Economic Laws and Coal Rebalance
A very lightweight mod that introduces two focused changes to the base game’s economic systems, which i personally believed to be too forgiving and not meaningful enough.
Economic Laws have been balanced to my personal liking, taking mods like BlackIce and Kaiserreich as inspiration, it’s a very simple and straightforward change but according to my testing it made my playthroughs harsher and even forced me to demobilize my economy, thing that practically never happens in a vanilla game;
Every law now costs 150PP per level, just like Kaiserreich, this means that jumping from civilian economy to war economy now costs 450PP, taking into account the costs of the previous laws (Early Mob +150PP, Partial Mob +150PP and War Economy itself +150PP), this already happens in vanilla with mobilization laws but strangely not with economic laws, this is easier to understand in the image below;

Civilian economy now consumes 0% additional energy (Vanilla is -30%) and 40% consumer goods (Vanilla is 35%), this makes energy consuption still relevant even in a demobilized economy, might tone it down if i find it too harsh, all other economic laws have been tuned accordingly, always above the 0% threshold stablished by the civilian economy law, now acting as a base.

Here’s a direct comparison between this mod and vanilla. (left values are this mod’s and right Vanilla’s)

I always found coal to be underwhelming, specially after the 1.17.2 patch where it was rendered to an useless and annoying feature. my goal here is to make coal, its importance, securance and related buildings more important.
personally, i’ve never experienced an economic slow down or cap to my industry, not even as Japan or Italy, nations known for their lack of Coal.
–Energy produced per coal = 10 (Vanilla is 9)
–Energy scaling cost by factory count = 0.025 (Vanilla is 0.0225)
–Energy cost cap = 10 (Vanilla is 6.6); this makes every factory consume one coal after reaching 390 Factories
This is a graph comparing the Vanilla consuption to this mod’s (props to Claude for making the graph, i’m bad at math)

I also bothered to add a mission that triggers only in peacetime when the requirements of the current economic law are not being met anymore, this allows you to demoblize not only without any cost but a refund depending on how much the game demobilized (this is calculated by what laws you can actually demobilize to based on the current requirements met.

Every 70 days you’ll get a penalization of -5% stability until you are below 50%, reached that stage there’ll be a chance of strikes in your country, there are 3 stages of strikes, upon reaching level 3 there’ll be a risk of civil war just like vanilla when mutinies or a strike event happens, i did not remove these vanilla events as they only trigger during war, this mod’s only trigger when you are NOT at war, thus the ease to get rid of this "crisis".

Hopefully i’ll keep testing further, finding that sweet spot between fun and balance every player wants.
Please, if you find a bug or a suggestion or find this mod too harsh, let me know, i crave criticism and i have a lot of free time to waste.
This mod does NOT change trade laws, yet, at least. I think they’re fine as is and very balanced.
–Kaiserreich is technically compatible, though you won’t get the modified law modifiers, only the changes to coal and KR’s own demobilization mission.
–RT56 is compatible.
Credits to the Kaiserreich mod for the code i slightly changed from the economic demoblization mission and for the little scale on the mod’s thumbnail.
Revisions:
Old revisions of this mod are available below. Click the link to download.