Tech Baseline Mechanics

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Author: hénri

Last revision: 7 May at 23:56 UTC (2)

File size: 65.69 MB

On Steam Workshop

Description:
Tech Baseline Mechanics

Keep AI countries technologically credible without taking over player research.

TBM gives each country a believable tech baseline based on overall power and branch competence. Majors stop missing obvious tank, air, radar, or naval tech. Regional powers stay dangerous in the branches they can actually support. Minors stay relevant without turning into ahistorical superpowers.

What It Changes
  • AI nations stay closer to a believable tech floor
  • Countries under pressure get catch-up help instead of collapsing forever
  • Late-game wars are decided more by production, planning, and execution
  • Research still matters because TBM sets the floor, not the ceiling
  • AI-only by default, with optional player support through game rules

How It Works

Every country is scored for overall power, placed into a tier, and then granted tech only in branches it can realistically support. Naval powers get naval tech. Land-focused industrial states get tanks, artillery, and support tech. The system runs on a 6-month rotation to keep performance stable.

Highlights
  • 6 power tiers with baseline lag and grant caps
  • Separate Land, Air, Naval, and Industry competence
  • War, faction, puppet, and desperation catch-up bonuses
  • Research-speed spirits tied to national competence
  • 13 game rules for scope, intensity, doctrines, notifications, and debug visibility
  • Save-safe and no DLC required

Version: 2.0.0 | HOI4: 1.17.5.2 | DLC Required: None

Source & Devbuild[github.com]

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Revisions:

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