[v1.3.11] Standard of Living

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Last revision: 22 Jul at 15:19 UTC (4)

File size: 1.18 MB

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Description:
Standard of Living

07/22 v1.3.11 Update
  • Updated for EU5 1.3.11. There are no major changes, but this fixes the longstanding issue of excessive maize demand.
  • Completely removed the remaining development-based thresholds from pop demand. These thresholds were not only illogical and discontinuous, but also made numerical balancing extremely difficult for SOL.
  • Converted multiple balance overrides to additive injections, reducing conflicts with vanilla updates and other mods.
  • Compatibility is now maintained for several other mods. See the Compatibility Submod Collection.

Overview

Standard of Living (SOL) is an economy and balance overhaul built for deep-strategy players. Its core goal is to make pop demand less static: local income, estate savings, market base spending, and estate-building maintenance all affect how much a location can actually consume, while development-based demand scaling and gates are disabled for clean calibration.

Core Features
  • Dynamic living standard and pop demand: Recalibrates baseline pop demand for 55 goods, then applies a monthly local_pop_demand modifier to every owned land location.
  • Income-closed consumption model: Local stratum income, national estate savings pressure, and market base spending combine into the final local demand coefficient. Development does not scale or gate pop demand.
  • Estate-building maintenance: Each year, the mod counts estate buildings in each location and subtracts maintenance from the matching stratum income.
  • Living Standard UI: Adds a national Living Standard situation, map coloring, location panel data, and a manual cache refresh action for inspecting demand coefficients, income, savings, maintenance, and consumed goods.

Economic Balance
  • Age economic escalation: As the game advances through the ages, building efficiency falls, RGO expansion becomes more expensive, city/town upgrades cost more, and pop food consumption rises. Later ages regain prosperity, but expansion becomes much more costly.
  • Anti-snowball construction: Base RGO size is reduced, low-control locations are worse for construction, and roads/railroads are much more expensive.
  • Tax and difficulty tuning: Default base tax efficiency is -15% and can be adjusted through CMF. Vanilla tax bonuses from AI Hard/Very Hard and Player Easy/Very Easy are halved.
  • Diplomacy and stability investment: Diplomatic spending changes with used diplomatic capacity, while cultural tradition can reduce stability investment cost.
  • GDP-to-development: Locations receive yearly development growth scaled by local GDP.

War And Expansion
  • Harsher war consequences: War exhaustion further damages levy size, control, stability, legitimacy, and defensive capability.
  • Occupation pressure: Total occupation and capital occupation greatly accelerate war exhaustion.
  • Wartime restriction: Optionally prevents the Reduce War Exhaustion cabinet action while at war.
  • Local war damage: Blockades, sieges, occupations, looting, horde raids, and razing more strongly affect prosperity, control, construction, migration attraction, development, raw materials, and food.
  • Colonial restrictions: AI generally needs more than 500 tax base to create colonial charters. Colonial nations only colonize in their capital region. Historical colonizers are exempt. Players are not restricted.

Food, Climate, And Prices
  • Normal winters and raised levies create stronger local food pressure.
  • Extreme Little Ice Age event penalties to food and output are softened to reduce pure disaster spirals.
  • Many gold transfers, advisors, commanders, religious actions, diplomatic actions, and road prices are rebalanced. Actions involving generals, admirals, and advisors now cost gold.

CMF Settings
  • Use Community Mod Framework (CMF) 2.x to control this mod’s features in game.
  • SOL pop demand master toggle and map coloring toggle.
  • Economic balance master toggle, base tax efficiency slider, age escalation, stability investment discount, diplomatic spending adjustment, difficulty tax nerf, GDP-to-development, and AI prosperity recovery.
  • War acceleration master toggle, higher war exhaustion, harsher war exhaustion effects, and wartime Reduce War Exhaustion restriction.

Compatibility
  • Existing saves can be loaded, but new campaigns are recommended. Older saves may show a migration notice on first load, and the economy may need time to refresh caches and stabilize market prices.
  • See the Compatibility Submod Collection.
  • SOL uses static demand calculations, so it is incompatible with any mod that changes pop demand or goods.
  • Every mod, including SOL, can modify location_window only by overriding it. When multiple mods that edit location_window are loaded together, only the last-loaded edit takes effect, but this affects UI display only.
  • Please feel free to request compatibility support; creating a submod is not difficult.

Acknowledgements

SOL is, to a large extent, a combination and extension of two now-discontinued mods:

My sincere thanks to both authors for the foundations they laid and the original work they shared. SOL continues to combine and develop their approaches to pop demand, anti-snowballing, and broader game balance, with the goal of producing more sensible economic development while staying close to vanilla gameplay.

Feedback

Since I need to maintain this mod alongside Great Projects, please use one of the community channels below for feedback whenever possible. This reduces the workload involved in responding to reports:

  • Discord: [discord.gg]Discussion and feedback are welcome on this server.
  • QQ: [qm.qq.com]1070041687

Detailed English Feature List[github.com]
Bilibili Video Guide (Chinese)[www.bilibili.com]

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