ICBM: Escalation

ICBM: Escalation

GDP++: Factories and Labs
60 Comments
Vincent Price 3 Aug @ 10:40pm 
Something I think would benefit this mod is if the civil defense tech tree 'hardened' factories and labs by increasing their health. This would create an incentive to research higher-yield weapons to counter the enemy's industrial hardening.
shrimp milk 29 Jun @ 12:47pm 
My AI do not seem to be making any Sat or participating in space warfare... even on hardest, any ideas?
Mit Balkens  [author] 11 May @ 2:15pm 
@BHL.Kriminel Ah, okay, awesome!
BHL.Kriminel 11 May @ 7:34am 
@Mit Balkens

Sorry, I just understood how the mod works, and I saw that in a country what you choose, without annexing new regions, it add the additional productivity, and it automaticly rescale it to 100%

But it include the additional productivity.
BHL.Kriminel 10 May @ 2:41pm 
@Mit Balkens
Hi !
Yes sure ;

Map Iron curtain 1980 10 players

Mod ;
- Naval defense platform
- Arsenal Bird
- GDP ++
- C&C Generals Portraits
- Covert Bomb trucks
- Ace combat Leaders
- Longer No-Nuke Timer
Mit Balkens  [author] 8 May @ 6:30pm 
@BHL.Kriminel Its worked fine for me and others - although I'm not suggesting that you are incorrect. Is it possible that its normalizing your total GDP to 100% somehow? What are the exact match settings and map you're using?
BHL.Kriminel 8 May @ 9:41am 
Hello, i have an issue with this mod, and on top of that, its the same problem that was in the previous ICBM game with the similar mod.

It seems that the factory, when placed on a region, does not "increase" the productivity, it just "concentrate" the GDP here.

For exemple, I placed one factory near Sao Paulo, it increse the GDP from 13% up to 17% or something like that, but i saw that, in the other region in my control, the GDP dropped of something around 1 or 2% ...

I tried multiples times, its the same thing again and again, but not for the AI !

How did you fix this ?
Thx in advance. :cta_emo7: :radiation_green:
belko 10 Mar @ 4:42pm 
Hi , is there a way to only enable this for player ?
Mit Balkens  [author] 5 Mar @ 7:52pm 
@Yellow Didn't see your previous comment. That's odd, afaik the AI should have to research the same things a player would. I'll look into it when I get a chance.
Yellow 2 Mar @ 8:01pm 
I found the issue. It doesn't seem like the AI needs research to build factories or labs they just do it.
Mit Balkens  [author] 23 Feb @ 9:46am 
@Wülf Drago Last I talked to the creator of the Four Horsemen mod he was working on an update that would resolve the compatibility issues. As of now it seems to be on that mod's end.
Wülf Drago 18 Feb @ 4:13am 
Hi, i've found a compatibility issue with this mod and 4 horseman (the ground rework) as 4 horseman remove security checkpoint i can't activate both mods together
Mit Balkens  [author] 13 Feb @ 6:10pm 
@Autumn There is enough of this sentiment that I may do so at some point. I just wish there was a better way than making two separate mods.
Autumn 13 Feb @ 1:37pm 
Would love a version of this where there's only three or five per faction. It gets very easy to snowball with this one.
Hitoshi Misaki 6 Feb @ 2:39pm 
the issue i ran into was that the game said failed to load factory or something like that its been a while since I've played with it but that was the gist of what i came across
Mit Balkens  [author] 26 Jan @ 5:42pm 
@Hitoshi Misaki What do you mean? Can you elaborate as to what bug you ran into?
Hitoshi Misaki 6 Jan @ 6:50pm 
is there a bug in this mod that has to do with the factory?
Yellow 29 Dec, 2024 @ 6:51pm 
For some reason the AI is getting ~130% production before the peace timer runs out. I'm not sure how this is happening and wanted to ask if this is related to your mod. It should be virtually impossible to even get a single lab or factory out in this time as it needs to be researched.
Runswithfoot 18 Dec, 2024 @ 4:39pm 
have it where each level of tech for research gives u 1 lab and each level of production gives u 2 factories and buff labs and factories a little bit should make them more valuable to protect and also not as abuse-able early game.
Mit Balkens  [author] 18 Dec, 2024 @ 3:43pm 
@Runswithfoot How do you mean? I don't understand.
Mit Balkens  [author] 18 Dec, 2024 @ 3:43pm 
@Onyx117S THATS THE GOAL >:D But yes most likely I will be reducing the limit slightly.
Onyx117S 18 Dec, 2024 @ 3:42pm 
Lower limit on them would be great. AI maxes them out early and gets super OP lol
Runswithfoot 18 Dec, 2024 @ 1:40pm 
it would be cool if it was like 1 lab and 2 factories for each tech of those types
kim jung jay 17 Dec, 2024 @ 3:22pm 
great mod.naval bases?
Mit Balkens  [author] 15 Dec, 2024 @ 7:09pm 
@perl Hmm. Maybe.
perl 14 Dec, 2024 @ 9:07pm 
After playing with this for a while, it's a lot of fun but I do think that 25 max is a bit too much. I'd probably lower the limit for both to 10
Mit Balkens  [author] 11 Dec, 2024 @ 9:14am 
@Conscript Fair point and good suggestion. I'll look into this.
Mit Balkens  [author] 11 Dec, 2024 @ 9:14am 
@Michael Powers Try swapping the load order for the two mods. Its possible Chronic overwrites the entire unit file. I'll have to ask.
Michael Powers 11 Dec, 2024 @ 7:39am 
ah maybe this mod isn't compatible with chronics forgotten techs?
Michael Powers 11 Dec, 2024 @ 7:36am 
for some reason I can't find the factory anywhere at all in the game and this mod was the only one I had loaded at the time on a fresh game in conquest mode
Conscript 11 Dec, 2024 @ 4:03am 
Ahh, well the thing is it's usually too late by then and missing a city by like 1cm. Maybe as a workaround you could have it act as an 'army base' for placement, just with nothing that can be deployed from it? Not sure if that's possible just thinking of a solution.
Mit Balkens  [author] 10 Dec, 2024 @ 11:23am 
@Conscript Not when placing, but after you've placed it you can click the building, and then click on the little clipboard symbol to show the range.
Conscript 10 Dec, 2024 @ 2:17am 
Maybe I'm missing something, but is there a way to show the range when placing?
Mit Balkens  [author] 8 Dec, 2024 @ 12:02pm 
@GabeTheBabe What other mods do you have enabled? My guess is you have a Units mod, or a mod that edits Units.txt, and it is overriding the entire file. Try either just loading this mod alone (as a test) or reversing the mod load order in steam.
GabeTheBabe 8 Dec, 2024 @ 9:52am 
Cannot load this mod, says unit type factory not found and disables all mods.
Mit Balkens  [author] 6 Dec, 2024 @ 4:29pm 
@perl Fair enough, I'll take a look and adjust it. I haven't adjusted the Spec Ops AI, although I did notice that its a thing and so it is on my to-do list. They attack Labs just fine, just not the Factories. Also, the AI's placement of its own Labs and Factories needs to be improved. I'll be tackling these in the coming updates.
perl 6 Dec, 2024 @ 4:20pm 
Thanks for adding the factory icon. Looks good, but I think it should be slightly smaller (like the research center icon) since right now it looks like its overflowing from the box.

By the way, did you modify the Spec Ops AI (GroupsConquest.txt) to target research centers & factories?
Agnus_SatchelGuy 6 Dec, 2024 @ 4:55am 
i was wondering why this thing wasn't default in game
Mit Balkens  [author] 5 Dec, 2024 @ 6:06pm 
@L_Chabb It shouldn't, I use them together and they do unrelated things.
L_Chabb 5 Dec, 2024 @ 5:58pm 
Will this mod conflict with your other mod T +4hours ?
well Im about to find out
Mit Balkens  [author] 4 Dec, 2024 @ 2:47pm 
@A Random Kitten As it stands now, no, this is not possible. Each city checks if its within the radius of a building and if it is it applies the buff. This is a boolean - meaning its either applied or not - and thus does not stack. There may be a way to make it stackable, but I haven't found that to be the case in the game files I'm modding here. That was actually my original intent - stackable factories that do less per-factory such that you can build up industrial centers.
gregogato 4 Dec, 2024 @ 2:08pm 
can you stack multiple x2 modifiers into a single (or maybe 2) cities?
Mit Balkens  [author] 3 Dec, 2024 @ 10:11am 
@perl The only difficulty with that is its defined in the map file. So its a per-map thing.
Mit Balkens  [author] 3 Dec, 2024 @ 10:10am 
Factories update now out.
perl 2 Dec, 2024 @ 7:53pm 
Yeah, like you know how when you start a game, every faction gets some starting armies, army bases, airports, fleets, etc. I think it would be immersive if they also started with some research centers and factories, so you have some economic assets to target from the get-go.
Mit Balkens  [author] 2 Dec, 2024 @ 1:28pm 
@perl The factories are in I just have a few adjustments and then the update will be out.

Do you mean facs/labs unlocked from the get-go without having to do any research? Possible but it may be OP.
perl 1 Dec, 2024 @ 6:11pm 
Also, would it be possible to add Research Centers and Factories as part of the starting units? So every faction starts with two of each.
L_Chabb 1 Dec, 2024 @ 4:41pm 
That sounds a very interesting mod thumbs up now will try Subbing later
Its got to be good because of the Time-cost of a helluva lot of mods one was 13 hours or more to complete!!
That lines research cant run concurrently is a bit of a fkn pain in the hole isnt it?!!
also Will it conflict with other mods here??
Please clarify soon
perl 1 Dec, 2024 @ 4:15pm 
This mod has a "factory" in case you want to see how to implement it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371877460

It boosts production value for the faction
Krieger. 1 Dec, 2024 @ 3:19am 
I have a save if you wish.