Industrial Might [Economy Expanded]
Power, prosperity, and victory all begin with industry. Industrial Might overhauls the peacetime economy by adding 9 new buildings, a civilian economy system, and a wide variety of economic actions to shape your nation’s future. Produce consumer goods, sell them on the market for temporary boosts, and direct your economy with national intiatives from expanding infrastructure and research to establishing new hospitals, schools, and broadcasting networks. Every decision matters, and every factory, road, and school brings your nation one step closer to dominance.
– Screenshots captured using The Fire Rises mod for mod page aesthetics. UI changes not included in the mod. –
Features:-
~~ 9 New Buildings that each offers minor benefits to your nations! ~~
– Government Building
(Minor increases to stability, political power gain, repair speed, and compliance gain)
– Education Infrastructure
(Minor boosts to research speed, recruitable population, and construction speed)
– Military Base
(Minor boosts to army organization, attack, defense, breakthrough, planning, and army experience gain)
– Naval Military Base
(Minor boosts to convoy escort efficiency, screening, naval morale, naval damage, and navy experience gain)
– Air Command Base
(Minor boosts to air superiority, interception, CAS efficiency, reduces air accidents, and improves air experience gain)
– Media Complex
(Raises weekly stability, weekly war support, political power gain, reduces minimum export and justify war goal time, and improves compliance gain)
– Hospital
(Minor boosts to population growth, division recovery rate, reduces experience loss and training time)
– Housing Project
(Minor boosts to population growth, increases consumer goods factories (trade-off, building too much housing will ruin your economy), factory output, production efficiency, and provides two building slots and extra recruit-able population.)
– Industrial Yard
(Civilian and Military Factory in one, at the cost of losing both if building is damaged)
~~ Consumer Economy System ~~
Dedicate some of your civilian factories to production of consumer goods, build a stockpile and sell those goods to get temporary benefits for your nation! (Can easily be modded with other total conversion/economy mods so that it produces income)
~~ National Economic Action ~~
Inspired by the Expanded Decisions mod (credits to creator), this mod allows the player to dedicate civilian factories for a lengthened period of time to create new buildings (including those added by the mod), unlock new research slots, find new resources, gain manpower, and more!
I hope that you enjoy the mod and your experience in it. This mod is compatible with The Fire Rises mod and has been extensively tested with it, may also be compatible with other mods. Minor conflicts may arise with mods that add buildings too like the Resource Plants mod, but the bugs should be GFX (building icons messed up) instead of crashes.
Please make sure to report any bugs and give feedback! I won’t be active in replying due to being away for military service, but I’ll try to update and reply to comments when I can. Thanks!
Mod Compatibility:
– Works great with The Fire Rises
– Causes GFX bugs with other mods that add buildings where the new buildings (Road to 56, Resource Plants, etc) have no icons or messed up icons, but no gameplay bugs.
~~ Future plans for updates ~~
– Corporations System, establish new corporations that allow you to produce civilian consumer goods, handle the influence of those corporations and build a powerful economy.
– Stock Market System, watch your stock market rise and fall through stock market indexes for your nation, you may see slight losses in your stock market this week, massive gains the next and during a war, a depression, you should watch out for economic crises and booms that may rise from the stock market! You could also try to influence the stock market, but who knows how that will go.