KIARIKA Modern World Overhaul

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Authors: KIA, ari_dam0

Last revision: 20 Sep, 2025 at 01:17 UTC (1)

File size: 229.57 MB

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Description:

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THIS MOD IS DESIGNED TO BE PLAYED ON THE 2025 SCENARIO

Hello, I’m KIA, and together with Ari we form KIARIKA. We developed this mod in our free time with a lot of dedication, and we hope you enjoy it.

Who are we? The truth is we are modders dedicated to the FIFA/FC saga. I started alone with FC 24, but by FC 25 Ari joined me and we created KIARIKA. Before FIFA/FC, I worked on a total conversion for Mount and Blade II: Bannerlord, but that project ended around 2024.

Changelog v1.0

• All units have been reworked starting from WWI up to futuristic units, all based on real military weapons and vehicles of each era. Futuristic units are inspired by real future military prototypes, some even with real names. Every unit from WWI onward has fully customized stats, ensuring balance between usefulness and cost, always providing both cheap and expensive options for each unit type.

• Global income has been improved so that every country can field an adequate military force depending on its economy. The economic and military systems have been rebalanced to ensure clear differences between superpowers, medium powers, and small nations. Maintaining highly complex armies—like bombers or advanced fighter jets—is now extremely expensive and can only be afforded by economically developed nations. Advancing technology unlocks stronger units, but also increases military spending since recruitment and maintenance costs rise with quality.

• AI logic has been improved: countries now develop both economically and militarily, build more structures, and allocate larger defense budgets while still maintaining their economies.

• To balance the game and the new economic system where armies are much more expensive, economic and infrastructural improvements (tax efficiency, growth rate, manpower, etc.) now take 30 days per upgrade instead of 100 days as in the base game.

• Intervening in a war by supporting one side now increases relations with that country by +30, making military support more impactful diplomatically.

• Sharing technology now boosts relations by +15, reflecting the diplomatic importance of sharing technological knowledge.

• Sending gifts now costs 50 diplomacy points. The minimum gold per click is 100, and every 100 gold increases relations by +5. The maximum is 19 clicks per gift, making gifts more substantial and effective while still preventing them from being too cheap.

• Alliance limit increased to 10.

• Declaring war now requires a minimum relation of 0, but the diplomacy point cost has been raised to prevent excessive expansionism.

• Terrain logic has been reworked for greater realism in mobility, population growth, base economy, construction costs, and more. Mountainous or jungle terrain is slower but offers greater defense, while plains and neutral terrain are better in most aspects except defense.

• Battle tactics and their bonuses/penalties have been adjusted. Bonuses are now more impactful but come with higher costs, ensuring each tactic has meaningful pros and cons.

• The tech tree has been restructured to be more historically accurate from WWI onward. Additionally, completing the final technology now rewards 500 legacy points and 1000 gold. This is repeatable, so every completion grants the same rewards.

• Starting technology levels have been adjusted for each country to reflect their real-life counterparts (e.g., Vietnam War-era tech, modern equipment, top-tier U.S. and Chinese gear).

• Expansionism now carries heavier diplomatic penalties with neighboring countries.

• Bonuses from upgrading the military and generals’ academy have been improved.

• Minimum recruitment age for generals reduced to 20 years.

• Bonuses from upgrading your country’s capital have been significantly improved, but the upgrade is also more expensive.

• The cost for each Supreme Court upgrade has been slightly reduced.

• Major real-world defensive alliances have been added (EU, EAC, SADC, ECOWAS, AJDT, GCC, ANZUS, CSTO, NATO, TIAR). The UN was left out since, in reality, it is mostly irrelevant and rarely intervenes (if you want it included, let me know, haha).

• New modern designs have been added for city upgrades, the military and generals’ academy, nuclear plants, nuclear bombs, the Supreme Court, and a refreshed design for the “Add Building” button.

• New loading screens and a unique mod logo were added to help distinguish when the game is running with the mod.

• 90% of building visuals have been redesigned. Statistical balance changes were also applied to all buildings, with some “filler” structures removed. Buildings are now far more meaningful for shaping your economic and military strategy.

• Players can now seize enemy ally provinces in peace treaties.

• 90% of governor portraits have been redesigned, and 90% of governors updated to reflect the real 2025 leaders. Selection was based on the most influential figures in shaping their country’s economy, politics, and military power.

• The legacy tree has been expanded, allowing more upgrades over time.

Update log v2.0

• New images were added to all buildings that previously had no custom designs, and some of the existing ones were redesigned.

• Some additional buildings were removed to reduce the number of unused ones.

• Prices and benefits of each constructible building were rebalanced.

• The minimum number of units required in an army to besiege a city was increased to 10 units, preventing sieges by tiny armies.

• The legacy cap was increased to 30,000.

• The maximum research granted by each capital level was reduced, since technologies were being researched too quickly without giving players time to test what they unlocked.

• Battle tactics were rebalanced again to provide a better variety of possibilities.

• AI behavior was drastically improved in terms of increasing military capacity and enhancing its economy. Combined with the mod’s economic and military system, this makes the AI as intelligent—or even more intelligent—than the player, achieving a high level of difficulty organically.

• The order of some units was changed to better balance the variety and price-to-quality ratio of Flank and Support lines. Additionally, prices were adjusted to make Humvee vehicles and Combat Helicopters more competitive.

• The following alliances were changed to defensive alliances with the possibility of unifying the currency of all member states: (EU, EAC, ECOWAS, GCC).

• The bonuses provided by different types of advisors were drastically improved, ensuring that players will always want to have an administrator or switch them depending on the situation—ranging from administrators who improve and facilitate economic growth to those who provide valuable bonuses for armies or generals.

• The bonuses of the following laws were improved to make them more important than they currently are: "AutomatedTaxCollection," "DigitalAndInclusiveEducation," and "DigitalCurrency."

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Revisions:

Old revisions of this mod are available below. Click the link to download.