Current release: V9(XV9)-"Al Lunasayaska" Economic changes: - Production growth of primary sector depends on the arable land % of that country - Production growth of wood and paper depends on the forest % of that country - Electricity, Iron and Steel now grow naturally - Poverty decreases faster depending on healthcare and education spending - Demand grows over time, it depends on: -> Inflation, personal income tax (less->better), gvt stability, economic health and budget average. - Electricity and fossil fuel demand is noticeably increased depending on industrial production. - Fossil fuel demand is increased by electricity production (8%) - Illegal resources get a boost based on that country's corruption - When a resource is state controlled, a country gets 75% of trade income, but this amount can be lowered by corruption and personal income tax - If a region produces $0M of a certain industry (appliances,vehicles) then some production will be added. - Inflation calculations changed, depends on: -> Debt to GDP Ratio. -> Economic health -> Resource satisfaction -> Interest rate INFLATION CAN GO OVER 10% - Inflation is now capped at 1000% - Fixed budget problem. - AI will now adjust interest rates based on inflation. - Players with Automatic economic advisor also adjust. - InflationFactor will not go below 0, preventing negative demand. - Countries will get a 30% bonus to their production growth if they have their inflation between 2% and 3,5% - If inflation goes over 18%, they will get a penalty equal to 65% of their inflation. -> Max inflation penalty is 90% of growth canceled. Gvt type changes: - If a country is a communist state, its production growth gets a 25% bonus for state controlled resources and a 20% penalty for private resources. Otherwise, normal rules apply. - Communist states get reduced PIT income - Communist states get 100% of trade income on state controlled resources. - Communist states get less demand growth. - If a communist state neglects their budget, it will impact their production growth. - Military dictatorships get a penalty to their yearly resource growth. - Military dictatorships only have to pay 25% of normal upkeep costs for their military. - Superimporters now profit from importing. - Max income from importing is 10x of GDP. - Added UrbanizationLevel, this calculates how much % of the country's population lives in cities. This affects demand growth (more urbanization = more demand). - Sabotage missions now work and remove production from the victim depending on the mission complexity - Balance surplus glitch fixed - SuperImporters are exempt from balance surplus correction. - Ability to toggle war say. Military changes: - Production capacity greatly increased, depends on economic health and infrastructure. Console: - Added commands: freeregions Frees the regions under foreign military control of that country. addrel 100> Adds overall relations with the world superimp Makes Country-ID a superimporter bkrall Bankrupts all nations printpw Prints the password to the server log. If it's a bunch of numbers or letters optionally followed by a pattern it's good. Otherwise contact the developer. refreshpw Takes the password from the last autosave, can only run if the server has saved autosave at least once. Not recommended. fannex Makes the first country annex the second country peacefully. rconfig Refreshes HDM Config. Other: - When a nation becomes a client, its government type and internal laws change to match those of its master. Server changes: When a country sponsors a Request War Declaration treaty, a chat notification will be sent to all human players of that fact Nuclear bombs will not launch if the speed is faster than T2, and the attacker will get a chat notification. Notes: Thanks to BlasterMillenia for the original mod Don't enable "Show HDI components" as this will interfere with the production.