Better Mechanics : Economic Scales

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Authors: Amine Alkaline, Choo_Choo_Oreo

Last revision: 18 May at 15:24 UTC (21)

File size: 2.69 MB

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Description:





Hello Everyone!

The 3.0 Complete Rework of this mod rebuilds the entire economic simulation from scratch. GDP is no longer just a number that goes up when you spam factories. It is a full model of your nation’s productive capacity shaped by where your industry actually is, how many people you have to run it, what your land produces and how stable your government is.

  • 15 GDP Size tiers (Primitive to Hegemon) and 15 GDPPC Development tiers (Abject to Utopian), each with detailed flavour descriptions reflecting the real lived conditions at that economic level. Thresholds anchored to real 1936 GDP and per capita income data
  • Factory location actually matters now. Every state computes a productivity weight based on its category and infrastructure level. A megalopolis factory at max infra is worth roughly 2.4x a city baseline. A rural factory at min infra is worth about 0.12x. A factory in Lapland is not the same as one in the Ruhr and never will be again
  • Factories need workers to run. One factory complex needs around 400k people to operate at full capacity. States with too few people for their factory count get penalized hard. Petsamo with 2000 people and 4 factories no longer generates the GDP of an industrial heartland
  • Resource extraction scales with available workforce too. Oil wells, mines and plantations each need proportional manpower weighted by how intensive the extraction is. A 2000 person desert state sitting on 10 oil slots is not Texas. It is not even close
  • Agriculture follows a bell curve by state type. Peaks at sparse agricultural regions with organized farming and market surplus, falls off toward megalopolises where farmland gets paved over and toward wastelands where it is pure subsistence. Infrastructure adds a gentle bonus since roads matter for getting crops to market
  • Stability hits your GDP directly. 0% stability means x0.85 output. 100% stability means x1.15. Civil wars, coups and wartime political strain all show up in the numbers now
  • Strategic bombing actually suppresses GDP. Damaged factories, arms factories and infrastructure all read their healthy building level only. Bomb someone’s industrial heartland and watch their numbers drop
  • State GDP Per Capita map mode with 75 unique living standards descriptions across 15 wealth tiers and 5 state type groups (Industrial Heartland, Urbanised, Urbanising, Rural, Wasteland). Thresholds shift down for less urbanised states so a rural region at $250 GDPPC is Comfortable while a metropolis at $250 GDPPC is Grimy. Because $250 in 1930s rural Alabama and $250 in 1930s New York City are completely different realities
  • Clean design split enforced. GDP Size handles construction, production, resources and naval capacity. GDPPC handles research, political power, manpower quality and consumer goods. No overlap, no weird compounding, no interactions that make no sense


I’m centralizing everything for my mod collection on a new Discord server. I’ll rarely respond to comments, bug reports, or suggestions here. Please use the Discord Server[discord.gg] for all future requests.
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