 12 日 下午 1:07 
This mod should add ways to either massively increase CP caps or massively reduce CP costs in the mid to late game. As it stands, the win conditions for some factions (e.g. the Academy) are virtually impossible to do without destroying the planet through spoils or nuclear war, which doesn't make sense thematically.
HiddenSage 2022 年 11 月 2 日 下午 4:39 
Update: It appears this was the result of the update not installing right. After re-subscribing to the mod and fiddling with Unity Mod Manager, it's showing between 500-750 cost per investment point now. Sorry for the false alarm!
Verdiss  [作者] 2022 年 11 月 2 日 下午 3:24 
@Cmdr. Tom Dodge - I'm pretty sure direct investment costs are right, they should be about 500-ish money now. A single investment will produce a larger per-capita effect in a smaller country, as it represents the same amount of absolute $ being distributed over a smaller number of people. Though yeah getting multiple thousands of GDP per capita from a single investment can be a bit silly.
HiddenSage 2022 年 11 月 2 日 下午 3:01 
Just a heads up- While this update is fantastic for keeping the numbers a little more reasonable, it appears to have NOT re-scaled the costs of direct investments. Which can let some very silly things happen with direct investment, especially in smaller countries.

Still love the mod and everything you're doing here, just holding off on using that button until the next patch now!
Verdiss  [作者] 2022 年 10 月 31 日 下午 7:45 
Mod version 0.2.0 is released, do note that this version is medium-hard save incompatible with 0.1.6 due to a shift in IP scale from 1 per 10 bil GDP to 1 per 100 bil. You can technically continue playing, but expect that a lot of nations will suddenly have nukes and a ton of armies.
Strap me to a Missile 2022 年 10 月 30 日 下午 3:03 
@Verdiss I think spoils are supposed to be balanced by global warming, but you can just use nukes to lower the temperature so it doesn't really matter. I always just grab Ireland and Singapore for 100% spoils in vanilla.
Strap me to a Missile 2022 年 10 月 30 日 下午 2:59 
It might be worth making a mode which increases the scaling somewhat without making it entirely linear. I am experimenting with factors of 0.5 and 2/3 (with corresponding constant divisor increases) for my own install.
sheepy 2022 年 10 月 24 日 上午 6:22 
Great mod. It makes the game feel a bit more immersive. The only suggestion I have is to reduce the scaling of everything by one order of magnitude. So ~20,000 Bn GDP would give you ~200 IP instead of ~2000, 180 to build a new army, and so on. I think it would make the numbers just nicer to work with on a purely aesthetic level.
Agraza 2022 年 10 月 23 日 下午 4:43 
I enjoy many aspects of this mod, but the CP calc makes winning conditions challenging. I've been disintegrating most of the world economies, especially those I control, so I can control a larger share of the "world population" as that's a factor in some win conditions.

It's MUCH easier to control large shares of population in Vanilla, which aligns with those win conditions.

Essentially every nation I take I just reduce inequality, authoritarianism, make sure unity is >4, and then either use spoils and funding and let the economy go down so I can control more nations.

In vanilla even with boosting GDP round the clock you can absorb more nations pretty rapidly in the mid-game and easily control the majority of the globe's population by 2040+.
uberwaffe 2022 年 10 月 23 日 上午 12:56 
@Verdiss Great mod!

Any chance to add a config option for having harsher spoils effects?
I'd like to see spoils have larger impacts, i.e. produce more funds but hurt the country in a more significant way (perhaps adding a small decrease to knowledge and unity, and a larger impact on GDP?).

In vanilla I had decided do 100% spoils in a country (relatively good cohesion, GDP, knowledge and government) and it never actually seemed to really 'hurt' the country. (There was some initial drop-off in GDP, etc but then seemed stable).
You would think using 100% of a national budget to rob a country blind would have a larger negative impact.
Socialist Tsar 2022 年 10 月 23 日 上午 12:42 
@Verdiss
Well, the fact that the small EU countries cost very little made it pretty easy, but that's to be expected with the CP changes. Definitely would take more time in vanilla to fully form it but yeah, is probably cheaper.

Maybe if Spoils was made more damaging to the environment and the country, that would solve it being a money exploit. Then funding could be nerfed a bit, making Funding better long-term and Spoils short term
moku 2022 年 10 月 22 日 下午 9:39 
Thanks for the detail write-up on the rationale for changes.

> 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.

1000x more knowledge investment is way too demanding. A country like India will need a long time to climb the education ladder.

Personally, I'd like to see more interesting mechanics to fact in and nation building and concrete things to do to boost the education, rather than adding another abstract investment point.

But I suppose there isn't any mods that can add more underlining dynamics yet.
Verdiss  [作者] 2022 年 10 月 22 日 下午 9:08 
@CenturionsofRome - The only thing that determines how quickly a nation can increase mil tech via standard investment is GDP per capita. A large nation with 50k GDP per capita and 1 billion pop will get the same monthly mil tech as a tiny country of 1 million pop and 50k GDP per capita.

For direct investment, the value you get in direct investing into a country that is small is significantly lesser, by virtue of that small country being unable to build or maintain very many armies. I do not see any reason to change this dynamic, though some changes to mil tech to make low tech level advancement easier is on the next patch todo.
Verdiss  [作者] 2022 年 10 月 22 日 下午 9:05 
@Socialist Tsar - Nothing I changed would have impacted your ability to unify that land within that time frame. If anything, it is more costly on control cost than in vanilla.

Funding/spoils are being watched as something to nerf even further. The issue with funding was that I simply made it competitive with spoils, but spoils are basically an infinite money exploit in both vanilla and the current mod.
CenturionsofRome 2022 年 10 月 22 日 上午 8:52 
You need to take another look at the miltech equations. Currently it is far too difficult for large nations to increase their miltech and far too easy for small nations via direct investment. Espicially superlarge nations with over a billion people.
Socialist Tsar 2022 年 10 月 21 日 下午 3:49 
Also, is gaining funds through nations supposed to be easy?

If I focused a economically strong nation on funding, I think I'd be fully set for the entire game, at the current 3 funds/year per IP
Socialist Tsar 2022 年 10 月 21 日 下午 3:40 
@Verdiss

Being able to form almost the entire EU in 1 year feels very odd after playing vanilla for a while. Nothing wrong with it, just feels weird
Verdiss  [作者] 2022 年 10 月 21 日 下午 12:45 
@Socialist Tsar - I don't see anything wrong or even abnormal with this picture.
Verdiss  [作者] 2022 年 10 月 21 日 下午 12:44 
@Atridij - AI overprioritizing things like armies and nukes is an understood problem, and once I roll out an AI country management rework that ought to be toned down.

@TheHalfwayXBray - Xenoflora growing quickly is maybe a bug but I don't think it is in any way interacted with by my mod according to code. Economic growth is now fairly comfortable in my experience, it's difficult for GDP per capita to exceed reasonable levels.
Socialist Tsar 2022 年 10 月 21 日 上午 5:03