Terra Invicta
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gone430

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About this mod

This mod reworks country economies such that a country that doubles in size doubles in both power and control cost.

Requirements
Permissions and credits
Mirrors
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 here or on one of the other sites.

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 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: Download the appropriate version's zip file from the Files section on this page.
EITHER 2A: Unpack the TIEconomyMod folder inside this zip into your Terra Invicta\Mods\Enabled folder.
OR 2B: Open the Unity Mod Manager executable, select Terra Invicta, go to the Mods tab, and drag the zip file into the directed box.
3: You should now have a Terra Invicta\Mods\Enabled\TIEconomyMod folder containing a ModInfo.json file, among other things. If so, the mod is correctly installed.
4: 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, completely remove the old version of the mod and replace it with the new.


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

0.1.6 - 2022-10-19:
-Reworked economy investment GDP growth. Growth now receives a modifier determined by an exponential decay function of GDP per capita. This speeds up growth in poor nations, and slows down growth in rich nations.
-GDP gain from resource and core economic regions now has diminishing returns, with the first region giving 20% more growth, the second giving 10%, the third 5%, and the fourth and beyond 2%.
-Additional changes to base GDP gain, and impact from demographic stats such as education, that go alongside the exponential decay system.
-These changes together should result in a country with 20% economy priority gaining 10% annual GDP growth if poor (<15k GDP per capita), 5% if moderately rich (~50k GDP per capita), and <1% if very rich (80k+ GDP per capita).
-Reduced the money gained from spoils by around 40%.
-Reduced the annual money gained from funding by 50%.

0.1.5 - 2022-10-18:
-Added effect to four global technologies (Arrival International Relations, Unity Movements, Great Nations, and Arrival Governance) that reduces the control cost of a nation to be the base to the power of 0.98, 0.95, 0.90, or 0.85 depending on the number of these techs researched

0.1.4 - 2022-10-17:
-Verified mod compatibility with game version 0.3.26
-Adjusted Ukraine's starting build army progress to reflect a vanilla change

0.1.3 - 2022-10-17:
-Changed IP costs of knowledge, unity, and military investments to 1, which fixes a math error causing these investments to be 2 or 3 times weaker than intended
-Doubled the impacts to democracy, unrest, military tech, cohesion, and inequality of all investments. This reflects a change in mod goals to mirror the behavior of larger vanilla nations as opposed to smaller
-Knowledge effects to democracy and education only improved by 33% this patch, as they were buffed 50% in an earlier patch
-Slightly increased GDP growth, and slightly increased the benefit of high education on GDP growth
-Vastly Increased yearly funding gain from the funding investment from 0.2 to 3 annual funding, which now means a funding investment gives you the same amount as a spoils investment after 20 years have passed
-Greatly increased effects of most events that grant investment completions

0.1.2 - 2022-10-16:
-Increased global research amounts by 30%, and increased impact from high education values, to better capture vanilla research values for large/developed nations
-Slightly increased the previously vastly reduced direct investment monetary cost
-Adjustments to AI evaluations of nations based on IP, should be in line with vanilla AI behavior as opposed to wildly over-valuing large nations.

0.1.1 - 2022-10-15:
-Fixed welfare and unity investments increasing, rather than decreasing, inequality and democracy, respectively
-Greatly reduced and equalized costs of direct investment
-Increased education and democracy gain from knowledge priority by about 50%
-Reduced GDP growth from economy investments by about 30%, to be less influenced by education, and greatly increased GDP growth from economy investments for nations with very low GDP per capita
-Adjusted monthly research values to be less impacted by high or low levels of GDP per capita, broadly reducing the amount of research produced worldwide

0.1.0 - Game Version 0.3.23 - 2022-10-15:
-Initial Release



Links
github
Steam Workshop


License
Do whatever you want with the code or files appearing in this mod.