Millenium Dawn Immersion Overhaul [21 July 2025 Hotfix 2]

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Authors: wargoal justification, CHUD_SPERGMAN

Last revision: 22 Jul, 2025 at 01:56 UTC (3)

File size: 253.63 MB

On Steam Workshop

Description:

Tweaks Millennium Dawn to make it more immersive by overhauling the world’s economic starting point, reworking unrealistic content, and adding various flavor features.

The mod is now compatible with the current version of MD as of 21 July 2025 and some bugs have been fixed (second update of the day bc of a dumb issue)

Load this AFTER Millennium Dawn

Should work with 1.16 now.

Report any issues in the comments


Current Features
  1. Re-balances factory counts, productivity and the economic system to be based on real-world GDP per hours worked
  2. De-LARPs USA Collapse Factions, and changed the system so it doesn’t delete all industry. Added a coalition system against aggressive unifiers.
  3. Tweaked unemployment effects, and rebalanced the workforce usage of all buildings
  4. Maximum factory usage lowered from 15 to 10 (in construction tab). This is to lower the threshold for countries to grow at the maximum rate
  5. Recolored and renamed various nations, like Russia, US, and Germany
  6. Alters migration and other laws to include more consequences, both positive and negative
  7. Significantly reduces the IC cost of suicide drones
  8. Re-balances difficulty settings to remove political power debuffs and include general cost increases (e.g +5% health cost)
  9. Lowers world tension decay
  10. New loading screens
  11. New main menu background
  12. Color edits
  13. Updated gfx
  14. Minor fixes, balancing, and stat tweaks across the board
  15. Added demographic ideas tab, currently includes population pyramids (WIP)
  16. New loading screens (added 60)
  17. …and more!

Latest Update: 21/07/25

See Change Logs tab for details on past updates

  • Compatibility addressed w/ current MD version
  • Bug fixes (my update was lazy sorry!)
  • Bug fixes 2 (forgot to delete a backup file in commonscripted_effects)

FAQ:

Why did you change the American collapse factions?
There are a few reasons. The aesthetic (color + flag) changes are obvious. All non-state (STATE as in Maryland, Virginia, etc.) factions were converted into rump-government factions more representative of what COULD (not what is necessarily realistic) occur if federal authority were to break down. This means military governments, state coalitions, splinter governments, etc., exactly what is portrayed in the mod. Amerindian, Cascadian, "Great Lake," and Mormon nation states are totally ridiculous and in no way represent a majority of their constituent populations. Here are some numbers: 4.4% of North Dakota’s population is Amerindian; 42% of Utah is Mormon. Qualitatively, "Great Lake" and "Cascadian" independence movement are fictitious in the case of the former and niche internet movements in the case of the latter. People living in the United States identify as AMERICAN–even their state identities are little more than anachronisms. They would only emerge as independent governing bodies on the fringes of the lower 48 out of necessity, hence CA, TX, NY, and New England. What remains in the middle are rival factions vying to be the heir to the legitimate government.


Note: You can find the scripts used to apply productivity changes, GDP changes, and demographic info in the "ZZ_tools" folder in the download file

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Millennium Dawn: A Modern Day ModSteam Workshop
Revisions:

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