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The Broken Earth scenario is one of the two scenarios available in the [[Dark Skies]] DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game).  
The Broken Earth scenario is one of the two [[scenarios]] available in the [[Dark Skies]] DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game).  


Major changes include:  
Major changes include:  
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=== [[Nation]] changes===
=== [[Nation]] changes===
* {{TV|cp}} cost of nations is 70% of normal value, after [[GDP Scaling]] is applied.
* Size of National Economy defending modifier against mission is 150% of normal value, after [[GDP Scaling]] is applied.
* The base IP formula for [[Nations]] is now 0.62 * [[GDP]] (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35.  
* The base IP formula for [[Nations]] is now 0.62 * [[GDP]] (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35.  
* The population scaling on certain priorities is weakened, from ({{TV|pop}}/50 million) ^ 0.35 to ({{TV|pop}}/50 million)^0.30.
* The [[Population#Population Scaling for Nation Stat Changes|population scaling]] on certain priorities is weakened, from ({{TV|pop}}/50 million) ^ 0.35 to ({{TV|pop}}/50 million)^0.30.
* The cost of improving [[regions]] is reduced.  
* The cost of improving [[regions]] is reduced.  
** Oil Region cost 500 -> 325 {{TV|Economy}} completions.
** Oil Region cost 500 -> 325 {{TV|Economy}} completions.
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* All nations begin with penalties to the following priorities: {{TV|nuclear weapons|-95%}}, {{TV|mission control priority|-50%}}, and {{TV|boost priority|-65%}}.  
* All nations begin with penalties to the following priorities: {{TV|nuclear weapons|-95%}}, {{TV|mission control priority|-50%}}, and {{TV|boost priority|-65%}}.  
** The nuclear weapons penalty can be reduced to -45% by any faction completing the [[Responsible Nuclear Weapon Systems]] project.  
** The nuclear weapons penalty can be reduced to -45% by any faction completing the [[Responsible Nuclear Weapon Systems]] project.  
** The Boost and MC penalties can be offset by completing the [[A New Space Race]] global tech.  
** The Boost and MC penalties can be offset by completing the [[A New Space Race]] global tech.


=== Other changes ===
=== Other changes ===
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* All factions begin with {{TV|space|-50%}}.
* All factions begin with {{TV|space|-50%}}.
** This can be offset by completing the [[A New Space Race]] global tech.
** This can be offset by completing the [[A New Space Race]] global tech.
* Money upkeep, money yield and research yield of Orgs are scaled with global GDP and research output, respectively.


{{SpoilerBox}}
{{SpoilerBox}}

Latest revision as of 15:28, 21 September 2026

The Broken Earth scenario is one of the two scenarios available in the Dark Skies DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game).

Major changes include:

  • Nations are typically much smaller and more equal in power, with relatively few peaceful Claims but large numbers of hostile claims.
  • The multiplier for IP from the size of a nation's economy is significantly more generous, making large nations much more powerful.
  • It is much cheaper to build and maintain Armies, especially for home defense.
  • No nation begins with Nuclear Weapons or any progress towards unlocking them, and there is a global -95% penalty to the Nuclear weapons priorityNuclear Weapons Priority.
  • Each faction will receive a powerful Playing From Behind project early in the game, which gives significant faction-specific bonuses and penalties.


Detailed Changes List

Terrestrial Warfare Changes

  • Armies cost 40 Investment pointsIP to build, not 60.
  • Armies in their home region cost 0.2 Investment pointsIP per month, not 0.5.
  • Armies away from home cost an additional 1.0 Investment pointsIP per month, not 0.5.
  • Navies cost 100 Investment pointsIP to build, not 80.
  • Navies cost 0.4 Investment pointsIP per month, not 0.5.

Nation changes

Other changes

SPOILERS INSIDE!  
  • Alien nuclear hardening is reduced by 35%
  • All factions get +3 defense to the Terrorize Region mission.
  • The income of Alien Base Alpha starts at 15% of its base value, and increses to 100% over a period of time that depends on the difficulty level.
    • 1.5 years for a Cinematic game (or Brutal, if playing as The Servants)
    • 1 year for a Normal game (or Veteran, if playing as The Servants)
    • 0.5 years for a Veteran game (or Normal, if playing as The Servants)
    • 0.01 years for a Brutal game (or Cinematic, if playing as The Servants)
  • The Alien Wormhole Setup Speed value for Veteran difficulty is reduced from 0.75 to 0.50, and for Brutal from 0.5 to 0.01. This will get the alien base producing its incomes more quickly.
    • These difficulties are inverted for The Servants, so the "Veteran" values apply to Normal games, and the "Brutal" values apply to Cinematic games.
  • The Extra Years to Delay Alien Invasion value for Veteran difficulty is reduced from 6 to 4, and for Normal it is reduced from 12 to 9
    • As above, these difficulties are inverted for The Servants, with "Veteran" applying to Normal games and "Normal" applying to Veteran games.
  • The "Invader Armies Lost Before Buildup" value is reduced from 3 to 0, which means aliens will start increasing their desired assault strength (for sending assault carriers to Earth) after losing their first army.

These values are drawn directly from TIGlobalConfig.json, as of v1.0.53b, and show the effects that are not included in the list above. (TODO: Confirm meanings, translate them into normal human text, and add them to the list above.)

  • "occupationSpeed": 1.5,
  • "battleDamageEffectivenessFactor": 0.5,
  • "localDefensesDamageEffectivenessFactor": 0.3333333333333,
  • "ruggedTerrainDefenseBonus": 0.2,
  • "coreEconomicRegionDefenseBonus": 0.1,
  • "baseRegionDefenseBonus": 0.1,
  • "armyRegionDefenseBonus": 0.2,
  • "armyCrackdownMalus": 0.2,
  • "adjacentFriendlyForcesRegionMiltechMultiplier": 0.1,
  • "defenseCohesionMultiplier": 0.05,
  • "defenseUnrestMultiplier": -0.05,
  • "armyStrengthToLiberate": 0.8,
  • "maxValueFromAttackerAdjacentControlPoints": 3,
  • "TIMissionModifier_NationalRivalries_Multiplier": 0.666,