Hearts of Iron IV

Hearts of Iron IV

377 vurderinger
Better Mechanics : National Economy
3
2
4
2
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Filstørrelse:
Offentliggjort:
Opdateret:
646.958 KB
17. aug. 2023 kl. 1:24
25. sep. kl. 1:26
16 ændringsbemærkninger ( vis )

Abonner for at downloade
Better Mechanics : National Economy

I 1 samling af Amine Alkaline
Better Mechanics Collection
40 genstande
Beskrivelse




Hello Everyone !
In the 2.0 Version of this mod, I took inspiration from TWR GDP Screen by Saha and the Economic System of the Red Worldux Mod to create a syncretic version of them and have an interesting and not too punishing Economic System that can be very fun to wiggle around with


  • 15 Levels of Economy Sizes and 16 Levels of Economic Development to progress through during the game (marked in 1936 Dollars).They are monthly updated according to your economic evolution

  • Each ideas gives rewards and some debuffs and challenges in relation to your economics achievements

  • Automatic and dynamic GDP decay for economies above the Regional Power levels (3% decay a month). You cannot just sit on your acquired GDP and have it stay the same (Models inflation somewhat)

  • You can see the monthly evolution of GDP on the map modes



Creating a mod takes a significant amount of time and effort. If you'd like to support the development and help keep me motivated, you can consider donating via the Buy me a Coffee button down there. I would greatly appreciate it
[www.buymeacoffee.com]



I'm centralizing everything for my mod collection on a new Discord server. I'll rarely respond to comments, bug reports, or suggestions here. Please use the Better Mechanics Discord Server[discord.gg] for all future requests.
258 kommentarer
Roneo 7. sep. kl. 19:20 
Had the GDP numbers wildly vary day by day / national economy modifiers freezing till the end of the game. Maybe adding a way to force a reloading of GDP and modifiers in game would be a nice add
LinkTheSilencer 7. sep. kl. 18:51 
does it work with MD? im just wondering since both mods have a economy thing or whatever idk anymore i just wanna play my game without it crashing randomly :steamsad:
Amine Alkaline  [ophavsmand] 9. aug. kl. 16:34 
I think so yeah
Gatete 9. aug. kl. 12:51 
is it compatible with autobanh nach 56 redux? (kx with rt56 tech)
Amine Alkaline  [ophavsmand] 8. aug. kl. 5:48 
@Mr Melnyk : Ill see what i can do
Your solutions are clever
Mr_Melnyk 8. aug. kl. 5:40 
This problem is less apparent in Vanilla and RT56, because they don't use colonial tags, and have colonies directly under FRA/ENG tags. But in mod like KR.... Eh...
Possible solution - don't include in GDP calculation factories from trade or refactor the formula to have correlation be not factories to manpower, but factories to core population.
Another solution is making KR compatch where GEA and MAF would have some kind of huge debuff to GDP to represent that they are colonies
Mr_Melnyk 8. aug. kl. 5:36 
Hi there.
In regards to KR this mod has rather a glaring problem. Due to amount of resources in trading, German East Asia and Mittelafrika have absurdly high GDP and GDP per capita. I think, it's because GDP is counted by relation of factories available from both construction and trade to manpower. As MAF and GEA don't have any cores anymore, and their manpower mainly comes from state modifiers and national spirits, this leads to the situation, where Germany, Sweden, US have GDP per capita of around 1.5-2k in mid-game, while GEA and MAF are swimming in 8-10k GDP per capita.
This is rather ridiculous, as latter are colonies mostly consisting of territories, at the time developmentally stuck either in pre-historic hunter-gatherer socium, like Africa, or at best, Middle Ages, like Vietnam, Malaya and Laos.
letigo4 30. juli kl. 22:24 
lol
anonymous 30. juli kl. 4:39 
Wrong mod sorry
anonymous 30. juli kl. 4:38 
I have reloaded the mod, while it works, it crashes the game while loading into a country.