[1.0] EEO Experimental
This mod REQUIRES Unity Mod Manager[www.nexusmods.com]. Install using the DoorstopProxy method.
The Quick Explanation
This mod is a place for testing upcoming major updates for the main branch, as to allow other people to playtest upcoming changes. It was previously used as a port to pre-release versions of Terra Invicta.
The current experiment is a complete overhaul to how investment points are generated, while maintaining the same balance (with one exception). In short, all countries now generate the same amount of IP each month, and all calculations have been changed either to use a simulated amount of IP, which each "real" IP is worth a certain amount of, or per-capita GDP. A more detailed explanation is below.
The primary objective of the experiment is to cut down on late-game lag caused by extreme IP generation.
Philosophy
The current main branch has a few problems.
First, the sheer gulf that is IP generation between large and small countries can lead to the problem of smaller countries growing in abrupt jumps that take a long time to reach, while larger countries can end up generating literally thousands of IPs per month, which can’t be good for performance.
Second, GDP growth in the mod is unrealistic and unpredictable. I’d previously been treating per-capita GDP growth as a flat target to reach, when in reality countries measure growth as a percentage of a prior cycle. The way GDP growth was calculated meant countries could end up with extremely slow or absurdly fast growth rates depending on a bunch of factors I simply couldn’t track.
The current experiment addresses these problems by changing investment types that weren’t already a factor of per-capita GDP to be based on the amount of IP they would generate in the main branch, and by changing GDP growth to be by a percentage of itself rather than a flat amount.
Summary of Changes
All countries now generate exactly 60 IP per month, which will be henceforth referred to as Real IP. The way investments are calculated have been entirely decoupled from Real IP. rIP is only increased by the Advise mission, and decreased by unrest and army/navy upkeep.
Priorities that directly adjust a nation’s stats, such as Welfare and Unity, remain a function of per-capita GDP. Given a percentage of investment, they will always increase/decrease stats by a certain amount, independent of overall GDP.
All other priorities use an abstract representation of IP generation using the same formula as the main branch, known hereon as Simulated IP. By default, the rate is 1 sIP per 100 billion GDP. One rIP is worth an amount of sIP. An example is as follows:
* As previously stated, all countries generate 60 rIP.
* The USA generates 120 sIP. One rIP is worth 2 sIP.
* The EU generates 60 sIP. One rIP is worth 1 sIP.
* Russia generates 30 sIP. One rIP is worth 0.5 sIP.
Priorities that generate a fixed amount of a non-quantized resource (meaning its value can be decimal) produce that amount of something in sIP.
* 15 money, generated by the funding priority, is worth 1 sIP.
* The USA generates 30 money each investment.
* The EU generates 15 money each investment.
* Russia generates 7.5 money each investment.
Priorities that generate an exact amount of something, like mission control, an exofighter, or a navy have their IP investment costs scaled by how much an rIP is worth as sIP.
* An army costs 180 sIP to produce.
* The USA’s cost is 90 sIP.
* The EU’s cost is 180 sIP.
* Russia’s cost is 360 sIP.
Army and navy upkeep costs have been adjusted to deduct sIP rather than rIP.
Compatibility
* Priority Investment Change Preview: The tooltip added by the mod will show the incorrect full investments per month and year. It will correctly show the raw amount of IP invested over the course of a month and year, however, so the mod is still useful. This is probably because EEO modifies the investment costs in TINationState.GetRequiredInvestmentPointsForPriority, and PICP doesn’t use that to do its calculations. That’s pure speculation, though.
Source Code
GitHub[github.com]
License
Like the original mod, there is no license. As the original author said: "Do whatever you want with the code or files appearing in this mod."
Revisions:
Old revisions of this mod are available below. Click the link to download.