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I would really appreciate if you or someone else added a game rule to remove it, I think the mod suffers from it.
The inventions don't really make the groceries building better either - inventions for many other buildings are often better.
I would like to see the sugar output of the farms PM increased a little bit for balance reasons.
Also the fact that the secondary PM for farms that replaces 10 grains with 5 fruit and 5 sugar in vanilla here replaces 10 grains with 5 fruit and 1 sugar makes it almost impossible to really play with the groceries industry as any country that doesn't have access to sugar plantations. Maybe this is intentional but considering that the private queues and AIs are still building groceries nonetheless that just ends in one of the least profitable urban buildings sitting empty and using up infrastructure.
The new control system has some harsh balancing choices, like -50 for 30% debt in a game where deficit spending is a core component to economic growth. Its even wierder when high control gives loan interest rate buffs, but to get good control you basically cant have debt. The control system seems to punish your nation for struggling, making it much easier to send your economy into a death spiral.
It also nearly ruins colonization (which already has crazy infamy cost in this mod) because even owning a tiny 20k pop colony messes up your control, and if this 20k pop colony is poor and starving, then you end up with another -15 nationwide control malus.
I don't know if it's the mod or my skill issue but someone help
Imbalance is fun!
Greater Germany + Colonies + 100 milion people shouldn't cripple the whole nation to the point of being unable to do anything.
And I haven't expanded for at least 10 years.
https://imgur.com/a/u7ETltC