capital = {
	game_data = {
		category = location
	}
	local_proximity_source = 65
	local_population_capacity_modifier = 0.10
	local_migration_attraction = 0.025
	local_nobles_desired_pop_scaled = 0.002
	local_clergy_desired_pop_scaled = 0.002
	local_fort_maintenance_cost = -0.50
	local_max_control = 0.1
	local_bureaucrats_desired_pop_scaled = 0.01
	
	local_building_levels = 10
}


proximity_to_capital = {
	game_data = {
		category = location
	}
	local_max_control = 0.50
}

#scales with men vs population
present_troops = {
	game_data = {
		category = location
	}
	local_unrest = -0.05
	local_max_control = 0.5
	local_monthly_control = 0.1
}
location_template_natural_harbor_suitability_location = {
	game_data = {
		category = location
	}
	natural_harbor_suitability = 0.5
}

location_template_natural_harbor_suitability = {
	game_data = {
		category = location
	}
	harbor_suitability = 0.5
}
development = {
	game_data = {
		category = location
	}
	local_population_capacity_modifier = 0.025
	local_distance_from_capital_speed_propagation = 0.01
	local_supply_limit_modifier = 0.02
	blockade_force_required = 0.01
	local_migration_attraction = 0.0025
	local_trade_center_power = 0.002
        local_population_growth = 0.0001

	local_institution_growth_modifier = 0.002
	
	local_construction_speed = 0.01
	
	local_monthly_food_modifier = 0.01
	
	free_building_levels = 1
	
	local_max_rgo_size = 0.1
	
	local_life_expectancy = 0.1
	
	occupation_time = 0.01
	
	local_build_buildings_efficiency = 0.01
	maximum_stockpile_capacity = 5

	local_mills_build_buildings_efficiency = 0.01
}

control = {
	game_data = {
		category = location
	}
	local_trade_protection_factor = 0.50
	local_peasant_enfranchisment = 0.50
	
}
