Spheres of influence

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Author: Kascark

Last revision: 27 Jun, 2025 at 09:57 UTC

File size: 42.45 MB

On Steam Workshop

Description:

Spheres of Influence
This mod is a complete rework of the power blocs mechanic. Whereas before each power bloc had to select a unique identity, now each power bloc has a generic identity, with the unique modifiers from each power bloc being moved over to principles, and principles now being expanded to 10 maximum. There have also been changes to mandate progress in order to make it quicker although it maybe overtuned. If you have any feedback on balance tweaks I would be happy to hear it, and a special thanks to the following mod authors for their help and graciousness.

Kate the sibyl- https://steamcommunity.com/sharedfiles/filedetails/?id=3387651487

pb306s- https://steamcommunity.com/sharedfiles/filedetails/?id=3279501553

General & UI Changes
All identites: one identity now, sphere of influence.

Great Power Requirement: Forming a Sphere of Influence is now restricted to Great Powers.

join power bloc: players can now freely join power blocs

Starting Power Blocs: New, unique Spheres of Influence have been added for all Great Powers at the start of the game.

Zollverein has been renamed to the Prussian Sphere.

Baden, Württemberg, and Bavaria now start with a "Zollverein trade privileges" treaty with Prussia to simulate the historical customs union.

The Metternich System is now the Austrian Sphere.

The Russian and Ottoman blocs have been renamed to the Russian Empire and Ottoman Caliphate, respectively.

Principles: can now have 10 max principles

Invite Leverage Cost: The leverage cost to invite a nation into a Sphere has been increased to 180.

Principles
I. Military Principles
Defensive Coordination:
Allows calling members into defensive plays.
Prevents members from starting or joining plays against each other.
Grants the leader a wargoal when joining a member’s defensive play.
+10% home offense and defense
-25% province loss rate
+20% conscription speed
Joint Training Exercises:
+35% Army and Navy Training Rate for all members.
+25% Morale Recovery for units.
-33% Supply Route Cost.
Offensive Coordination:
Allows calling members into all diplomatic plays.
-15% War Exhaustion from casualties.
+10% kill rate
+15% unit devastation cause
-30% Maneuvers cost for wargoals in offensive plays.
+5% Infamy Generation.
Military-Industrial Complex:
+10% Throughput for Automotive Industries, Arms Industries, Artillery Foundries, and Military Shipyards.
-15% Cost for Military Goods.
Military Research Treaty:
+15% Military Technology Spread.
+15% Military Research Speed.
II. Economic Principles
Economic Coordination:
+25% State Trade Capacity.
+25% Trade Advantage.
Removes trade advantage penalties from lack of an interest.
Leader can impose their Economic System laws on members.
Customs Union:
Unifies the market of all members into a single customs union.
Prevents members from embargoing each other.
+10% Infrastructure to all members.
Deregulation:
+5% Political Strength for Industrialists.
+5% bonus Throughput for all Companies.
+10% Investment Pool efficiency for Capitalists.
+5% capitalists dependent income
+1 free Company and Charter for all members.
+10% cash reserve
+10% pollution penalty
Development Fund:
+150 Construction for non-leader members.
Increases the leader’s expenses by 100k.
+10 Power Bloc Cohesion.
+30 Power Bloc Invite Acceptance.
Internal Trade:
-35% Cost of Port Connections.
+10% bonus Throughput for all Companies.
+15% Infrastructure.
-50% Cost to nationalize companies from non-member nations.
III. Ideological Principles
Ideological Unity:
The leader can now use the "Regime Change" interaction on bloc members.
The leader can impose their Governance and Distribution of Power laws on members.
Non-leader members gain +30% Enactment Success Chance for laws the leader already has.
-10% Law Enactment Time for all members.
-33% Chance for laws to stall.
Agitators in opposition parties are 33% less popular.
Propaganda Machine:
+20% Party Whip Impact.
-25% Cost to Suppress and Bolster Interest Groups.
+25 Minimum Legitimacy.
+25% Reduction in radicalism from passing approved laws.
-25% Increase in radicalism from passing disapproved laws.
Law Enforcement Coordination:
Leader can impose Policing and Internal Security laws on members.
-25% Bureaucracy cost for Police and Internal Affairs institutions.
+50% Investment Speed for Police and Internal Affairs institutions.
Members cannot enact "No Police".
+20 Authority per level of the Police Institution.
Regulatory Bodies:
Leader can impose Welfare, Children’s Rights, Free Speech, and Labor Rights laws on members.
-10% State Mortality.
+1 Standard of Living.
+10% Throughput for Agricultural buildings.
+25% Investment Speed and -10% cost for the Social Security institution.
Religious Truth:
Requires the leader to have State Religion.
Leader can impose their Church and State law on members.
+50 Trade Advantage with co-religionists.
+50% Income transfer from heathen subjects.
+25% Wages for pops of the state religion.
+33% State Conversion Speed.
+5% Birth Rate.
IV. Domination Principles
Domination:
-5% Weekly Liberty Desire increase.
Leader gains +20% Authority & Influence; non-leaders lose 20%.
Leader gains +20 Authority per subject.
Leader can enact decrees in their subjects’ states.
Economic Imperialism:
Allows Foreign Investment in lower-ranked members of the bloc.
Leader gains +1 Max Companies, +1 Free Company Charter, and +10% Company Throughput.
Non-leader members suffer -10% Manufacturing Throughput and -10% Capitalist Investment Efficiency.
-10 Power Bloc Cohesion.
Influence:
Leader generates +15% Leverage and +15% Influence.
+2 Legitimacy for the leader per independent member in the bloc.
All members gain +5% Influence.
+35 Power Bloc Cohesion and +10 Invite Acceptance.
Sovereign Empire:
Leader can now subjugate other members of the bloc, but only if they are Unrecognized Powers.
Leader gains +20% Prestige; non-leaders lose 10%.
-33% Weekly Liberty Desire gain from subjects.
+20% Convoy contribution from subjects/members to the market owner.
-30 Invite Acceptance (but +20 for Unrecognized Powers).
Imperial Agenda:
+30% Colony Growth speed.
-25% Tension Decay, but +25% Infamy Decay.
+10% Infamy Generation.
-25% Cost of Port Connections.
-8% Infamy Generation against Unrecognized Powers per level of the Colonial Affairs institution.

Compatibility:
any mods that touch power bloc identities, principles and principle groups. Besides that should be mostly compatible with all mods.