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- Best Mechanic: Times of Peace

Best Mechanic: Times of Peace
About This Mod
Have you ever felt that you can’t return to a truly peaceful routine after a war that lasted years or months? Did you ever want to continue after a period of big fights, but the CPU refused you; did you want to continue playing new RP games, but thought it unrealistic that artificial intelligence was continuing to prepare for a world war that wouldn't happen tomorrow? Or you want to enjoy a great game with a good balance between you and artificial intelligence. Then this fashion is for you.
Through a combination of old fashion files, some use of HOI4 encoding and wishful thinking, I have created, hopefully, a comprehensive fashion for peace and demobilization, based on the five concepts described below.
Features
World economic growth: From time to time (the exact time depends on ideology and economic laws), events occur that produce additional goods (new private factories, infrastructure, places for construction, etc.). This should improve democracy a little and make other demobilization mechanisms more interesting. Maud adds three new indicators to reflect the impact of total mobilization and the military economy on the country. They will increase or decrease depending on draft laws, trade and economics, and get a buff if they are high and a debaff if they are extremely low.
The timing is important because it adversely affects the economies of protracted wars and favors the economies of civilian countries.
Moreover, AI and players are also taking advantage of it, and it affects them as well, so be careful not to drag your country into war for too long. It also creates an even greater incentive to demobilize and exploit the civilian economy.
Keep in mind that raids on convoys and strategic bombing will affect your country's internal affairs more than just a military support debate.
Dynamic unit limitation: Countries can only support a certain number of military units before their economies or infrastructure are stranded.
The maximum number of units that can be supported is determined by the total population of a country and its member states, as well as the overall level of industrialization. It also depends on economic mobilization (we removed the economic idea and made it more compatible, using a trigger instead). The unit limit is also extended to remove dynastic units, depending on the AI level, in particular the level of support for the war.
World Tension Decline: have you ever wondered why global tensions remain high after so many years? Now, this mode improves and increases the tension in the world, making other mechanics of demobilization more realistic (the effect of military support due to the tension in the world will be less).
Post-war coalition mechanism: When a major war ends (three or more major players go to war), countries try to prevent other powerful countries (more than 9 million) from declaring war on their neighbors by forming coalitions (only after the war has started). The number of countries joining the coalition is determined by the length of the period of peace in the country.
War/economic exhaustion mechanism: inspired by one of the mods Endsieg: Ultimate Victory After the update of the BBA losses are counted in determining military support, and the more people you lose, the more your military support will increase due to the exhaustion of people. increases along with your strength, which is very healthy and realistic. However, it does not reflect the military exhaustion caused by your economic policies and war orientation, and although the state is fully mobilized, this level of mobilization has no consequences. This mod aims to correct this by reducing the military exhaustion associated with your economic policies.
Military exhaustion mechanism:
Depletion increases from 0 to 4500, and you gain or lose depletion as follows, depending on your economic laws
- Civil economy: -3 exhaustion per day in peacetime, 0 exhaustion per day in wartime.
- Early mobilization: -1.5 military exhaustion per day in peacetime, 1 military exhaustion per day in wartime.
- Partial mobilization: 0.5 military attrition per day in peacetime, 1.5 military attrition per day in wartime.
- Military economy: 1 military exhaustion per day in peacetime, 2 military exhaustion per day in wartime.
- General mobilization: 2 military exhaustion per day in peacetime; 2.5 military exhaustion per day in wartime.
Every 750 days, wasting gets worse, from low to extreme. If you don’t start demobilizing gradually, you will face the consequences.
The mechanism of demobilization in the game is already understood by the AI, so if you lose less than 30% of military support, the AI is demobilized in peacetime. You will find the implementation of the military support decisions you now have and keep an eye on it.
You can also reduce military exhaustion with solutions, but keep in mind that these are temporary solutions and their cost is high.
Consequences.
After a major war or a protracted military mobilization, the army's support will plummet as tensions decline, prompting you and the AI to demobilize some troops and relax economic laws, but that will be less painful because the economy will grow in a more natural and organic way when economic mobilization becomes smaller. It's going to stop being painful.
Compatibility.
It is compatible with any ideology that does not add or change (the Kaiserreich has its own system of mobilization, but soon the Kaiserreich version may appear).
As changes in economic laws are removed and replaced by additional triggers, fashions that support economic mobilization laws such as the EAW are compatible.
Future changes.
Depends on suggestions and feedback:
Add an unusual event to the export law (may give convoys, transporters or other trade-related benefits). Trade already seems a bit balanced, but it can be a bit frustrating when no one buys goods. And states do not trade only in military resources (we want to show more abstract and beneficial effects from being export-oriented or free-trade oriented).
Coalitions create mechanisms for ending wars: after very large wars, states prevent other stronger states from declaring war.
Establish a dynamic recruitment/mobilization mechanism, punishing higher recruitment for extended periods with stability, military support and other shortcomings. Proposals for the appearance of modifiers are also accepted.
This mod has been tested in versions 1.14.1, 1.14.2 and 1.14.3.
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