Destroy Factions Permanently (passive influence drain) updated for 1.0.29

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Author: Mash

Last revision: 16 Jan at 15:48 UTC

File size: 26.83 KB

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Description:

Updated version of the original mod by Reman. Version 1.0.29 or above is required for it to work. I also raised the negative influence from 0.8 to 1.0 out of personal taste. This has now been validated to work on 1.0.29. The original description from Reman is provided below:

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.