Broken Earth: Difference between revisions
Added starting effects from TIEffectTemplate.json, general cleanup |
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== Detailed Changes List == | == Detailed Changes List == | ||
* [[Armies]] cost 40 {{TV|IP}} to build, not 60. | * [[Armies]] cost 40 {{TV|IP}} to build, not 60. | ||
* Armies in their home [[region]] cost 0.2 {{TV|IP}} per month, not 0.5. | * Navies cost 100 {{TV|IP}} to build, not 80. | ||
* Armies in their home [[region]] cost 0.2 {{TV|IP}} per month, not 0.5. | |||
* Armies away from home costs additional cost 1.0 {{TV|IP}} per month, not 0.5. | |||
* Navies cost 0.4 {{TV|IP}} per month, not 0.5. | * Navies cost 0.4 {{TV|IP}} per month, not 0.5. | ||
* The base IP formula for [[Nations]] is now 0. | * The base IP formula for [[Nations]] is now 0.62 * [[GDP]] (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35. | ||
* 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. | ||
Revision as of 13:57, 15 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.
- Armies are much cheaper to build and maintain.
- No nation begins with Nuclear Weapons or any progress towards unlocking them, and there is a global -95% penalty to the
Nuclear 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
- Armies cost 40
IP to build, not 60. - Navies cost 100
IP to build, not 80. - Armies in their home region cost 0.2
IP per month, not 0.5. - Armies away from home costs additional cost 1.0
IP per month, not 0.5. - Navies cost 0.4
IP per month, not 0.5. - The base IP formula for Nations is now 0.62 * GDP (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35.
- The cost of improving regions is reduced.
- Oil Region cost 500 -> 325
Economy Priority completions. - Mining Region cost 750 -> 500
Economy Priority completions. - Core Economic Region cost 1200 -> 900
Economy Priority completions. - Hostile claims legitimization cost 200 -> 100
Government Priority/
Unity Priority completions.
- Oil Region cost 500 -> 325
- The effect of the
Economy Priority on ERROR: Unknown value type pcgdp for TV Module and
Inequality is increased by 70%. - All nations begin with penalties to the following priorities: -95%
Nuclear Weapons Priority, -50%
Mission Control Priority, and -65%
Boost Priority. - All factions begin with -70
Control Point Capacity (almost immediately offset by the Playing From Behind project) and -50%
Space Science.
| SPOILERS INSIDE! |
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As below, these ones need to be translated into normal English.
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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,
- "populationBasedIPEffectScaling": -0.3,
- "maxValueFromAttackerAdjacentControlPoints": 3,
- "TIMissionModifier_NationalRivalries_Multiplier": 0.666,
Similarly, these values are drawn from TIEffectTemplate.json
| Game Scenarios | |
|---|---|
| Base Game | 2022 • 2026 • 2070 |
| 2003 • Broken Earth | |


