KX – EX Kaiserredux Economicredux (Economy Tweaks)
Leave comments, likes and suggestions on how to improve this mod. I have only playtested it lightly and I am wondering how the changes affect the balance of the game. (As if balance is of real importance for KX players = :} )
A Kaiserreich version will come soon: It will be made with a balanced second weltkrieg in mind. I wish to sea you folks there when I release it, since the germany rework has took my entire weekend.
Notes on Balance
As we all know, KX is probably the most content rich and fast updating mod in the hoi4 community. But we are not the most balance mod. I assume that when you play KX you are looking more at the path stories. This mod’s russia is weak early game, but op late game, so I advise you to strengthen Germany as much as you can so you get an interesting weltkrieg that is not steam rolling. Also check out the KXai mod that makes ai make ton of tank divisions. And maybe then this mot will be balanced.
BEFORE YOU PLAY: The main content is focused on Russia. Although the economic tree can be used by everyone, Savinkov makes the most sense. Since our Vozhd is the cannon path of kaiserreich universe for a long time.
New Update:
Commune of France: (Facelift content)
Your choice at the economic policy of the commune now has a greater impact! Decide on how to run the industrial economy of the Commune.
Two new ideas and three new icons added.
Focus tree boosted and revisitied.
State categories and population readjusted to fit the new setting.
Japan:
A new economic idea highlighting the lack of stable oil supply. Motivating the player to go find more oil and strike the east indies.
Russia:
Completely new Airforce tree. Modernize the airforce and get distinct bonuses
Extra focuses to boost your mechanized forces
Establish the special forces command
and most importantly! Katyusha is back! Rockets go burrrrr.
(ps: Russia’s industry in the beginning of the game has been nerfed again. and the economic tree has been adjusted)
This is a submod that focuses on the economic development of Kaiserredux nations.
Both KR and KX have a problem. The narrative describes Russia as an industrial backward country, but it starts the game with more civs than France. One might argue that it is out of balance reasons, but the narrative just does not work well.
Thus, the 1936 civilian factories has been adjusted:
Germany now has 109 civs to begin, increased from its former 77, to better represent its dominance in the world market. Russia only has 34, a thirty civ nerf from its previous 64.
To compensate for Russia’s loss of 30 civs, I have given it a very strong economics tree replacing the existing one in KX. It also received new army spirits, new state modifiers, new ideas, new technologies and so much more for you to discover. The new economic focuses takes roughly 3 years to be complete and the ai will prioritize it. By its completion, Russia will emerge as a solid industrial nation.
I have also modified the state categories in France to give it a bit more industrial potential. It also starts with a bit more population now to better represent the lore. France’s low population growth IRL should not be replicated in the KX world.
Currently working on:
A Kaiserreich Implementation
Japan and China’s economy. You have gotten some hints of japan right now, but I want to make more focuses around it. China is still in the brainstorming phase, the lkmt content is decent right now.
And of course: Russia, occupying 90 percent of the path wheal. I am thinking about a new navy tree that actually makes sense.