Hearts of Iron IV

Hearts of Iron IV

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Millenium Dawn: Spice Up Changes and Balancing
   
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Jun 29, 2023 @ 6:02pm
Jul 27, 2023 @ 7:27pm
5 Change Notes ( view )

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Millenium Dawn: Spice Up Changes and Balancing

Description
Updated to be compatible with at least version 1.8.7 of Millennium Dawn.

Changes:
00_buildings.txt - increased construction cost of factories/ main buildings by like 40%. Others by about 5-10%. Felt as though many advanced economies or small countries filled all of their slots too quickly/ economies just grew too quick.

99_AC_scripted_effects.txt - increased costs of factory/ main building foreign investments by almost 2x and others by about 33%. As with construction cost increase, I felt as though economies expanded too quickly compared to real life, many countries hitting their peaks by like 2010 (due to building slots).

00_buildings.txt - added fuel drain for all factories. Civ factory consumes the most, mil and dock next, office the least. Note, it'll show us as a "base fuel gain" variable when you hover over oil at the top, this is netted against the change below. Also buffed the synthetic factory by 60% oil production but increased the cost by 50%. This makes it use less building slots in a way to accomplish the same outcome. All of this encourages more trade of oil/ the battle for resources, increasing importance of trade lanes too.

MD_defines.lua - added base fuel gain to all countries to allow small nations with roughly 15 factories be neutral/positive. Didn't want it to be prohibitive for small nations, although it does unintentially make it so small nations basically never have to buy oil to fuel their tiny armies.

00_resources.txt - made it so you get 12 oil per civ when trading instead of 8. This should increase the amount of countries having their oil bought as countries where it is bought first usually will run out faster. Also made fuel drain from factories higher to compensate so this change doesn't make it cheaper to trade for oil.

00_buildings.txt - increased fuel capacity for infrastructure and fuel silos by 8x and 1.5x, respectively. This was to help managing fuel with the above changes.

00_money_system.txt - increased resource income of all resources by about 5x apart from oil which didn't change apart from the next change listed. All other resources had such miniscule resource incomes that I wanted to buff it, I still wouldn't call it a lot at all. All of them combined are still less than oil, not sure the realism behind this though.

00_money_system.txt - changed the oil price from being stagnant to updating once a year, tracking real life as close as possible using natural gas and oil benchmarks, including the world inflation rate. Year 2000 amount was reduced by 5% to allow for overall more balance of what is next described. The average price between 2000-2011 increased by 22% from the base mod amount while 2012-2022 decreased by 16% from the base amount. Years 2023 and beyond have been left at a stagnant amount, the same as it was in year 2000 for the base mod (without that 5% reduction described before). This give oil revenue a 4% buff overall between 2000 and 2022.

industry.txt (and technologies.gfx) - added a new technology research that branches off of construction, just like excavation. It expands building slots by 6.0% at each level, just as vanilla does and almost every other mod (at least in terms of having a technology that expands building slots). I also added AI weights so they only get this tech when they are low in building slots or they have run out of stuff to research apart from those that would have a research ahead penalty.

MD_defines.lua - increased max building slots for a state from 56 to 70, to accommodate the change above. Note, the UI when you click on states hasn't been updated so you can't see the extra building slots/ the buildings in those slots, they still work though from what I've tested.

industry.txt/ engineering.txt - changed the AI weights for the "artificial intelligence" line under the electronics research tree and "nanofibers and 3d printers" line under the industrial technology tree to increase the likelihood they take it earlier. By default it only encouraged high GDP per Capita countries to get it but that just seems to nerf the AI because as players, I think we get it much earlier irrrespective of GDP per Capita because they are decent buffs. I would see even highly advanced countries not taking them for a long time.

AA_corruption_laws.txt - added .5pp gain to highest corruption, going down by .05 per lvl. Felt like higher corruption levels should have some type of buff.

AA_law_economics.txt - increased stability gain for higher economic lvls and decreased construction bonus across the board. Seems reasonable, was basically nothing before.

aa_law_economics.txt - slightly decreased consumer goods effect of export laws. To me I liked how it was in vanilla where trade law didn't affect consumer goods but didn't want to get rid of it so I lessened the effects.

zz_power_ranking.txt - added -2% interest rate for superpowers, then -1% for great powers and -0.5% for major powers on debt. Bigger countries in terms of economies typically are "too big to fail" so added this.

00_money_system.txt - decreased multiplier of personnel costs based on GDP per Capita by 25%, noticed approximately a 18% reduction in military operational costs (when you hover over in budget menu). I feel as though more advanced economies are punished by having higher GDP per Capita while not necessarily having a technological advantage because countries like China or Russia can still have the same stat'd equipment.

MD_money_scripted_gui.txt - buffed the sell value of international investments from 60% top 70%.

AA_law_budget.txt - changed the monthly population bonus from the welfare law to be more progressive. Now instead of being 80% and 40%, going from highest to second highest, it now goes down progressively by 20% for each law level (80, 60, 40, 20).

00_static_modifiers.txt - I found out that the developers made some slight AI changes to the elite player difficulty but not any others. I personally don't like some of the player debuffs on elite though so I changed them, in addition to reducing some of the buffs that elite gives to the AI compared to regular. I suggest playing on Elite difficulty now if you normally played regular. Should be relatively the same but AI should be better in some minor places (like being more aggressive on claims they have on states).

MD_defines.lua - fixed a bug from MD where light carriers/ heli carriers had 10x the plane capacity.
8 Comments
Mahhouse  [author] Sep 18, 2023 @ 7:22am 
@deathwing yes I believe several of those would break things or overwrite my changes. The building slots mod would probably get rid of the base fuel gain I buffed for all countries (and the carrier bug I fixed) and the economy&resource mod may do more stuff, not sure what that mod is.
Deathwing Sep 9, 2023 @ 7:30am 
It seems great but does it work with 112 (and 224) building slots mod, with MD economy&resource, MD new companies, MD Easybuff ? (given all changes to several files you describe, probably not)
Mahhouse  [author] Aug 17, 2023 @ 7:11pm 
mori me mami Aug 15, 2023 @ 7:16pm 
im loving this mod so much
Mahhouse  [author] Jul 29, 2023 @ 9:29am 
In the update 2 days ago? It is included in the change notes tab at the top. For everything the submod changes/adds in general is listed in the description above here.
theanswerisme Jul 28, 2023 @ 9:21pm 
what was added?
Mahhouse  [author] Jul 1, 2023 @ 7:00pm 
Not familiar with that mechanic from TNO, haven't played it in a long time. Mind describing/ explaining it more?
wesleyjackson81484 Jul 1, 2023 @ 8:55am 
would it be possible to add a space program like TNO i be leave, and some how involve the ISS and maintaining it for a research buff