Broken Earth: Difference between revisions
IP multiplier note |
Found game file for detailed mechanical changes, adding here as-is instead of confirming meanings on everything (incomplete, need to finish later) |
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* No nation begins with [[Nations#Strategic_Nuclear_Barrages|nuclear weapons]] or any progress towards unlocking them, and there is a global -95% penalty to IP investments into nuclear weapons research. | * No nation begins with [[Nations#Strategic_Nuclear_Barrages|nuclear weapons]] or any progress towards unlocking them, and there is a global -95% penalty to IP investments into nuclear weapons research. | ||
* Each faction will receive a powerful [[Playing From Behind]] [[project]] early in the game, which gives significant faction-specific bonuses and penalties. | * 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 {{TV|IP}} to build, not 60. | |||
* Armies in their home [[region]] cost 0.2 {{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 0.48 * GDP (in billions) ^ 0.62, instead of GDP (in billions) ^ 0.35. | |||
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, | |||
* "AI_invaderArmiesLostBeforeBuildup": 0, | |||
* "AI_WormholeSetupSpeed_C": 1.50, | |||
* "AI_WormholeSetupSpeed_N": 1.00, | |||
* "AI_WormholeSetupSpeed_V": 0.50, | |||
* "AI_WormholeSetupSpeed_B": 0.01, | |||
* "extraYearsToDelayAlienInvasion_C": 16, | |||
* "extraYearsToDelayAlienInvasion_N": 9, | |||
* "extraYearsToDelayAlienInvasion_V": 4, | |||
* "extraYearsToDelayAlienInvasion_B": 0, | |||
{{Scenarios Navbox}} | {{Scenarios Navbox}} | ||
Revision as of 02:58, 14 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 IP investments into nuclear weapons research.
- 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. - Armies in their home region cost 0.2
IP per month, not 0.5. - Navies cost 0.4
IP per month, not 0.5. - The base IP formula for Nations is now 0.48 * GDP (in billions) ^ 0.62, instead of GDP (in billions) ^ 0.35.
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,
- "AI_invaderArmiesLostBeforeBuildup": 0,
- "AI_WormholeSetupSpeed_C": 1.50,
- "AI_WormholeSetupSpeed_N": 1.00,
- "AI_WormholeSetupSpeed_V": 0.50,
- "AI_WormholeSetupSpeed_B": 0.01,
- "extraYearsToDelayAlienInvasion_C": 16,
- "extraYearsToDelayAlienInvasion_N": 9,
- "extraYearsToDelayAlienInvasion_V": 4,
- "extraYearsToDelayAlienInvasion_B": 0,
| Game Scenarios | |
|---|---|
| Base Game | 2022 • 2026 • 2070 |
| 2003 • Broken Earth | |


