1.2.x Economic Overhaul: Expenses, Trade, and Estate Buildings
– In the current beta version, developing the economy yields net negative returns for both AI countries and players—tax revenue from economic development is far lower than the increase in national expenditure caused by the resulting growth in Economical Base. Why is this? Because under the current system, Economical Base = Wealth × 0.5, and each embraced institution increases Economical Base by +6.6%. As the game progresses, Economical Base grows as an increasingly large percentage of Wealth, and since national expenditures are calculated based on Economical Base, state finances become increasingly unsustainable.
– Under this flawed logic, my tests show that even when developing locations at 80% control, the increase in expenditure exceeds the increase in tax revenue. Developing low-control locations results in even greater ducat losses.
– Therefore, this mod mainly modifies the following three aspects:
– 1.Reduce the economic base to lower expenses.
– 2.Reduce trade maintenance costs.
– 3.Impose strict restrictions on estate buildings.
– Please see the mod effect introduction below for details. After using this mod, expenses will decrease accordingly. Both AI countries and players will generate profits from economic development, rather than suffering losses.
– *PS:In older versions of this mod, I originally planned to modify tax efficiency in order to significantly increase revenue, but I found that approach to be less reasonable than the changes in the current version of the mod.
• Merchant Maintenance cost = 0.25 (Vanilla is 0.5, which makes trade less profitable)
• Economical Base from Tax Base coefficient = 0.35(Vanilla: 0.5)
• Economical Base from Population coefficient = 0 .005(Vanilla: 0.020)
• Economical Base from Trade Value coefficient = 0.1 (Applies only to building-based countries without territorial holdings. Vanilla: 0.2)
• Economical Base from Trade Profit coefficient = 0.1 (Applies only to building-based countries without territorial holdings. Vanilla: 0.2)
• Economical Base Interest coefficient = 0.125 (Applies only to countries that generate profit through loan interest. Vanilla: 0.25)
• Economical Base from Subject Tribute coefficient = 0.025 (Vanilla: 0.05)
• Economical Base Scale from each Institution coefficient = 0 (Vanilla: 6.6%, I believe embracing ideologies should not generate economic resources out of "Mana". If you have any other ideas, feel free to contact me)
• Maximum Control Threshold for Estate Buildings = 0.5 (Vanilla: 0.75)
• Minimum Control Threshold to Destroy Estate Buildings = 0.5 (Vanilla: 0.75)
– Based on tests conducted by myself and some friends, the effect of this mod is simply to provide positive feedback for both AI nations and players when developing the economy, meaning that economic development genuinely yields benefits. With this mod, your income will not significantly exceed expenditures,which means you will not get bored.
– Since all effects of this mod are implemented through changes to the core game code, it benefits the AI and the player equally.
– In principle, this mod is compatible with other mods. However, to be safe, please place it at the top of your Playset if possible.
-Ironman is not supported (To be honest, you can’t even play the original game properly anymore, so why care about Ironman ? Subscribe now!)
*PS:My English skills are limited. This English version of the mod description was written with the help of a translator and polished by myself. If there are any grammatical errors, please feel free to point them out.
Revisions:
Old revisions of this mod are available below. Click the link to download.