v1.3 Beta
About this mod Machine translation
living standard
v1.3 beta update. This release only includes basic SOL population demand scaling.
Due to engine changes, the following features have been removed
Substitute commodity group system.
Market scarcity tiers and reallocation of commodity-by-commodity demand.
Segmented Engel curves by strata.
If you want this mod to be restored as soon as possible, please be sure to visit the suggestions I posted on the PDX Forum [forum.paradoxplaza.com] to help me. It would be even better if you can vote! If the heat is higher, PDX may restore moddability here sooner
We don't have v1.2 version due to unsupported engine. If you need v1.1, please go to the following link
[v1.1 Compatible Version] Living Standard - Living Standard Requirements
Introduction
Standard of Life (SOL) is an economic and balance revamp for deep strategy players. Its core goal is to make population demand no longer just a static value: regional income, class savings, market basic consumption, development and real estate building maintenance will all affect the actual consumption capacity of the local population.
core content
Dynamic Living Standards and Population Demand: Recalibrated population base demand for 55 goods and applied local_pop_demand modifiers on a monthly basis for each primary land location.
Income-closed consumption model: local class income, national class deposit pressure, market basic expenditure and development demand divisor jointly determine the final demand coefficient.
Market expenditure cache: The market consumption goods and basic expenditure per unit population are refreshed every year. The lower value of market price and default price is used for price calculation to avoid unlimited increase in basic expenditure by high-priced products.
Real estate building maintenance: Each year, the five-tier real estate buildings in each location are counted, and maintenance costs are deducted from the income of the corresponding strata.
Living standards UI: Added national living standards situation, map coloring, location panel and refresh cache operations for viewing national and local demand coefficients, income, savings, maintenance and consumer goods.
economic balance
The economic growth of the era: As the era progresses, construction efficiency decreases, RGO expansion costs increase, city/town upgrades become more expensive, and population food consumption gradually increases; prosperity picks up in the later period, but expansion costs become significantly higher.
Anti-snowball construction: The scale of basic RGO is reduced, the construction efficiency in low-control areas is worse, and the cost of road and railway construction is greatly increased.
Taxation and difficulty adjustment: The default base tax efficiency is -15%, which can be adjusted in the CMF; the original tax bonus is halved for hard/hard AI and easy/very easy players.
Diplomacy and stability investment: Diplomatic expenditure will change with the used diplomatic capacity; cultural traditions can reduce the cost of stability investment.
GDP to Development: Locations receive a development growth modifier based on local GDP each year.
AI recovery assistance: AI countries can receive an adjustable desolation recovery bonus to help areas with negative prosperity recover.
war and expansion
Harsh War Consequences: War exhaustion will further weaken recruitment scale, control, stability, legitimacy, and defense capabilities.
Occupation pressure: Occupying the entire territory and capturing the capital will significantly accelerate the growth of war exhaustion.
Wartime Restrictions: Optionally disables the use of war exhaustion-reducing cabinet actions during war.
Local war wounds: blockades, sieges, occupations, raids, nomadic raids, and plundering more significantly affect prosperity, control, construction, migration attractions, development, raw materials, and food.
Colonial restrictions: AI usually requires more than 500 tax base to establish a coloni …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.