Broken Earth: Difference between revisions
| Line 21: | Line 21: | ||
* Size of National Economy defending modifier against mission is 150% 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. | ||
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 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
IP to build, not 60. - Armies in their home region cost 0.2
IP per month, not 0.5. - Armies away from home cost an additional 1.0
IP per month, not 0.5. - Navies cost 100
IP to build, not 80. - Navies cost 0.4
IP per month, not 0.5.
Nation changes
Control Point Capacity 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 population scaling on certain priorities is weakened, from (
Population/50 million) ^ 0.35 to (
Population/50 million)^0.30. - 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
GDPPC 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.
- 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.
Other changes
- All factions begin with -70
Control Point Capacity.
- This can be offset by the Playing From Behind project.
- All factions begin with -50%
Space Science.
- 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.
| SPOILERS INSIDE! |
|---|
|
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,
| Game Scenarios | |
|---|---|
| Base Game | 2022 • 2026 • 2070 |
| 2003 • Broken Earth | |


