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{
"name": "Control",
"id": "control.europa_governance",
"version": "1",
"supported_game_version": "1.4.*",
"short_description": "Control: reworks internal governance in Europa Universalis V. Adds the Bureaucrats estate with its own privileges, a bureaucracy system, and a chain of administrative buildings (Capitol, Town Hall, Trade Exchange, Construction Ministry) unlocked by advances.",
"tags": [
"Advancements",
"Alternative history",
"Balance",
"Characters"
],
"relationships": [],
"game_custom_data": {}
}
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#####################################
# Public Health (always-available free tree)
#####################################
surgery_advance = {
age = age_3_discovery
icon = alchemy_advance
global_life_expectancy = 3
global_disease_resistance = 0.05
depth = 0
}
#####################################
# New World
#####################################
new_world_advance = {
age = age_3_discovery
depth = 0
allow = { has_embraced_institution = institution:new_world }
exploration_preparation_time_modifier = -0.05
colonial_range = 600
diplomatic_range_modifier = 0.10
ai_preference_tags = {
exploration
}
}
explorer_commisions_advance = {
age = age_3_discovery
icon = safe_exploration_techniques_advance
requires = new_world_advance
can_recruit_explorer = yes
ai_preference_tags = {
exploration
}
}
open_sea_exploration = {
age = age_3_discovery
icon = maritime_advance_age_4
requires = explorer_commisions_advance
allow_open_sea_exploration = yes
colonial_range = 1500
ai_preference_tags = {
exploration
}
}
repair_at_sea_aod = {
age = age_3_discovery
icon = rudimentary_coastal_ship_repair
requires = explorer_commisions_advance
ship_repair_at_sea_to_max_strength = 0.1
}
merchant_power_from_maritime_discovery_advance = {
age = age_3_discovery
icon = merchant_power_from_maritime_reformation_advance
merchant_power_from_maritime = 0.025
requires = open_sea_exploration
}
maritime_decay_advance_disc = {
icon = letters_of_marque
age = age_3_discovery
requires = merchant_power_from_maritime_discovery_advance
global_maritime_presence_decay = -0.001
}
colonial_charters = {
age = age_3_discovery
icon = colonies
requires = new_world_advance
colonial_migration_size_modifier = 0.25
create_colonial_charter_cost_modifier = -0.2
colonial_maintenance_efficiency = 0.40
ai_preference_tags = {
exploration
}
}
colonial_policy_advance = {
age = age_3_discovery
requires = colonial_charters
unlock_law = colonial_policy
}
maritime_advance_age_3 = {
age = age_3_discovery
icon = maritime_advance_age_4
requires = colonial_charters
global_maritime_presence_modifier = 0.1
num_naval_governors = 1
}
trade_range_advance_age_3 = {
age = age_3_discovery
icon = ship_building_advance
requires = maritime_advance_age_3
trade_range = 250
}
coastal_trade_routes_advance = {
age = age_3_discovery
icon = safe_exploration_techniques_advance
requires = maritime_advance_age_3
sea_cost_on_distance_from_capital_when_maritime = -0.5
}
ship_building_techniques_discovery = {
age = age_3_discovery
icon = rudimentary_coastal_ship_repair
requires = merchant_power_from_maritime_discovery_advance
ship_build_speed = 0.2
}
port_cost_distance_from_capital_advance = {
icon = global_trade_routes_advance
age = age_3_discovery
requires = ship_building_techniques_discovery
port_cost_distance_from_capital = -5
}
exploration_maintenance_advance = {
age = age_3_discovery
icon = maritime_advance_age_4
requires = maritime_advance_age_3
exploration_maintenance_efficiency = 0.20
ai_preference_tags = {
exploration
}
}
native_policy_advance = {
age = age_3_discovery
requires = open_sea_exploration
unlock_law = native_policy
}
beat_to_windward_advance = {
age = age_3_discovery
icon = new_world_advance
requires = new_world_advance
exploration_mission_speed = 0.1
ai_preference_tags = {
exploration
}
}
plantation_buildings_advance = {
age = age_3_discovery
requires = colonial_charters
unlock_building = sugar_plantation
unlock_building = tobacco_plantation
unlock_building = cotton_plantation
ai_preference_tags = {
exploration
}
}
naval_ambitions = {
age = age_3_discovery
icon = safe_exploration_techniques_advance
requires = colonial_policy_advance
naval_range = 250
ai_preference_tags = {
exploration
}
}
diplomatic_range_age_2 = {
age = age_3_discovery
icon = diplomatic_range_age_1
requires = naval_ambitions
diplomatic_range_modifier = 0.25
}
construction_speed_discovery = {
icon = rudimentary_coastal_ship_repair
age = age_3_discovery
global_construction_speed = 0.1
requires = surgery_advance
}
#####################################
# Printing Press
#####################################
printing_press_advance = {
age = age_3_discovery
icon = printing_press_advance
global_max_literacy = 5
depth = 0
allow = { has_embraced_institution = institution:printing_press }
}
spy_construction_discovery = {
age = age_3_discovery
icon = efficient_spies
requires = printing_press_advance
spy_network_construction = 0.1
}
diplomatic_training = {
age = age_3_discovery
icon = scholasticism
monthly_diplomats = 0.1
requires = spy_construction_discovery
}
formalized_relations = {
age = age_3_discovery
icon = diplomatic_range_age_1
diplomatic_capacity = 1
requires = printing_press_advance
}
faceting = {
age = age_3_discovery
icon = improve_relation_impact_renaissance
global_jewelry_output_modifier = 0.1
requires = formalized_relations
}
print_culture = {
icon = printing_press_advance
age = age_3_discovery
requires = formalized_relations
global_institution_growth_modifier = 0.20
}
artists_advance_discovery = {
age = age_3_discovery
icon = renaissance_advance
requires = faceting
skill_of_new_artists = 0.1
}
improved_book_binding = {
age = age_3_discovery
icon = scholasticism
requires = print_culture
global_books_output_modifier = 0.25
}
regulate_court_procedures = {
age = age_3_discovery
icon = genoese_banking_traditions
court_spending_efficiency = 0.1
requires = surgery_advance
}
crown_power_advance_discovery = {
age = age_3_discovery
icon = crown_power_advance_renaissance
global_crown_estate_power = 0.10
requires = regulate_court_procedures
}
government_size_discovery = {
icon = government_size
age = age_3_discovery
government_size = 1
requires = crown_power_advance_discovery
}
town_rights_aod_advance = {
age = age_3_discovery
icon = town_rights_advance
requires = government_size_discovery
capital_possible_town_rights = 1
}
trade_through_owned_disc_advance = {
icon = colonies
age = age_3_discovery
global_trade_through_owned_territory_efficiency = 0.2
in_tree_of = surgery_advance
}
lazaretto_advance = {
age = age_3_discovery
unlock_building = lazaretto
requires = trade_through_owned_disc_advance
}
naval_morale_advance_2 = {
age = age_3_discovery
icon = global_trade_routes_advance
requires = lazaretto_advance
naval_morale = 0.25
}
basic_financial_instruments = {
age = age_3_discovery
icon = smooth_administration
global_merchant_power = 0.2
requires = lazaretto_advance
}
hire_artist_cost_modifier_advance_disc = {
icon = cultural_ties_culture
age = age_3_discovery
hire_artist_cost_modifier = -0.05
requires = basic_financial_instruments
}
gov_reform_discovery_a = {
icon = government_size
age = age_3_discovery
government_reform_slots = 1
requires = hire_artist_cost_modifier_advance_disc
}
rural_rgo_disc_advance = {
icon = efficient_mining
age = age_3_discovery
global_max_rgo_size_modifier_in_rural = 0.2
requires = basic_financial_instruments
}
power_projection_advance_4 = {
age = age_3_discovery
icon = crown_power_advance_renaissance
power_projection = 5
requires = government_size_discovery
}
#####################################
# Pike and Shot
#####################################
pike_and_shot_advance = {
age = age_3_discovery
icon = pike_and_shot_advance
land_morale = 0.25
depth = 0
ai_weight = { add = 100 }
allow = { has_embraced_institution = institution:pike_and_shot }
}
matchlock_gun = {
icon = supply_depot_advance_age_3_discovery
age = age_3_discovery
requires = pike_and_shot_advance
global_fur_output_modifier = 0.1
global_wild_game_output_modifier = 0.1
}
supply_depot_advance_age_3_discovery = {
age = age_3_discovery
icon = global_supply_limit_modifier_advance_5
supply_depot_capacity = 500
requires = pike_and_shot_advance
}
regiment_reinforcement_speed_discovery = {
age = age_3_discovery
icon = glorious_arms
requires = supply_depot_advance_age_3_discovery
regiment_reinforcement_speed = 0.1
}
correct_box_advance_discovery = {
age = age_3_discovery
icon = expansionism
correct_box_chance = 0.1
requires = matchlock_gun
}
pike_square = {
age = age_3_discovery
icon = drill_army_advance
requires = matchlock_gun
military_tactics = 0.25
ai_weight = { add = 20 }
}
supply_lines = {
icon = maritime_advance_age_2
age = age_3_discovery
requires = pike_square
army_logistics_distance = 25
}
land_morale_attrition_cost_advance = {
icon = defensive_army_attrition
age = age_3_discovery
requires = supply_lines
land_morale_attrition_cost = -0.002
}
linked_armies_advance = {
age = age_3_discovery
icon = expansionism
requires = land_morale_attrition_cost_advance
movement_speed_when_attached_to_another_unit = -0.1
}
land_morale_movement_cost_advance_disc = {
icon = expansionism
age = age_3_discovery
requires = linked_armies_advance
land_morale_movement_cost = -0.0001
}
new_world_crops = {
age = age_3_discovery
icon = expanded_supply_trains
requires = construction_speed_discovery
global_monthly_food_modifier = 0.10
}
rgo_size_advance_discovery = {
age = age_3_discovery
icon = efficient_mining
global_max_rgo_size_modifier = 0.10
requires = trade_range_advance_age_3
}
patio_process_advance = {
age = age_3_discovery
unlock_building = mercury_patio
ai_weight = {
if = {
limit = {
OR = {
produced_in_country:goods_gold > 0
produced_in_country:silver > 0
}
}
add = 200
}
}
requires = rgo_size_advance_discovery
}
town_rights_enable = {
age = age_3_discovery
icon = town_rights_advance
requires = town_rights_aod_advance
unlock_town_rights = royal_tooling_rights
unlock_town_rights = royal_jewelry_rights
unlock_town_rights = royal_naval_rights
unlock_town_rights = royal_textile_rights
unlock_town_rights = royal_weaponry_rights
unlock_town_rights = royal_book_rights
unlock_town_rights = royal_artisan_rights
unlock_town_rights = royal_brewing_rights
unlock_town_rights = royal_masonry_rights
ai_weight = {
add = 100
multiply = num_of_non_rural
divide = num_locations
}
}
rgo_logistics_discovery = {
icon = efficient_mining
age = age_3_discovery
requires = repair_at_sea_aod
raw_material_in_province_impact = 0.025
}
green_vitriol = {
age = age_3_discovery
icon = new_world_advance
requires = rgo_logistics_discovery
global_alum_output_modifier = 0.1
}
pop_promotion_speed_age_3 = {
age = age_3_discovery
icon = cultural_acceptance_advance
requires = new_world_crops
global_pop_promotion_speed_modifier = 0.1
}
blast_furnace = {
age = age_3_discovery
icon = serbian_mining
requires = plantation_buildings_advance
global_iron_output_modifier = 0.75
}
saiger_process_discovery = {
age = age_3_discovery
icon = serbian_mining
global_silver_output_modifier = 0.2
global_lead_output_modifier = 0.2
requires = blast_furnace
}
new_currency_demands = {
icon = debt_and_loans
age = age_3_discovery
global_copper_output_modifier = 0.25
global_tin_output_modifier = 0.1
requires = blast_furnace
}
lumber_improvements_discovery = {
icon = lumber_improvements_absolutism
age = age_3_discovery
requires = improved_book_binding
global_lumber_output_modifier = 0.50
}
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#####################################
# Renaissance
#####################################
renaissance_advance = {
age = age_2_renaissance
icon = renaissance_advance
cultural_influence_modifier = 0.05
depth = 0
allow = { has_embraced_institution = institution:renaissance }
}
patron_of_art = {
age = age_2_renaissance
requires = renaissance_advance
has_cultural_maintenance = yes
num_possible_artists = 1
work_of_art_sell_value_modifier = 0.1
unlock_interaction = commission_art
}
renaissance_sculptures = {
icon = renaissance_advance
age = age_2_renaissance
requires = patron_of_art
global_stone_output_modifier = 0.1
}
renaissance_thought = {
age = age_2_renaissance
government_reform_slots = 1
requires = renaissance_advance
}
government_size_renaissance = {
age = age_2_renaissance
government_size = 1
requires = renaissance_thought
ai_weight = { add = 2 }
}
chancery_records = {
age = age_2_renaissance
icon = smooth_administration
chancery_cap_level = 1
requires = government_size_renaissance
allow_children = no
}
crown_power_advance_renaissance = {
age = age_2_renaissance
icon = crown_power_advance_renaissance
global_crown_estate_power = 0.10
ai_weight = { add = 2 }
requires = government_size_renaissance
}
renaissance_court = {
age = age_2_renaissance
icon = scholasticism
cultural_influence_modifier = 0.10
cultural_tradition_modifier = 0.10
requires = crown_power_advance_renaissance
}
power_projection_advance_2 = {
age = age_2_renaissance
requires = renaissance_court
power_projection = 5
}
anatomy_advance = {
age = age_2_renaissance
global_life_expectancy = 2
global_disease_resistance = 0.03
requires = power_projection_advance_2
}
vibrant_court_advance = {
age = age_2_renaissance
icon = cultural_acceptance_advance
cultures_capacity = 1
requires = renaissance_court
ai_weight = { add = 2 }
}
#####################################
# Banking
#####################################
banking_advance = {
age = age_2_renaissance
icon = banking_advance
bank_interest = -0.02
total_loan_capacity_modifier = 0.5
can_sell_bonds = yes
depth = 0
allow = { has_embraced_institution = institution:banking }
}
merchants_and_trade = {
age = age_2_renaissance
icon = global_trade_routes_advance
requires = banking_advance
naval_range = 250
trade_range = 250
colonial_range = 250
ai_preference_tags = {
exploration
}
}
standardized_coins = {
age = age_2_renaissance
icon = standardized_coins
minting_inflation_threshold = 0.01
ai_weight = { add = 1 }
requires = banking_advance
}
pop_promotion_speed_age_2 = {
age = age_2_renaissance
icon = improved_foraging
requires = standardized_coins
global_pop_promotion_speed_modifier = 0.1
}
trade_range_advance_age_2 = {
age = age_2_renaissance
icon = zmw_merchant_taxes
requires = standardized_coins
trade_range = 250
}
rudimentary_coastal_ship_repair = {
age = age_2_renaissance
icon = rudimentary_coastal_ship_repair
requires = merchants_and_trade
ship_repair_at_sea = 0.025
ship_repair_at_sea_to_max_strength = 0.3
}
maritime_advance_age_2 = {
age = age_2_renaissance
icon = maritime_advance_age_2
requires = trade_range_advance_age_2
global_maritime_presence_modifier = 0.1
}
diplomatic_range_age_1 = {
age = age_2_renaissance
icon = diplomatic_range_age_1
requires = merchants_and_trade
diplomatic_range_modifier = 0.25
}
spy_construction_renaissance = {
age = age_2_renaissance
requires = pop_promotion_speed_age_2
spy_network_construction = 0.1
}
rebellion_support = {
icon = zakah
age = age_2_renaissance
requires = spy_construction_renaissance
unlock_diplomacy = { supportrebels }
}
route_to_the_indies_advance = {
age = age_2_renaissance
requires = merchants_and_trade
exploration_preparation_time_modifier = -0.1
potential = {
original_capital ?= { sub_continent = sub_continent:western_europe }
}
}
pound_lock_canals_advance = {
age = age_2_renaissance
requires = maritime_advance_age_2
starting_technology_level = 3
unlock_building = pound_lock_canal_infrastructure
}
expanded_aqueduct_system = {
age = age_2_renaissance
potential = {
OR = {
has_or_had_tag = BYZ
has_or_had_tag = ROM
}
}
aqueduct_system_max_level = 1
requires = pound_lock_canals_advance
}
###############################
# Professional Armies
###############################
professional_armies_advance = {
age = age_2_renaissance
icon = professional_armies_advance
army_maintenance_efficiency = 0.20
depth = 0
ai_weight = { add = 100 }
allow = { has_embraced_institution = institution:professional_armies }
}
gunpowder_advance = {
age = age_2_renaissance
icon = gunpowder_advance
military_tactics = 0.25
ai_weight = { add = 20 }
requires = professional_armies_advance
}
recruitment_improvements_renaissance = {
age = age_2_renaissance
icon = recruitment_improvements_renaissance
requires = professional_armies_advance
regiment_recruit_speed = 0.2
}
drill_army_advance = {
age = age_2_renaissance
icon = drill_army_advance
unlock_ability = drill_army
requires = recruitment_improvements_renaissance
}
regiment_reinforcement_speed_renaissance = {
age = age_2_renaissance
icon = regiment_reinforcement_speed_renaissance
requires = recruitment_improvements_renaissance
regiment_reinforcement_speed = 0.1
}
supply_depot_advance_age_2_renaissance = {
age = age_2_renaissance
supply_depot_capacity = 500
requires = regiment_reinforcement_speed_renaissance
}
correct_box_advance_renaissance = {
age = age_2_renaissance
correct_box_chance = 0.1
requires = gunpowder_advance
}
###########################
# The always allow tree
##############################
renaissance_development = {
age = age_2_renaissance
icon = offensive_army
embrace_institution_cost_modifier = -0.10
revoke_privilege_cost_modifier = -0.05
depth = 0
}
improve_relation_impact_renaissance = {
age = age_2_renaissance
icon = court_accounting
requires = renaissance_development
improve_relation_impact = 0.10
ai_weight = {
if = {
limit = {
root = {
subjects_relative_power > 0.25
}
}
add = 1
}
}
}
late_feudal_relations = {
age = age_2_renaissance
icon = late_feudal_relations
requires = improve_relation_impact_renaissance
subject_loyalty = 5
ai_weight = {
if = {
limit = {
root = {
subjects_relative_power > 0.25
}
}
add = 1
}
}
}
medieval_military = {
age = age_2_renaissance
land_morale = 0.25
ai_weight = { add = 20 }
requires = late_feudal_relations
}
naval_morale_advance_1 = {
age = age_2_renaissance
naval_morale = 0.25
requires = late_feudal_relations
}
renaissance_subject_opinions_advance = {
age = age_2_renaissance
requires = late_feudal_relations
subject_opinions = 10
ai_weight = {
if = {
limit = {
root = {
subjects_relative_power > 0.25
}
}
add = 1
}
}
}
grant_privilege_cost_modifier_renaissance_advance = {
age = age_2_renaissance
requires = renaissance_development
grant_privilege_cost_modifier = -0.1
}
rgo_size_advance_renaissance = {
age = age_2_renaissance
requires = grant_privilege_cost_modifier_renaissance_advance
global_max_rgo_size_modifier = 0.10
}
food_advance_renaissance = {
age = age_2_renaissance
icon = expanded_supply_trains
requires = rgo_size_advance_renaissance
global_monthly_food_modifier = 0.10
}
war_no_cb_cost_modifier_renaissance_advance = {
age = age_2_renaissance
icon = expansionism
requires = grant_privilege_cost_modifier_renaissance_advance
war_no_cb_cost_modifier = -0.1
}
global_nobles_max_literacy_advance = {
age = age_2_renaissance
requires = renaissance_subject_opinions_advance
global_nobles_max_literacy = 7.5
}
global_burghers_max_literacy_advance = {
age = age_2_renaissance
requires = food_advance_renaissance
global_burghers_max_literacy = 7.5
}
global_clergy_max_literacy_advance = {
age = age_2_renaissance
requires = food_advance_renaissance
global_clergy_max_literacy = 7.5
}
land_morale_recovery_renaissance_advance = {
icon = offensive_army
age = age_2_renaissance
land_morale_recovery = 0.01
requires = medieval_military
}
merchant_power_from_maritime_renaissance_advance = {
age = age_2_renaissance
icon = global_trade_routes_advance
merchant_power_from_maritime = 0.025
requires = global_burghers_max_literacy_advance
}
renaissance_urbanisation = {
age = age_2_renaissance
requires = food_advance_renaissance
global_max_rgo_size_modifier_in_non_rural = 0.1
}
renaissance_city_rights = {
icon = religious_toleration
age = age_2_renaissance
requires = renaissance_urbanisation
megalopolis_upgrade_cost_modifier = -0.1
city_upgrade_cost_modifier = -0.1
town_upgrade_cost_modifier = -0.1
}
blockade_tactics = {
age = age_2_renaissance
requires = naval_morale_advance_1
blockade_efficiency = 0.1
}
recovery_efforts = {
icon = offensive_army
age = age_2_renaissance
requires = blockade_tactics
global_devastation_recovery = 0.005
}
naval_initiative_ren = {
age = age_2_renaissance
icon = ship_building_advance
requires = blockade_tactics
navy_initiative = 0.2
}
army_initiative_ren = {
icon = professional_armies_advance
age = age_2_renaissance
requires = land_morale_recovery_renaissance_advance
army_initiative = 0.2
}
law_making_renaissance = {
age = age_2_renaissance
requires = recovery_efforts
change_policy_cost_modifier = -0.05
}
subject_integration = {
icon = glorious_arms
age = age_2_renaissance
requires = renaissance_subject_opinions_advance
diplomatic_annexation_efficiency = 0.2
}
rgo_construction_ren = {
age = age_2_renaissance
icon = efficient_mining
requires = law_making_renaissance
global_rgo_build_time = -0.1
}
naval_repair_ren = {
icon = rudimentary_coastal_ship_repair
age = age_2_renaissance
requires = naval_initiative_ren
navy_repair_efficiency = 0.10
}
construction_speed_renaissance = {
icon = efficient_mining
age = age_2_renaissance
global_construction_speed = 0.1
requires = rgo_construction_ren
}
@@ -0,0 +1,653 @@
# starting_technology_level is only relevant in age of traditions, where advances with higher value than the countries value starts as unresearched
#Written Alphabet
written_alphabet = {
age = age_1_traditions
icon = abacus_advance
depth = 0
research_cost = 2.0
global_max_literacy = 2.5
global_monthly_literacy = 0.01
starting_technology_level = 2
}
cultural_traditions_law_advance = {
age = age_1_traditions
requires = written_alphabet
unlock_law = cultural_traditions_law
starting_technology_level = 2
}
cultural_acceptance_advance = {
age = age_1_traditions
icon = cultural_acceptance_advance
cultures_capacity = 1
starting_technology_level = 3
requires = cultural_traditions_law_advance
}
mapmaking = {
age = age_1_traditions
icon = maritime_advance_age_4
requires = written_alphabet
research_cost = 1.0
may_explore = yes
unlock_law = immigration_law
}
colonies = {
age = age_1_traditions
icon = colonies
requires = mapmaking
research_cost = 1.0
can_colonize = yes
}
codified_laws = {
age = age_1_traditions
icon = scholasticism
requires = written_alphabet
research_cost = 2.0
has_codified_laws = yes
allow_council_parliament = yes
starting_technology_level = 2
}
distribution_of_power_advance = {
age = age_1_traditions
unlock_law = distribution_of_power_law
requires = codified_laws
}
subjects_advance = {
age = age_1_traditions
icon = diplomatic_influence
research_cost = 2.5
allow_subjects = yes
unlock_subject_type = vassal
requires = codified_laws
}
taxation_advance = {
age = age_1_traditions
icon = genoese_banking_traditions
research_cost = 2.5
enable_taxation = yes
has_stability_investment = yes
unlock_law = coin_laws
requires = codified_laws
}
state_administration_advance = {
age = age_1_traditions
research_cost = 2.5
unlock_law = administrative_system
requires = taxation_advance
potential = {
has_tribal_government = no
}
}
#####################################
# Legalism
#####################################
legalism_advance = {
age = age_1_traditions
icon = legalism_advance
stability_cost_efficiency = 0.2
requires = codified_laws
allow = { has_embraced_institution = institution:legalism }
}
medieval_administration = {
age = age_1_traditions
icon = scholasticism
requires = legalism_advance
government_reform_slots = 1
}
pest_house_advance = {
age = age_1_traditions
requires = medieval_administration
unlock_building = pest_house
}
banking_country_traditions = {
potential = {
has_reform =government_reform:banking_country
}
age = age_1_traditions
icon = banking_advance
unlock_country_interaction = take_over_loan
minting_income_factor = 0.10
total_loan_capacity_modifier = 0.5
requires = medieval_administration
}
hospital_advance = {
age = age_1_traditions
requires = pest_house_advance
unlock_building = hospital
}
#Agriculture
agriculture_advance = {
age = age_1_traditions
research_cost = 2.0
can_extract_wheat = yes
can_extract_maize = yes
can_extract_potato = yes
can_extract_rice = yes
can_extract_millet = yes
can_extract_legumes = yes
depth = 0
starting_technology_level = 1
}
windmills_advance = {
age = age_1_traditions
unlock_building = windmill
requires = agriculture_advance
}
aqueduct_system = {
age = age_1_traditions
potential = {
OR = {
has_or_had_tag = BYZ
has_or_had_tag = ROM
}
}
unlock_building = aqueduct_system
requires = agriculture_advance
}
alchemy_advance = {
age = age_1_traditions
icon = alchemy_advance
requires = windmills_advance
global_life_expectancy = 2
global_disease_resistance = 0.03
starting_technology_level = 3
}
apothecary_advance = {
age = age_1_traditions
requires = alchemy_advance
unlock_building = apothecary
}
city_building_advance = {
age = age_1_traditions
icon = city_building_advance
research_cost = 2.0
can_build_cities = yes
can_grant_town_rights = yes
requires = agriculture_advance
}
ranching = {
age = age_1_traditions
icon = finest_of_horses
starting_technology_level = 1
requires = windmills_advance
allow = {
OR = {
has_embraced_institution = institution:feudalism
original_capital ?= { continent = continent:europe }
original_capital ?= { continent = continent:asia }
original_capital ?= { sub_continent = sub_continent:north_africa }
original_capital ?= { sub_continent = sub_continent:west_africa }
original_capital ?= {
market ?= {
OR = {
is_produced_in_market = goods:horses
is_traded_in_market = goods:horses
}
}
}
}
}
can_extract_horses = yes
}
horse_riding_advance = {
age = age_1_traditions
research_cost = 2.0
requires = ranching
unlock_levy = levy_noble_cavalry
unlock_levy = levy_tribal_cavalry
starting_technology_level = 1
}
#####################################
# Feudalism
#####################################
feudalism_advance = {
age = age_1_traditions
icon = feudalism_advance
unlock_subject_type = fiefdom
unlock_government_reform = feudal_nobility
unlock_government_reform = margraviate
requires = horse_riding_advance
global_nobles_max_literacy = 20
allow_estate_parliament = yes
military_tactics = 1.0 # WAD, decision by johan
ai_weight = { add = 20 }
allow = { has_embraced_institution = institution:feudalism }
}
trade_caravans = {
age = age_1_traditions
icon = trade_caravans
research_cost = 2.0
requires = horse_riding_advance
trade_land_efficiency = medium_trade_land_efficiency_bonus
potential = {
original_capital ?= { sub_continent = sub_continent:central_asia }
}
starting_technology_level = 1
}
#Mining
mining_advance = {
age = age_1_traditions
icon = efficient_mining
starting_technology_level = 1
depth = 0
research_cost = 2.0
can_extract_stone = yes
can_extract_marble = yes
}
metallurgy = {
age = age_1_traditions
requires = mining_advance
research_cost = 2.0
unlock_building = tools_guild
}
mining_law_advance = {
age = age_1_traditions
icon = laws
requires = mining_advance
starting_technology_level = 1
unlock_law = mining_law
}
bronze_working = {
age = age_1_traditions
icon = serbian_mining
requires = metallurgy
research_cost = 2.0
can_extract_copper = yes
can_extract_tin = yes
can_extract_lead = yes
}
iron_working = {
icon = efficient_mining
age = age_1_traditions
requires = metallurgy
research_cost = 2.0
starting_technology_level = 1
allow = {
has_embraced_institution = institution:feudalism
}
can_extract_coal = yes
can_extract_iron = yes
unlock_building = bog_iron_smelter
}
local_smelters_advance = {
age = age_1_traditions
requires = iron_working
unlock_building = local_smelters
}
advanced_mining = {
age = age_1_traditions
icon = serbian_mining
requires = iron_working
research_cost = 2.0
can_extract_saltpeter = yes
can_extract_alum = yes
}
fine_metals_mining = {
age = age_1_traditions
requires = bronze_working
research_cost = 2.0
can_extract_goods_gold = yes
can_extract_silver = yes
can_extract_mercury = yes
}
faster_levy_recruitment = {
age = age_1_traditions
icon = offensive_army
requires = iron_working
global_levy_recruitment_speed_modifier = 0.2
}
#Shipbuilding
ship_building_advance = {
age = age_1_traditions
icon = ship_building_advance
research_cost = 2.0
ship_build_speed = 0.1
depth = 0
starting_technology_level = 2
}
trade_advance_age_of_trad = {
age = age_1_traditions
icon = merchant_power_from_maritime_reformation_advance
requires = ship_building_advance
selling_efficiency = small_trade_efficiency_bonus
starting_technology_level = 3
}
more_merchants_age_of_trad = {
age = age_1_traditions
icon = merchants_and_trade
requires = trade_advance_age_of_trad
global_merchant_capacity_modifier = 0.05
starting_technology_level = 3
}
slave_raid_advance = {
age = age_1_traditions
icon = slavery_before_death
potential = {
OR = {
has_or_had_tag = MOR
has_or_had_tag = TUN
has_or_had_tag = TLE
has_or_had_tag = TRP
AND = {
num_locations > 0
capital = { region = region:maghreb_region }
}
}
}
allow_privateers_slave_raid = yes
can_hire_privateers = yes
requires = trade_advance_age_of_trad
}
#Organized Religion
organized_religion = {
age = age_1_traditions
global_clergy_city_desired_pop = 0.05
global_clergy_max_literacy = 5
depth = 0
starting_technology_level = 4
}
scholasticism = {
age = age_1_traditions
icon = scholasticism
requires = organized_religion
global_institution_growth_modifier = 0.20
ai_weight = { add = 2 }
}
guilds = {
age = age_1_traditions
icon = guilds
requires = organized_religion
global_burghers_city_desired_pop = 0.1
global_burghers_max_literacy = 5
}
peasant_connections_advance = {
age = age_1_traditions
icon = road_building
requires = guilds
food_purchase_efficiency = 0.2
}
construction_speed_traditions = {
age = age_1_traditions
icon = legalism_advance
requires = peasant_connections_advance
global_construction_speed = 0.05
}
diplomatic_capacity_traditions = {
age = age_1_traditions
icon = diplomatic_influence
requires = guilds
diplomatic_capacity_modifier = 0.2
}
rural_rgo_traditions = {
age = age_1_traditions
icon = laws
requires = peasant_connections_advance
global_max_rgo_size_modifier_in_rural = 0.1
}
#####################################
# Meritocracy
#####################################
meritocracy_advance = {
age = age_1_traditions
icon = meritocracy
country_cabinet_efficiency = 0.05
depth = 0
allow = { has_embraced_institution = institution:meritocracy }
}
educated_bureaucrats = {
age = age_1_traditions
icon = scholasticism
requires = meritocracy_advance
global_monthly_literacy = 0.01
}
efficient_bureaucracy = {
age = age_1_traditions
icon = scholasticism
requires = educated_bureaucrats
legislative_efficiency = 0.05
global_bureaucracy_maintenance_efficiency = 0.04
}
right_to_rule = {
age = age_1_traditions
icon = renaissance_advance
requires = efficient_bureaucracy
num_possible_artists = 1
}
smooth_administration = {
age = age_1_traditions
icon = smooth_administration
requires = right_to_rule
stability_cost_efficiency = 0.1
}
efficient_logistics = {
age = age_1_traditions
icon = road_building
requires = efficient_bureaucracy
build_gravel_road_cost_modifier = -0.05
}
province_governors = {
age = age_1_traditions
icon = glorious_arms
requires = efficient_logistics
global_integration_speed_modifier = 0.10
subject_loyalty = 5
}
appointed_chain_of_command = {
age = age_1_traditions
icon = glorious_arms
requires = efficient_logistics
potential = {
original_capital ?= { sub_continent = sub_continent:east_asia }
}
levy_combat_efficiency_modifier = 0.1
}
temporary_appointments = {
age = age_1_traditions
icon = genoese_banking_traditions
requires = efficient_bureaucracy
set_cabinet_member_cost_modifier = -0.1
replace_cabinet_member_cost_modifier = -0.1
}
non_inheritable_offices = {
age = age_1_traditions
icon = improve_relation_impact_renaissance
requires = temporary_appointments
estate_power_from_cabinet = -0.1
}
abacus_advance = {
age = age_1_traditions
icon = abacus_advance
requires = meritocracy_advance
tax_income_efficiency = small_tax_income_efficiency_bonus
}
power_projection_advance_1 = {
age = age_1_traditions
icon = crown_power_advance_renaissance
requires = abacus_advance
power_projection = 10
}
ledgers_double_checking = {
age = age_1_traditions
icon = court_accounting
requires = abacus_advance
estate_enrichment = -0.05
}
talented_traders = {
age = age_1_traditions
icon = merchants_and_trade
requires = abacus_advance
selling_efficiency = small_trade_efficiency_bonus
}
government_sanctioned_celebrations = {
age = age_1_traditions
icon = grand_banquets
requires = educated_bureaucrats
cultural_tradition_modifier = 0.1
}
+446
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@@ -0,0 +1,446 @@
############################
# age_2_renaissance
############################
innovativeness = {
age = age_2_renaissance
icon = scholasticism
for = adm
requires = pound_lock_canals_advance
global_max_literacy = 2.5
}
empiricism = {
age = age_2_renaissance
icon = scholasticism
for = adm
requires = construction_speed_renaissance
legislative_efficiency = 0.10
}
court_accounting = {
age = age_2_renaissance
icon = court_accounting
for = adm
requires = renaissance_thought
court_spending_efficiency = 0.1
}
debt_and_loans = {
age = age_2_renaissance
icon = debt_and_loans
for = adm
requires = counting_house_advance
bank_interest = -0.01
max_bonds = 1
}
benefits_for_mercenaries = {
age = age_2_renaissance
icon = regimental_system
for = adm
requires = debt_and_loans
mercenary_maintenance_efficiency = 0.1
}
organised_mercenary_recruitment = {
age = age_2_renaissance
icon = regimental_system
for = adm
requires = benefits_for_mercenaries
hire_mercenary_premium_cost_modifier = -0.2
}
state_efficiency = {
age = age_2_renaissance
icon = road_building
for = adm
requires = subject_integration
global_distance_from_capital_speed_propagation = 0.1
}
church_attendance_duty = {
age = age_2_renaissance
icon = smooth_administration
for = adm
requires = global_clergy_max_literacy_advance
stability_investment = small_stability_investment
}
deus_vult = {
age = age_2_renaissance
icon = teu_crusader_discipline
for = adm
requires = church_attendance_duty
ai_weight = { add = 160 }
unlock_casus_belli = cb_deus_vult
}
early_anti_piracy_warfare = {
age = age_2_renaissance
icon = expansionism
for = adm
requires = recruitment_improvements_renaissance
anti_piracy_warfare_modifier = 0.25
}
############################
# age_3_discovery 11/10
############################
dynamic_court = {
age = age_3_discovery
icon = scholasticism
for = adm
country_cabinet_efficiency = 0.05
}
missionary_schools = {
age = age_3_discovery
for = adm
global_pop_conversion_speed = 0.01
}
preaching_missions = {
age = age_3_discovery
icon = scholasticism
for = adm
global_pop_assimilation_speed_modifier = 0.1
global_pop_conversion_speed_modifier = 0.1
}
organised_construction = {
age = age_3_discovery
icon = renaissance_development
for = adm
global_build_buildings_efficiency = 0.2
}
organised_mercenary_payment = {
age = age_3_discovery
icon = regimental_system
for = adm
hire_mercenary_premium_cost_modifier = -0.2
}
expansionism = {
age = age_3_discovery
icon = expansionism
for = adm
global_integration_speed_modifier = 0.1
}
faster_colonists = {
age = age_3_discovery
icon = colonies
for = adm
colonial_migration_size_modifier = 0.25
ai_preference_tags = {
exploration
}
}
additional_merchants = {
age = age_3_discovery
icon = merchant_power_from_maritime_reformation_advance
for = adm
global_merchant_capacity_modifier = 0.25
}
efficient_mining = {
age = age_3_discovery
icon = efficient_mining
for = adm
expand_rgo_mining_cost_modifier = -0.1
global_iron_output_modifier = 0.1
global_copper_output_modifier = 0.1
}
efficient_construction_plans = {
age = age_3_discovery
for = adm
global_urban_build_buildings_efficiency = 0.2
}
############################
# age_4_reformation 10/10
############################
expanded_infrastructure_network = {
age = age_4_reformation
icon = road_building
for = adm
global_road_building_time = -0.1
build_gravel_road_cost_modifier = -0.1
build_paved_road_cost_modifier = -0.1
build_modern_road_cost_modifier = -0.1
}
divine_supremacy = {
age = age_4_reformation
for = adm
global_pop_conversion_speed_modifier = 0.10
}
devoutness = {
age = age_4_reformation
icon = cultural_acceptance_advance
for = adm
tolerance_own = 1
}
religious_tradition = {
age = age_4_reformation
icon = glorious_arms
for = adm
monthly_prestige = 0.1
}
advanced_bureaucracy = {
age = age_4_reformation
icon = genoese_banking_traditions
for = adm
tax_income_efficiency = small_tax_income_efficiency_bonus
global_bureaucracy_maintenance_efficiency = 0.04
}
national_bank = {
age = age_4_reformation
icon = debt_and_loans
for = adm
minting_income_factor = 0.10
max_bonds = 1
}
competetive_merchants = {
age = age_4_reformation
for = adm
global_merchant_power = 0.2
}
humanist_tolerance = {
age = age_4_reformation
icon = cultural_acceptance_advance
for = adm
tolerance_heathen = 1
}
cultural_ties = {
age = age_4_reformation
for = adm
cultures_capacity = 2
}
ecumenism = {
age = age_4_reformation
icon = cultural_acceptance_advance
for = adm
tolerance_heretic = 1
}
############################
# age_5_absolutism 10/10
############################
formalized_officer_corps = {
age = age_5_absolutism
icon = expansionism
for = adm
army_initiative = 0.25
}
religious_unification = {
age = age_5_absolutism
for = adm
global_pop_conversion_speed_modifier = 0.1
}
centralized_government = {
age = age_5_absolutism
icon = road_building
for = adm
global_distance_from_capital_speed_propagation = 0.1
}
economic_ideas = {
age = age_5_absolutism
icon = expanded_supply_trains
for = adm
global_monthly_development = 0.001
}
additional_colonists = {
age = age_5_absolutism
icon = colonies
for = adm
colonial_migration_size_modifier = 0.25
}
additional_diplomats = {
age = age_5_absolutism
icon = diplomatic_range_age_1
for = adm
diplomatic_capacity = 1
}
bookkeeping = {
age = age_5_absolutism
icon = debt_and_loans
for = adm
bank_interest = -0.01
max_bonds = 1
}
civil_servants = {
age = age_5_absolutism
icon = scholasticism
for = adm
global_monthly_control = 0.001
}
local_traditions = {
age = age_5_absolutism
icon = grand_banquets
for = adm
global_estate_target_satisfaction = small_permanent_target_satisfaction
}
humanism = {
age = age_5_absolutism
icon = scholasticism
for = adm
global_max_literacy = 10
}
############################
# age_6_revolutions 9/10
############################
formal_administration = {
age = age_6_revolutions
icon = crown_power_advance_renaissance
for = adm
government_size = 1
}
optimism = {
age = age_6_revolutions
icon = printing_press_advance
for = adm
monthly_war_exhaustion = -0.05
}
indirect_rule = {
age = age_6_revolutions
icon = genoese_banking_traditions
for = adm
global_separatism = -0.1
}
smithian_economics = {
age = age_6_revolutions
icon = efficient_mining
for = adm
global_production_efficiency = medium_production_efficiency_bonus
}
nationalistic_enthusiasm = {
age = age_6_revolutions
icon = regimental_system
for = adm
army_maintenance_efficiency = 0.1
}
improved_shipyards = {
age = age_6_revolutions
icon = rudimentary_coastal_ship_repair
for = adm
ship_build_speed = 0.25
}
legislative_efficiency_idea = {
age = age_6_revolutions
icon = scholasticism
for = adm
legislative_efficiency = 0.10
}
benevolence = {
age = age_6_revolutions
icon = cultural_acceptance_advance
for = adm
improve_relation_impact = 0.33
}
fort_logistics = {
age = age_6_revolutions
icon = renaissance_development
for = adm
fort_maintenance_efficiency = 0.20
}
regulation_bureau = {
age = age_6_revolutions
icon = debt_and_loans
for = adm
minting_inflation_threshold = 0.01
}
@@ -0,0 +1,12 @@
REPLACE:byz_bureaucracy_advance = {
content_priority = 600
potential = {
has_or_had_tag = BYZ
has_dlc = "d008_fate_of_the_phoenix"
}
age = age_1_traditions
icon = library_advance
global_max_bureaucracy_slots = 1
allow_bureaucracy = yes
requires = medieval_administration
}
+54
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starting_ideas_1 = {
age = age_1_traditions
unlock_building = Town_holl
unlock_building = Trade_centr
unlock_building = Infrastructure
unlock_building = Construction_ministry
unlock_building = Proximity_house
unlock_building = Capitol
unlock_building = integration_office
requires = written_alphabet
}
starting_ideas_2 = {
age = age_2_renaissance
unlock_building = Town_holl_2
unlock_building = Trade_centr_2
unlock_building = Construction_ministry_2
unlock_building = integration_chancery
requires = renaissance_development
ai_weight = { add = 100 }
}
starting_ideas_3 = {
age = age_3_discovery
unlock_building = Town_holl_3
unlock_building = Trade_centr_3
unlock_building = Construction_ministry_3
unlock_building = integration_ministry
unlock_building = Capitol_2
requires = new_world_advance
ai_weight = { add = 100 }
}
starting_ideas_4 = {
age = age_4_reformation
unlock_building = Town_holl_4
unlock_building = Trade_centr_4
unlock_building = Construction_ministry_4
unlock_building = Counting_house_2
requires = confessionalism_advance
}
starting_ideas_5 = {
age = age_5_absolutism
unlock_building = Town_holl_5
unlock_building = Trade_centr_5
unlock_building = Construction_ministry_5
unlock_building = Capitol_3
requires = manufactories_advance
}
starting_ideas_6 = {
age = age_6_revolutions
unlock_building = Town_holl_6
unlock_building = Trade_centr_6
unlock_building = Construction_ministry_6
requires = enlightenment_advance
}
+316
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@@ -0,0 +1,316 @@
age_1_traditions = {
year = 1
price_stability = 0.25
max_price = 2
modifier = {
lack_of_control_impact_on_warscore = -0.1
}
efficiency = 5
victory_card = 0
months_for_exploration_spread = 1800
# optimization - AI will regularly evaluate swapping privilege if not filled (expensive)
max_ai_privilege_per_estate = {
nobles_estate = 8
clergy_estate = 8
burghers_estate = 9
peasants_estate = 5
dhimmi_estate = 5
tribes_estate = 5
cossacks_estate = 5
bureaucrats_estate = 7
}
min_ai_privilege_per_estate = {
nobles_estate = 5
clergy_estate = 5
burghers_estate = 7
peasants_estate = 4
dhimmi_estate = 4
tribes_estate = 1
cossacks_estate = 1
bureaucrats_estate = 7
}
privilege = {
Early_tax_collection
kormlenie
record_keeping_chaotic
church_schools
feudal_obligations
customary_levies
}
}
age_2_renaissance = {
year = 1342 #5 years shorter
price_stability = 0.1
max_price = 2
months_for_exploration_spread = 1800
unique = {
diplomatic_capacity_modifier = 0.25
cultural_tradition_modifier = 0.25
}
modifier = {
expected_army_size_modifier = 1.0
levy_maintenance_modifier = 0.1
lack_of_control_impact_on_warscore = -0.2
global_navy_levy_size_modifier = -0.2
antagonism_religion_influence = 0.1
}
mercenaries = 0.25
efficiency = 5
victory_card = 1
max_ai_privilege_per_estate = {
nobles_estate = 8
clergy_estate = 8
burghers_estate = 9
peasants_estate = 5
dhimmi_estate = 6
tribes_estate = 5
cossacks_estate = 5
}
min_ai_privilege_per_estate = {
nobles_estate = 5
clergy_estate = 5
burghers_estate = 7
peasants_estate = 4
dhimmi_estate = 4
tribes_estate = 1
cossacks_estate = 1
}
}
age_3_discovery = {
year = 1437
price_stability = 0.08
max_price = 3
hegemons_allowed = yes
months_for_exploration_spread = 1800
unique = {
exploration_mission_speed = 0.25
colonial_maintenance_cost = -0.25
}
modifier = {
expected_army_size_modifier = 2.0
levy_maintenance_modifier = 0.25
lack_of_control_impact_on_warscore = -0.4
global_navy_levy_size_modifier = -0.75
antagonism_religion_influence = 0.15
}
war_score_from_battles = -0.2
efficiency = 5
victory_card = 2
max_ai_privilege_per_estate = {
nobles_estate = 8
clergy_estate = 8
burghers_estate = 9
peasants_estate = 5
dhimmi_estate = 6
tribes_estate = 5
cossacks_estate = 5
}
min_ai_privilege_per_estate = {
nobles_estate = 5
clergy_estate = 5
burghers_estate = 7
peasants_estate = 4
dhimmi_estate = 4
tribes_estate = 1
cossacks_estate = 1
}
}
age_4_reformation = {
year = 1537
price_stability = 0.06
max_price = 3
hegemons_allowed = yes
months_for_exploration_spread = 1200
unique = {
global_pop_conversion_speed_modifier = 0.33
merchant_maintenance_cost = -0.25
}
modifier = {
expected_army_size_modifier = 4.0
levy_maintenance_modifier = 0.5
lack_of_control_impact_on_warscore = -0.6
global_navy_levy_size_modifier = -1.0
antagonism_religion_influence = 0.2
antagonism_culture_influence = 0.1
antagonism_government_type_influence = 0.1
}
war_score_from_battles = -0.4
efficiency = 5
victory_card = 3
max_ai_privilege_per_estate = {
nobles_estate = 7
clergy_estate = 7
burghers_estate = 8
peasants_estate = 4
dhimmi_estate = 5
tribes_estate = 4
cossacks_estate = 4
}
min_ai_privilege_per_estate = {
nobles_estate = 4
clergy_estate = 4
burghers_estate = 6
peasants_estate = 3
dhimmi_estate = 3
tribes_estate = 1
cossacks_estate = 1
}
}
age_5_absolutism = {
year = 1637
price_stability = 0.04
max_price = 3
hegemons_allowed = yes
months_for_exploration_spread = 600
unique = {
revoke_privilege_cost_modifier = -0.33
global_integration_speed_modifier = 0.25
}
modifier = {
expected_army_size_modifier = 8.0
levy_maintenance_modifier = 0.75
lack_of_control_impact_on_warscore = -0.8
global_war_score_cost = -0.1
construction_center_max_level = 2
subject_pays_colonial_cost_modifier = 1.0
subject_loyalty = -10
global_navy_levy_size_modifier = -2.0
antagonism_religion_influence = 0.1
antagonism_culture_influence = 0.2
antagonism_government_type_influence = 0.2
antagonism_societal_value_influence = 0.1
}
war_score_from_battles = -0.6
mercenaries = -0.40
efficiency = 5
victory_card = 4
max_ai_privilege_per_estate = {
nobles_estate = 4
clergy_estate = 4
burghers_estate = 4
peasants_estate = 2
dhimmi_estate = 2
tribes_estate = 1
cossacks_estate = 1
}
min_ai_privilege_per_estate = {
nobles_estate = 3
clergy_estate = 2
burghers_estate = 3
peasants_estate = 1
dhimmi_estate = 1
tribes_estate = 0
cossacks_estate = 0
}
}
age_6_revolutions = {
year = 1737
price_stability = 0.02
max_price = 4
hegemons_allowed = yes
months_for_exploration_spread = 300
unique = {
global_war_score_cost = -0.2
subject_loyalty = -30
}
modifier = {
expected_army_size_modifier = 16.0
levy_maintenance_modifier = 1.0
lack_of_control_impact_on_warscore = -1.0
construction_center_max_level = 5
global_navy_levy_size_modifier = -2.0
subject_pays_colonial_cost_modifier = 2.0
antagonism_culture_influence = 0.1
antagonism_societal_value_influence = 0.2
antagonism_government_type_influence = 0.25
}
mercenaries = -0.9
war_score_from_battles = -0.8
efficiency = 5
victory_card = 5
max_ai_privilege_per_estate = {
nobles_estate = 0
clergy_estate = 0
burghers_estate = 0
peasants_estate = 0
dhimmi_estate = 0
tribes_estate = 0
cossacks_estate = 0
}
min_ai_privilege_per_estate = {
nobles_estate = 0
clergy_estate = 0
burghers_estate = 0
peasants_estate = 0
dhimmi_estate = 0
tribes_estate = 0
cossacks_estate = 0
}
}
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# ================= CAPITOL CHAIN =================
Capitol = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.5
city = yes
town = yes
megalopolis = yes
desc = "Capitol_desc"
price = Capitol
forbidden_for_estates = yes
location_potential = { is_capital = yes }
allow = {
is_capital = yes
owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
# Локальные модификаторы (только для провинции столицы)
local_proximity_source = 10
local_monthly_development = 0.0025
building_upkeep_multiplier = 0.0075
}
capital_country_modifier = {
# Глобальные модификаторы (для всей страны)
global_distance_from_capital_speed_propagation = 0.05
global_monthly_development = 0.00025
tax_income_efficiency = 0.025
global_crown_estate_power = 0.15
army_tradition_decay = -0.0005
army_maintenance_modifier = -0.025
nobles_estate_target_satisfaction = -0.05
}
unique_production_methods = {
Capitol_requirements = {
tools = 1.5
masonry = 1.5
weaponry = 1.0
paper = 1.0
books = 1.0
furniture = 1.5
fine_cloth = 1.0
category = building_maintenance
}
}
remove_if = {
is_no_longer_capital = yes
}
expensive = yes
ai_forbid_shutdown = yes
automation_build_allowed = no
important_for_AI = yes
ai_ignore_maintenance = yes
graphical_tags = { palace }
build_time = 240
construction_demand = university_construction
}
Capitol_2 = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 1.0
city = yes
town = yes
megalopolis = yes
desc = "Capitol_2_desc"
price = Capitol_2
forbidden_for_estates = yes
increase_per_level_cost = 1.0
location_potential = { is_capital = yes }
allow = {
is_capital = yes
owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
obsolete = Capitol
modifier = {
local_proximity_source = 25
local_monthly_development = 0.005
building_upkeep_multiplier = 0.0125
}
capital_country_modifier = {
global_distance_from_capital_speed_propagation = 0.075
global_monthly_development = 0.0005
global_crown_estate_power = 0.30
army_tradition_decay = -0.0005
army_maintenance_modifier = -0.05
nobles_estate_target_satisfaction = -0.15
}
unique_production_methods = {
Capitol_2_requirements = {
tools = 2.0
masonry = 2.5
weaponry = 1.5
paper = 1.75
books = 1.75
furniture = 2.25
fine_cloth = 1.5
category = building_maintenance
}
}
remove_if = {
is_no_longer_capital = yes
}
expensive = yes
ai_forbid_shutdown = yes
automation_build_allowed = no
important_for_AI = yes
ai_ignore_maintenance = yes
graphical_tags = { palace }
build_time = 480
construction_demand = university_construction
}
Capitol_3 = {
is_foreign = no
pop_type = bureaucrats
max_levels = 3
category = government_category
employment_size = 1.5
city = yes
town = yes
megalopolis = yes
desc = "Capitol_3_desc"
price = Capitol_3
forbidden_for_estates = yes
increase_per_level_cost = 1.0
location_potential = { is_capital = yes }
allow = {
is_capital = yes
owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
obsolete = Capitol_2
modifier = {
local_proximity_source = 35.0
local_monthly_development = 0.01
building_upkeep_multiplier = 0.02
}
capital_country_modifier = {
global_distance_from_capital_speed_propagation = 0.1
global_monthly_development = 0.001
tax_income_efficiency = 0.075
global_crown_estate_power = 0.5
army_tradition_decay = -0.0005
army_maintenance_modifier = -0.075
nobles_estate_target_satisfaction = -0.25
}
unique_production_methods = {
Capitol_3_requirements = {
tools = 2.0
masonry = 2.5
weaponry = 1.5
paper = 1.75
books = 1.75
furniture = 2.25
fine_cloth = 1.5
category = building_maintenance
}
}
remove_if = {
is_no_longer_capital = yes
}
expensive = yes
ai_forbid_shutdown = yes
automation_build_allowed = no
important_for_AI = yes
ai_ignore_maintenance = yes
graphical_tags = { palace }
build_time = 960
construction_demand = university_construction
}
@@ -0,0 +1,679 @@
Town_holl = {
is_foreign = no
pop_type = bureaucrats
max_levels = town_holl_1_max_level
category = government_category
employment_size = 0.15
city = yes
forbidden_for_estates = yes
price = Town_holl
expensive = yes
ai_forbid_shutdown = yes
automation_build_allowed = no
important_for_AI = yes
ai_ignore_maintenance = yes
location_potential = { is_capital = no
city = yes }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture }
population >= 30 }
modifier = {
local_proximity_source = 60
local_monthly_development = 0.0050
local_bureaucrats_desired_pop_scaled = 0.005
}
unique_production_methods = {
Town_holl_requirements = {
tools = 1.25
masonry = 2
weaponry = 0.50
paper = 0.5
books = 0.50
furniture = 1.0
fine_cloth = 0.75
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
Town_holl_3 = {
is_foreign = no
pop_type = bureaucrats
max_levels = town_holl_3_max_level
category = government_category
employment_size = 0.450
city = yes
forbidden_for_estates = yes
obsolete = Town_holl
price = Town_holl_3
location_potential = { is_capital = no }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture }
population >= 50 }
modifier = {
local_proximity_source = 70
local_monthly_development = 0.001
local_bureaucrats_desired_pop_scaled = 0.0175
}
unique_production_methods = {
Town_holl_3_requirements = {
tools = 1.5
masonry = 3
weaponry = 1.0
paper = 1.0
books = 0.75
furniture = 1.5
fine_cloth = 1.0
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 360
construction_demand = university_construction
}
Town_holl_5 = {
is_foreign = no
pop_type = bureaucrats
max_levels = town_holl_5_max_level
category = government_category
employment_size = 1.0
city = yes
forbidden_for_estates = yes
obsolete = Town_holl_4
desc = "Town_holl_5_desc"
price = Town_holl_3
location_potential = { is_capital = no }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture }
population >= 75 }
modifier = {
local_proximity_source = 80
local_monthly_development = 0.0015
local_bureaucrats_desired_pop_scaled = 0.025
}
unique_production_methods = {
Town_holl_5_requirements = {
tools = 2.25
masonry = 3
weaponry = 1.5
paper = 1.5
books = 1.5
furniture = 2
fine_cloth = 1.50
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 720
construction_demand = university_construction
}
# ================= TRADE_CENTR CHAIN =================
Trade_centr = {
is_foreign = no
pop_type = bureaucrats
max_levels = trade_centr_1_max_level
category = government_category
employment_size = 0.100
town = yes city = yes
desc = "Trade_centr_desc"
price = Trade_centr
forbidden_for_estates = yes
expensive = yes
ai_forbid_shutdown = yes
automation_build_allowed = no
important_for_AI = yes
ai_ignore_maintenance = yes
location_potential = { is_market_center = yes }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
free_building_levels = 10
local_trade_center_power = 0.05
local_monthly_development_modifier = 0.05
local_bureaucrats_desired_pop_scaled = 0.005
}
capital_country_modifier = { merchant_maintenance_cost = -0.05 }
unique_production_methods = {
Trade_centr_requirements = {
tools = 1.25
masonry = 3
weaponry = 1.0
paper = 0.75
books = 0.75
furniture = 1.0
fine_cloth = 0.75
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
Trade_centr_3 = {
is_foreign = no
pop_type = bureaucrats
max_levels = trade_centr_3_max_level
category = government_category
employment_size = 0.10
town = yes city = yes
forbidden_for_estates = yes
obsolete = Trade_centr
desc = "Trade_centr_3_desc"
price = Trade_centr
location_potential = { is_market_center = yes }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
local_trade_center_power = 0.1
free_building_levels = 20
local_monthly_development_modifier = 0.1
local_bureaucrats_desired_pop_scaled = 0.0175
}
capital_country_modifier = { merchant_maintenance_cost = -0.09 }
unique_production_methods = {
Trade_centr_3_requirements = {
tools = 0.75
masonry = 1.50
weaponry = 0.75
paper = 1.00
books = 1.00
furniture = 1.50
fine_cloth = 0.50
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 360
construction_demand = university_construction
}
Trade_centr_5 = {
is_foreign = no
pop_type = bureaucrats
max_levels = trade_centr_5_max_level
category = government_category
employment_size = 0.15
town = yes city = yes
forbidden_for_estates = yes
obsolete = Trade_centr_3
desc = "Trade_centr_5_desc"
price = Trade_centr_3
location_potential = { is_market_center = yes }
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
local_trade_center_power = 0.2
free_building_levels = 30
local_monthly_development_modifier = 0.20
local_bureaucrats_desired_pop_scaled = 0.025
}
capital_country_modifier = { merchant_maintenance_cost = -0.13 }
unique_production_methods = {
Trade_centr_5_requirements = {
tools = 2.5
masonry = 3
weaponry = 1.5
paper = 1.5
books = 1.5
furniture = 2
fine_cloth = 1.75
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 720
construction_demand = university_construction
}
# ================= INFRASTRUCTURE (Оригинальная схема) =================
Infrastructure = {
is_foreign = no
pop_type = bureaucrats
max_levels = infrastructure_max_level
category = government_category
employment_size = 0.025
town = yes city = yes
desc = "Infrastructure_desc"
increase_per_level_cost = 1.0
construction_cost = { gold = 200 }
price = Infrastructure
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
local_monthly_development_modifier = 0.05
free_building_levels = 15
local_population_capacity_modifier = 0.10
local_monthly_prosperity = 0.0005
local_bureaucrats_desired_pop_scaled = 0.0025
}
unique_production_methods = {
Infrastructure_requirements = {
tools = 0.25
masonry = 0.35
lumber = 0.35
paper = 0.15
books = 0.15
furniture = 0.25
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
temple = {
is_foreign = no
max_levels = 1
pop_type = clergy
desc = "temple_desc"
employment_size = religious_building_employment
category = religious_category
town = yes
city = yes
forbidden_for_estates = yes
price = temple
build_time = religious_building_time
possible_production_methods = {
temple_maintenance
}
graphical_tags = { small_religious }
construction_demand = town_building_construction
modifier = {
local_max_literacy = 2.5
local_unrest = -0.025
local_monthly_literacy = 0.01
local_monthly_development_modifier = 0.05
}
}
counting_house = {
price = Counting_house
is_foreign = no
max_levels = 1
pop_type = bureaucrats
desc = "counting_house_desc"
employment_size = 0.25
category = government_category
forbidden_for_estates = yes
town = yes
city = yes
expensive = yes
build_time = government_build_time
unique_production_methods = {
counting_house_maintenance = {
icon_type = goods
icon = paper
paper = 0.5
books = 0.25
goods_gold = 0.15
tools = 0.5
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_crown_estate_power = 0.20
local_monthly_development_modifier = 0.005
local_bureaucrats_desired_pop_scaled = 0.005
}
}
Counting_house_2 = {
is_foreign = no
max_levels = 1
pop_type = bureaucrats
employment_size = 0.5
category = government_category
forbidden_for_estates = yes
desc = "Counting_house_2_desc"
town = yes
city = yes
expensive = yes
obsolete = counting_house
price = Counting_house_2
build_time = government_build_time
unique_production_methods = {
counting_house_2_requirements = {
icon_type = goods
icon = paper
paper = 1.0
books = 0.75
goods_gold = 0.5
tools = 1.25
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_crown_estate_power = 0.40
local_monthly_development_modifier = 0.01
local_bureaucrats_desired_pop_scaled = 0.01
}
}
Construction_ministry = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.1
city = yes
forbidden_for_estates = yes
desc = "Construction_ministry_desc"
price = Construction_ministry
location_potential = {
location_rank = location_rank:city }
modifier = {
local_monthly_development_modifier = 0.05
local_build_buildings_efficiency = 0.50
}
unique_production_methods = {
construction_ministry_requirements = {
icon_type = goods
icon = paper
tools = 0.5
paper = 0.5
masonry = 1.0
furniture = 0.75
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
# Исправлена кириллическая "С" на латинскую "C"
Construction_ministry_3 = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
forbidden_for_estates = yes
desc = "Construction_ministry_3_desc"
category = government_category
employment_size = 0.5
city = yes
location_potential = {
location_rank = location_rank:city }
obsolete = Construction_ministry
price = Construction_ministry_3
modifier = {
local_monthly_development_modifier = 0.15
local_build_buildings_efficiency = 1.0
}
unique_production_methods = {
construction_ministry_3_requirements = {
icon_type = goods
icon = paper
tools = 1.0
paper = 1.0
masonry = 2.0
furniture = 1.5
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
# Исправлена кириллическая "С" на латинскую "C"
Construction_ministry_5 = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 1.0
city = yes
forbidden_for_estates = yes
location_potential = {
location_rank = location_rank:city }
desc = "Construction_ministry_5_desc"
obsolete = Construction_ministry_3
price = Construction_ministry_5
modifier = {
local_monthly_development_modifier = 0.15
local_build_buildings_efficiency = 1.75
}
unique_production_methods = {
construction_ministry_5_requirements = {
icon_type = goods
icon = paper
tools = 2.0
paper = 2.0
masonry = 4.0
furniture = 3.0
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 360
construction_demand = university_construction
}
Proximity_house = {
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.25
town = yes
price = Proximity_house
forbidden_for_estates = yes
location_potential = {
is_capital = no
location_rank = location_rank:town
}
allow = { owner = { has_primary_or_accepted_culture = prev.dominant_culture } }
modifier = {
local_proximity_source = 45
local_bureaucrats_desired_pop_scaled = 0.025
}
unique_production_methods = {
proximity_house_maintenance = {
icon_type = goods
icon = tools
tools = 0.75
masonry = 1.5
weaponry = 0.50
paper = 0.50
books = 0.50
furniture = 1.0
fine_cloth = 0.75
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = 180
construction_demand = university_construction
}
bridge_infrastructure = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = 1
employment_size = generic_peasant_building_employment
price = low_base_price
category = infrastructure_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = infrastructure_build_time
location_potential = {
has_river = yes
num_roads > 0
}
allow = { }
modifier = {
local_monthly_development_modifier = 0.1
local_distance_from_capital_speed_propagation = 0.2
movement_cost = -0.1
}
possible_production_methods = {
bridge_maintenance
}
construction_demand = bridge_construction
}
trade_office = {
audio_tier = 2
is_foreign = yes
stronger_power_projection = no
max_levels = trade_office_max_level
need_good_relation = yes
pop_type = burghers
increase_per_level_cost = 1.0
forbidden_for_estates = yes
category = trade_category
employment_size = foreign_trade_employment
pop_size_created = foreign_trade_employment
rural_settlement = no
town = yes
city = yes
megalopolis = yes
country_potential = {
NOR = {
AND = {
has_reform = government_reform:japanese_imperial_family
country_type = building
}
has_reform = government_reform:japanese_clan
}
}
allow = {
market = { in_trade_range_of = scope:actor }
}
build_time = trade_post_build_time
unique_production_methods = {
trade_office_requirements = {
icon_type = goods
icon = paper
paper = 0.1
category = building_maintenance
}
}
modifier = {
merchant_capacity_from_building = 0.3
building_owner_maritime_presence = 0.05
merchant_power_from_building = 0.2
}
}
sergeantry = {
audio_tier = 1
is_foreign = no
pop_type = soldiers
max_levels = 1
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
build_time = medium_soldier_building
location_potential = {
is_capital = yes
}
country_potential = {
government_type ?= government_type:monarchy
}
remove_if = {
is_no_longer_capital = yes
}
capital_modifier = {
local_manpower = 0.050
can_recruit_regiment_in_this_location = yes
local_crown_estate_power = 0.25
}
possible_production_methods = {
early_soldier_building_maintenance
}
construction_demand = early_soldier_building_construction
}
city_guard = {
audio_tier = 1
is_foreign = no
pop_type = soldiers
max_levels = 1
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
build_time = medium_soldier_building
location_potential = {
is_capital = yes
}
country_potential = {
government_type ?= government_type:republic
}
remove_if = {
is_no_longer_capital = yes
}
capital_modifier = {
local_manpower = 0.04
can_recruit_regiment_in_this_location = yes
}
possible_production_methods = {
early_soldier_building_maintenance
}
construction_demand = early_soldier_building_construction
}
itinerant_court_seat = {
}
@@ -0,0 +1,633 @@
irrigation_systems = {
audio_tier = 1
is_foreign = no
max_levels = irrigant_cap
pop_type = peasants
category = infrastructure_category
employment_size = generic_peasant_building_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
forbidden_for_estates = yes
location_potential = {
OR = {
has_river = yes
is_adjacent_to_lake = yes
}
}
build_time = infrastructure_build_time
unique_production_methods = {
irrigation_maintenance = {
icon_type = goods
icon = tools
tools = 0.1
category = building_maintenance
}
}
construction_demand = village_construction
modifier = {
local_population_capacity = 1.0
local_monthly_food_modifier = 0.05
}
}
pound_lock_canal_infrastructure = {
audio_tier = 2
is_foreign = no
pop_type = laborers
max_levels = 1
forbidden_for_estates = yes
employment_size = generic_peasant_building_employment
category = infrastructure_category
city = yes
megalopolis = yes
build_time = infrastructure_build_time
location_potential = {
OR = {
is_coastal = yes
has_river = yes
is_adjacent_to_lake = yes
}
development >= 20
}
allow = { }
modifier = {
local_distance_from_capital_speed_propagation = 0.1
local_monthly_food_modifier = 0.05
}
possible_production_methods = {
pound_lock_canal_infrastructure_maintenance
}
construction_demand = pound_lock_canal_infrastructure_construction
}
mason = {
audio_tier = 1
is_foreign = no
max_levels = guild_max_level
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
category = basic_industry_category
employment_size = advanced_peasant_building_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
stone_bricks = {
icon_type = goods
icon = stone
stone = 0.83
produced = masonry
output = 0.75
debug_max_profit = rural_profit_margin
category = guild_input
}
clay_bricks = {
icon_type = goods
icon = clay
clay = 0.75
produced = masonry
output = 0.75
debug_max_profit = rural_profit_margin
category = guild_input
}
marble_bricks = {
marble = 0.75
produced = masonry
output = 1.25
debug_max_profit = rural_profit_margin
category = guild_input
}
}
construction_demand = basic_construction_needs
}
mercury_patio = {
audio_tier = 3
is_foreign = no
max_levels = mercury_patio_max_level
pop_type = laborers
category = rgo_building_category
employment_size = advanced_peasant_building_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
raw_material = goods:silver
raw_material = goods:goods_gold
}
}
build_time = guild_build_time
unique_production_methods = {
mercury_patio_maintenance = {
icon_type = goods
icon = mercury
mercury = 1.0
category = building_maintenance
}
}
construction_demand = mercury_patio_construction
modifier = {
local_goods_gold_output_modifier = 1.0
local_silver_output_modifier = 1.0
}
}
tar_kiln = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = tiny_rural_peasant_produce_employment
category = basic_industry_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
vegetation = woods
vegetation = forest
vegetation = jungle
raw_material = goods:lumber
}
}
unique_production_methods = {
tar_kiln_maintenance = {
icon_type = goods
icon = lumber
produced = tar
output = 0.75
lumber = 1.1111
category = guild_input
debug_max_profit = rural_profit_margin
}
}
build_time = rural_build_time
construction_demand = guild_construction
}
horse_breeders = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
category = rgo_building_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
market = {
is_produced_in_market = goods:horses
}
}
allow = {
OR = {
climate = mediterranean
climate = continental
climate = oceanic
}
}
unique_production_methods = {
horse_breeders_maintenance = {
icon_type = goods
icon = wheat
produced = horses
output = 0.75
wheat = 1.563
horses = 0.313
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
build_time = rural_build_time
construction_demand = horse_breeders_construction
}
stone_quarry = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
topography = mountains
topography = plateau
topography = hills
}
NOT = {
raw_material = goods:stone
}
}
category = rgo_building_category
unique_production_methods = {
stone_quarry_maintenance = {
icon_type = goods
icon = tools
tools = 0.107
lumber = 0.127
leather = 0.107
produced = stone
output = 0.75
debug_max_profit = rural_profit_margin
category = building_maintenance
}
crude_quarry_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.278
produced = stone
output = 0.25
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
build_time = rural_build_time
construction_demand = basic_construction_needs
}
lumber_mill = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
vegetation = woods
vegetation = forest
vegetation = farmland
vegetation = jungle
}
NOT = {
raw_material = goods:lumber
}
}
category = rgo_building_category
build_time = rural_build_time
unique_production_methods = {
lumber_mill_maintenance = {
icon_type = goods
icon = tools
produced = lumber
output = 0.75
tools = 0.417
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
construction_demand = basic_construction_needs
}
fiber_crops_farm = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
NOT = {
raw_material = goods:fiber_crops
}
NOT = { climate = arctic }
}
category = rgo_building_category
build_time = rural_build_time
unique_production_methods = {
fiber_crops_farm_maintenance = {
icon_type = goods
icon = livestock
livestock = 0.494
lumber = 0.198
tools = 0.099
category = building_maintenance
produced = fiber_crops
output = 0.6
debug_max_profit = rural_profit_margin
}
}
construction_demand = farm_constructions
}
sand_pit = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
NOT = {
raw_material = goods:sand
}
}
category = rgo_building_category
build_time = rural_build_time
unique_production_methods = {
sand_pit_maintenance = {
icon_type = goods
icon = tools
tools = 0.058
lumber = 0.161
category = building_maintenance
produced = sand
output = 0.75
debug_max_profit = rural_profit_margin
}
}
construction_demand = basic_construction_needs
}
bog_iron_smelter = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
is_adjacent_to_lake = yes
topography = wetlands
}
NOT = {
raw_material = goods:iron
}
}
category = rgo_building_category
unique_production_methods = {
bog_iron_maintenance = {
icon_type = goods
icon = coal
produced = iron
output = 0.45
coal = 0.375
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
build_time = rural_build_time
construction_demand = basic_construction_needs
}
clay_pit = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = laborers
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
is_coastal = yes
has_river = yes
is_adjacent_to_lake = yes
}
NOT = {
raw_material = goods:clay
}
}
category = rgo_building_category
unique_production_methods = {
clay_pit_maintenance = {
icon_type = goods
icon = lumber
produced = clay
output = 0.75
lumber = 0.2778
category = building_maintenance
debug_max_profit = rural_profit_margin
}
}
build_time = rural_build_time
construction_demand = basic_construction_needs
}
salt_collector = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
category = rgo_building_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
vegetation = desert
is_coastal = yes
}
}
unique_production_methods = {
salt_collector_maintenance = {
icon_type = goods
icon = clay
produced = salt
output = 0.45
clay = 2.0
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
modifier = {
}
build_time = rural_build_time
construction_demand = farm_constructions
}
fruit_orchard = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
category = rgo_building_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
OR = {
vegetation = grasslands
vegetation = farmland
vegetation = woods
vegetation = jungle
}
}
unique_production_methods = {
fruit_orchard_maintenance = {
icon_type = goods
icon = lumber
produced = fruit
output = 0.3
lumber = 0.167
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
build_time = rural_build_time
construction_demand = farm_constructions
}
@@ -0,0 +1,421 @@
university = {
audio_tier = 3
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = cultural_category
employment_size = religious_building_employment
town = yes
city = yes
megalopolis = yes
AI_ignore_available_worker_flag = yes #since we may build this to increase pop promotion we don't want lack of workers to block it
expensive = yes
build_time = large_cultural_building_time
forbidden_for_estates = yes
allow = {
is_core_of = owner
owner = { modifier:university_construction_blocked = no }
}
modifier = {
local_cultural_influence = 0.5
local_burghers_max_literacy = 10
local_monthly_literacy = 0.05
local_migration_attraction = 0.05
local_pop_promotion_speed = 0.001
local_institution_growth_modifier = 0.33
}
unique_production_methods = {
university_maintenance = {
icon_type = goods
icon = paper
paper = 0.5
books = 0.25
glass = 0.25
beeswax = 0.05
category = building_maintenance
}
}
construction_demand = university_construction
}
library = {
audio_tier = 2
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = cultural_category
employment_size = cultural_employment
AI_ignore_available_worker_flag = yes #since we may build this to increase pop promotion we don't want lack of workers to block it
town = yes
city = yes
megalopolis = yes
forbidden_for_estates = yes
graphical_tags = { medium_religious }
build_time = cultural_building_time
modifier = {
local_cultural_influence = 0.1
local_monthly_literacy = 0.5
local_pop_promotion_speed = 0.001
local_institution_growth_modifier = 0.25
}
possible_production_methods = {
library_maintenance
}
construction_demand = library_construction
}
#Similar to a Library for Confucianism
#Hyanggyo https://en.wikipedia.org/wiki/Hyanggyo
#Shuyuan https://en.wikipedia.org/wiki/Academies_of_Classical_Learning
confucian_school = {
audio_tier = 1
is_special = yes
is_foreign = no
max_levels = 1
pop_type = nobles
employment_size = noble_cultural_employment
category = cultural_category
AI_ignore_available_worker_flag = yes #since we may build this to increase pop promotion we don't want lack of workers to block it
rural_settlement = no
town = yes
city = yes
megalopolis = yes
build_time = cultural_building_time
country_potential = {
OR = {
culture = { has_culture_group = culture_group:confucian_group }
religion ?= religion:sanjiao
any_international_organizations_member_of = {
international_organization_type = international_organization_type:sect
international_organization_has_policy = policy:confucianism_policy
}
custom_tooltip = {
text = has_neo_confucianism_tt
has_variable = has_neo_confucianism
}
is_member_of_international_organization = international_organization:middle_kingdom
}
}
possible_production_methods = {
confucian_school_maintenance
}
construction_demand = school_construction
modifier = {
local_max_literacy = 5
local_pop_promotion_speed = 0.001
local_institution_growth_modifier = 0.25
}
capital_country_modifier = {
monthly_towards_sinicized = societal_value_tiny_monthly_move
}
}
#Intermediate building between confucian_school and university
#Seowon https://en.wikipedia.org/wiki/Seowon
#Shuyuan https://en.wikipedia.org/wiki/Academies_of_Classical_Learning
confucian_academy = {
audio_tier = 2
is_special = yes
is_foreign = no
pop_type = nobles
max_levels = 1
category = cultural_category
employment_size = noble_cultural_employment
AI_ignore_available_worker_flag = yes #since we may build this to increase pop promotion we don't want lack of workers to block it
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = cultural_building_time
allow = {
is_core_of = owner
}
modifier = {
local_pop_promotion_speed = 0.001
local_institution_growth_modifier = 0.5
}
capital_country_modifier = {
monthly_towards_sinicized = societal_value_tiny_monthly_move
}
unique_production_methods = {
confucian_academy_maintenance = {
icon_type = goods
icon = paper
paper = 0.4
beeswax = 0.1
books = 0.2
cloth = 0.3
fine_cloth = 0.1
category = building_maintenance
}
}
construction_demand = academy_construction
}
opera_house = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = 1
category = cultural_category
employment_size = large_cultural_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = large_cultural_building_time
modifier = {
local_cultural_tradition = 0.5
local_cultural_influence = 0.25
local_unrest = -0.05
}
unique_production_methods = {
opera_house_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.6
wine = 0.6
paper = 0.6
lacquerware = 0.2
fine_cloth = 0.1
beeswax = 0.2
category = building_maintenance
}
}
construction_demand = opera_house_construction
}
theater = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = 1
category = cultural_category
employment_size = cultural_employment
town = yes
city = yes
megalopolis = yes
build_time = cultural_building_time
modifier = {
local_cultural_tradition = 0.2
local_unrest = -0.02
}
possible_production_methods = {
theater_maintenance
}
construction_demand = theater_construction
}
jesuit_college = {
audio_tier = 2
is_special = yes
is_foreign = no
pop_type = clergy
max_levels = 1
category = cultural_category
employment_size = religious_building_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = large_religious_building_time
country_potential = {
has_unlocked_building_trigger = { type = jesuit_college }
}
allow = {
owner = {
has_policy = jesuits_allowed
}
}
remove_if = {
NOT = {
owner = {
has_policy = jesuits_allowed
}
}
}
graphical_tags = { medium_religious }
modifier = {
local_cultural_influence = 0.2
local_monthly_literacy = 0.05
local_lutheranism_movement_growth_modifier = -0.4
local_calvinism_movement_growth_modifier = -0.4
}
unique_production_methods = {
jesuit_college_maintenance = {
icon_type = goods
icon = paper
paper = 0.5
books = 1.0
fine_cloth = 0.2
beeswax = 0.1
category = building_maintenance
}
}
construction_demand = university_construction
}
art_school = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = 1
category = cultural_category
employment_size = cultural_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = large_cultural_building_time
location_potential = {
is_capital = yes
}
remove_if = {
is_no_longer_capital = yes
}
capital_modifier = {
local_cultural_influence = 0.1
local_cultural_tradition = 0.1
}
capital_country_modifier = {
skill_of_new_artists = 0.1
work_of_art_sell_value_modifier = 0.1
}
possible_production_methods = {
art_school_maintenance
}
construction_demand = art_school_construction
}
arts_academy = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = 1
obsolete = art_school
category = cultural_category
employment_size = generic_burgher_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = large_cultural_building_time
location_potential = {
is_capital = yes
}
remove_if = {
is_no_longer_capital = yes
}
country_potential = {
}
capital_modifier = {
local_cultural_influence = 0.25
local_cultural_tradition = 0.25
}
capital_country_modifier = {
skill_of_new_artists = 0.25
work_of_art_sell_value_modifier = 0.2
}
possible_production_methods = {
arts_academy_maintenance
}
construction_demand = art_school_construction
}
@@ -0,0 +1,149 @@
# Nobles
INJECT:toll_castle = {
possible_production_methods = { epbm_toll_castle_maintenance }
}
INJECT:nobility_fortifications = {
possible_production_methods = { epbm_nobility_fortifications_maintenance }
}
INJECT:rotten_borough = {
possible_production_methods = { epbm_rotten_borough_maintenance }
}
INJECT:noble_villa = {
possible_production_methods = { epbm_noble_villa_maintenance }
}
INJECT:local_noble_delegation = {
possible_production_methods = { epbm_local_noble_delegation_maintenance }
}
INJECT:nobles_recruitment_center = {
possible_production_methods = { epbm_nobles_recruitment_center_maintenance }
}
INJECT:local_estates = {
possible_production_methods = { epbm_local_estates_maintenance }
}
INJECT:noble_courts = {
possible_production_methods = { epbm_noble_courts_maintenance }
}
INJECT:nobles_mansion = {
possible_production_methods = { epbm_nobles_mansion_maintenance }
}
INJECT:nobled_sponsored_temple = {
possible_production_methods = { epbm_nobled_sponsored_temple_maintenance }
}
# Clergy
INJECT:cathedral = {
possible_production_methods = { epbm_cathedral_maintenance }
}
INJECT:parish_church = {
possible_production_methods = { epbm_parish_church_maintenance }
}
INJECT:local_shrine = {
possible_production_methods = { epbm_local_shrine_maintenance }
}
INJECT:clerical_archives = {
possible_production_methods = { epbm_clerical_archives_maintenance }
}
INJECT:spiritual_retreat = {
possible_production_methods = { epbm_spiritual_retreat_maintenance }
}
INJECT:warrior_monks_training_grounds = {
possible_production_methods = { epbm_warrior_monks_training_grounds_maintenance }
}
# Burghers
INJECT:guild_hall = {
possible_production_methods = { epbm_guild_hall_maintenance }
}
INJECT:merchants_guild = {
possible_production_methods = { epbm_merchants_guild_maintenance }
}
INJECT:local_markets = {
possible_production_methods = { epbm_local_markets_maintenance }
}
INJECT:burgher_mansion = {
possible_production_methods = { epbm_burgher_mansion_maintenance }
}
INJECT:artisan_guilds = {
possible_production_methods = { epbm_artisan_guilds_maintenance }
}
INJECT:local_assembly = {
possible_production_methods = { epbm_local_assembly_maintenance }
}
# Peasants
INJECT:pirate_haven = {
possible_production_methods = { epbm_pirate_haven_maintenance }
}
INJECT:peasants_training_grounds = {
possible_production_methods = { epbm_peasants_training_grounds_maintenance }
}
INJECT:festival_grounds = {
possible_production_methods = { epbm_festival_grounds_maintenance }
}
INJECT:peasants_hunting_grounds = {
possible_production_methods = { epbm_peasants_hunting_grounds_maintenance }
}
INJECT:local_schools = {
possible_production_methods = { epbm_local_schools_maintenance }
}
INJECT:local_newspaper = {
possible_production_methods = { local_newspaper_maintenance }
}
INJECT:free_village = {
possible_production_methods = { epbm_free_village_maintenance }
}
# Unique / event buildings
INJECT:cinque_port = {
possible_production_methods = { epbm_cinque_port_maintenance }
}
INJECT:gallowglass_sept = {
possible_production_methods = { epbm_gallowglass_sept_maintenance }
}
INJECT:pirate_stronghold = {
possible_production_methods = { epbm_pirate_stronghold_maintenance }
}
INJECT:corporation_of_london = {
possible_production_methods = { epbm_corporation_of_london_maintenance }
}
INJECT:bulgarian_administration_center = {
possible_production_methods = { epbm_bulgarian_administration_center_maintenance }
}
INJECT:maniot_toll_guards = {
possible_production_methods = { epbm_maniot_toll_guards_maintenance }
}
+292
View File
@@ -0,0 +1,292 @@
stockade = {
audio_tier = 1
max_levels = 1
pop_type = soldiers
category = defense_category
employment_size = stockade_employment
rural_settlement = yes
town = yes
city = yes
estate = nobles_estate
build_time = small_fort_building
expensive = yes
unique_production_methods = {
stockade_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.05
weaponry = 0.01
tar = 0.01
category = building_maintenance
}
}
construction_demand = stockade_construction
modifier = {
local_garrison_size = 0.1
local_unrest = -0.025
local_nobles_estate_power = 0.5
}
raw_modifier = {
fort_level = 1
local_nobles_desired_pop = 0.005
pure_tooltip_entry = pte_no_propagating_zone_of_control # propagating_zone_of_control = no
}
}
castle = {
audio_tier = 2
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = defense_category
obsolete = stockade
employment_size = castle_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = medium_fort_building
expensive = yes
unique_production_methods = {
castle_maintenance = {
icon_type = goods
icon = stone
stone = 0.1
tools = 0.05
weaponry = 0.1
tar = 0.025
category = building_maintenance
}
}
construction_demand = castle_construction
modifier = {
local_garrison_size = 0.5
local_unrest = -0.05
local_nobles_estate_power = 1.0
}
raw_modifier = {
fort_level = 2
local_nobles_desired_pop = 0.02
propagating_zone_of_control = yes
}
}
bastion = {
audio_tier = 3
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = defense_category
obsolete = castle
employment_size = bastion_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = medium_fort_building
expensive = yes
unique_production_methods = {
bastion_maintenance = {
icon_type = goods
icon = stone
stone = 0.5
firearms = 0.5
cannons = 0.5
tools = 0.2
weaponry = 0.5
category = building_maintenance
}
}
construction_demand = fort_construction
modifier = {
local_garrison_size = 1.0
local_unrest = -0.05
}
raw_modifier = {
fort_level = 4
propagating_zone_of_control = yes
}
}
star_fort = {
audio_tier = 4
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = defense_category
obsolete = bastion
employment_size = star_fort_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = large_fort_building
expensive = yes
unique_production_methods = {
star_fort_maintenance = {
stone = 1
firearms = 1
cannons = 1.0
tools = 0.5
weaponry = 1
category = building_maintenance
}
}
construction_demand = fort_construction
modifier = {
local_garrison_size = 2.0
local_unrest = -0.05
}
raw_modifier = {
fort_level = 6
propagating_zone_of_control = yes
}
}
fortress = {
audio_tier = 6
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = defense_category
obsolete = star_fort
employment_size = fortress_employment
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = large_fort_building
expensive = yes
unique_production_methods = {
fortress_maintenance = {
stone = 2
firearms = 4
cannons = 4
tools = 2
weaponry = 2
category = building_maintenance
}
}
construction_demand = fort_construction
modifier = {
local_garrison_size = 4.0
local_unrest = -0.05
}
raw_modifier = {
fort_level = 8
propagating_zone_of_control = yes
}
}
city_walls = {
audio_tier = 2
is_foreign = no
max_levels = 1
pop_type = soldiers
category = defense_category
employment_size = castle_employment
rural_settlement = no
town = setup_only
city = yes
megalopolis = yes
build_time = huge_unique_build_time
expensive = yes
possible_production_methods = {
city_walls_maintenance
}
construction_demand = city_walls_construction
allow = {
NOT = { has_building = building_type:theodosian_walls }
NOT = { has_building = building_type:walls_of_lucca }
}
modifier = {
local_garrison_size = 1.0
local_defensive = 0.25
blocks_vision_from_land = yes
blocks_vision_from_sea = yes
movement_cost = 0.2
local_unrest = -0.05
local_burghers_estate_power = 0.1
local_crown_estate_power = -0.1
}
market_center_modifier = {
local_trade_center_power = 0.05
}
raw_modifier = {
minimum_fort_level = 1
propagating_zone_of_control = no
}
graphical_tags = { small_city_walls city_walls }
}
@@ -0,0 +1,181 @@
# ================= INTEGRATION CHAIN =================
# Crown-built administrative offices that fold newly conquered (non-core)
# locations into the state. Staffed by bureaucrats. Three tiers, each one
# replacing the previous, and removed once the location becomes a core,
# since there is nothing left to integrate.
#
# Buildings apply *location*-scope modifiers, so the province-scope
# "province_integration_speed" cannot live on the building itself. The
# location-scope equivalent is local_integration_speed_modifier (the same
# "Speed of Integration" stat, applied per location).
integration_office = {
audio_tier = 1
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.25
forbidden_for_estates = yes
expensive = yes
desc = "integration_office_desc"
price = integration_office
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
NOT = { is_core_of = owner }
province = {
NOT = {
any_location_in_province = { has_building = building_type:integration_office }
any_location_in_province = { has_building = building_type:integration_chancery }
any_location_in_province = { has_building = building_type:integration_ministry }
}
}
}
remove_if = {
location = { is_core_of = owner }
}
modifier = {
local_integration_speed_modifier = 0.50
local_separatism = -0.02
local_unrest = -0.01
local_bureaucrats_desired_pop_scaled = 0.001
}
unique_production_methods = {
integration_office_maintenance = {
icon_type = goods
icon = paper
paper = 0.3
books = 0.15
tools = 0.2
furniture = 0.2
fine_cloth = 0.1
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = government_build_time
construction_demand = town_building_construction
}
integration_chancery = {
audio_tier = 2
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.5
forbidden_for_estates = yes
expensive = yes
desc = "integration_chancery_desc"
price = integration_chancery
obsolete = integration_office
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
NOT = { is_core_of = owner }
has_building = building_type:integration_office
province = {
NOT = {
any_location_in_province = { has_building = building_type:integration_chancery }
any_location_in_province = { has_building = building_type:integration_ministry }
}
}
}
remove_if = {
location = { is_core_of = owner }
}
modifier = {
local_integration_speed_modifier = 1.0
local_monthly_development = 0.005
local_separatism = -0.04
local_unrest = -0.02
local_bureaucrats_desired_pop_scaled = 0.0025
}
unique_production_methods = {
integration_chancery_maintenance = {
icon_type = goods
icon = paper
paper = 0.6
books = 0.3
tools = 0.4
furniture = 0.4
fine_cloth = 0.2
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = government_build_time
construction_demand = town_building_construction
}
integration_ministry = {
audio_tier = 3
is_foreign = no
pop_type = bureaucrats
max_levels = 1
category = government_category
employment_size = 0.75
forbidden_for_estates = yes
expensive = yes
desc = "integration_ministry_desc"
price = integration_ministry
obsolete = integration_chancery
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
location_potential = {
NOT = { is_core_of = owner }
has_building = building_type:integration_chancery
province = {
NOT = {
any_location_in_province = { has_building = building_type:integration_ministry }
}
}
}
remove_if = {
location = { is_core_of = owner }
}
modifier = {
local_integration_speed_modifier = 2.0
local_monthly_development = 0.01
local_separatism = -0.06
local_unrest = -0.03
local_bureaucrats_desired_pop_scaled = 0.005
}
unique_production_methods = {
integration_ministry_maintenance = {
icon_type = goods
icon = paper
paper = 1.0
books = 0.5
tools = 0.6
furniture = 0.6
fine_cloth = 0.35
category = building_maintenance
}
}
graphical_tags = { palace }
build_time = government_build_time
construction_demand = town_building_construction
}
@@ -0,0 +1,379 @@
warrior_temple = {
audio_tier = 1
is_special = yes
is_foreign = no
pop_type = soldiers
max_levels = 1
category = military_category
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
build_time = medium_soldier_building
country_potential = {
religion ?= religion:nahuatl
}
graphical_tags = { medium_religious }
modifier = {
local_clergy_estate_power = 0.1
local_manpower = 0.01
can_recruit_regiment_in_this_location = yes
}
raw_modifier = {
local_may_build_nahuatl_units = yes
}
possible_production_methods = {
nahuatl_warrior_building_maintenance
}
construction_demand = nahuatl_warrior_building_construction
}
armory = {
audio_tier = 1
is_foreign = no
pop_type = soldiers
max_levels = manpower_max_level
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
important_for_AI = yes
build_time = soldier_building
obsolete = provincial_garrison
obsolete = korean_barracks
allow = {
owner = { has_primary_or_accepted_culture = prev.dominant_culture }
}
remove_if = {
NOT = { owner = { has_primary_or_accepted_culture = prev.location.dominant_culture } }
}
modifier = {
local_manpower = 0.01
can_recruit_regiment_in_this_location = yes
}
unique_production_methods = {
armory_maintenance = {
icon_type = goods
icon = firearms
firearms = 0.25
leather = 0.25
cloth = 0.10
paper = 0.20
weaponry = 0.3
category = building_maintenance
}
}
construction_demand = early_soldier_building_construction
}
training_fields = {
audio_tier = 1
is_foreign = no
pop_type = soldiers
max_levels = manpower_max_level
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
rural_settlement = yes
build_time = soldier_building
important_for_AI = yes
AI_ignore_available_worker_flag = yes #more important than some random RGO
allow = {
owner = { has_primary_or_accepted_culture = prev.dominant_culture }
}
remove_if = {
NOT = { owner = { has_primary_or_accepted_culture = prev.location.dominant_culture } }
}
modifier = {
local_manpower = 0.01
can_recruit_regiment_in_this_location = yes
}
unique_production_methods = {
training_fields_maintenance = {
icon_type = goods
icon = firearms
firearms = 0.5
leather = 0.5
cloth = 0.10
paper = 0.20
weaponry = 0.5
category = building_maintenance
}
}
construction_demand = soldier_building_construction
}
barracks = {
audio_tier = 2
is_foreign = no
pop_type = soldiers
max_levels = manpower_max_level
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
important_for_AI = yes
town = yes
city = yes
megalopolis = yes
obsolete = armory
build_time = soldier_building
allow = {
owner = { has_primary_or_accepted_culture = prev.dominant_culture }
}
remove_if = {
NOT = { owner = { has_primary_or_accepted_culture = prev.location.dominant_culture } }
}
modifier = {
local_manpower = 0.015
can_recruit_regiment_in_this_location = yes
max_regiments_trained_at_same_time = 1
}
unique_production_methods = {
barracks_maintenance = {
icon_type = goods
icon = firearms
firearms = 1.0
leather = 1.0
cloth = 0.20
paper = 0.40
weaponry = 1.0
category = building_maintenance
}
}
construction_demand = soldier_building_construction
}
regimental_camp = {
audio_tier = 2
is_foreign = no
pop_type = soldiers
max_levels = manpower_max_level
category = military_category
forbidden_for_estates = yes
important_for_AI = yes
AI_ignore_available_worker_flag = yes #more important than some random RGO
employment_size = manpower_employment
obsolete = training_fields
rural_settlement = yes
build_time = soldier_building
allow = {
owner = { has_primary_or_accepted_culture = prev.dominant_culture }
}
remove_if = {
NOT = { owner = { has_primary_or_accepted_culture = prev.location.dominant_culture } }
}
modifier = {
local_manpower = 0.02
can_recruit_regiment_in_this_location = yes
}
unique_production_methods = {
regimental_camp_maintenance = {
icon_type = goods
icon = firearms
firearms = 1.0
leather = 1.0
cloth = 0.20
paper = 0.40
weaponry = 1.0
category = building_maintenance
}
}
construction_demand = soldier_building_construction
}
conscription_center = {
audio_tier = 3
is_foreign = no
pop_type = soldiers
max_levels = manpower_max_level
important_for_AI = yes
employment_size = manpower_employment
category = military_category
forbidden_for_estates = yes
obsolete = regimental_camp
obsolete = barracks
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = soldier_building
allow = {
owner = { has_primary_or_accepted_culture = prev.dominant_culture }
}
remove_if = {
NOT = { owner = { has_primary_or_accepted_culture = prev.location.dominant_culture } }
}
modifier = {
local_manpower = 0.025
can_recruit_regiment_in_this_location = yes
max_regiments_trained_at_same_time = 5
}
unique_production_methods = {
conscription_center_maintenance = {
icon_type = goods
icon = firearms
firearms = 1.0
leather = 1.0
cloth = 0.20
paper = 0.50
weaponry = 1.0
category = building_maintenance
}
}
construction_demand = soldier_building_construction
}
jurchen_barracks = {
audio_tier = 1
is_special = yes
is_foreign = no
pop_type = soldiers
max_levels = 1
category = military_category
forbidden_for_estates = yes
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
rural_settlement = yes
build_time = soldier_building
allow = {
dominant_culture = { has_culture_group = culture_group:jurchen_group }
}
remove_if = {
location = {
NOT = {
dominant_culture = { has_culture_group = culture_group:jurchen_group }
}
}
}
modifier = {
local_manpower = 0.0025
can_recruit_regiment_in_this_location = yes
}
possible_production_methods = {
jurchen_barracks_maintenance
}
construction_demand = early_soldier_building_construction
}
thema_headquarters = {
audio_tier = 1
is_special = yes
is_foreign = no
pop_type = soldiers
max_levels = 1
category = military_category
employment_size = manpower_employment
town = yes
city = yes
megalopolis = yes
build_time = medium_soldier_building
country_potential = {
modifier:allow_thema_headquarters = yes
}
allow = {
is_province_capital = yes
owner = { modifier:allow_thema_headquarters = yes }
}
location_potential = { not = { is_capital = yes } }
remove_if = {
root.owner = { modifier:allow_thema_headquarters = no }
}
modifier = {
local_manpower = 0.01
can_recruit_regiment_in_this_location = yes
local_crown_estate_power = -0.1
local_levy_size_modifier = 0.1
}
possible_production_methods = {
early_soldier_building_maintenance
}
construction_demand = early_soldier_building_construction
}
@@ -0,0 +1,310 @@
entrepot = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = 1
price = low_base_price
increase_per_level_cost = -0.25
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 5
}
market_center_modifier = {
local_trade_center_power = 0.1
maximum_stockpile_capacity = 20
}
possible_production_methods = {
market_center_building_maintenance
}
construction_demand = market_center_building_construction
}
trading_hub = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = 1
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 5
}
market_center_modifier = {
local_trade_center_power = 0.1
maximum_stockpile_capacity = 30
}
possible_production_methods = {
market_center_building_maintenance
}
construction_demand = market_center_building_construction
}
customs_house = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = 1
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 5
}
market_center_modifier = {
local_trade_center_power = 0.1
maximum_stockpile_capacity = 50
}
possible_production_methods = {
market_center_building_maintenance
}
construction_demand = market_center_building_construction
}
stock_exchange = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = 1
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 5
}
market_center_modifier = {
local_trade_center_power = 0.1
maximum_stockpile_capacity = 75
}
possible_production_methods = {
market_center_building_maintenance
}
construction_demand = market_center_building_construction
}
clearing_house = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = 1
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 5
}
market_center_modifier = {
local_trade_center_power = 0.1
maximum_stockpile_capacity = 100
}
possible_production_methods = {
market_center_building_maintenance
}
construction_demand = market_center_building_construction
}
market_warehouse = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = market_warehouse_max_level
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = market_build_time
location_potential = {
is_market_center = yes
}
remove_if = {
location = { is_market_center = no }
}
modifier = {
local_merchant_capacity = 0.1
local_merchant_power = 0.1
local_trades_per_burgher = 0.1
}
market_center_modifier = {
maximum_stockpile_capacity = 25
}
construction_demand = warehouse_construction
possible_production_methods = {
warehouse_maintenance
}
}
funduq = { #https://es.wikipedia.org/wiki/Funduq
audio_tier = 2
is_special = yes
is_foreign = no
pop_type = burghers
max_levels = 1
employment_size = trade_employment
category = trade_category
city = yes
megalopolis = yes
country_potential = {
religion ?= {
group = religion_group:muslim
}
}
allow = {
OR = {
region = region:maghreb_region
region = region:iberia_region
region = region:egypt_region
region = region:italy_region
region = region:balkan_region
region = region:crescent_region
}
}
can_destroy = {
}
build_time = market_build_time
modifier = {
local_merchant_power = 0.5
local_merchant_capacity = 1
local_trades_per_burgher = 0.1
}
market_center_modifier = {
maximum_stockpile_capacity = 50
}
construction_demand = funduq_building_construction
unique_production_methods = {
funduq_maintenance = {
icon_type = goods
icon = books
books = 0.05
paper = 0.2
jewelry = 0.01
fine_cloth = 0.01
category = building_maintenance
}
}
}
@@ -0,0 +1,357 @@
dock = {
audio_tier = 1
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = naval_category
employment_size = dock_employment
town = yes
city = yes
megalopolis = yes
location_potential = {
is_port = yes
}
build_time = medium_port_building_time
unique_production_methods = {
dock_maintenance = {
icon_type = goods
icon = tar
tar = 0.1
naval_supplies = 0.1
tools = 0.2
lumber = 0.2
cloth = 0.1
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
max_ships_built_at_same_time = 1
local_sailors = 0.016
can_build_ships_in_this_location = yes
harbor_suitability = 0.2
local_repair_speed = 0.02
}
}
dry_dock = {
audio_tier = 2
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = naval_category
obsolete = dock
location_potential = {
is_port = yes
}
employment_size = dry_dock_employment
town = yes
city = yes
megalopolis = yes
build_time = medium_port_building_time
unique_production_methods = {
dry_dock_maintenance = {
icon_type = goods
icon = tar
tar = 0.2
naval_supplies = 0.2
tools = 0.2
lumber = 0.2
cloth = 0.2
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
max_ships_built_at_same_time = 2
local_sailors = 0.032
can_build_ships_in_this_location = yes
harbor_suitability = 0.3
local_repair_speed = 0.04
}
}
shipyard = {
audio_tier = 3
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = naval_category
obsolete = dry_dock
employment_size = shipyard_employment
location_potential = {
is_port = yes
}
town = yes
city = yes
megalopolis = yes
build_time = large_port_building_time
unique_production_methods = {
shipyard_maintenance = {
icon_type = goods
icon = tar
tar = 0.8
naval_supplies = 0.4
tools = 0.8
lumber = 0.8
cloth = 0.4
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
max_ships_built_at_same_time = 4
local_sailors = 0.064
can_build_ships_in_this_location = yes
harbor_suitability = 0.4
local_repair_speed = 0.06
}
}
grand_shipyard = {
audio_tier = 4
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = naval_category
obsolete = shipyard
employment_size = grand_shipyard_employment
location_potential = {
is_port = yes
}
town = yes
city = yes
megalopolis = yes
build_time = large_port_building_time
unique_production_methods = {
grand_shipyard_maintenance = {
icon_type = goods
icon = tar
tar = 1.6
naval_supplies = 0.8
tools = 1.6
lumber = 1.6
cloth = 0.8
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
max_ships_built_at_same_time = 8
local_sailors = 0.125
can_build_ships_in_this_location = yes
harbor_suitability = 0.5
local_repair_speed = 0.08
}
}
naval_base = {
audio_tier = 6
is_foreign = no
max_levels = 1
pop_type = soldiers
forbidden_for_estates = yes
category = naval_category
obsolete = grand_shipyard
employment_size = naval_base_employment
location_potential = {
is_port = yes
}
town = yes
city = yes
megalopolis = yes
build_time = large_port_building_time
unique_production_methods = {
naval_base_maintenance = {
icon_type = goods
icon = tar
tar = 3.0
naval_supplies = 1.5
tools = 3.0
lumber = 3.0
cloth = 1.5
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
max_ships_built_at_same_time = 12
local_sailors = 0.2
can_build_ships_in_this_location = yes
harbor_suitability = 0.3
local_navy_attrition = -1
local_repair_speed = 0.1
}
}
protected_harbor = {
audio_tier = 1
is_foreign = no
max_levels = 1
pop_type = laborers
category = naval_category
forbidden_for_estates = yes
employment_size = dock_employment
town = yes
city = yes
megalopolis = yes
location_potential = {
is_port = yes
}
build_time = medium_port_building_time
unique_production_methods = {
protected_harbor_maintenance = {
icon_type = goods
icon = tar
tar = 0.1
tools = 0.1
lumber = 0.1
stone = 0.2
category = building_maintenance
}
}
construction_demand = port_building_construction
modifier = {
local_navy_attrition = -5
harbor_suitability = 0.2
local_repair_speed = 0.025
}
}
wharf = {
audio_tier = 2
is_foreign = no
max_levels = 1
pop_type = burghers
employment_size = generic_burgher_employment
category = naval_category
price = base_price
town = yes
city = yes
megalopolis = yes
forbidden_for_estates = yes
location_potential = {
is_coastal = yes
}
build_time = medium_port_building_time
unique_production_methods = {
wharf_maintenance = {
icon_type = goods
icon = tar
tar = 0.2
naval_supplies = 0.2
tools = 0.2
lumber = 0.5
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_sailors = 0.025
local_merchant_capacity = 0.1
can_build_ships_in_this_location = yes
harbor_suitability = 0.25
local_repair_speed = 0.01
}
}
@@ -0,0 +1,356 @@
brewery = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
category = consumer_goods_category
employment_size = guild_employment
price = low_base_price
increase_per_level_cost = 1.0
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
wheat_brewery_maintenance = {
icon_type = goods
icon = wheat
wheat = 0.9944
lumber = 0.2484
tools = 0.0999
produced = beer
output = 0.1
debug_max_profit = guild_profit_margin
category = guild_input
}
millet_brewery_maintenance = {
icon_type = goods
icon = millet
millet = 0.9944
lumber = 0.2484
tools = 0.0999
produced = beer
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
fruit_brewery_maintenance = {
icon_type = goods
icon = fruit
fruit = 1.0412
lumber = 0.208
tools = 0.1045
produced = beer
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
maize_brewery_maintenance = {
icon_type = goods
icon = maize
maize = 1.3724
pottery = 0.2943
produced = beer
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
bavarian_brewery_maintenance = {
icon_type = goods
icon = wheat
wheat = 1.3345
lumber = 0.2218
tools = 0.1109
produced = beer
output = 1.25
category = guild_input
debug_max_profit = guild_profit_margin
}
honey_brewery_maintenance = {
icon_type = goods
icon = beeswax
beeswax = 0.2603
millet = 0.5206
lumber = 0.208
tools = 0.1045
produced = beer
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
rice_brewery_maintenance = {
icon_type = goods
icon = rice
rice = 0.9944
lumber = 0.2484
tools = 0.0999
produced = beer
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
beer_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
price = base_price
increase_per_level_cost = 1.0
category = consumer_goods_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
wheat_beer_workshop_maintenance = {
icon_type = goods
icon = wheat
wheat = 1.0513
lumber = 0.2625
tools = 0.105
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
millet_beer_workshop_maintenance = {
icon_type = goods
icon = millet
millet = 1.0513
lumber = 0.2625
tools = 0.105
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
fruit_beer_workshop_maintenance = {
icon_type = goods
icon = fruit
fruit = 1.0995
lumber = 0.2202
tools = 0.1101
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
maize_beer_workshop_maintenance = {
icon_type = goods
icon = maize
maize = 1.4298
pottery = 0.3302
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
bavarian_beer_workshop_maintenance = {
icon_type = goods
icon = wheat
wheat = 1.3449
lumber = 0.2444
tools = 0.1228
produced = beer
output = 1.3
category = workshop_input
debug_max_profit = workshop_profit_margin
}
honey_beer_workshop_maintenance = {
icon_type = goods
icon = beeswax
beeswax = 0.275
millet = 0.55
lumber = 0.22
tools = 0.11
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
rice_beer_workshop_maintenance = {
icon_type = goods
icon = rice
rice = 1.0513
lumber = 0.2625
tools = 0.105
produced = beer
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = brewery
custom_tags = { workshop }
construction_demand = workshop_construction
}
brewery_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
price = base_price
increase_per_level_cost = 1.0
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = beer_workshop
unique_production_methods = {
brewery_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.3179
wheat = 2.1231
tools = 0.159
produced = beer
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
brewery_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
price = base_price
increase_per_level_cost = 1.0
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = brewery_manufactory
unique_production_methods = {
brewery_mill_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.5038
wheat = 4.4144
tools = 0.2519
produced = beer
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,183 @@
scriptorium = {
audio_tier = 1
is_foreign = no
pop_type = clergy
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.0
category = consumer_goods_category
employment_size = religious_building_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
scriptorium_maintenance = {
icon_type = goods
icon = dyes
dyes = 0.0503
paper = 0.1995
lumber = 0.0998
produced = books
output = 0.75
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
}
printing_press_shop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
price = base_price
category = consumer_goods_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
obsolete = scriptorium
build_time = workshop_build_time
unique_production_methods = {
printing_press_maintenance = {
icon_type = goods
icon = lead
lead = 0.2138 #Types
paper = 0.7462
tools = 0.0269
lumber = 0.2662
produced = books
output = 1.5
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
construction_demand = workshop_construction
}
printing_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
price = base_price
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = printing_press_shop
build_time = manufactory_build_time
unique_production_methods = {
printing_manufactory_maintenance = {
icon_type = goods
icon = lead
lead = 0.3205 #Types
paper = 1.6024
tools = 0.0431
lumber = 0.4269
produced = books
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
construction_demand = manufactory_construction
}
printing_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
price = base_price
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = printing_manufactory
build_time = mills_build_time
unique_production_methods = {
printing_mill_maintenance = {
icon_type = goods
icon = lead
lead = 0.5661 #Types
paper = 3.1149
tools = 0.0563
lumber = 0.9054
produced = books
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,308 @@
cannon_maker = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.0
category = weapons_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
cannon_maker_lumber_maintenance = {
# Wood
lumber = 0.1065
iron = 0.0404
tools = 0.0174
produced = cannons
output = 0.25
category = guild_input
debug_max_profit = guild_profit_margin
}
cannon_maker_bronze_maintenance = {
icon_type = goods
icon = copper
# Bronze
copper = 0.5207
tin = 0.1045
tools = 0.5207
produced = cannons
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
cannon_maker_iron_maintenance = {
icon_type = goods
icon = iron
# Wrought Iron
iron = 0.606
tools = 0.5051
produced = cannons
output = 1.25
debug_max_profit = guild_profit_margin
category = guild_input
}
}
unique_production_methods = {
cannon_maker_ammunition_stone_maintenance = {
icon_type = goods
icon = stone
stone = 0.0967
saltpeter = 0.0967
produced = cannons
output = 0.087
debug_max_profit = guild_profit_margin
category = guild_input
}
cannon_maker_ammunition_lead_maintenance = {
icon_type = goods
icon = lead
lead = 0.1
saltpeter = 0.1
produced = cannons
output = 0.2
debug_max_profit = guild_profit_margin
category = guild_input
}
cannon_maker_ammunition_iron_maintenance = {
icon_type = goods
icon = iron
iron = 0.1067
saltpeter = 0.1067
produced = cannons
output = 0.25
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
}
cannon_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = weapons_industry_category
employment_size = workshop_employment
obsolete = cannon_maker
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
cannon_workshop_bronze_maintenance = {
# Bronze
copper = 0.9082
tin = 0.2267
tools = 0.114
produced = cannons
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
cannon_workshop_iron_maintenance = {
# Wrought Iron
iron = 1.0558
tools = 0.1176
produced = cannons
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
unique_production_methods = {
cannon_workshop_ammunition_stone_maintenance = {
icon_type = goods
icon = stone
stone = 0.1067
saltpeter = 0.1067
produced = cannons
output = 0.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
cannon_workshop_ammunition_lead_maintenance = {
icon_type = goods
icon = lead
lead = 0.12
saltpeter = 0.12
produced = cannons
output = 0.15
debug_max_profit = workshop_profit_margin
category = workshop_input
}
cannon_workshop_ammunition_iron_maintenance = {
icon_type = goods
icon = iron
iron = 0.1371
saltpeter = 0.1143
produced = cannons
output = 0.2
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
custom_tags = { workshop }
construction_demand = workshop_construction
}
cannon_foundry = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level #Mass Production
startup_ramp_target = manufactory_startup_ramp_target
category = weapons_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = cannon_workshop
unique_production_methods = {
cannon_foundry_maintenance = {
icon_type = goods
icon = tools
tools = 0.5129
lead = 0.385
#Gunpowder
saltpeter = 0.6408
#Bronze
copper = 0.6408
tin = 0.3204
produced = cannons
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
custom_tags = { midgame_manufactory }
construction_demand = mill_construction
}
cannons_factory = {
audio_tier = 6
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = weapons_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = cannon_foundry
unique_production_methods = {
gun_factory_maintenance = {
icon_type = goods
icon = steel
steel = 1.9533
lead = 0.391 #Ammunition
#Gunpowder
saltpeter = 0.6516
produced = cannons
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,269 @@
cloth_guild = {
is_foreign = no
pop_type = burghers
max_levels = cloth_guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
cotton_cloth_guild_maintenance = {
icon_type = goods
icon = cotton
cotton = 0.9
produced = cloth
output = 1.4
debug_max_profit = guild_profit_margin
category = guild_input
}
wool_cloth_guild_maintenance = {
icon_type = goods
icon = wool
wool = 1.125
produced = cloth
output = 1.50
debug_max_profit = guild_profit_margin
category = guild_input
}
fiber_crops_cloth_guild_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 1.50
produced = cloth
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
custom_tags = { guild }
modifier = {
}
}
cloth_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = consumer_goods_category
employment_size = workshop_employment
obsolete = cloth_guild
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
cotton_cloth_workshop_maintenance = {
icon_type = goods
icon = cotton
cotton = 1.32
produced = cloth
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
wool_cloth_workshop_maintenance = {
icon_type = goods
icon = wool
wool = 1.584
produced = cloth
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
fiber_crops_cloth_workshop_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 1.62
produced = cloth
output = 0.9
category = workshop_input
debug_max_profit = workshop_profit_margin
}
}
construction_demand = workshop_construction
custom_tags = { workshop }
modifier = {
}
}
cloth_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = cloth_workshop
build_time = manufactory_build_time
unique_production_methods = {
wool_cloth_manufactory_maintenance = {
icon_type = goods
icon = wool
wool = 2.414
dyes = 0.222
produced = cloth
output = 2
category = guild_input
debug_max_profit = manufactory_profit_margin
}
cotton_cloth_manufactory_maintenance = {
icon_type = goods
icon = cotton
produced = cloth
output = 2
cotton = 2.0118
dyes = 0.222
category = guild_input
debug_max_profit = manufactory_profit_margin
}
fiber_crops_cloth_manufactory_maintenance = {
icon_type = goods
icon = fiber_crops
produced = cloth
fiber_crops = 3.2798
dyes = 0.0909
output = 2
category = guild_input
debug_max_profit = manufactory_profit_margin
}
}
custom_tags = { midgame_manufactory }
construction_demand = guild_construction
}
textile_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = cloth_manufactory
build_time = mills_build_time
unique_production_methods = {
cotton_mill_maintenance = {
icon_type = goods
icon = cotton
cotton = 2.8299
dyes = 0.3776
produced = cloth
output = 3
debug_max_profit = mills_profit_margin
category = mills_input
}
wool_mill_maintenance = {
icon_type = goods
icon = wool
wool = 2.7467
dyes = 0.3666
produced = cloth
output = 2.5
debug_max_profit = mills_profit_margin
category = mills_input
}
fiber_crops_mill_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 3.473
dyes = 0.3468
produced = cloth
output = 2.5
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,180 @@
dyes_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.0
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
dyes_guild_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.4444
produced = dyes
output = 0.8
debug_max_profit = guild_profit_margin
category = guild_input
}
alum_dyes_guild_maintenance = {
icon_type = goods
icon = alum
alum = 0.021
lumber = 0.6247
produced = dyes
output = 0.8
debug_max_profit = guild_profit_margin #better one
category = guild_input
}
}
construction_demand = guild_construction
}
#####################
dyes_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
obsolete = dyes_guild
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
dyes_workshop_maintenance = {
icon_type = goods
icon = alum
alum = 0.0614
lumber = 0.7305
produced = dyes
output = 0.4
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
construction_demand = workshop_construction
}
###########################################
dyesworks = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
dyesworks_maintenance = {
icon_type = goods
icon = alum
alum = 0.3311
lumber = 3.4403
produced = dyes
output = 2.0
debug_max_profit = manufactory_profit_margin
category = workshop_input
}
}
obsolete = dyes_workshop
construction_demand = manufactory_construction
}
dyes_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = basic_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
unique_production_methods = {
dyesmill_maintenance = {
icon_type = goods
icon = alum
alum = 0.3586
lumber = 7.184
produced = dyes
output = 4.0
debug_max_profit = mills_profit_margin
category = guild_input
}
}
obsolete = dyesworks
construction_demand = manufactory_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,380 @@
fine_cloth_guild = {
is_foreign = no
pop_type = burghers
max_levels = fine_cloth_guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
fine_cloth_guild_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.9
produced = fine_cloth
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
wool_weavers_maintenance = {
icon_type = goods
icon = wool
wool = 1.125
produced = fine_cloth
output = 0.8
debug_max_profit = guild_profit_margin
category = guild_input
}
silk_weavers_maintenance = {
icon_type = goods
icon = silk
silk = 0.5625
produced = fine_cloth
output = 1.0
category = guild_input
debug_max_profit = guild_profit_margin # its ok to be a bit better..
}
spanish_cloth_maintenance = {
icon_type = goods
icon = wool
allow = {
custom_tooltip = {
text = has_unlocked_spanish_cloth_industry
has_variable = spanish_cloth_industry
}
}
wool = 0.75
produced = fine_cloth
output = 0.75
category = guild_input
debug_max_profit = guild_profit_margin
}
}
unique_production_methods = {
base_fine_cloth_guild_maintenance = {
icon_type = goods
icon = dyes
produced = fine_cloth
dyes = 0.1875
output = 0.20
category = guild_input
debug_max_profit = guild_profit_margin #improvement
}
alum_fine_cloth_guild_maintenance = {
icon_type = goods
icon = alum
alum = 0.0392
dyes = 0.1581
produced = fine_cloth
output = 0.2
debug_max_profit = guild_profit_margin
category = guild_input
}
fur_trim_guild_maintenance = {
icon_type = goods
icon = fur
fur = 0.375
produced = fine_cloth
output = 0.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
fine_cloth_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = consumer_goods_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
fine_cloth_workshop_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.72
produced = fine_cloth
output = 0.6
category = workshop_input
debug_max_profit = workshop_profit_margin
}
wool_weavers_workshop_maintenance = {
icon_type = goods
icon = wool
wool = 0.864
produced = fine_cloth
output = 0.6
category = workshop_input
debug_max_profit = workshop_profit_margin
}
silk_weavers_workshop_maintenance = {
icon_type = goods
icon = silk
silk = 0.72
produced = fine_cloth
output = 0.8
category = workshop_input
debug_max_profit = workshop_profit_margin
}
spanish_cloth_workshop_maintenance = {
icon_type = goods
icon = wool
allow = {
custom_tooltip = {
text = has_unlocked_spanish_cloth_industry
has_variable = spanish_cloth_industry
}
}
wool = 0.864
produced = fine_cloth
output = 0.6
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
unique_production_methods = {
base_fine_cloth_workshop_maintenance = {
icon_type = goods
icon = dyes
produced = fine_cloth
dyes = 0.108
output = 0.12
debug_max_profit = workshop_profit_margin
category = workshop_input
}
alum_fine_cloth_workshop_maintenance = {
icon_type = goods
icon = alum
alum = 0.0435
dyes = 0.1925
produced = fine_cloth
output = 0.25
debug_max_profit = workshop_profit_margin
category = workshop_input
}
fur_trim_workshop_maintenance = {
icon_type = goods
icon = fur
fur = 0.45
produced = fine_cloth
output = 0.25
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = fine_cloth_guild
custom_tags = { workshop }
construction_demand = workshop_construction
}
fine_cloth_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = fine_cloth_workshop
build_time = manufactory_build_time
unique_production_methods = {
silk_cloth_manufactory_maintenance = {
icon_type = goods
icon = silk
silk = 1.7308
produced = fine_cloth
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
fine_cloth_manufactory_maintenance = {
icon_type = goods
icon = cloth
produced = fine_cloth
cloth = 2.3077
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
unique_production_methods = {
base_cloth_manufactory_maintenance = {
icon_type = goods
icon = dyes
dyes = 0.1731
produced = fine_cloth
output = 0.2
category = guild_input
debug_max_profit = manufactory_profit_margin
}
alum_fine_cloth_manufactory_maintenance = {
icon_type = goods
icon = alum
produced = fine_cloth
output = 0.4
dyes = 0.2918
alum = 0.0728
category = guild_input
debug_max_profit = manufactory_profit_margin
}
}
custom_tags = { midgame_manufactory }
construction_demand = guild_construction
}
fine_cloth_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = fine_cloth_manufactory
build_time = mills_build_time
unique_production_methods = {
fine_cloth_mill_maintenance = {
icon_type = goods
icon = cloth
cloth = 4.077
dyes = 0.2756
produced = fine_cloth
output = 4
debug_max_profit = mills_profit_margin
category = mills_input
}
silk_cloth_mill_maintenance = {
icon_type = goods
icon = silk
silk = 3.06
dyes = 0.2733
produced = fine_cloth
output = 4
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,318 @@
hand_cannon_guild = {
is_foreign = no
pop_type = burghers
max_levels = 1
category = weapons_industry_category
employment_size = manufactory_employment #yes.. its early and require more
town = yes
city = yes
megalopolis = yes
price = base_price
increase_per_level_cost = 1.0
build_time = guild_build_time
unique_production_methods = {
hand_cannon_guild_maintenance = {
icon_type = goods
icon = tools
tools = 0.0513
lead = 0.0101
#Gunpowder
saltpeter = 0.1035
alum = 0.0055
#Bronze
copper = 0.1035
tin = 0.0211
produced = firearms
output = 0.4
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
modifier = {}
}
gun_smith = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
category = weapons_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
obsolete = hand_cannon_guild
build_time = guild_build_time
unique_production_methods = {
guns_guild_lumber_maintenance = {
# Wood
lumber = 0.1342
iron = 0.0404
tools = 0.0175
produced = firearms
output = 0.15
category = guild_input
debug_max_profit = guild_profit_margin
}
guns_guild_bronze_maintenance = {
icon_type = goods
icon = copper
# Bronze
copper = 0.4804
tin = 0.0963
tools = 0.2888
produced = firearms
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
guns_guild_iron_maintenance = {
icon_type = goods
icon = iron
# Wrought Iron
iron = 0.5207
tools = 0.3126
produced = firearms
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
}
unique_production_methods = {
guns_guild_ammunition_lead_maintenance = {
icon_type = goods
icon = lead
lead = 0.1
saltpeter = 0.1
produced = firearms
output = 0.16
debug_max_profit = guild_profit_margin
category = guild_input
}
guns_guild_ammunition_iron_maintenance = {
icon_type = goods
icon = iron
iron = 0.1
saltpeter = 0.1
produced = firearms
output = 0.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
modifier = {
}
}
guns_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = weapons_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
guns_workshop_bronze_maintenance = {
# Bronze
copper = 0.5008
tin = 0.0999
tools = 0.3125
produced = firearms
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
guns_workshop_iron_maintenance = {
# Wrought Iron
iron = 0.4928
tools = 0.3072
produced = firearms
output = 1.0
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
unique_production_methods = {
guns_workshop_ammunition_lead_maintenance = {
icon_type = goods
icon = lead
lead = 0.12
saltpeter = 0.12
produced = firearms
output = 0.2
debug_max_profit = workshop_profit_margin
category = workshop_input
}
guns_workshop_ammunition_iron_maintenance = {
icon_type = goods
icon = iron
iron = 0.12
saltpeter = 0.12
produced = firearms
output = 0.25
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = gun_smith
construction_demand = workshop_construction
modifier = {
}
custom_tags = { workshop }
}
firearms_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level #Mass Production
startup_ramp_target = manufactory_startup_ramp_target
category = weapons_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = guns_workshop
build_time = manufactory_build_time
unique_production_methods = {
firearms_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.342
coal = 0.342
iron = 0.9115
lead = 0.1144
saltpeter = 0.2275
category = manufactory_input
produced = firearms
output = 2.0
debug_max_profit = manufactory_profit_margin
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
firearms_factory = {
audio_tier = 6
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = weapons_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = firearms_manufactory
unique_production_methods = {
firearms_factory_maintenance = {
icon_type = goods
icon = steel
steel = 1.3464
lead = 0.4044 #Ammunition
#Gunpowder
saltpeter = 0.674
produced = firearms
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,178 @@
# Age of Traditions
furniture_guild = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
furniture_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.75
dyes = 0.1468
tools = 0.1468
produced = furniture
output = 1.25
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
}
furniture_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = consumer_goods_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
furniture_workshop_maintenance = {
icon_type = goods
icon = lumber
lumber = 1.1271
dyes = 0.1356
tools = 0.1356
produced = furniture
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = furniture_guild
construction_demand = workshop_construction
}
###########################################
# Age of Absolutism
###########################################
furniture_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = furniture_workshop
unique_production_methods = {
furniture_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 2.0272
dyes = 0.2249
tools = 0.2249
produced = furniture
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
}
construction_demand = manufactory_construction
}
###########################################
# Age of Revolutions
###########################################
furniture_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = furniture_manufactory
build_time = mills_build_time
unique_production_methods = {
furniture_mill_maintenance = {
icon_type = goods
icon = lumber
lumber = 3.8377
dyes = 0.4475
tools = 0.4475
produced = furniture
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,209 @@
# Age of Traditions
glass_guild = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.00
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
location_potential = {
is_produced_in_location_market = goods:sand
}
build_time = guild_build_time
unique_production_methods = {
glass_guild_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.1933
sand = 0.9657
tools = 0.3674
produced = glass
output = 1.0
debug_max_profit = guild_profit_margin
category = guild_input
}
metal_glass_guild_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.3126
sand = 1.0103
tools = 0.4141
alum = 0.0408
lead = 0.0805
produced = glass
output = 1.2
debug_max_profit = guild_profit_margin #ok, with better, as it requires more.
category = guild_input
}
}
construction_demand = guild_construction
modifier = {
}
custom_tags = { guild }
}
###########################################
glass_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
metal_glass_workshop_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.3365
sand = 1.0517
tools = 0.4312
alum = 0.0422
lead = 0.0947
produced = glass
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
construction_demand = workshop_construction
custom_tags = { workshop }
obsolete = glass_guild
}
###########################################
glassworks = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
glassworks_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.4039
sand = 2.1273
stone = 0.1912
tools = 0.6059
coal = 0.4039
alum = 0.0431
produced = glass
output = 2.0
debug_max_profit = manufactory_profit_margin
category = workshop_input
}
}
obsolete = glass_workshop
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
glass_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = basic_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
unique_production_methods = {
glassmill_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.5556
sand = 3.3378
stone = 0.2785
tools = 1.3348
coal = 0.8341
alum = 0.1452
produced = glass
output = 4.0
debug_max_profit = mills_profit_margin
category = guild_input
}
}
obsolete = glassworks
custom_tags = { lategame_manufactory }
construction_demand = manufactory_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,82 @@
lacquerware_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
lacquerware_shop_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.6
dyes = 0.3756
tools = 0.0903
produced = lacquerware
output = 1.2
category = guild_input
debug_max_profit = guild_profit_margin
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
lacquerware_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = lacquerware_guild
build_time = manufactory_build_time
unique_production_methods = {
lacquerware_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 1.6969
dyes = 0.6786
tools = 0.1699
produced = lacquerware
output = 2
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
@@ -0,0 +1,248 @@
tannery = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 0.25
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
leather_guild_maintenance = {
icon_type = goods
icon = livestock
livestock = 0.75
sand = 0.4345
tar = 0.0819
tools = 0.1627
debug_max_profit = guild_profit_margin
produced = leather
output = 1.2
category = guild_input
}
tannery_maintenance = {
icon_type = goods
icon = wild_game
wild_game = 0.8
sand = 0.4345
tar = 0.0819
tools = 0.1627
produced = leather
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
tanning_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
leather_livestock_workshop_maintenance = {
icon_type = goods
icon = livestock
livestock = 1.145
sand = 0.4452
tar = 0.064
tools = 0.1906
produced = leather
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
leather_wildgame_workshop_maintenance = {
icon_type = goods
icon = wild_game
wild_game = 1.7374
sand = 0.4347
tar = 0.0626
tools = 0.1867
produced = leather
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = tannery
custom_tags = { workshop }
construction_demand = workshop_construction
}
tannery_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
leather_manufactory_maintenance = {
icon_type = goods
icon = livestock
livestock = 2.065
sand = 0.9679
tar = 0.1292
tools = 0.2585
produced = leather
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
tannery_manufactory_maintenance = {
icon_type = goods
icon = wild_game
wild_game = 3.0549
sand = 0.9963
tar = 0.1333
tools = 0.2652
produced = leather
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
obsolete = tanning_workshop
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
tannery_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = basic_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
unique_production_methods = {
leather_mill_maintenance = {
icon_type = goods
icon = livestock
livestock = 4.2156
sand = 1.7567
tar = 0.2103
tools = 0.4222
produced = leather
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
tannery_mill_maintenance = {
icon_type = goods
icon = wild_game
wild_game = 6.511
sand = 1.6277
tar = 0.1955
tools = 0.391
produced = leather
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
obsolete = tannery_manufactory
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,421 @@
distillers_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 0.25
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
construction_demand = guild_construction
unique_production_methods = {
sugar_liquor_guild_maintenance = {
icon_type = goods
icon = sugar
sugar = 0.6
pottery = 0.0972
glass = 0.0779
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
rice_liquor_guild_maintenance = {
icon_type = goods
icon = rice
rice = 1.0
pottery = 0.0971
glass = 0.0971
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
potato_liquor_guild_maintenance = {
icon_type = goods
icon = potato
potato = 1.0
pottery = 0.0971
glass = 0.0971
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
wheat_liquor_guild_maintenance = {
icon_type = goods
icon = wheat
wheat = 1.0
pottery = 0.0971
glass = 0.0971
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
beer_liquor_guild_maintenance = {
icon_type = goods
icon = beer
beer = 0.8
pottery = 0.099
glass = 0.099
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
wine_liquor_guild_maintenance = {
icon_type = goods
icon = wine
wine = 0.8
pottery = 0.099
glass = 0.099
produced = liquor
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
}
distillers_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = consumer_goods_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
construction_demand = workshop_construction
unique_production_methods = {
sugar_liquor_workshop_maintenance = {
icon_type = goods
icon = sugar
sugar = 0.6258
pottery = 0.1037
glass = 0.0729
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
rice_liquor_workshop_maintenance = {
icon_type = goods
icon = rice
rice = 1.8417
pottery = 0.1049
glass = 0.0845
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
potato_liquor_workshop_maintenance = {
icon_type = goods
icon = potato
potato = 1.8417
pottery = 0.1049
glass = 0.0845
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
wheat_liquor_workshop_maintenance = {
icon_type = goods
icon = wheat
wheat = 1.8417
pottery = 0.1049
glass = 0.0845
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
beer_liquor_workshop_maintenance = {
icon_type = goods
icon = beer
beer = 0.8902
pottery = 0.1049
glass = 0.1049
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
wine_liquor_workshop_maintenance = {
icon_type = goods
icon = wine
wine = 0.8902
pottery = 0.1049
glass = 0.1049
produced = liquor
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
custom_tags = { workshop }
obsolete = distillers_guild
}
distiller_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = distillers_workshop
unique_production_methods = {
sugar_distillery_maintenance = {
icon_type = goods
icon = sugar
sugar = 1.0649
pottery = 0.1064
glass = 0.1817
produced = liquor
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
rice_distillery_maintenance = {
icon_type = goods
icon = rice
rice = 3.1948
pottery = 0.1063
glass = 0.1817
produced = liquor
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
potato_distillery_maintenance = {
icon_type = goods
icon = potato
potato = 3.1948
pottery = 0.1063
glass = 0.1817
produced = liquor
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
wheat_distillery_maintenance = {
icon_type = goods
icon = wheat
pottery = 0.1063
wheat = 3.1948
glass = 0.1817
produced = liquor
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
scottish_whisky_distillery_maintenance = {
icon_type = goods
icon = millet
millet = 3.1948
pottery = 0.1063
glass = 0.1817
produced = liquor
output = 2.0
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
distiller_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = distiller_manufactory
unique_production_methods = {
sugar_distillery_mill_maintenance = {
icon_type = goods
icon = sugar
sugar = 2.0082
pottery = 0.1112
glass = 0.4239
produced = liquor
output = 4.0
category = mills_input
debug_max_profit = mills_profit_margin
}
rice_distillery_mill_maintenance = {
icon_type = goods
icon = rice
rice = 5.6248
pottery = 0.1378
glass = 0.5483
produced = liquor
output = 4.0
category = mills_input
debug_max_profit = mills_profit_margin
}
potato_distillery_mill_maintenance = {
icon_type = goods
icon = potato
potato = 5.6737
pottery = 0.1334
glass = 0.5334
produced = liquor
output = 4.0
category = mills_input
debug_max_profit = mills_profit_margin
}
wheat_distillery_mill_maintenance = {
icon_type = goods
icon = wheat
pottery = 0.1334
wheat = 5.6737
glass = 0.5334
produced = liquor
output = 4.0
category = mills_input
debug_max_profit = mills_profit_margin
}
scottish_whisky_distillery_mill_maintenance = {
icon_type = goods
icon = millet
millet = 5.5917
pottery = 0.14
glass = 0.5586
produced = liquor
output = 4.0
category = mills_input
debug_max_profit = mills_profit_margin
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,181 @@
naval_supplies_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 0.25
category = weapons_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
naval_supplies_guild_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.1963
fiber_crops = 0.35
tar = 0.35
cloth = 0.0486
produced = naval_supplies
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
naval_supplies_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = weapons_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
naval_supplies_workshop_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.1638
fiber_crops = 0.4351
tar = 0.5989
cloth = 0.1088
produced = naval_supplies
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = naval_supplies_guild
custom_tags = { workshop }
construction_demand = workshop_construction
}
naval_supplies_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = weapons_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = naval_supplies_workshop
unique_production_methods = {
naval_supplies_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.8791
fiber_crops = 0.6596
tar = 0.6596
cloth = 0.2194
produced = naval_supplies
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
naval_supplies_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = weapons_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = naval_supplies_manufactory
unique_production_methods = {
naval_supplies_mill_maintenance = {
icon_type = goods
icon = lumber
lumber = 1.8236
fiber_crops = 1.3673
tar = 1.3673
cloth = 0.2281
produced = naval_supplies
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,222 @@
paper_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.00
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
paper_guild_leather_maintenance = {
icon_type = goods
icon = leather
leather = 0.1852
lumber = 0.1852
produced = paper
output = 0.8
debug_max_profit = guild_profit_margin
category = guild_input
}
paper_guild_fiber_pulp_maintenance = {
icon_type = goods
icon = fiber_crops
# unlocked by paper_guild_fiber_pulp_maintenance_advance
fiber_crops = 0.7
lumber = 0.2222
produced = paper
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
paper_guild_cloth_maintenance = {
icon_type = goods
icon = cloth
# unlocked by paper_guild_cloth_maintenance_advance
cloth = 0.6
lumber = 0.1008
produced = paper
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
paper_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
paper_workshop_fiber_pulp_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 0.8
produced = paper
output = 1.0
debug_max_profit = workshop_profit_margin
category = workshop_input
}
paper_workshop_cloth_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.5279
lumber = 0.1176
produced = paper
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = paper_guild
custom_tags = { workshop }
construction_demand = workshop_construction
}
paper_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
paper_manufactory_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.3696 #Lump
fiber_crops = 0.9841
lumber = 0.2464
produced = paper
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
obsolete = paper_workshop
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
paper_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = basic_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
unique_production_methods = {
paper_mill_maintenance = {
icon_type = goods
icon = cloth
cloth = 0.1288
fiber_crops = 1.2882
produced = paper
output = 2.0
debug_max_profit = mills_profit_margin
category = mills_input
}
paper_wood_pulp_maintenance = {
icon_type = goods
icon = lumber
# unlocked by paper_guild_wood_pulp_maintenance_advance
lumber = 4.4444
produced = paper
output = 4.5
debug_max_profit = mills_profit_margin #better one
category = mills_input
}
}
obsolete = paper_manufactory
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,84 @@
porcelain_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
porcelain_guild_maintenance = {
icon_type = goods
icon = clay
clay = 2.4
coal = 0.3905
tools = 0.0392
produced = porcelain
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
porcelain_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
porcelain_manufactory_maintenance = {
icon_type = goods
icon = clay
clay = 3.6924
coal = 0.4616
tools = 0.2308
produced = porcelain
output = 2
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
obsolete = porcelain_guild
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
@@ -0,0 +1,173 @@
pottery_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 0.25
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
pottery_maintenance = {
icon_type = goods
icon = clay
clay = 1.0
lumber = 0.1201
tools = 0.0504
produced = pottery
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
}
pottery_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
obsolete = pottery_guild
unique_production_methods = {
pottery_w_maintenance = {
icon_type = goods
icon = clay
clay = 1.0987
lumber = 0.1102
tools = 0.0551
produced = pottery
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
construction_demand = workshop_construction
}
pottery_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = pottery_workshop
unique_production_methods = {
pottery_manufactory_maintenance = {
icon_type = goods
icon = clay
clay = 1.1249
lumber = 0.1682
tools = 0.113
produced = pottery
output = 1.5
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
}
construction_demand = manufactory_construction
}
###########################################
# Age of Revolutions
###########################################
pottery_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = consumer_goods_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = pottery_manufactory
build_time = mills_build_time
unique_production_methods = {
pottery_mill_maintenance = {
icon_type = goods
icon = clay
clay = 3.1427
lumber = 0.2787
tools = 0.1393
produced = pottery
output = 3.25
debug_max_profit = mills_profit_margin
category = mills_input
}
}
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,175 @@
saltpeter_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
location_potential = {
market ?= {
is_produced_in_market = goods:livestock
is_produced_in_market = goods:clay
}
}
unique_production_methods = {
saltpeter_guild_demands = {
icon_type = goods
icon = pottery
pottery = 0.1961
livestock = 1.0
produced = saltpeter
output = 1.2
debug_max_profit = guild_profit_margin
category = guild_input
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
saltpeter_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
saltpeter_workshop_demands = {
icon_type = goods
icon = pottery
pottery = 0.1766
livestock = 1.0556
produced = saltpeter
output = 1.1
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
obsolete = saltpeter_guild
custom_tags = { workshop }
construction_demand = workshop_construction
}
putrefaction_works = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = basic_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = saltpeter_workshop
unique_production_methods = {
putrefaction_demands = {
icon_type = goods
icon = pottery
pottery = 0.7687
livestock = 1.5388
produced = saltpeter
output = 2.0
debug_max_profit = manufactory_profit_margin
category = manufactory_input
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
putrefaction_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = basic_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
obsolete = putrefaction_works
unique_production_methods = {
putrefaction_mill_demands = {
icon_type = goods
icon = pottery
pottery = 1.5898
livestock = 2.8907
produced = saltpeter
output = 4.0
debug_max_profit = mills_profit_margin
category = mills_input
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,208 @@
# Age of Traditions
tools_guild = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = basic_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
metalwork_guild_maintenance = {
icon_type = goods
icon = iron
iron = 0.8
produced = tools
output = 1.25
debug_max_profit = guild_profit_margin
category = guild_input
}
stone_tools_guild_maintenance = {
icon_type = goods
icon = stone
stone = 0.625
produced = tools
output = 0.75
debug_max_profit = guild_profit_margin
category = guild_input
}
bronze_tools_guild_maintenance = {
icon_type = goods
icon = copper
copper = 0.475
tin = 0.038
produced = tools
output = 0.8
debug_max_profit = guild_profit_margin
category = guild_input
}
copper_tools_guild_maintenance = {
icon_type = goods
icon = copper
# unlocked by copperworking advance
copper = 0.35
produced = tools
output = 0.6
debug_max_profit = guild_profit_margin
category = guild_input
}
}
construction_demand = guild_construction
}
tools_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = basic_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
metalwork_workshop_maintenance = {
icon_type = goods
icon = iron
iron = 0.88
produced = tools
output = 1.4
debug_max_profit = workshop_profit_margin
category = workshop_input
}
}
construction_demand = workshop_construction
obsolete = tools_guild
}
iron_foundry = {
audio_tier = 3
is_foreign = no
pop_type = laborers #unique
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
employment_size = manufactory_employment
category = basic_industry_category
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
unique_production_methods = {
iron_foundry_maintenance = {
icon_type = goods
icon = iron
iron = 1.3187
coal = 0.3297
category = manufactory_input
produced = tools
output = 2.0
debug_max_profit = manufactory_profit_margin
}
}
obsolete = tools_workshop
construction_demand = manufactory_construction
}
iron_mill = {
audio_tier = 5
is_foreign = no
pop_type = laborers
is_mill = yes #unique
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
employment_size = mills_employment
category = basic_industry_category
town = yes
city = yes
megalopolis = yes
build_time = mills_build_time
unique_production_methods = {
iron_mill_maintenance = {
icon_type = goods
icon = iron
iron = 2.5393
coal = 0.6356
category = mills_input
produced = tools
output = 4.0
debug_max_profit = mills_profit_margin
}
steel_tools = {
icon_type = goods
icon = steel
steel = 1.7778
category = mills_input
produced = tools
output = 4.0
debug_max_profit = mills_profit_margin
}
}
obsolete = iron_foundry
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,191 @@
weapon_guild = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = base_price
increase_per_level_cost = 1.00
category = weapons_industry_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
pre_columbian_weapon_smith_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.0633
stone = 0.6
produced = weaponry
output = 0.6
category = guild_input
debug_max_profit = guild_profit_margin
}
weapon_smith_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.2521
coal = 0.3
tools = 0.4
category = guild_input
produced = weaponry
output = 1.2
debug_max_profit = guild_profit_margin
}
weapon_guild_obsidian_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.111
stone = 0.5
gems = 0.093
produced = weaponry
output = 0.6
category = guild_input
debug_max_profit = guild_profit_margin
}
}
custom_tags = { guild }
construction_demand = guild_construction
}
weapon_workshop = {
audio_tier = 2
is_foreign = no
pop_type = burghers
max_levels = workshop_max_level
startup_ramp_target = workshop_startup_ramp_target
category = weapons_industry_category
employment_size = workshop_employment
town = yes
city = yes
megalopolis = yes
build_time = workshop_build_time
unique_production_methods = {
weapon_workshop_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.3302
coal = 0.3302
iron = 0.275
tools = 0.2197
category = workshop_input
produced = weaponry
output = 1.1
debug_max_profit = workshop_profit_margin
}
}
obsolete = weapon_guild
custom_tags = { workshop }
construction_demand = workshop_construction
}
weapon_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = weapons_industry_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
obsolete = weapon_workshop
build_time = manufactory_build_time
unique_production_methods = {
weapon_manufactory_maintenance = {
icon_type = goods
icon = lumber
lumber = 0.5565
coal = 0.5565
iron = 0.4446
tools = 0.4446
category = manufactory_input
produced = weaponry
output = 2.0
debug_max_profit = manufactory_profit_margin
}
}
custom_tags = { midgame_manufactory }
construction_demand = manufactory_construction
}
weapon_factory = {
audio_tier = 6
is_foreign = no
pop_type = laborers
is_mill = yes
max_levels = mills_max_level
startup_ramp_target = mills_startup_ramp_target
category = weapons_industry_category
employment_size = mills_employment
town = yes
city = yes
megalopolis = yes
obsolete = weapon_manufactory
build_time = mills_build_time
unique_production_methods = {
weapon_factory_maintenance = {
icon_type = goods
icon = steel
steel = 1.4689
coal = 0.4413
lumber = 0.4413
category = mills_input
produced = weaponry
output = 4.0
debug_max_profit = mills_profit_margin
}
}
custom_tags = { lategame_manufactory }
construction_demand = mill_construction
raw_modifier = {
local_burghers_desired_pop = 0.05
}
}
@@ -0,0 +1,136 @@
winery = {
is_foreign = no
pop_type = burghers
max_levels = guild_max_level
startup_ramp_target = guild_startup_ramp_target
price = low_base_price
increase_per_level_cost = 1.00
category = consumer_goods_category
employment_size = guild_employment
town = yes
city = yes
megalopolis = yes
build_time = guild_build_time
unique_production_methods = {
fruit_winery_maintenance = {
icon_type = goods
icon = fruit
fruit = 0.6
lumber = 0.1178
tools = 0.069
produced = wine
output = 1.2
category = guild_input
debug_max_profit = guild_profit_margin
}
rice_winery_maintenance = {
icon_type = goods
icon = rice
rice = 0.6
lumber = 0.1118
tools = 0.0698
produced = wine
output = 1.2
category = guild_input
debug_max_profit = guild_profit_margin
}
honey_winery_maintenance = {
icon_type = goods
icon = beeswax
beeswax = 0.417
lumber = 0.1388
tools = 0.0698
produced = wine
output = 1.2
category = guild_input
debug_max_profit = guild_profit_margin
}
}
}
winery_manufactory = {
audio_tier = 3
is_foreign = no
pop_type = burghers
max_levels = manufactory_max_level
startup_ramp_target = manufactory_startup_ramp_target
category = consumer_goods_category
employment_size = manufactory_employment
town = yes
city = yes
megalopolis = yes
build_time = manufactory_build_time
obsolete = winery
unique_production_methods = {
fruit_winery_manufactory_maintenance = {
icon_type = goods
icon = fruit
fruit = 1.4146
lumber = 0.2982
tools = 0.1487
produced = wine
output = 2
category = guild_input
debug_max_profit = manufactory_profit_margin
}
rice_winery_manufactory_maintenance = {
icon_type = goods
icon = rice
rice = 1.4146
lumber = 0.2982
tools = 0.1487
produced = wine
output = 2
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
honey_winery_manufactory_maintenance = {
icon_type = goods
icon = beeswax
beeswax = 0.7209
lumber = 0.2883
tools = 0.1446
produced = wine
output = 2
category = manufactory_input
debug_max_profit = manufactory_profit_margin
}
}
construction_demand = manufactory_construction
}
@@ -0,0 +1,807 @@
bailiff = {
audio_tier = 2
is_foreign = no
max_levels = 1
pop_type = bureaucrats
employment_size = 0.250
category = government_category
rural_settlement = yes
expensive = yes
build_time = rural_build_time
forbidden_for_estates = yes
location_potential = {
is_overseas_for_owner = no
}
allow = {
trigger_if = {
limit = {
scope:actor = {
modifier:num_bailiffs <= 0
}
}
custom_tooltip = {
text = no_local_bailiff_tt
always = no
}
}
trigger_else = {
custom_tooltip = {
text = local_bailiff_tt
scope:actor = {
total_building_levels_including_construction:bailiff < modifier:num_bailiffs
}
}
}
owner = scope:actor #not in subjects
}
unique_production_methods = {
bailiff_input = {
icon_type = goods
icon = paper
paper = 0.1
tools = 0.15
weaponry = 0.25
stone = 0.1
category = building_maintenance
}
}
modifier = {
local_peasant_enfranchisment = -0.25
local_bureaucrats_desired_pop_scaled = 0.0025
}
}
fishing_village = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = peasants
is_village = yes
category = village_category
employment_size = village_employment_size
rural_settlement = yes
AI_optimization_flag_coastal = yes
location_potential = {
is_coastal = yes
}
build_time = village_build_time
possible_production_methods = {
fishing_village_maintenance
arctic_fishing_village_maintenance
coastal_boatyard
rural_pottery_maker
}
construction_demand = village_construction
modifier = {
local_merchant_capacity = 0.25
local_peasants_estate_power = 0.25 #25% higher here.
local_food_capacity = 50
local_peasant_enfranchisment = 0.01
local_maritime_presence = 0.01
harbor_suitability = 0.02
local_sailors = 0.001
}
raw_modifier = {
local_laborers_desired_pop = 0.1
local_soldiers_desired_pop = 0.05
}
}
farming_village = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = peasants
is_village = yes
category = village_category
employment_size = village_employment_size
rural_settlement = yes
location_potential = {
OR = {
raw_material = goods:wheat
raw_material = goods:maize
raw_material = goods:rice
raw_material = goods:millet
raw_material = goods:legumes
raw_material = goods:potato
raw_material = goods:livestock
raw_material = goods:olives
raw_material = goods:fruit
raw_material = goods:wool
}
}
build_time = village_build_time
unique_production_methods = {
farming_village_maintenance = {
icon_type = goods
icon = tools
tools = 0.0267
clay = 1.0896
output = 0.5
produced = livestock
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
construction_demand = village_construction
modifier = {
local_food_capacity = 100
local_raw_material_output = 0.025
local_peasants_estate_power = 0.25 #25% higher here.
local_peasant_enfranchisment = 0.01
}
raw_modifier = {
local_laborers_desired_pop = 0.1
local_soldiers_desired_pop = 0.05
}
}
forest_village = {
audio_tier = 1
is_foreign = no
is_village = yes
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = peasants
category = village_category
employment_size = village_employment_size
rural_settlement = yes
location_potential = {
OR = {
raw_material = goods:wild_game
vegetation = forest
vegetation = woods
vegetation = jungle
}
}
build_time = village_build_time
possible_production_methods = {
forest_tannery
hunting_lodges
rural_weaponmaker
rural_blacksmith
}
construction_demand = village_construction
modifier = {
local_monthly_food = 1.0
local_peasants_estate_power = 0.25 #25% higher here.
local_peasant_enfranchisment = 0.01
}
raw_modifier = {
local_laborers_desired_pop = 0.1
local_soldiers_desired_pop = 0.05
}
}
market_village = {
audio_tier = 1
is_foreign = no
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
pop_type = peasants
is_village = yes
employment_size = village_employment_size
rural_settlement = yes
category = village_category
build_time = village_build_time
construction_demand = village_construction
possible_production_methods = {
rural_blacksmith
rural_millet_brewery
rural_weaponmaker
rural_jewelry_carver
rural_pottery_maker
}
modifier = {
local_merchant_capacity = 0.10
local_merchant_power = 0.10
local_market_access = 0.005
local_food_capacity = 50
local_peasants_estate_power = 0.25
local_peasant_enfranchisment = 0.01
}
raw_modifier = {
local_burghers_desired_pop = 0.01
local_laborers_desired_pop = 0.1
local_soldiers_desired_pop = 0.05
}
}
rural_glassmaker = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = guild_max_level
startup_ramp_target = rural_startup_ramp_target
forbidden_for_estates = yes
category = basic_industry_category
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = no
city = no
location_potential = {
is_produced_in_location_market = goods:sand
}
build_time = rural_build_time
unique_production_methods = {
rural_glassmaker_maintenance = {
icon_type = goods
icon = sand
sand = 1.0
produced = glass
output = 0.2
debug_max_profit = rural_profit_margin
category = guild_input
}
}
construction_demand = village_construction
modifier = {
}
}
rural_clothmaker = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = guild_max_level
startup_ramp_target = rural_startup_ramp_target
forbidden_for_estates = yes
category = consumer_goods_category
employment_size = rural_peasant_produce_employment
rural_settlement = yes
town = no
city = no
build_time = rural_build_time
unique_production_methods = {
rural_wool_clothmaker = {
icon_type = goods
icon = wool
wool = 0.5
produced = cloth
output = 0.5
debug_max_profit = rural_profit_margin
category = guild_input
}
rural_cotton_clothmaker = {
icon_type = goods
icon = cotton
cotton = 0.417
produced = cloth
output = 0.5
debug_max_profit = rural_profit_margin
category = guild_input
}
rural_fiber_clothmaker = {
icon_type = goods
icon = fiber_crops
fiber_crops = 0.5
produced = cloth
output = 0.4
debug_max_profit = rural_profit_margin
category = guild_input
}
}
construction_demand = village_construction
modifier = {
}
}
charcoal_maker = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
category = rgo_building_category
rural_settlement = yes
build_time = rural_build_time
unique_production_methods = {
char_coal_maintenance = {
icon_type = goods
icon = lumber
produced = coal
output = 0.8
debug_max_profit = rural_profit_margin
lumber = 0.8889
category = guild_input
}
}
construction_demand = guild_construction
}
improved_charcoal_maker = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
obsolete = charcoal_maker
category = rgo_building_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = rural_build_time
unique_production_methods = {
improved_char_coal_maintenance = {
icon_type = goods
icon = lumber
produced = coal
output = 1.2
debug_max_profit = rural_profit_margin
lumber = 1.3333
category = guild_input
}
}
construction_demand = guild_construction
}
elephant_hunting_grounds = {
audio_tier = 1
is_foreign = no
max_levels = {
value = rural_building_cap
if = {
limit = {
owner ?= {
has_variable = ori_double_elephant_hunting_ground_level_flag
}
}
add = {
desc = "INCREASED_MAX_LEVEL_ELEPHANT_HUNTING_GROUND"
value = 2
}
}
}
startup_ramp_target = rural_startup_ramp_target
pop_type = peasants
category = rgo_building_category
employment_size = elephant_hunting_grounds_employment
rural_settlement = yes
country_potential = {
produced_in_country:elephants > 0
}
location_potential = {
raw_material = goods:elephants
}
build_time = rural_build_time
unique_production_methods = {
elephant_hunting_grounds_maintenance = {
icon_type = goods
icon = tools
produced = ivory
output = 1
tools = 0.208
weaponry = 0.208
elephants = 0.417
debug_max_profit = rural_profit_margin
category = guild_input
}
}
modifier = {
local_monthly_food_modifier = -0.05
}
raw_modifier = {
local_nobles_desired_pop = 0.010
}
construction_demand = village_construction
}
windmill = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = 1
employment_size = rural_peasant_enhance_employment
category = rgo_building_category
rural_settlement = yes
location_potential = {
OR = {
raw_material = goods:wheat
raw_material = goods:rice
raw_material = goods:millet
raw_material = goods:maize
}
}
unique_production_methods = {
grain_windmill_maintenance = {
icon_type = goods
icon = tools
tools = 0.05
lumber = 0.1
cloth = 0.05
category = building_maintenance
}
}
modifier = {
local_wheat_output_modifier = 0.50
local_rice_output_modifier = 0.50
local_millet_output_modifier = 0.50
local_maize_output_modifier = 0.50
local_food_capacity = 100
}
build_time = rural_build_time
construction_demand = farm_constructions
}
local_smelters = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = 1
employment_size = rural_peasant_enhance_employment
category = rgo_building_category
rural_settlement = yes
location_potential = {
OR = {
raw_material = goods:iron
raw_material = goods:copper
raw_material = goods:tin
raw_material = goods:lead
}
}
unique_production_methods = {
local_smelters_maintenance = {
icon_type = goods
icon = tools
tools = 0.025
lumber = 0.05
coal = 0.05
category = building_maintenance
}
}
modifier = {
local_iron_output_modifier = 0.1
local_copper_output_modifier = 0.1
local_tin_output_modifier = 0.1
local_lead_output_modifier = 0.1
}
build_time = rural_build_time
construction_demand = farm_constructions
}
sawmill = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = 1
employment_size = rural_peasant_enhance_employment
forbidden_for_estates = yes
category = rgo_building_category
rural_settlement = yes
location_potential = {
OR = {
vegetation = woods
vegetation = forest
vegetation = farmland
vegetation = jungle
raw_material = goods:lumber
}
}
unique_production_methods = {
sawmill_maintenance = {
icon_type = goods
icon = tools
tools = 0.05
category = building_maintenance
}
}
modifier = {
local_lumber_output_modifier = 0.2
}
build_time = rural_build_time
construction_demand = farm_constructions
}
sheep_farms = {
audio_tier = 1
is_foreign = no
pop_type = laborers
max_levels = rural_building_cap
startup_ramp_target = rural_startup_ramp_target
employment_size = rural_peasant_produce_employment
category = rgo_building_category
rural_settlement = yes
location_potential = {
OR = {
vegetation = sparse
vegetation = farmland
vegetation = grasslands
}
}
unique_production_methods = {
sheep_farm_maintenance = {
icon_type = goods
icon = lumber
produced = wool
output = 0.5
lumber = 0.496
tools = 0.099
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
modifier = {
}
build_time = rural_build_time
construction_demand = farm_constructions
}
settlement_building = {
audio_tier = 1
is_foreign = no
max_levels = 1
pop_type = peasants
category = infrastructure_category
employment_size = tiny_rural_peasant_produce_employment
rural_settlement = yes
town = no
city = no
location_potential = {
location_population_percentage < 0.05
}
remove_if = {
location = {
location_population_percentage > 0.1
}
}
possible_production_methods = {
colony_maintenance
}
construction_demand = colony_construction
build_time = village_build_time
modifier = {
local_migration_attraction = 1.0
local_population_growth = 0.01
}
}
kilwan_shipwrights = {
audio_tier = 1
is_special = yes
is_foreign = no
max_levels = 1
pop_type = soldiers
category = naval_category
employment_size = dock_employment
rural_settlement = yes
town = no
city = no
location_potential = {
is_port = yes
}
build_time = medium_port_building_time
possible_production_methods = {
kilwan_shipwrights_maintenance
}
construction_demand = port_building_construction
modifier = {
local_sailors = 0.01
harbor_suitability = 0.05
}
}
@@ -0,0 +1,151 @@
# Clear forest for construction - adds debuff compensation without changing vegetation
cveg_clear_forest_for_construction = {
is_foreign = no
max_levels = 1
pop_type = laborers
employment_size = 0.001
category = infrastructure_category
city = yes
town = yes
rural_settlement = yes
price = cveg_clear_forest_for_construction_price
build_time = cveg_clear_forest_for_construction_build_time
forbidden_for_estates = yes
location_potential = {
OR = {
vegetation = forest
vegetation = woods
}
NOT = { has_location_modifier = cveg_compensate_forest_debuff }
cveg_is_changing_vegetation = no
trigger_if = {
limit = { has_variable = cveg_temporary_remove_clear_building }
custom_tooltip = {
text = cveg_temporary_clear_building_tooltip
NOT = { has_variable = cveg_temporary_remove_clear_building }
}
}
}
unique_production_methods = {
cveg_clear_forest_for_construction_maintenance = {
icon_type = goods
icon = tools
tools = 0.01
category = building_maintenance
}
}
on_construction_started = {
location = {
add_location_modifier = {
modifier = cveg_extra_construction_slot
}
}
}
on_construction_ended = {
location = {
remove_location_modifier = cveg_extra_construction_slot
}
}
on_built = {
location = {
add_location_modifier = {
modifier = cveg_compensate_forest_debuff
}
set_variable = {
name = cveg_temporary_remove_clear_building
months = 2
}
}
}
construction_demand = cveg_clear_forest_for_construction_construction
modifier = {
movement_cost = -0.25
local_rgo_build_time = -0.33
local_road_building_time = -0.50
local_distance_from_capital_speed_propagation = 0.125
local_monthly_development_modifier = 0.05
}
remove_if = {
location = {
has_variable = cveg_temporary_remove_clear_building
}
}
}
# Drain wetlands for construction - adds debuff compensation without changing topography
cveg_drain_wetlands_for_construction = {
is_foreign = no
max_levels = 1
pop_type = laborers
employment_size = 0.001
category = infrastructure_category
city = yes
town = yes
rural_settlement = yes
price = cveg_drain_wetlands_for_construction_price
build_time = cveg_drain_wetlands_for_construction_build_time
forbidden_for_estates = yes
location_potential = {
topography = wetlands
NOT = { has_location_modifier = wsf_wetlands_to_flatland }
NOT = { has_location_modifier = cveg_compensate_wetlands_debuff }
cveg_is_changing_vegetation = no
NOT = {
any_buildings_in_location = {
building_levels_under_construction > 0
building_type = building_type:cveg_drain_wetlands_for_construction
}
}
trigger_if = {
limit = { has_variable = cveg_temporary_remove_clear_building }
custom_tooltip = {
text = cveg_temporary_clear_building_tooltip
NOT = { has_variable = cveg_temporary_remove_clear_building }
}
}
}
unique_production_methods = {
cveg_drain_wetlands_for_construction_maintenance = {
icon_type = goods
icon = tools
tools = 0.01
category = building_maintenance
}
}
on_construction_started = {
location = {
add_location_modifier = {
modifier = cveg_extra_construction_slot
}
}
}
on_construction_ended = {
location = {
remove_location_modifier = cveg_extra_construction_slot
}
}
on_built = {
location = {
add_location_modifier = {
modifier = cveg_compensate_wetlands_debuff
}
set_variable = {
name = cveg_temporary_remove_clear_building
months = 2
}
}
}
construction_demand = cveg_drain_wetlands_for_construction_construction
modifier = {
movement_cost = -0.5
local_rgo_build_time = -0.25
local_road_building_time = -1.0
local_distance_from_capital_speed_propagation = 0.25
local_monthly_development_modifier = 0.30
}
remove_if = {
location = {
has_variable = cveg_temporary_remove_clear_building
}
}
}
@@ -0,0 +1,629 @@
construction_center = {
audio_tier = 2
is_foreign = no
max_levels = construction_center_max_level
pop_type = bureaucrats
forbidden_for_estates = yes
employment_size = construction_employment
category = infrastructure_category
town = yes
city = yes
megalopolis = yes
increase_per_level_cost = 1.0
build_time = government_build_time
unique_production_methods = {
construction_center_maintenance = {
icon_type = goods
icon = masonry
masonry = 0.2
tools = 0.25
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
max_constructions_at_same_time = 1
}
}
minting_office = {
audio_tier = 1
is_foreign = no
max_levels = 1
pop_type = bureaucrats
forbidden_for_estates = yes
category = government_category
employment_size = generic_burgher_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = government_build_time
possible_production_methods = {
mint_maintenance
}
construction_demand = minting_office_construction
modifier = {
local_crown_estate_power = 0.25
local_bureaucrats_desired_pop_scaled = 0.001
}
}
granary = {
audio_tier = 2
is_foreign = no
max_levels = guild_max_level
pop_type = laborers
employment_size = granary_employment
AI_ignore_available_worker_flag = yes # we want this for pop growth so build it anyway
category = infrastructure_category
rural_settlement = no
town = yes
city = yes
megalopolis = yes
build_time = government_build_time
unique_production_methods = {
granary_maintenance = {
icon_type = goods
icon = masonry
masonry = 0.2
category = building_maintenance
}
}
construction_demand = granary_construction
modifier = {
local_food_capacity = 500
local_food_decay_modifier = -0.05
}
ai_forbid_shutdown = yes
}
fortress_granary = { #https://en.wikipedia.org/wiki/Agadir_(granary)
audio_tier = 2
is_special = yes
is_foreign = no
max_levels = 1
pop_type = peasants
rural_settlement = no
town = yes
city = yes
megalopolis = yes
employment_size = granary_employment
category = defense_category
build_time = medium_fort_building
country_potential = {
culture ?= { has_culture_group = culture_group:maghrebi_group }
}
location_potential = {
}
expensive = yes
construction_demand = fortress_granary_construction
modifier = {
local_garrison_size = 0.1
local_food_capacity = 500
local_defensive = 0.25
}
unique_production_methods = {
fortress_granary_maintenance = {
icon_type = goods
icon = wheat
wheat = 0.1
masonry = 0.2
weaponry = 0.05
cloth = 0.05
copper = 0.025
tin = 0.01
potential = {
any_market_present_in_country = {
is_produced_in_market = goods:wheat
}
}
allow = {
scope:target ?= { market ?= { is_produced_in_market = goods:wheat } }
}
category = building_maintenance
}
fortress_millet_granary_maintenance = {
icon_type = goods
icon = millet
millet = 0.1
masonry = 0.2
weaponry = 0.05
cloth = 0.05
copper = 0.025
tin = 0.01
potential = {
any_market_present_in_country = {
is_produced_in_market = goods:millet
}
}
allow = {
scope:target ?= { market ?= { is_produced_in_market = goods:millet } }
}
category = building_maintenance
}
fortress_rice_granary_maintenance = {
icon_type = goods
icon = rice
rice = 0.1
masonry = 0.2
weaponry = 0.05
cloth = 0.05
copper = 0.025
tin = 0.01
potential = {
any_market_present_in_country = {
is_produced_in_market = goods:rice
}
}
allow = {
scope:target ?= { market ?= { is_produced_in_market = goods:rice } }
}
category = building_maintenance
}
fortress_maize_granary_maintenance = {
icon_type = goods
icon = maize
maize = 0.1
masonry = 0.2
weaponry = 0.05
cloth = 0.05
copper = 0.025
tin = 0.01
potential = {
any_market_present_in_country = {
is_produced_in_market = goods:maize
}
}
allow = {
scope:target ?= {market ?= { is_produced_in_market = goods:maize } }
}
category = building_maintenance
}
fortress_qullqa_maintenance = {
icon_type = goods
icon = potato
potato = 0.08
maize = 0.02
masonry = 0.2
weaponry = 0.05
cloth = 0.05
copper = 0.025
tin = 0.01
potential = {
any_market_present_in_country = {
is_produced_in_market = goods:potato
is_produced_in_market = goods:maize
}
}
allow = {
scope:target ?= { market ?= {
is_produced_in_market = goods:potato
is_produced_in_market = goods:maize
}
}
}
category = building_maintenance
}
}
}
grain_house = {
audio_tier = 1
is_foreign = no
max_levels = guild_max_level
pop_type = laborers
employment_size = granary_employment
category = infrastructure_category
rural_settlement = no
town = yes
city = yes
megalopolis = yes
build_time = government_build_time
country_potential = {
has_reform = government_reform:everyone_serves_reform
}
possible_production_methods = {
granary_maintenance
}
construction_demand = granary_construction
modifier = {
local_food_capacity = 100
local_supply_limit_modifier = 0.01
}
}
medical_school = {
audio_tier = 2
is_foreign = no
pop_type = bureaucrats
max_levels = 1
employment_size = burghers_medical_employment
category = infrastructure_category
rural_settlement = no
town = yes
city = yes
megalopolis = yes
build_time = huge_unique_build_time
graphical_tags = { medium_religious }
expensive = yes
modifier = {
local_life_expectancy = 3
local_disease_resistance = 0.33
}
possible_production_methods = {
temple_maintenance
}
construction_demand = town_building_construction
}
lazaretto = {
audio_tier = 1
is_foreign = no
pop_type = bureaucrats
max_levels = 1
employment_size = clergy_medical_employment
category = infrastructure_category
town = yes
city = yes
megalopolis = yes
location_potential = {
is_coastal = yes
}
expensive = yes
build_time = generic_town_build_time
unique_production_methods = {
lazaretto_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 0.15
books = 0.05
medicaments = 0.03
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_disease_resistance = 0.25
}
}
pest_house = {
audio_tier = 1
is_foreign = no
pop_type = clergy
max_levels = 1
employment_size = clergy_medical_employment
category = infrastructure_category
rural_settlement = yes
town = yes
city = yes
megalopolis = yes
build_time = super_fast_temporary_house
country_potential = {
is_situation_active = situation:black_death
custom_tooltip = {
text = pest_house_tt
modifier:enable_pest_house = yes
}
}
remove_if = {
OR = {
NOT = { is_situation_active = situation:black_death }
owner = {
AND = {
modifier:enable_pest_house = no
trigger_if = {
limit = {
is_subject = yes
}
overlord = { modifier:enable_pest_house = no }
}
}
}
}
}
unique_production_methods = {
pest_house_maintenance = {
icon_type = goods
icon = fiber_crops
fiber_crops = 0.10
incense = 0.10
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_disease_resistance = 0.3
local_unrest = 0.1
}
}
hospital = {
audio_tier = 2
is_foreign = no
pop_type = bureaucrats
max_levels = 1
employment_size = clergy_medical_employment
category = infrastructure_category
town = yes
city = yes
megalopolis = yes
location_potential = {
development >= 20
}
expensive = yes
build_time = generic_town_build_time
possible_production_methods = {
hospital_maintenance
}
graphical_tags = { medium_religious }
construction_demand = town_building_construction
modifier = {
local_disease_resistance = 0.1
local_life_expectancy = 5
}
}
slave_market = {
audio_tier = 2
is_foreign = no
max_levels = slave_market_max_level
startup_ramp_target = rural_startup_ramp_target
pop_type = burghers
category = government_category
employment_size = trade_employment
rural_settlement = no
town = yes
city = yes
megalopolis = yes
country_potential = {
religion ?= {
group != religion_group:christian
}
}
allow = {
scope:actor = {
has_slavery = yes
}
}
remove_if = {
scope:actor = {
has_slavery = no
}
}
build_time = generic_town_build_time
unique_production_methods = {
slave_market_maintenance = {
icon_type = goods
icon = leather
leather = 0.526
tools = 0.478
weaponry = 0.421
paper = 0.363
produced = slaves_goods
output = 2.0
debug_max_profit = rural_profit_margin
category = building_maintenance
}
}
modifier = {
building_enslavement_power = 0.10
local_slave_pop_satisfaction = -0.025
}
construction_demand = town_building_construction
}
#Aqueducts
aqueduct_system = {
audio_tier = 5
content_priority = 100
is_foreign = no
max_levels = aqueduct_system_max_level
pop_type = laborers
forbidden_for_estates = yes
employment_size = aqueduct_system_employment
price = expand_aqueduct_system
category = infrastructure_category
town = yes
city = yes
megalopolis = yes
build_time = infrastructure_build_time
country_potential = {
OR = {
tag = BYZ
tag = ROM
owns = location:constantinople
owns = location:rome
owns = location:avignon
owns = location:segovia
}
}
location_potential = {
OR = {
this = location:constantinople
this = location:rome
this = location:avignon
this = location:segovia
}
}
possible_production_methods = { aqueduct_system_maintenance }
construction_demand = aqueduct_system_construction
modifier = {
local_disease_resistance = 0.1
local_monthly_food_modifier = 0.15
local_monthly_prosperity = 0.001
local_monthly_development_modifier = 0.1
}
capital_country_modifier = {
monthly_legitimacy = 0.1
monthly_republican_tradition = 0.1
monthly_devotion = 0.1
}
}
provincial_chancery = {
audio_tier = 1
is_foreign = no
pop_type = burghers
max_levels = chancery_max_level
category = government_category
employment_size = generic_burgher_employment
town = yes
city = yes
megalopolis = yes
expensive = yes
build_time = generic_town_build_time
country_potential = {
has_reform = government_reform:provincial_consulates_reform
}
remove_if = {
location.owner = {
NOT = {
has_reform = government_reform:provincial_consulates_reform
}
}
}
modifier = {
local_burghers_max_literacy = 2.5
local_nobles_max_literacy = 2.5
local_pop_join_rebel_threshold = -0.05
}
possible_production_methods = { chancery_maintenance }
construction_demand = town_building_construction
}
@@ -0,0 +1,224 @@
marketplace = {
audio_tier = 1
is_foreign = no
max_levels = marketplace_max_level
pop_type = burghers
forbidden_for_estates = yes
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
build_time = merchant_build_time
unique_production_methods = {
marketplace_maintenance = {
icon_type = building_type
icon = marketplace
cloth = 0.05
jewelry = 0.05
paper = 0.05
salt = 0.1
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_pop_assimilation_speed_modifier = 0.01
local_burghers_estate_power = 0.1
local_market_access = 0.05
local_merchant_power = 1.5
local_trades_per_burgher = 2.5
local_merchant_capacity = 2.5
}
}
merchants_quarters = {
audio_tier = 2
is_foreign = no
max_levels = market_max_level
pop_type = burghers
forbidden_for_estates = yes
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
build_time = merchant_build_time
unique_production_methods = {
merchants_quarters_maintenance = {
icon_type = building_type
icon = merchants_quarters
cloth = 0.1
jewelry = 0.1
paper = 0.1
salt = 0.2
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_pop_assimilation_speed_modifier = 0.01
local_burghers_estate_power = 0.1
local_market_access = 0.01
local_merchant_power = 1.5
local_trades_per_burgher = 1.5
local_merchant_capacity = 1.5
}
obsolete = marketplace
}
grand_marketplace = {
audio_tier = 3
is_foreign = no
max_levels = market_max_level
pop_type = burghers
forbidden_for_estates = yes
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
build_time = merchant_build_time
unique_production_methods = {
grand_marketplace_maintenance = {
icon_type = building_type
icon = grand_marketplace
cloth = 0.2
jewelry = 0.2
paper = 0.2
salt = 0.4
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_pop_assimilation_speed_modifier = 0.01
local_burghers_estate_power = 0.1
local_market_access = 0.015
local_merchant_power = 2.0
local_trades_per_burgher = 2.0
local_merchant_capacity = 2.0
}
obsolete = merchants_quarters
}
commerce_center = {
audio_tier = 5
forbidden_for_estates = yes
is_foreign = no
max_levels = market_max_level
pop_type = burghers
category = trade_category
employment_size = trade_employment
town = yes
city = yes
megalopolis = yes
build_time = merchant_build_time
unique_production_methods = {
commerce_center_maintenance = {
icon_type = building_type
icon = commerce_center
cloth = 0.2
jewelry = 0.2
paper = 0.2
salt = 0.4
category = building_maintenance
}
}
construction_demand = town_building_construction
modifier = {
local_pop_assimilation_speed_modifier = 0.01
local_burghers_estate_power = 0.1
local_market_access = 0.02
local_merchant_power = 4.0
local_trades_per_burgher = 4.0
local_merchant_capacity = 4.0
}
obsolete = grand_marketplace
}
port_authority = {
audio_tier = 2
is_foreign = no
stronger_power_projection = no
max_levels = market_max_level
pop_type = burghers
forbidden_for_estates = yes
category = trade_category
employment_size = trade_employment
rural_settlement = no
town = yes
city = yes
megalopolis = yes
allow = {
is_port = yes
}
location_potential = {
is_coastal = yes
}
possible_production_methods = {
port_authority_maintenance
}
construction_demand = town_building_construction
build_time = merchant_build_time
modifier = {
local_merchant_capacity = 0.5
local_trade_protection_factor = 0.10
local_trades_per_burgher = 0.25
local_market_access = 0.005
}
}
@@ -0,0 +1,327 @@
REPLACE:honorary_titles_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
estates_that_like = {
nobles_estate
crown_estate
}
estates_that_dislike = {
burghers_estate
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
#neutral
neutral_modifier = {
country_cabinet_efficiency = 0.1
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
global_estate_target_satisfaction = small_permanent_target_satisfaction
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
global_estate_satisfaction_from_legitimacy = -0.1
}
}
REPLACE:court_eunuchs_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
estates_that_like = {
crown_estate
clergy_estate
}
estates_that_dislike = {
nobles_estate
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
#neutral
neutral_modifier = {
may_hire_eunuch_advisors = yes
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
country_child_education = 0.1
global_monthly_literacy = 0.01
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
stability_decay = 0.0025
}
}
REPLACE:ritualistic_court_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
estates_that_like = {
crown_estate
clergy_estate
}
estates_that_dislike = {
burghers_estate
}
#neutral
neutral_modifier = {
monthly_legitimacy = 0.1
monthly_republican_tradition = 0.1
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
diplomatic_reputation = 1
annexation_speed_modifier = 0.15
cultural_influence_modifier = 0.2
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
global_estate_target_satisfaction = medium_permanent_target_satisfaction_penalty
}
}
REPLACE:imperial_senate_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
estates_that_like = {
nobles_estate
}
estates_that_dislike = {
crown_estate
}
#neutral
neutral_modifier = {
parliament_duration_modifier = 0.5
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
parliament_base_support = 0.1
num_local_governors = 1
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
monthly_legitimacy = -0.2
monthly_republican_tradition = -0.2
}
}
REPLACE:kephalai_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
allow = {
}
estates_that_like = {
crown_estate
burghers_estate
}
estates_that_dislike = {
nobles_estate
}
#neutral
neutral_modifier = {
government_size = 1
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
global_crown_estate_power = 0.25
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
estate_enrichment = 0.2
global_non_rural_monthly_prosperity = -0.002
}
}
REPLACE:magister_militum_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
allow = {
}
estates_that_like = {
crown_estate
burghers_estate
}
estates_that_dislike = {
nobles_estate
}
#neutral
neutral_modifier = {
monthly_army_tradition = 0.2
monthly_navy_tradition = 0.2
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
train_general_ability = 25
train_admiral_ability = 25
military_tactics = 0.2
}
#negative
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
monthly_legitimacy = -0.2
global_nobles_estate_power = 0.5
}
}
REPLACE:allelengyon_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.003
}
potential = {
has_dlc = "d008_fate_of_the_phoenix"
}
allow = {
OR = {
custom_tooltip = {
text = won_fate_of_the_phoenix_disaster_tt
has_variable = won_fate_of_the_phoenix_disaster_variable
}
AND = {
has_or_had_tag = TRE
owns = location:constantinople
}
}
}
estates_that_like = {
peasants_estate
}
estates_that_dislike = {
nobles_estate
burghers_estate
}
#neutral
neutral_modifier = {
estate_enrichment = -0.3
global_peasant_enfranchisment = 0.05
}
#positive
positive_modifier = {
scale = { value = scope:maintenance }
global_monthly_prosperity = 0.0025
}
#negative
negative_modifier = {
scale = {
value = 1
add = scope:entrenchment
multiply = { value = 1 subtract = scope:maintenance }
}
global_monthly_development = -0.001
}
}
@@ -0,0 +1,39 @@
imperial_bureaucracy = {
implementation_price = price:implement_bureaucracy_price
maintenance_price = price:maintain_bureaucracy_price
removal_price = price:remove_bureaucracy_price
maintenance_price_modifier = {
value = country_economical_base
multiply = 0.01
}
potential = {
country_rank = country_rank:rank_empire
}
allow = { }
estates_that_like = {
crown_estate
}
estates_that_dislike = {
nobles_estate
}
neutral_modifier = {
country_cabinet_efficiency = 0.25
}
positive_modifier = {
scale = { value = scope:maintenance }
global_crown_estate_power = 0.50
}
negative_modifier = {
scale = {
value = 1
subtract = scope:maintenance
}
nobles_estate_income_modifier = -0.15
}
}
+22
View File
@@ -0,0 +1,22 @@
# Government bureaucracy! Stuff you implement with good intentions but ends up costing you an arm and a leg.
#
#
# - potential: trigger for whether the action is possible (root = country)
# - allow: trigger for whether the action can start (root = country)
# - years:
# - months:
# - weeks:
# - days: <ints> all used to define how long it takes to become fully implemented. Modifiers will be scaled by how much of this time is completed.
# - on_activate: <effect> fired when the action is chosen (root = country)
# - on_fully_activated: <effect> fired when the action's implementation reaches 100% (instant if there's no time delay): root = country
# - on_deactivate: <effect> fired when the action is removed (root = country)
# - neutral_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to whole countries: root = country; scope:maintenance = maintenance; scope:entrenchment = entrenchment.
# - positive_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to whole countries: root = country; scope:maintenance = maintenance; scope:entrenchment = entrenchment.
# - negative_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to whole countries: root = country; scope:maintenance = maintenance; scope:entrenchment = entrenchment.
# - implementation_price = a scripted standard price, listed in \common\prices\ and referenced by name (like price:<price_id>) or as a result of a script (like scope:target.price)
# - implementation_price_modifier = calculated value, multiplies the price; root is the country
# - removal_price = a scripted standard price, listed in \common\prices\ and referenced by name (like price:<price_id>) or as a result of a script (like scope:target.price)
# - removal_price_modifier = calculated value, multiplies the price; root is the country
# - maintenance_price = a scripted standard price, listed in \common\prices\ and referenced by name (like price:<price_id>) or as a result of a script (like scope:target.price)
# - maintenance_price_modifier = calculated value, multiplies the price; root is the country
# - on_maintenance_changed: <effect> called on the next day after a maintenance setting is changed: root = country; scope:old_maintenance = previous value; scope:new_maintenance = new value
@@ -0,0 +1,87 @@
increase_control_province = {
ability = adm
helps_with = "location"
potential = {
num_locations > 0
modifier:can_send_royal_inspectors = no
exists = low_control_best_tax_base
}
allow = {
or = {
scope:is_active ?= yes
any_province = {
province_average_control < define:NCountry|LOW_CONTROL_THRESHOLD_FOR_BEST_TAX
}
}
}
select_trigger = {
looking_for_a = province
source = actor
target_flag = selected_province
ai_interaction_source_list = {
scope:actor = {
low_control_best_tax_base = {
add_to_list = source
}
}
}
name = "increase_control_province_select_province"
none_available_msg_key = "increase_control_no_provinces"
pre_evaluation_sort_value = {
value = province_tax_base
}
pre_evaluation_number_to_evaluate_fully = 5
default_sort = province_uncontrolled_wealth
column = {
data = name
}
column = {
data = control
}
column = {
data = game_concept_max_control
}
column = {
data = population
}
column = {
data = province_uncontrolled_wealth
}
visible = {
province_average_control < 0.95
NOT = { cabinet_already_performing_same_task_on_target = { cabinet_action = increase_control_province interaction_target = selected_province } }
NOT = { cabinet_already_performing_same_task_on_target = { cabinet_action = noblesse_oblige_cabinet_action interaction_target = selected_province } }
NOT = { cabinet_control_area_action_covers_province = yes }
}
map_color = {
lerp = {
min_color = define:NMapColors|MAP_COLOR_LOW
max_color = define:NMapColors|MAP_COLOR_HIGH
factor = local_control
}
}
}
location_modifier = {
local_max_control = 0.10
local_monthly_control = 0.01
}
progress = {
scope:selected_province = {
value = province_average_control
}
}
map_marker = {
show_for_owner = yes
}
}
@@ -0,0 +1,71 @@
increase_control_area = {
ability = adm
potential = {
num_locations > 0
modifier:can_send_royal_inspectors = no
exists = low_control_best_tax_base
}
allow = {
or = {
scope:is_active ?= yes
any_province = {
province_average_control < define:NCountry|LOW_CONTROL_THRESHOLD_FOR_BEST_TAX
}
}
}
select_trigger = {
looking_for_a = area
source = actor
source_flags = areas_with_owned_presence
target_flag = selected_area
ai_interaction_source_list = {
scope:actor = {
low_control_best_tax_base.area = {
add_to_list = source
}
}
}
name = "increase_control_area_select_area"
none_available_msg_key = "increase_control_no_provinces"
column = {
data = name
}
column = {
data = population
}
visible = {
"area_average_control(scope:actor)" < 0.95
NOT = { cabinet_already_performing_same_task_on_target = { cabinet_action = increase_control_area interaction_target = selected_area } }
NOT = { cabinet_control_province_action_in_area = { cabinet_action = increase_control_province } }
NOT = { cabinet_control_province_action_in_area = { cabinet_action = noblesse_oblige_cabinet_action } }
}
map_color = {
lerp = {
min_color = define:NMapColors|MAP_COLOR_LOW
max_color = define:NMapColors|MAP_COLOR_HIGH
factor = local_control
}
}
}
location_modifier = {
local_max_control = 0.15
local_monthly_control = 0.005
}
progress = {
scope:selected_area = {
value = "area_average_control(scope:actor)"
}
}
map_marker = {
show_for_owner = yes
}
}
@@ -0,0 +1 @@

+16
View File
@@ -0,0 +1,16 @@
#root is country
#scope:target is the target
cb_conquer_province = {
allow_creation = {
always = yes
}
#scopes are actor/recipient for countries, while root = province checked.
province = {
always = yes
}
war_goal_type = conquer_province
}
@@ -0,0 +1,107 @@
promote_to_head_of_cabinet = {
sound = PROMOTE_TO_HEAD_OF_CABINET
message = yes
on_own_nation = yes
price = price:head_of_cabinet_promotion
potential = {
scope:actor = {
#country
}
}
ai_tick = daily
ai_tick_frequency = 360
allow = {
scope:actor = {
country_can_promote_head_of_cabinet = yes
NOT = {
any_cabinet_character = {
modifier:is_head_of_cabinet = yes
}
}
}
}
select_trigger = {
looking_for_a = character
source = actor
target_flag = recipient
name = "choose_character"
column = {
data = name
}
visible = {
is_alive = yes
is_adult = yes
in_cabinet = yes
NOT = { has_character_modifier = head_of_the_cabinet_modifier }
}
enabled = {
custom_tooltip = {
text = promote_to_head_of_cabinet_timer
in_cabinet = yes
}
NOT = { has_character_modifier = head_of_the_cabinet_modifier }
}
}
effect = {
scope:actor = {
if = {
limit = {
scope:recipient = { has_variable = no_cost_for_promotion }
}
add_political_influence = 25
}
promote_to_head_of_cabinet_effect = {
target = scope:recipient
}
}
}
ai_will_do = {
if = {
limit = {
scope:actor.political_influence <= 90
}
add = {
value = -250
desc = "low PI"
}
}
add = {
desc = "reluctance"
value = -250
}
add = {
desc = "total abilities"
value = scope:recipient.total_abilities
}
if = {
limit = {
scope:recipient = { has_trait = corrupt }
}
add = {
desc = "corrupt"
subtract = 250
}
}
if = {
limit = {
scope:actor = { has_reform = government_reform:powerful_vizierships_reform }
}
add = 1000
}
}
}
@@ -0,0 +1,71 @@
#scope for allow is the character.
balanced_education =
{
allow = {
}
modifier = {
character_child_education = 0.75
}
}
administrative_education =
{
allow = {
}
modifier = {
character_child_education = 0.50
character_adm_child_education = 0.5
}
country_modifier = {
court_spending_efficiency = -0.05
}
}
diplomatic_education =
{
allow = {
}
modifier = {
character_child_education = 0.50
character_dip_child_education = 0.5
}
country_modifier = {
court_spending_efficiency = -0.05
}
}
military_education =
{
allow = {
}
modifier = {
character_child_education = 0.50
character_mil_child_education = 0.5
}
country_modifier = {
court_spending_efficiency = -0.05
}
}
expensive_in_depth_education =
{
allow = {
}
price_to_select = select_expensive_child_education
price_to_deselect = deselect_expensive_child_education
modifier = {
character_child_education = 1.25
}
country_modifier = {
court_spending_efficiency = -0.1
}
}
@@ -0,0 +1,33 @@
#scope for allow is the character.
orthodox_education =
{
potential = {
has_dlc = "d008_fate_of_the_phoenix"
owner = { religion = religion:orthodox }
}
allow = {
owner = {
is_leader_of_international_organization_of_type = {
type = autocephalous_patriarchate
}
}
}
price_to_select = select_orthodox_education
price_to_deselect = deselect_orthodox_education
modifier = {
character_child_education = 0.8
}
country_modifier = {
monthly_religious_influence = -0.1
}
on_education_start_effect = {
if = {
limit = { religion != owner.religion }
change_character_religion = owner.religion
}
}
}
@@ -0,0 +1,9 @@
#<child education id> = {
# modifier = { <character modifiers> }
# country_modifier = { <country modifiers> }
# price_to_select = <price>
# price_to_deselect = <price>
# potential = { <character triggers> }
# allow = { <character triggers> }
# on_education_start_effect = { <character effects> } # when chosen
#}
@@ -0,0 +1,91 @@
REPLACE:rank_empire = {
color = color_rank_empire
rank_modifier = {
max_diplomats = 2
diplomatic_range = 1000
great_power_score_exempt_from_forfeit = 50
monthly_prestige = 0.2
num_possible_rivals = 4
num_possible_artists = 2
fort_limit = 2
cultures_capacity = 2
government_size = 1
possible_industry_promotions = 3
diplomatic_capacity = 3
allowed_alliance = yes
allowed_guarantee = yes
allowed_support_rebels = yes
mercenary_range_modifier = 1
allow_bureaucracy = yes
global_max_bureaucracy_slots = 3
}
level = 4
victory_card = yes
ai_level = 4
language_power_scale = 2
allow = {
can_upgrade_country_rank = { rank = rank_empire }
trigger_if = {
limit = {
exists = international_organization:hre
}
modifier:block_from_change_to_empire_rank_catholic = no
}
modifier:block_from_change_to_empire_rank = no
}
}
REPLACE:rank_kingdom = {
color = color_rank_kingdom
rank_modifier = {
max_diplomats = 1
diplomatic_range = 500
great_power_score_exempt_from_forfeit = 25
num_possible_rivals = 3
monthly_prestige = 0.1
fort_limit = 1
num_possible_artists = 1
cultures_capacity = 1
possible_industry_promotions = 2
diplomatic_capacity = 2
allowed_alliance = yes
allowed_guarantee = yes
allowed_support_rebels = yes
allow_bureaucracy = yes
global_max_bureaucracy_slots = 2
mercenary_range_modifier = 0.5
}
level = 3
victory_card = yes
ai_level = 3
language_power_scale = 1
allow = {
can_upgrade_country_rank = { rank = rank_kingdom }
modifier:block_from_change_to_kingdom_rank = no
}
}
+8
View File
@@ -0,0 +1,8 @@
# - color: color on map
# - rank_modifier: <modifier>, modifier given to the country
# - level: <int>
# - ai_level: <int>, default = 1, values from 1 to 4, higher values are treated as 4, used to limit scope of interactable countries for diplomacy AI. When adding new ranks between vanilla ranks set this value to the rough equivalent of your new rank in vanilla.
# - allow: <trigger>, is country allowed to change to this rank
# - language_power_scale: <float>, multiplies amount of power a language gets from being the court language in a country with this rank
# - character_ai_cooldown: <float>, default = 1, modifies how often character interactions are checked
# - diplomacy_ai_cooldown: <float>, default = 1, modifies how often country interactions are checked
@@ -0,0 +1,947 @@
# ================= НАЛОГООБЛОЖЕНИЕ, УРОВЕНЬ 1 (даётся всем на старте) =================
Early_tax_collection = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:regular_salaries
}
country_modifier = {
# --- Ядро: бюрократы платят короне ---
bureaucrats_estate_min_tax = 0.75
bureaucrats_estate_target_satisfaction = 0.05
crown_power_from_population = 0.05
building_upkeep_multiplier = -0.1
# --- Ранний аппарат — кормушка сословия ---
estate_power_from_cabinet = 1.0
# --- Дебаффы раннего аппарата ---
country_cabinet_efficiency = -0.25
court_spending_efficiency = 0.10
max_trade_subventions = -0.10
nobles_estate_target_satisfaction = -0.10
burghers_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = -0.05
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_bureaucrats_desired_pop_scaled = 0.0025
}
}
# ================= НАЛОГООБЛОЖЕНИЕ, УРОВЕНЬ 2 =================
regular_salaries = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:Early_tax_collection
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.33
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:office_sale_banned
}
country_modifier = {
bureaucrats_estate_min_tax = 0.825
bureaucrats_estate_target_satisfaction = 0.15
crown_power_from_population = 0.10
estate_power_from_cabinet = 0.5
tax_income_efficiency = small_tax_income_efficiency_bonus
nobles_estate_target_satisfaction = -0.15
max_trade_subventions = 0.05
burghers_estate_target_satisfaction = -0.10
peasants_estate_target_satisfaction = -0.10
monthly_political_influence = -0.1
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_bureaucrats_desired_pop_scaled = 0.0075
}
}
# ================= НАЛОГООБЛОЖЕНИЕ, УРОВЕНЬ 3 =================
office_sale_banned = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:regular_salaries
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
}
can_revoke = {
has_estate_privilege = estate_privilege:limited_tenure
}
country_modifier = {
bureaucrats_estate_min_tax = 0.90
bureaucrats_estate_target_satisfaction = 0.25
crown_power_from_population = 0.15
tax_income_efficiency = medium_tax_income_efficiency_bonus
country_cabinet_efficiency = 0.25
court_spending_efficiency = -0.10
max_trade_subventions = 0.15
# --- Торговые модификаторы (профессиональный налоговый аппарат) ---
max_trade_subventions = 0.10
# --- Сословия ---
nobles_estate_target_satisfaction = -0.20
burghers_estate_target_satisfaction = -0.15
peasants_estate_target_satisfaction = -0.15
monthly_political_influence = -0.25
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_bureaucrats_desired_pop_scaled = 0.015
}
}
# ================= НАЛОГООБЛОЖЕНИЕ, УРОВЕНЬ 4 =================
limited_tenure = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:office_sale_banned
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
}
can_revoke = {
always = no
}
country_modifier = {
bureaucrats_estate_min_tax = 0.975
bureaucrats_estate_target_satisfaction = 0.35
crown_power_from_population = 0.20
estate_power_from_cabinet = -0.5
tax_income_efficiency = large_tax_income_efficiency_bonus
country_cabinet_efficiency = 0.50
court_spending_efficiency = -0.20
max_trade_subventions = 0.25
# --- Торговые модификаторы (максимальная эффективность сбора) ---
max_trade_subventions = 0.25
# --- Сословия ---
nobles_estate_target_satisfaction = -0.25
burghers_estate_target_satisfaction = -0.20
peasants_estate_target_satisfaction = -0.20
monthly_political_influence = -0.5
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_bureaucrats_desired_pop_scaled = 0.025
}
}
# ================= НАДЗОР, УРОВЕНЬ 1 (даётся всем на старте) =================
kormlenie = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:occasional_audits
}
country_modifier = {
# --- Аппарат без надзора: застой и произвол ---
monthly_complacency = 0.025
rebel_progress = 0.10
global_estate_power = 0.25
court_spending_efficiency = 0.1
global_peasant_enfranchisment = -0.50
# --- Бюрократам рай, остальные страдают ---
bureaucrats_estate_target_satisfaction = 0.25
nobles_estate_target_satisfaction = -0.05
burghers_estate_target_satisfaction = -0.025
peasants_estate_target_satisfaction = -0.025
}
}
# ================= НАДЗОР, УРОВЕНЬ 2 =================
occasional_audits = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:kormlenie
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.3
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:permanent_inspectors
}
country_modifier = {
monthly_complacency = 0.005
global_peasant_enfranchisment = -0.25
rebel_progress = 0.05
global_estate_power = 0.10
stability_cost_efficiency = 0.1
court_spending_efficiency = -0.1
bureaucrats_estate_target_satisfaction = 0.1
nobles_estate_target_satisfaction = -0.075
burghers_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = -0.05
monthly_political_influence = -0.1
}
}
# ================= НАДЗОР, УРОВЕНЬ 3 =================
permanent_inspectors = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:occasional_audits
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
has_estate_privilege = estate_privilege:regular_salaries
}
can_revoke = {
has_estate_privilege = estate_privilege:institutional_oversight
}
country_modifier = {
monthly_complacency = -0.1
stability_cost_efficiency = 0.25
global_peasant_enfranchisment = 0.25
global_estate_power = -0.25
court_spending_efficiency = -0.15
nobles_estate_target_satisfaction = -0.10
burghers_estate_target_satisfaction = -0.075
peasants_estate_target_satisfaction = -0.075
bureaucrats_estate_target_satisfaction = -0.25
monthly_political_influence = -0.25
}
}
# ================= НАДЗОР, УРОВЕНЬ 4 =================
institutional_oversight = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:permanent_inspectors
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.6
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
has_estate_privilege = estate_privilege:office_sale_banned
}
can_revoke = {
always = no
}
country_modifier = {
monthly_complacency = -0.2
rebel_progress = -0.10
global_peasant_enfranchisment = 0.50
stability_cost_efficiency = 0.5
global_estate_power = -0.5
court_spending_efficiency = -0.25
bureaucrats_estate_target_satisfaction = -0.50
nobles_estate_target_satisfaction = -0.125
burghers_estate_target_satisfaction = -0.10
peasants_estate_target_satisfaction = -0.10
monthly_political_influence = -0.5
}
}
# ================= ДЕЛОПРОИЗВОДСТВО, УРОВЕНЬ 1 (даётся всем на старте) =================
record_keeping_chaotic = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:record_keeping_basic
}
country_modifier = {
# --- Государство без записей: медленное и дикое ---
legislative_efficiency = -0.25
casus_belli_creation_speed = -0.25
monthly_prestige = -0.1
province_integration_speed = -0.25
annexation_speed_base = -0.25
monthly_reform_progress_modifier = -0.05
court_spending_efficiency = 0.10
max_tariff = -0.10
# --- Бюрократам рай, остальные страдают ---
bureaucrats_estate_target_satisfaction = 0.05
nobles_estate_target_satisfaction = -0.05
burghers_estate_target_satisfaction = -0.025
peasants_estate_target_satisfaction = -0.025
}
}
# ================= ДЕЛОПРОИЗВОДСТВО, УРОВЕНЬ 2 =================
record_keeping_basic = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:record_keeping_chaotic
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.30
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:record_keeping_systematic
}
country_modifier = {
legislative_efficiency = -0.1
casus_belli_creation_speed = -0.1
monthly_prestige = -0.05
province_integration_speed = -0.10
annexation_speed_base = -0.10
max_tariff = 0.075
monthly_reform_progress_modifier = -0.025
bureaucrats_estate_target_satisfaction = 0.10
nobles_estate_target_satisfaction = -0.075
burghers_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = -0.05
monthly_political_influence = -0.1
}
}
# ================= ДЕЛОПРОИЗВОДСТВО, УРОВЕНЬ 3 =================
record_keeping_systematic = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:record_keeping_basic
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
has_estate_privilege = estate_privilege:regular_salaries
}
can_revoke = {
has_estate_privilege = estate_privilege:record_keeping_comprehensive
}
country_modifier = {
legislative_efficiency = 0.25
casus_belli_creation_speed = 0.25
monthly_prestige = 0.2
province_integration_speed = 0.10
annexation_speed_base = 0.10
max_tariff = 0.15
change_policy_cost_modifier = -0.10
monthly_reform_progress_modifier = 0.10
court_spending_efficiency = -0.10
# --- Законодательная база для высоких тарифов ---
max_tariff = 0.15
# --- Сословия ---
nobles_estate_target_satisfaction = -0.10
burghers_estate_target_satisfaction = -0.075
peasants_estate_target_satisfaction = -0.075
bureaucrats_estate_target_satisfaction = 0.2
monthly_political_influence = -0.25
}
}
# ================= ДЕЛОПРОИЗВОДСТВО, УРОВЕНЬ 4 =================
record_keeping_comprehensive = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:record_keeping_systematic
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
has_estate_privilege = estate_privilege:office_sale_banned
}
can_revoke = {
always = no
}
country_modifier = {
legislative_efficiency = 0.5
casus_belli_creation_speed = 0.5
monthly_prestige = 0.5
province_integration_speed = 0.25
annexation_speed_base = 0.25
change_policy_cost_modifier = -0.20
government_reform_slots = 1
max_tariff = 0.30
monthly_reform_progress_modifier = 0.25
court_spending_efficiency = -0.15
# --- Максимальный законодательный контроль над тарифами ---
max_tariff = 0.25
# --- Сословия ---
bureaucrats_estate_target_satisfaction = 0.3
nobles_estate_target_satisfaction = -0.125
burghers_estate_target_satisfaction = -0.10
peasants_estate_target_satisfaction = -0.10
monthly_political_influence = -0.5
}
}
# ================= ОБРАЗОВАНИЕ, УРОВЕНЬ 1 (даётся всем на старте) =================
church_schools = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:basic_literacy
}
country_modifier = {
# --- Образование в руках церкви: дёшево, но страна не учится ---
research_speed_modifier = -0.1
monthly_institution_spread = -0.1
embrace_institution_cost_modifier = 0.25
country_child_education = -0.25
monthly_towards_spiritualist = societal_value_minor_monthly_move
court_spending_efficiency = 0.05
# --- Церковь довольна монополией ---
bureaucrats_estate_target_satisfaction = 0.1
clergy_estate_target_satisfaction = 0.1
nobles_estate_target_satisfaction = -0.025
burghers_estate_target_satisfaction = 0.025
peasants_estate_target_satisfaction = 0.025
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_monthly_literacy = -0.01
}
}
# ================= ОБРАЗОВАНИЕ, УРОВЕНЬ 2 =================
basic_literacy = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:church_schools
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.30
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:state_schools
}
country_modifier = {
embrace_institution_cost_modifier = 0.1
bureaucrats_estate_target_satisfaction = -0.1
nobles_estate_target_satisfaction = -0.05
burghers_estate_target_satisfaction = 0.05
peasants_estate_target_satisfaction = 0.05
monthly_political_influence = -0.1
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_max_literacy = 25
}
}
# ================= ОБРАЗОВАНИЕ, УРОВЕНЬ 3 =================
state_schools = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:basic_literacy
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
has_estate_privilege = estate_privilege:record_keeping_basic
}
can_revoke = {
has_estate_privilege = estate_privilege:education_system
}
country_modifier = {
research_speed_modifier = 0.1
monthly_institution_spread = 0.1
country_child_education = 0.25
monthly_towards_humanist = societal_value_minor_monthly_move
court_spending_efficiency = -0.1
bureaucrats_estate_target_satisfaction = -0.15
clergy_estate_target_satisfaction = -0.1
nobles_estate_target_satisfaction = -0.075
burghers_estate_target_satisfaction = 0.075
peasants_estate_target_satisfaction = 0.075
monthly_political_influence = -0.25
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_monthly_literacy = 0.01
local_max_literacy = 50
}
}
# ================= ОБРАЗОВАНИЕ, УРОВЕНЬ 4 =================
education_system = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:state_schools
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
has_estate_privilege = estate_privilege:record_keeping_systematic
}
can_revoke = {
always = no
}
country_modifier = {
research_speed_modifier = 0.25
monthly_institution_spread = 0.25
embrace_institution_cost_modifier = -0.25
country_child_education = 0.5
monthly_towards_humanist = societal_value_monthly_move
court_spending_efficiency = -0.15
bureaucrats_estate_target_satisfaction = -0.20
clergy_estate_target_satisfaction = -0.15
nobles_estate_target_satisfaction = -0.1
burghers_estate_target_satisfaction = 0.1
peasants_estate_target_satisfaction = 0.1
monthly_political_influence = -0.5
}
location_modifier = {
potential_trigger = {
total_population > 0
}
local_monthly_literacy = 0.02
local_max_literacy = 75
}
}
# ================= ВОЕННАЯ АДМИНИСТРАЦИЯ, УРОВЕНЬ 1 (даётся всем на старте) =================
feudal_obligations = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:basic_logistics
}
country_modifier = {
# --- Феодальный хаос: армия голодает, крепости рушатся ---
global_defensive = -0.5
global_levy_size_modifier = 0.25
supply_lines = -0.5
manpower_recovery_speed = -0.1
war_exhaustion = 0.05
levy_recovery_modifier = -0.1
fort_maintenance_efficiency = -0.2
supply_limit_modifier = -0.1
court_spending_efficiency = 0.2
# --- Дворяне владеют армией, крестьян выжимают на рекрутов ---
bureaucrats_estate_target_satisfaction = 0.05
nobles_estate_target_satisfaction = 0.1
peasants_estate_target_satisfaction = -0.025
}
}
# ================= ВОЕННАЯ АДМИНИСТРАЦИЯ, УРОВЕНЬ 2 =================
basic_logistics = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:feudal_obligations
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.30
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:war_department
}
country_modifier = {
global_manpower_modifier = 0.1
global_defensive = -0.25
supply_lines = -0.25
fort_maintenance_efficiency = -0.1
court_spending_efficiency = 0.1
bureaucrats_estate_target_satisfaction = 0.15
nobles_estate_target_satisfaction = 0.05
peasants_estate_target_satisfaction = -0.05
monthly_political_influence = -0.1
}
}
# ================= ВОЕННАЯ АДМИНИСТРАЦИЯ, УРОВЕНЬ 3 =================
war_department = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:basic_logistics
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
has_estate_privilege = estate_privilege:record_keeping_basic
}
can_revoke = {
has_estate_privilege = estate_privilege:general_staff
}
country_modifier = {
global_manpower_modifier = 0.15
global_defensive = 0.5
global_levy_size_modifier = -0.25
supply_lines = 0.25
manpower_recovery_speed = 0.1
war_exhaustion = -0.05
levy_recovery_modifier = 0.1
fort_maintenance_efficiency = 0.1
supply_limit_modifier = 0.1
court_spending_efficiency = -0.1
bureaucrats_estate_target_satisfaction = 0.15
nobles_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = -0.075
monthly_political_influence = -0.25
}
}
# ================= ВОЕННАЯ АДМИНИСТРАЦИЯ, УРОВЕНЬ 4 =================
general_staff = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:war_department
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
has_estate_privilege = estate_privilege:institutional_oversight
}
can_revoke = {
always = no
}
country_modifier = {
global_manpower_modifier = 0.2
global_defensive = 1.0
global_levy_size_modifier = -0.5
supply_lines = 0.5
manpower_recovery_speed = 0.25
war_exhaustion = -0.1
levy_recovery_modifier = 0.25
fort_maintenance_efficiency = 0.25
supply_limit_modifier = 0.25
court_spending_efficiency = -0.15
bureaucrats_estate_target_satisfaction = 0.25
nobles_estate_target_satisfaction = -0.1
peasants_estate_target_satisfaction = -0.1
monthly_political_influence = -0.5
}
}
# ================= ЦЕНТРАЛИЗАЦИЯ, УРОВЕНЬ 1 (даётся всем на старте) =================
customary_levies = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:early_centralization
}
country_modifier = {
# --- Корона слаба: привилегии неприкосновенны, элиты вольны ---
revoke_privilege_cost_modifier = 0.25
estate_building_destruction_satisfaction_impact = 0.25
building_upkeep_multiplier = 0.10
monthly_legitimacy = -0.1
court_spending_efficiency = 0.10
# --- Сословия довольны феодальной вольницей ---
bureaucrats_estate_target_satisfaction = 0.1
nobles_estate_target_satisfaction = 0.1
clergy_estate_target_satisfaction = 0.05
burghers_estate_target_satisfaction = 0.05
peasants_estate_target_satisfaction = 0.025
}
}
# ================= ЦЕНТРАЛИЗАЦИЯ, УРОВЕНЬ 2 =================
early_centralization = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:customary_levies
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.30
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.01
}
}
can_revoke = {
has_estate_privilege = estate_privilege:systematic_centralization
}
country_modifier = {
revoke_privilege_cost_modifier = -0.10
estate_building_destruction_satisfaction_impact = -0.25
building_upkeep_multiplier = -0.05
monthly_legitimacy = -0.05
court_spending_efficiency = 0.05
bureaucrats_estate_target_satisfaction = 0.15
nobles_estate_target_satisfaction = -0.05
clergy_estate_target_satisfaction = -0.05
burghers_estate_target_satisfaction = -0.025
peasants_estate_target_satisfaction = -0.025
monthly_political_influence = -0.1
}
}
# ================= ЦЕНТРАЛИЗАЦИЯ, УРОВЕНЬ 3 =================
systematic_centralization = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:early_centralization
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.025
}
has_estate_privilege = estate_privilege:record_keeping_systematic
}
can_revoke = {
has_estate_privilege = estate_privilege:absolute_centralization
}
country_modifier = {
revoke_privilege_cost_modifier = -0.25
estate_building_destruction_satisfaction_impact = -0.50
building_upkeep_multiplier = -0.10
court_spending_efficiency = -0.10
bureaucrats_estate_target_satisfaction = 0.2
nobles_estate_target_satisfaction = -0.1
clergy_estate_target_satisfaction = -0.075
burghers_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = -0.05
monthly_political_influence = -0.25
}
}
# ================= ЦЕНТРАЛИЗАЦИЯ, УРОВЕНЬ 4 =================
absolute_centralization = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:systematic_centralization
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
pop_type_percentage_in_country = {
pop_type = pop_type:bureaucrats
value >= 0.05
}
has_estate_privilege = estate_privilege:office_sale_banned
}
can_revoke = {
always = no
}
country_modifier = {
revoke_privilege_cost_modifier = -0.5
estate_building_destruction_satisfaction_impact = -0.75
building_upkeep_multiplier = -0.25
monthly_legitimacy = 0.1
court_spending_efficiency = -0.15
bureaucrats_estate_target_satisfaction = 0.25
nobles_estate_target_satisfaction = -0.15
clergy_estate_target_satisfaction = -0.1
burghers_estate_target_satisfaction = -0.075
peasants_estate_target_satisfaction = -0.075
monthly_political_influence = -0.5
}
}
# ================= ТОРГОВАЯ РЕФОРМА, УРОВЕНЬ 1 (даётся всем на старте) =================
guild_trade = {
estate = bureaucrats_estate
content_priority = 400
potential = {
}
allow = {
}
can_revoke = {
has_estate_privilege = estate_privilege:trade_charters
}
country_modifier = {
# --- Гильдии монополизируют торговлю: высокий тариф, низкая эффективность ---
global_trades_per_burgher = 1.0
global_merchant_capacity_modifier = -0.25
# --- Баланс: высокий тариф, низкая эффективность продаж ---
tariff_income = 1.0
selling_efficiency = -0.25
# --- Влияние на сословия ---
bureaucrats_estate_target_satisfaction = 0.10
burghers_estate_target_satisfaction = 0.15
nobles_estate_target_satisfaction = 0.10
clergy_estate_target_satisfaction = 0.05
peasants_estate_target_satisfaction = -0.15
}
}
# ================= ТОРГОВАЯ РЕФОРМА, УРОВЕНЬ 2 =================
trade_charters = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:guild_trade
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.30
has_estate_privilege = estate_privilege:record_keeping_basic
}
can_revoke = {
has_estate_privilege = estate_privilege:ministry_of_trade
}
country_modifier = {
global_trades_per_burgher = 0.50
merchant_maintenance_efficiency = 0.10
global_merchant_capacity_modifier = -0.10
trade_income = 0.05
trade_protection = 0.1
# --- Баланс: тариф снижается, эффективность растёт ---
tariff_income = 0.85
selling_efficiency = 0.10
# --- Сословия ---
bureaucrats_estate_target_satisfaction = 0.15
burghers_estate_target_satisfaction = 0.05
nobles_estate_target_satisfaction = 0.05
clergy_estate_target_satisfaction = 0.02
peasants_estate_target_satisfaction = -0.05
monthly_political_influence = -0.1
}
}
# ================= ТОРГОВАЯ РЕФОРМА, УРОВЕНЬ 3 =================
ministry_of_trade = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:trade_charters
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.45
has_estate_privilege = estate_privilege:record_keeping_systematic
}
can_revoke = {
has_estate_privilege = estate_privilege:state_mercantilism
}
country_modifier = {
global_trades_per_burgher = 0.25
merchant_maintenance_efficiency = 0.25
global_merchant_capacity_modifier = 0.10
trade_income = 0.10
trade_protection = 0.25
# --- Баланс: тариф ещё ниже, эффективность высокая ---
tariff_income = 0.65
selling_efficiency = 0.25
# --- Сословия ---
bureaucrats_estate_target_satisfaction = 0.20
burghers_estate_target_satisfaction = -0.10
nobles_estate_target_satisfaction = -0.05
clergy_estate_target_satisfaction = -0.05
peasants_estate_target_satisfaction = 0.10
monthly_political_influence = -0.25
}
}
# ================= ТОРГОВАЯ РЕФОРМА, УРОВЕНЬ 4 =================
state_mercantilism = {
estate = bureaucrats_estate
content_priority = 400
potential = {
has_estate_privilege = estate_privilege:ministry_of_trade
}
allow = {
"estate_power(estate_type:crown_estate)" >= 0.60
has_estate_privilege = estate_privilege:record_keeping_comprehensive
}
can_revoke = {
always = no
}
country_modifier = {
global_trades_per_burgher = -0.25
merchant_maintenance_efficiency = 0.50
global_merchant_capacity_modifier = -0.25
trade_income = 0.25
trade_protection = 0.50
# --- Баланс: низкий тариф, максимальная эффективность продаж ---
tariff_income = 0.50
selling_efficiency = 0.50
# --- Сословия ---
bureaucrats_estate_target_satisfaction = 0.25
burghers_estate_target_satisfaction = -0.25
nobles_estate_target_satisfaction = -0.15
clergy_estate_target_satisfaction = -0.10
peasants_estate_target_satisfaction = 0.20
monthly_political_influence = -0.5
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,146 @@
#generic privileges
cossacks_land_rights = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = medium_privilege_target_satisfaction
global_cossacks_estate_power = 0.25
monthly_towards_decentralization = societal_value_minor_monthly_move
}
}
cossacks_sanctioned_atamans = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = medium_privilege_target_satisfaction
global_cossacks_estate_power = 0.25
country_cabinet_efficiency = 0.05
}
}
cossacks_allowed_free_roaming = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribesmen_migration_allowed = yes
global_cossacks_estate_power = 0.33
}
}
cossacks_government_positions = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_allowed_in_cabinet = yes
global_cossacks_estate_power = 0.3
cossacks_estate_target_satisfaction = large_privilege_target_satisfaction
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
}
}
cossacks_military_service = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = medium_privilege_target_satisfaction
cossacks_estate_levy_size = 0.1
global_cossacks_estate_power = 0.25
}
}
cossacks_protected_faith = {
estate = cossacks_estate
allow = {
religious_unity < 0.66
}
country_modifier = {
cossacks_estate_target_satisfaction = small_privilege_target_satisfaction
tolerance_heretic = 1
global_cossacks_estate_power = 0.33
}
}
cossacks_respected_traditions = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = medium_privilege_target_satisfaction
cultural_influence_modifier = -0.15
global_cossacks_estate_power = 0.2
}
}
cossacks_rada_autonomy = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = small_privilege_target_satisfaction
legislative_efficiency = 0.05
global_cossacks_estate_power = 0.2
}
}
cossacks_register = {
estate = cossacks_estate
country_modifier = {
military_tactics = 0.1
global_cossacks_estate_power = 0.5
cossacks_estate_target_satisfaction = large_privilege_target_satisfaction
}
}
cossacks_explorers = {
estate = cossacks_estate
country_modifier = {
exploration_maintenance_efficiency = 0.10
exploration_preparation_time_modifier = -0.05
global_cossacks_estate_power = 0.1
}
}
cossacks_colonization = {
estate = cossacks_estate
country_modifier = {
colonial_maintenance_efficiency = 0.10
colonial_migration_size_modifier = 0.1
global_cossacks_estate_power = 0.15
}
}
plc_cossack_treaty_of_hadiach = {
estate = cossacks_estate
potential = {
has_unlocked_estate_privilege_trigger = {
type = plc_cossack_treaty_of_hadiach
}
}
country_modifier = {
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
global_cossacks_estate_power = 0.1
cossacks_estate_allowed_in_cabinet = yes
cossacks_estate_allowed_leading_military = yes
cossacks_estate_blocked_from_leading_military = no
army_light_cavalry_power = 0.1
amount_looted_modifier = 0.5
}
}
cossack_identity = {
estate = cossacks_estate
country_modifier = {
cossacks_estate_target_satisfaction = large_privilege_target_satisfaction
global_cossacks_estate_power = 0.1
block_tribal_promotion = yes
global_tribesmen_assimilation_blocked = yes
monthly_cossacks_estate_rebel_growth = -0.1
}
}
@@ -0,0 +1,204 @@
#generic privileges
dhimmi_land_rights = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
monthly_towards_jurisprudence = societal_value_minor_monthly_move
global_dhimmi_estate_power = 0.25
}
}
dhimmi_lighter_taxes = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = large_privilege_target_satisfaction
dhimmi_estate_max_tax = -0.25
global_dhimmi_estate_power = 0.5
}
ai_weight = {
if = {
limit = {
has_or_had_tag = TUR
}
add = 999999
}
}
}
dhimmi_military_service = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
dhimmi_estate_levy_size = 0.1
global_dhimmi_estate_power = 0.25
}
}
dhimmi_promote_tolerance = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = small_privilege_target_satisfaction
clergy_estate_target_satisfaction = small_privilege_target_satisfaction_penalty
tolerance_heathen = 1
global_dhimmi_estate_power = 0.5
}
ai_weight = {
add = 25
}
}
dhimmi_administrative_posts = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
global_dhimmi_estate_power = 0.25
}
country_modifier = {
country_cabinet_efficiency = 0.05
}
ai_weight = {
add = 25
}
}
dhimmi_traditions = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = small_privilege_target_satisfaction
cultural_influence_modifier = -0.15
tolerance_heathen = 1
global_dhimmi_estate_power = 0.33
}
}
dhimmi_legal_autonomy = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = small_privilege_target_satisfaction
clergy_estate_target_satisfaction = small_privilege_target_satisfaction_penalty
legislative_efficiency = 0.05
global_dhimmi_estate_power = 0.2
}
}
dhimmi_promote_dhimmi_hierarchy = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = small_privilege_target_satisfaction
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
nobles_estate_max_tax = 0.1
dhimmi_estate_max_tax = -0.1
global_dhimmi_estate_power = 0.2
}
}
dhimmi_pact_of_umar = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = small_privilege_target_satisfaction
monthly_towards_humanist = societal_value_minor_monthly_move
cultures_capacity = 0.5
global_dhimmi_estate_power = 1.0
}
}
dhimmi_mazalim_court = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
global_dhimmi_estate_power = 0.33
monthly_towards_jurisprudence = societal_value_minor_monthly_move
clergy_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
}
}
dhimmi_abrahamic_communities = {
estate = dhimmi_estate
potential = {
religion ?= {
group ?= religion_group:muslim
}
any_non_state_religion_location = {
dominant_religion ?= {
OR = {
group = religion_group:christian
group = religion_group:israelite_group
}
}
}
}
allow = {}
location_modifier = {
potential_trigger = {
dominant_religion ?= {
OR = {
group = religion_group:christian
group = religion_group:israelite_group
}
}
}
local_pop_conversion_speed_modifier = -1
local_unrest = -0.1
}
country_modifier = {
tolerance_heathen = 1
clergy_estate_target_satisfaction = small_privilege_target_satisfaction_penalty
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
global_dhimmi_estate_power = 1
}
ai_weight = {
add = 25
}
}
dhimmi_in_administration = {
estate = dhimmi_estate
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
global_dhimmi_estate_power = 0.5
dhimmi_estate_allowed_in_cabinet = yes
monthly_towards_humanist = societal_value_monthly_move
}
}
habshi_advisors_privilege = {
estate = dhimmi_estate
potential = {
has_unlocked_estate_privilege_trigger = { type = habshi_advisors_privilege }
capital ?= {
sub_continent = sub_continent:south_asia
}
}
allow = {
has_slavery = yes
has_estate_privilege = estate_privilege:dhimmi_in_administration
NOT = { has_estate_privilege = estate_privilege:noble_leaders_only }
}
country_modifier = {
dhimmi_estate_target_satisfaction = medium_privilege_target_satisfaction
global_dhimmi_estate_power = 1
dhimmi_estate_allowed_leading_military = yes
dhimmi_estate_blocked_from_leading_military = no
monthly_towards_free_subjects = societal_value_monthly_move
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,692 @@
#generic privileges
peasants_free_peasantry = {
estate = peasants_estate
potential = {
}
allow = {
trigger_if = {
limit = { has_estate_privilege = estate_privilege:statutes_of_piotrkow }
NOT = { has_estate_privilege = estate_privilege:statutes_of_piotrkow }
}
NOT = { has_estate_privilege = estate_privilege:ordinance_of_laborers }
}
can_revoke = {
# 10% довольствия (large) = 30% коронной мощи для отмены (сделано дороже для отката)
"estate_power(estate_type:crown_estate)" >= 0.30
NOT = { has_estate_privilege = estate_privilege:land_owning_farmers }
}
country_modifier = {
# --- Политический вес и лояльность крестьянства (ФЛАГМАНСКАЯ ПРИВИЛЕГИЯ) ---
global_peasants_estate_power = 1.0 # +100% к влиянию крестьян (абсолютный политический сдвиг)
peasants_estate_target_satisfaction = large_privilege_target_satisfaction # +10% к довольствию крестьян
peasants_estate_max_tax = 0.1 # +10% к максимальному налогу (компенсация по формуле для влияния 1.0: свободные крестьяне платят короне)
# --- Социальные и Экономические эффекты (Свобода и мобильность) ---
global_peasants_migration_allowed = yes # Разрешает миграцию крестьян
global_laborers_migration_allowed = yes # Разрешает миграцию рабочих
global_peasant_enfranchisment = 0.1 # +10% к правам крестьян
peasants_estate_allowed_to_build_rgo = yes # Разрешает крестьянам строить RGO
# --- Штрафы Государству и Элите (Цена отмены крепостного права) ---
global_max_rural_control = -0.05 # -5% к максимальному контролю в сельской местности (мобильное свободное население сложнее контролировать напрямую)
nobles_estate_target_satisfaction = large_privilege_target_satisfaction_penalty # -10% к довольствию дворян (УВЕЛИЧЕНО: элита теряет бесплатную рабочую силу и феодальную власть)
# --- Влияние на общественные ценности ---
monthly_towards_free_subjects = societal_value_large_monthly_move # Сильный сдвиг к свободе подданных
}
}
peasants_represented_in_parliament = {
estate = peasants_estate
potential = {
modifier:has_a_parliamentary_system = yes
}
allow = {
OR = {
parliament_type = parliament_type:estate_parliament
parliament_type = parliament_type:autocratic_parliament
parliament_type = parliament_type:constitutional_parliament
}
}
can_revoke = {
NOT = { has_estate_privilege = estate_privilege:land_owning_farmers }
}
country_modifier = {
peasants_estate_can_participate_in_parliament = yes
peasants_estate_target_satisfaction = large_privilege_target_satisfaction
global_peasants_estate_power = 0.5
global_peasant_enfranchisment = 0.05
monthly_towards_free_subjects = societal_value_monthly_move
}
}
peasant_owns_their_food = {
estate = peasants_estate
potential = {
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_production_efficiency = medium_production_efficiency_penalty
global_peasants_estate_power = 0.2
global_peasant_enfranchisment = 0.10
monthly_towards_traditional_economy = societal_value_monthly_move
}
}
peasants_fewer_levies = {
estate = peasants_estate
potential = {
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
peasants_estate_levy_size = -0.2
global_peasants_estate_power = 0.33
monthly_towards_free_subjects = societal_value_monthly_move
}
}
peasants_yeomanry = {
estate = peasants_estate
potential = {
# blocked by yeomanry_advance
}
allow = {
}
can_revoke = {
}
country_modifier = {
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
peasants_estate_levy_size = 0.20
global_peasants_estate_power = 0.2
monthly_towards_free_subjects = societal_value_monthly_move
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
}
}
peasants_allowed_weapons_privilege = {
estate = peasants_estate
potential = {
}
allow = {
NOT = { has_estate_privilege = estate_privilege:tur_banned_weaponry_for_peasants }
}
can_revoke = {
}
country_modifier = {
allow_peasants_training_grounds = yes
peasants_estate_levy_size = 0.25
levy_combat_efficiency_modifier = 0.10
levy_recovery_modifier = 0.1
global_peasants_estate_power = 0.5
global_peasant_enfranchisment = 0.10
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
}
}
peasants_protected_faith = {
estate = peasants_estate
allow = {
religious_unity < 0.66
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.2
global_peasants_conversion_blocked = yes
global_laborers_conversion_blocked = yes
global_soldiers_conversion_blocked = yes
}
can_revoke = {}
}
allow_hunting = {
estate = peasants_estate
country_modifier = {
allow_peasants_hunting_grounds = yes
nobles_estate_target_satisfaction = small_privilege_target_satisfaction_penalty
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.25
global_wild_game_output_modifier = 0.2
monthly_towards_free_subjects = societal_value_minor_monthly_move
}
}
no_labor_sunday = {
estate = peasants_estate
potential = {
religion ?= { group = religion_group:christian }
}
country_modifier = {
global_raw_material_output = -0.05
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.33
}
}
communal_lands = {
estate = peasants_estate
country_modifier = {
monthly_towards_decentralization = societal_value_large_monthly_move
global_nobles_estate_power = -0.05
global_peasant_enfranchisment = 0.10
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.33
}
}
partial_yield = {
estate = peasants_estate
country_modifier = {
global_peasants_food_consumption = -0.1
global_laborers_food_consumption = -0.1
monthly_towards_free_subjects = societal_value_monthly_move
global_max_rgo_size_modifier_in_rural = -0.1
global_peasants_estate_power = 0.33
peasants_estate_target_satisfaction = large_privilege_target_satisfaction
}
}
access_to_royal_and_ecclesiastical_courts = {
estate = peasants_estate
country_modifier = {
clergy_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
monthly_towards_communalism = societal_value_monthly_move
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.33
}
}
peasants_in_administration = {
estate = peasants_estate
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.5
peasants_estate_allowed_in_cabinet = yes
global_peasant_enfranchisment = 0.05
monthly_towards_decentralization = societal_value_monthly_move
}
}
peasants_autonomous_villages = {
estate = peasants_estate
country_modifier = {
monthly_towards_decentralization = societal_value_large_monthly_move
monthly_towards_free_subjects = societal_value_monthly_move
global_peasants_estate_power = 0.75
rural_migration_attraction = 0.1
local_max_rural_control = 0.1
global_peasant_enfranchisment = 0.1
peasants_estate_target_satisfaction = large_privilege_target_satisfaction
}
}
#Unique privileges
consolidated_corruption_of_the_peasants = {
estate = peasants_estate
potential = {
has_estate_privilege = estate_privilege:consolidated_corruption_of_the_peasants
}
can_revoke = {
government_power > 95
}
country_modifier = {
global_production_efficiency = medium_production_efficiency_penalty
global_peasants_estate_power = 0.5
global_manpower_modifier = -0.15
}
country_modifier = {
display_trigger = {
custom_description = {
text = has_sixty_books_of_the_basilika_trigger_text
has_bureaucracy_of_type = bureaucracy_type:sixty_books_of_the_basilika_bureaucracy
}
}
scale = {
value = {
value = 1
if = {
limit = { has_variable = sixty_books_basilika_maintenance }
value = var:sixty_books_basilika_maintenance
}
}
multiply = -1.5
add = 2
}
peasants_estate_target_satisfaction = -0.1
pure_tooltip_entry = sixty_books_basilika_satisfaction_scale_tt
}
}
peasants_no_poll_tax_privilege = {
estate = peasants_estate
potential = {
has_or_had_tag = ENG
}
allow = {
}
can_revoke = {
societal_value:serfdom_vs_free_subjects <= -20
estate_satisfaction:peasants_estate >= 0.5
}
country_modifier = {
peasants_estate_max_tax = -0.25
global_peasants_estate_power = 0.2
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
monthly_towards_free_subjects = societal_value_monthly_move
}
}
ara_sindicat_ara_remenca = {
estate = peasants_estate
potential = {
has_variable = ara_sindicat_ara_remenca_flag
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.2
monthly_towards_free_subjects = societal_value_monthly_move
global_monthly_food_modifier = 0.1
}
}
creaghts_privilege = {
estate = peasants_estate
potential = {
OR = {
culture ?= { has_culture_group = culture_group:hibernian_group }
has_reform = government_reform:celtic_traditions_reform
}
}
allow = {
}
can_revoke = {
}
country_modifier = {
global_peasants_estate_power = -0.5
global_peasants_migration_allowed = yes
global_migration_speed_modifier = 1.0
global_livestock_output_modifier = 1.0
monthly_towards_free_subjects = societal_value_large_monthly_move
monthly_towards_traditional_economy = societal_value_large_monthly_move
}
}
masaniellos_fight = {
estate = peasants_estate
potential = {
has_variable = masaniellos_fight_flag
}
allow = {
}
can_revoke = {
"estate_power(estate_type:peasants_estate)" <= 0.08
}
country_modifier = {
peasants_estate_max_tax = -0.2
global_peasants_estate_power = 0.1
nobles_estate_target_satisfaction = large_privilege_target_satisfaction_penalty
peasants_estate_target_satisfaction = large_privilege_target_satisfaction
monthly_towards_free_subjects = societal_value_large_monthly_move
}
}
double_sabbath = {
estate = peasants_estate
potential = {
#This privilege can only be accessed through events (flavor_eth.200, flavor_eth.201)
has_variable = can_have_double_sabbath_flag
religion = religion:miaphysite
}
allow = {
}
can_revoke = {
custom_tooltip = {
text = can_revoke_double_sabbath_tt
OR = {
#The clergy is twice as powerfull as the peasants
"estate_power(estate_type:clergy_estate)" >= {
value = "estate_power(estate_type:peasants_estate)"
multiply = 2
}
"estate_power(estate_type:peasants_estate)" <= 0.1
}
}
}
country_modifier = {
global_raw_material_output = -0.05
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.33
}
}
ius_teutonicum = {
estate = peasants_estate
potential = {
culture ?= { has_culture_group = culture_group:bohemian_group }
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.2
peasants_estate_max_tax = -0.1
wrong_culture_levy_size = 0.2
nobles_estate_target_satisfaction = medium_privilege_target_satisfaction_penalty
}
}
invite_german_settlers = { #Encourage German Migration
estate = peasants_estate
potential = { #The culture of the country is German, but the main culture is not
religion = religion:catholic
capital ?= {
OR = {
region = region:baltic_region
region = region:carpathia_region
area = area:baltic_area
area = area:bohemia_area
area = area:moravia_area
}
}
}
allow = {
NOT = {has_policy = closed_borders_law} #Incompatible
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.2
peasants_estate_max_tax = -0.1
enables_german_migration = yes
}
on_activate = {
custom_tooltip = invite_german_settlers.tt
}
}
haudenosaunee_labor_division = {
estate = peasants_estate
potential = {
culture ?= { has_culture_group = culture_group:haudenosaunee_group }
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.33
global_production_efficiency = medium_production_efficiency_bonus
monthly_towards_traditional_economy = societal_value_monthly_move
monthly_towards_communalism = societal_value_monthly_move
}
}
mita_system = {
estate = peasants_estate
potential = {
culture ?= { has_culture_group = culture_group:andean_group }
}
allow = {
}
can_revoke = {
}
country_modifier = {
global_peasants_migration_allowed = yes
global_peasants_estate_power = 0.2
global_build_buildings_efficiency = 0.2
global_pop_assimilation_speed_modifier = 0.25
monthly_towards_serfdom = societal_value_monthly_move
}
}
gradozadanje_and_gradobljudenlje_rights = {
estate = peasants_estate
potential = {
has_or_had_tag = SER
}
country_modifier = {
fort_maintenance_efficiency = 0.2
global_garrison_size_modifier = 0.1
global_peasants_estate_power = 0.2
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
}
}
salt_tax_exemption = {
estate = peasants_estate
potential = {
has_variable = mos_salt_tax_exemption_flag
}
allow = {
custom_tooltip = {
text = gained_access_to_this_privilege_tt
has_variable = mos_salt_tax_exemption_flag
}
}
can_revoke = {
exists = root.capital.market
goods:salt = {
price_in_market = {
market = root.capital.market
value <= 1.50
}
}
}
country_modifier = {
peasants_estate_max_tax = -0.1
global_peasants_estate_power = 0.2
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
monthly_towards_mercantilism = societal_value_monthly_move
}
}
hab_tractatus_incorporalibus = {
estate = peasants_estate
potential = {
has_variable = hab_tractatus_incorporalibus_granted
}
allow = {
custom_tooltip = {
text = gained_access_to_this_privilege_tt
has_variable = hab_tractatus_incorporalibus_granted
}
}
country_modifier = {
expand_rgo_farming_cost_modifier = 0.2
global_peasants_estate_power = 0.1
monthly_towards_free_subjects = societal_value_monthly_move
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
}
}
ayuntamientos = {
estate = peasants_estate
content_priority = 200
potential = {
OR = {
has_or_had_tag = SPA
has_or_had_tag = CAS
}
}
country_modifier = {
pop_join_rebel_threshold = 0.05
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.5
}
}
cas_caballeros_villanos = {
estate = peasants_estate
content_priority = 100
potential = {
has_or_had_tag = CAS
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.2
global_pop_promotion_speed_modifier = 0.1
monthly_towards_free_subjects = societal_value_monthly_move
}
}
ukr_kholop_protection = {
estate = peasants_estate
potential = {
has_unlocked_estate_privilege_trigger = {
type = ukr_kholop_protection
}
}
allow = {
}
can_revoke = {
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
global_peasants_estate_power = 0.25
peasants_estate_max_tax = -0.05
global_pop_promotion_speed_modifier = 0.1
monthly_towards_free_subjects = societal_value_monthly_move
}
}
land_owning_farmers = {
estate = peasants_estate
content_priority = 200
potential = {
has_or_had_tag = SWE
}
allow = {
}
can_revoke = {
"estate_power(estate_type:crown_estate)" > 0.66
}
country_modifier = {
levy_combat_efficiency_modifier = 0.05
global_monthly_food_modifier = 0.1
global_peasants_estate_power = 0.5
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
monthly_towards_free_subjects = societal_value_monthly_move
}
}
lat_compromise_with_greek_populace = {
estate = peasants_estate
potential = {
has_unlocked_estate_privilege_trigger = { type = lat_compromise_with_greek_populace }
NOT = { culture = culture:greek_culture }
}
allow = {
NOT = { culture = culture:greek_culture }
is_frankokratia_state = yes
religion = religion:catholic
}
can_revoke = {
religious_unity > 0.50
}
location_modifier = {
potential_trigger = {
dominant_religion ?= religion:orthodox
}
local_pop_conversion_speed_modifier = -1
}
location_modifier = {
potential_trigger = {
dominant_culture ?= culture:greek_culture
}
local_pop_assimilation_speed_modifier = -0.25
local_integration_speed = 0.10
}
country_modifier = {
peasants_estate_target_satisfaction = medium_privilege_target_satisfaction
cultures_capacity = 2
cultural_tradition_modifier = -0.15
cultural_influence_modifier = -0.15
global_nobles_city_desired_pop = -0.010
tolerance_heretic = 3
global_peasants_estate_power = 0.75
}
}
@@ -0,0 +1,20 @@
# Estate Privileges
#
# A set of privileges that can be implemented for any of your estates.
#
# ATTRIBUTES
#
# - estate: <estate type tag> the estate the privilege applies to
# - potential: trigger for whether the action is possible (root = country)
# - allow: trigger for whether the action can start (root = country)
# - years:
# - months:
# - weeks:
# - days: <ints> all used to define how long it takes to become fully implemented. Modifiers will be scaled by how much of this time is completed.
# - on_activate: <effect> fired when the action is chosen (root = country)
# - on_fully_activated: <effect> fired when the action's implementation reaches 100% (instant if there's no time delay)
# - on_deactivate: <effect> fired when the action is removed (root = country)
# - country_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to whole countries
# - province_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to provinces
# - location_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to locations
# - can_revoke: trigger when you should be capable of removing an enacted privilege
@@ -0,0 +1,25 @@
clergy_literacy_rights = {
estate = clergy_estate
potential = {
has_advance = written_alphabet
}
allow = {
}
can_revoke = {
# 5% довольствия (medium) = 20% коронной мощи для отмены
"estate_power(estate_type:crown_estate)" >= 0.20
}
country_modifier = {
# --- Инфраструктура и образование ---
allow_clerical_archives = yes # Разрешает строить церковные архивы
global_max_literacy = 2.5 # +2.5 к максимальной грамотности населения
# --- Политический вес и лояльность духовенства ---
global_clergy_estate_power = 0.5 # +50% к влиянию духовенства (УВЕЛИЧЕНО)
clergy_estate_target_satisfaction = medium_privilege_target_satisfaction # +5% к довольствию духовенства
clergy_estate_max_tax = 0.05 # +5% к максимальному налогу (минимум для тира 0.5)
# --- Влияние на общественные ценности ---
monthly_towards_traditionalist = societal_value_monthly_move
}
}
@@ -0,0 +1,207 @@
#generic privileges
tribes_land_rights = { #oighreachd for the Scots
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribes_estate_power = 0.25
monthly_towards_decentralization = societal_value_monthly_move
}
}
tribes_allow_gatherings = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribes_estate_power = 0.25
monthly_towards_communalism = societal_value_monthly_move
}
}
tribes_pasture_access = {
estate = tribes_estate
country_modifier = {
expand_rgo_farming_cost_modifier = -0.025
global_tribes_estate_power = 0.2
}
}
tribes_tribal_levies = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = small_privilege_target_satisfaction
tribes_estate_levy_size = 0.3
global_tribes_estate_power = 0.33
}
}
tribes_tribal_registry = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = small_privilege_target_satisfaction
global_tribesmen_pop_growth = 0.1
global_tribes_estate_power = 0.5
}
}
tribes_protected_faith = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribal_promotion = -0.1
global_tribes_estate_power = 0.5
}
}
tribes_respect_tribal_traditions = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
cultural_influence_modifier = -0.1
global_tribes_estate_power = 0.33
}
}
tribes_creach = { #Scotland https://en.wikipedia.org/wiki/Scottish_clan
estate = tribes_estate
potential = { culture ?= { has_culture_group = culture_group:scottish_group } }
country_modifier = {
tribes_estate_target_satisfaction = small_privilege_target_satisfaction
global_livestock_output_modifier = 0.05
global_tribes_estate_power = 0.25
}
}
tribes_fosterage = {
estate = tribes_estate
potential = { culture ?= { has_culture_group = culture_group:scottish_group } }
country_modifier = {
tribes_estate_target_satisfaction = small_privilege_target_satisfaction
research_speed_modifier = 0.02
global_tribes_estate_power = 0.5
}
}
tribes_manrent = {
estate = tribes_estate
potential = { culture ?= { has_culture_group = culture_group:scottish_group } }
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_defensive = 0.1
global_tribes_estate_power = 0.5
}
}
tribes_scotland_gaelic_heritage = {
estate = tribes_estate
potential = {
culture ?= { has_culture_group = culture_group:scottish_group }
NOT = { has_estate_privilege = estate_privilege:sco_statutes_of_iona }
NOT = { has_variable = preserved_clan_autonomy }
}
allow = {
NOT = { has_estate_privilege = estate_privilege:sco_statutes_of_iona }
}
can_revoke = {
"estate_power(estate_type:crown_estate)" > 0.33
}
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribes_estate_power = 0.25
global_monthly_control = -0.0010
global_monthly_development = 0.002
pure_tooltip_entry = gaelic_clans_pop_assignment_tt
}
}
autonomous_tribes_scotland_gaelic_heritage = {
estate = tribes_estate
potential = {
culture ?= { has_culture_group = culture_group:scottish_group }
NOT = { has_estate_privilege = estate_privilege:sco_statutes_of_iona }
has_variable = preserved_clan_autonomy
}
allow = {
NOT = { has_estate_privilege = estate_privilege:sco_statutes_of_iona }
}
can_revoke = {
"estate_power(estate_type:crown_estate)" > 0.33
}
country_modifier = {
global_tribes_estate_power = -0.10
global_monthly_control = 0.0005
monthly_army_tradition = 0.2
pure_tooltip_entry = gaelic_clans_pop_assignment_tt
}
}
jaysh_armies = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
regiment_reinforcement_speed = 0.05
monthly_towards_quantity = societal_value_monthly_move
global_tribes_estate_power = 0.5
}
}
tribes_in_administration = {
estate = tribes_estate
country_modifier = {
tribes_estate_target_satisfaction = medium_privilege_target_satisfaction
global_tribes_estate_power = 0.5
tribes_estate_allowed_in_cabinet = yes
monthly_towards_decentralization = societal_value_monthly_move
}
}
local_tribal_strongholds = {
estate = tribes_estate
potential = {
capital ?= { region = region:maghreb_region }
"estate_power(estate_type:tribes_estate)" > 0
}
country_modifier = {
global_max_rural_control = 0.05
global_tribes_estate_power = 0.5
}
}
mch_tribal_favor = {
estate = tribes_estate
potential = {
has_unlocked_estate_privilege_trigger = {
type = mch_tribal_favor
}
}
country_modifier = {
global_tribes_estate_power = 0.25
}
country_modifier = {
potential_trigger = {
NOT = { has_reform = government_reform:three_departments_system }
}
tribes_estate_target_satisfaction = medium_permanent_target_satisfaction
monthly_army_tradition = 0.1
}
}
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horses = { #War Horses
method = farming
category = raw_material
color = goods_horses
default_market_price = 2
transport_cost = 1
demand_add = {
nobles = 0.01
soldiers = 0.005
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
clay = {
method = gathering
category = raw_material
color = goods_clay
default_market_price = 0.25
transport_cost = 1
base_production = 0.02
ai_rgo_expansion_priority = 0.025
}
sand = {
method = gathering
category = raw_material
color = goods_sand
default_market_price = 0.25
transport_cost = 1
base_production = 0.01
}
coal = {
method = mining
category = raw_material
color = goods_coal
default_market_price = 2
transport_cost = 2
demand_add = {
all = 0.0003
}
demand_multiply = {
upper = 25
tribesmen = 0
}
winter_demand_modifier = {
none = 0
mild = 0.5
normal = 1
severe = 2
}
topography_demand_modifier = {
mountains = 1.2
}
}
iron = {
method = mining
category = raw_material
color = goods_iron
default_market_price = 2.5
transport_cost = 1
ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
ai_rgo_expansion_priority = 0.025
}
copper = {
method = mining
category = raw_material
color = goods_copper
default_market_price = 2.5
transport_cost = 1
}
goods_gold = {
method = mining
category = raw_material
color = goods_gold
default_market_price = 6
transport_cost = 2
ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
ai_rgo_expansion_priority = 0.2
demand_add = {
nobles = 0.0375
}
wealth_impact_threshold = {
all = 0.8
}
}
silver = {
method = mining
category = raw_material
color = goods_silver
default_market_price = 5
ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
transport_cost = 2
ai_rgo_expansion_priority = 0.2
demand_add = {
nobles = 0.0375
}
wealth_impact_threshold = {
all = 0.65
}
}
stone = {
method = mining
category = raw_material
color = goods_stone
default_market_price = 0.5
base_production = 0.012
transport_cost = 2
ai_rgo_expansion_priority = 0.025
}
tin = {
method = mining
category = raw_material
color = goods_tin
default_market_price = 2
transport_cost = 1
}
lead = {
method = mining
category = raw_material
color = goods_lead
default_market_price = 2
transport_cost = 1
}
silk = {
method = gathering
category = raw_material
color = goods_silk
default_market_price = 3
ai_rgo_size_importance = 2
}
dyes = {
method = gathering
category = raw_material
color = goods_dyes
default_market_price = 3
transport_cost = 0.25
ai_rgo_size_importance = 2
max_rgo_size = 0.5
}
incense = {
method = farming
category = raw_material
color = goods_incense
default_market_price = 2
transport_cost = 0.5
demand_add = {
clergy = 0.015
}
wealth_impact_threshold = {
all = 0.25
}
}
tea = {
method = farming
category = raw_material
color = goods_tea
default_market_price = 2.5
demand_add = {
nobles = 0.3
burghers = 0.015
clergy = 0.015
}
wealth_impact_threshold = {
all = 0.50
}
}
cocoa = {
method = farming
category = raw_material
color = goods_cocoa
default_market_price = 4
ai_rgo_size_importance = 5
demand_add = {
nobles = 0.15
burghers = 0.015
clergy = 0.015
}
wealth_impact_threshold = {
all = 0.50
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
coffee = {
method = farming
category = raw_material
color = goods_coffee
default_market_price = 3
ai_rgo_size_importance = 3
demand_add = {
nobles = 0.015
burghers = 0.0015
clergy = 0.00075
soldiers = 0.0015
}
wealth_impact_threshold = {
all = 0.50
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
fiber_crops = {
method = farming
category = raw_material
color = goods_fiber_crops
default_market_price = 2
}
ivory = {
method = hunting
category = raw_material
color = goods_ivory
default_market_price = 4
ai_rgo_size_importance = 4
demand_add = {
nobles = 0.075
}
development_threshold = 20
wealth_impact_threshold = {
all = 0.75
}
sub_continent_demand_modifier = {
south_asia = 1.2
}
}
lumber = {
method = forestry
category = raw_material
color = goods_lumber
default_market_price = 1
base_production = 0.01
transport_cost = 1
ai_rgo_size_importance = 3 # ai preference to avoid building a city on this rgo
ai_rgo_expansion_priority = 0.025
demand_add = {
all = 0.00075
}
demand_multiply = {
upper = 5
tribesmen = 0
}
winter_demand_modifier = {
none = 0
mild = 0.5
normal = 1
severe = 2
}
topography_demand_modifier = {
mountains = 1.2
}
location_potential = {
location_wants_lumber_trigger = yes
}
}
salt = {
method = gathering
category = raw_material
color = goods_salt
default_market_price = 3
demand_add = {
nobles = 0.15
burghers = 0.06
clergy = 0.06
}
wealth_impact_threshold = {
all = 0.5
}
winter_demand_modifier = {
none = 0.75
mild = 1
normal = 1.2
severe = 2
}
}
medicaments = { #Medicinal plants, Pills, Opium, Mummy Powder, etc
method = gathering
category = raw_material
color = goods_medicaments
default_market_price = 1
transport_cost = 0.5
demand_add = {
all = 0.0008
}
demand_multiply = {
nobles = 5
clergy = 2.5
burghers = 1.5
slaves = 0.1
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.65
}
disease_demand_modifier = 2
}
gems = {
method = mining
category = raw_material
color = goods_gems
default_market_price = 3
transport_cost = 0.5
ai_rgo_size_importance = 5 # ai preference to avoid building a city on this rgo
demand_add = {
nobles = 0.075
}
wealth_impact_threshold = {
all = 0.75
}
}
pearls = {
method = gathering
category = raw_material
color = goods_pearls
default_market_price = 3
demand_add = {
nobles = 0.075
burghers = 0.00375
}
development_threshold = 20
wealth_impact_threshold = {
nobles = 0.75
burghers = 1
}
sub_continent_demand_modifier = {
south_asia = 2
}
}
amber = {
method = gathering
category = raw_material
color = goods_amber
default_market_price = 2.5
demand_add = {
nobles = 0.15
burghers = 0.0075
}
wealth_impact_threshold = {
nobles = 1.0
burghers = 1.5
}
market_unavailability_demand_modifier = 0.5
region_demand_modifier = {
scandinavian_region = 1.5
north_german_region = 1.5
baltic_region = 1.5
}
}
saltpeter = {
method = mining
category = raw_material
color = goods_saltpeter
default_market_price = 1
}
alum = {
method = mining
category = raw_material
color = goods_alum
default_market_price = 2
}
wine = {
method = farming
category = raw_material
color = goods_wine
default_market_price = 2.5
demand_add = {
all = 0.0006
}
demand_multiply = {
upper = 10
nobles = 1.5
slaves = 0
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
region_demand_modifier = {
iberia_region = 2
italy_region = 2
balkan_region = 2
}
sub_continent_demand_modifier = {
south_asia = 0.6
}
}
elephants = {
method = farming
category = raw_material
color = goods_elephants
default_market_price = 4
transport_cost = 3
demand_add = {
nobles = 0.15
}
wealth_impact_threshold = {
nobles = 1
}
demand_only_in_sub_continent = south_asia
demand_only_in_region = indochina_region
}
marble = {
method = mining
category = raw_material
color = goods_marble
default_market_price = 3
transport_cost = 2
demand_add = {
nobles = 0.075
}
development_threshold = 40
wealth_impact_threshold = {
nobles = 0.75
}
}
mercury = {
method = mining
category = raw_material
color = goods_mercury
default_market_price = 2.5
demand_add = {
all = 0.0001
}
wealth_impact_threshold = {
all = 0.75
}
demand_multiply = {
tribesmen = 0
}
}
saffron = {
method = farming
category = raw_material
color = goods_saffron
default_market_price = 3.5
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.003
clergy = 0.0075
}
wealth_impact_threshold = {
all = 0.75
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
pepper = {
method = farming
category = raw_material
color = goods_pepper
default_market_price = 4
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.00375
clergy = 0.0075
}
wealth_impact_threshold = {
all = 0.75
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
sub_continent_demand_modifier = {
south_asia = 1.5
}
}
cloves = {
method = farming
category = raw_material
color = goods_cloves
default_market_price = 5
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.00375
clergy = 0.0075
}
wealth_impact_threshold = {
all = 1.1
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
chili = {
method = farming
category = raw_material
color = goods_chili
default_market_price = 5
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.00375
clergy = 0.0075
}
wealth_impact_threshold = {
all = 1.1
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
wool = {
method = farming
category = raw_material
color = goods_wool
default_market_price = 2
base_production = 0.0005
ai_rgo_size_importance = 1.5 # ai preference to avoid building a city on this rgo
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
@@ -0,0 +1,47 @@
cotton = {
method = farming
category = raw_material
color = goods_cotton
default_market_price = 3
ai_rgo_size_importance = 5
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
sugar = {
method = farming
category = raw_material
color = goods_sugar
default_market_price = 3
ai_rgo_size_importance = 5
demand_add = {
nobles = 0.1
burghers = 0.01
clergy = 0.01
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
tobacco = {
method = farming
category = raw_material
color = goods_tobacco
default_market_price = 3
ai_rgo_size_importance = 5
demand_add = {
nobles = 0.1
burghers = 0.01
clergy = 0.01
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
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@@ -0,0 +1,390 @@
tar = {
category = produced
color = goods_tar
default_market_price = 1
}
porcelain = {
category = produced
color = goods_porcelain
default_market_price = 1.5
transport_cost = 0.5
demand_add = {
upper = 0.0135
burghers = 0.0045
}
demand_multiply = {
nobles = 2
}
development_threshold = 20
wealth_impact_threshold = {
all = 0.75
}
}
naval_supplies = { #All things required for ships to run
category = produced
color = goods_naval_supplies
default_market_price = 2.5
}
firearms = { #Guns, Gunpowder, Grenades
category = produced
color = goods_firearms
default_market_price = 3
transport_cost = 1.0
demand_add = {
nobles = 0.4
soldiers = 0.002
}
wealth_impact_threshold = {
all = 0.75
}
}
cannons = { #Cannons, Cannon Ammunition
category = produced
color = goods_cannons
default_market_price = 4
transport_cost = 1.0
}
weaponry = { #Swords, clubs, spears, halberds, bows, crossbows, etc
category = produced
color = goods_weaponry
default_market_price = 3
demand_add = {
nobles = 0.2
soldiers = 0.05
laborers = 0.001
peasants = 0.001
}
wealth_impact_threshold = {
all = 0.75
}
}
glass = { #Everything from beads and bottles to fine Lenses
category = produced
color = goods_glass
default_market_price = 3
transport_cost = 0.5
demand_add = {
nobles = 0.2
burghers = 0.05
clergy = 0.02
}
development_threshold = 20
}
steel = { #Late Game Steel - Needs a purpose. How about railroads? Eh?
category = produced
color = goods_steel
default_market_price = 4
transport_cost = 1
}
cloth = { #Daily clothing, Canvas, Uniforms, Course table cloth, etc
category = produced
color = goods_cloth
default_market_price = 3
transport_cost = 0.5
demand_add = {
peasants = 0.00375
soldiers = 0.0135
laborers = 0.01014
slaves = 0.00339
burghers = 0.135
clergy = 0.27
}
wealth_impact_threshold = {
all = 0.75
}
winter_demand_modifier = {
none = 0.5
mild = 1
normal = 1.5
severe = 2
}
}
fine_cloth = { #Embroidery, Silks, Luxury Clothing, etc
category = produced
color = goods_fine_cloth
default_market_price = 5
transport_cost = 0.5
demand_add = {
nobles = 0.375
burghers = 0.045
clergy = 0.06
}
development_threshold = 20
wealth_impact_threshold = {
all = 1
}
}
liquor = { #What it says
category = produced
color = goods_liquor
default_market_price = 2.5
transport_cost = 0.5
demand_add = {
all = 0.00144
}
demand_multiply = {
upper = 5
nobles = 2
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.25
}
region_demand_modifier = {
iberia_region = 0.5
italy_region = 0.5
balkan_region = 0.5
scandinavian_region = 2
ural_region = 2
russian_region = 2
}
}
beer = { #the nectar of the gods
category = produced
color = goods_beer
default_market_price = 2
transport_cost = 0.5
demand_add = {
all = 0.0048
}
demand_multiply = {
upper = 5
nobles = 2
clergy = 2
burghers = 2
laborers = 2
soldiers = 3
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.50
}
region_demand_modifier = {
iberia_region = 0.5
italy_region = 0.5
balkan_region = 0.5
}
}
paper = { #Paper
category = produced
color = goods_paper
default_market_price = 2
transport_cost = 0.5
demand_add = {
nobles = 0.034
burghers = 0.068
clergy = 0.134
}
development_threshold = 20
literacy_demand_factor = 1
wealth_impact_threshold = {
all = 0.8
}
}
books = { #books, newspapers, booklets, pamphlets, etc
category = produced
color = goods_books
default_market_price = 3
transport_cost = 0.5
demand_add = {
nobles = 0.03
burghers = 0.06
clergy = 0.12
}
development_threshold = 30
literacy_demand_factor = 1
wealth_impact_threshold = {
all = 0.8
}
}
jewelry = {
category = produced
color = goods_jewelry
default_market_price = 4
transport_cost = 0.5
demand_add = {
nobles = 0.15
burghers = 0.0075
}
wealth_impact_threshold = {
all = 0.75
}
}
leather = {
category = produced
color = goods_leather
default_market_price = 2
demand_add = {
nobles = 0.05
soldiers = 0.01
laborers = 0.005
peasants = 0.0005
}
}
tools = {
category = produced
color = goods_tools
default_market_price = 2.5
transport_cost = 0.5
demand_add = {
laborers = 0.005
}
wealth_impact_threshold = {
all = 0.5
}
}
masonry = { # basically bricks etc..
category = produced
color = goods_masonry
default_market_price = 0.5
demand_add = {
all = 0.00002
laborers = 0.0006
peasants = 0.0004
}
demand_multiply = {
upper = 1.5
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.5
}
ai_rgo_expansion_priority = 0.25
}
lacquerware = {
category = produced
color = goods_lacquerware
default_market_price = 4
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.03
}
development_threshold = 20
wealth_impact_threshold = {
all = 0.5
}
}
pottery = {
category = produced
color = goods_pottery
default_market_price = 1
transport_cost = 0.5
demand_add = {
all = 0.004
}
demand_multiply = {
laborers = 1.5
burghers = 2.0
slaves = 0
tribesmen = 0
}
}
furniture = {
category = produced
color = goods_furniture
default_market_price = 2
transport_cost = 0.5
demand_add = {
all = 0.0018
}
demand_multiply = {
upper = 10
nobles = 2
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.5
}
}
+327
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wild_game = {
method = hunting
category = raw_material
color = goods_wild_game
food = 3.5
default_market_price = 0.75
demand_add = {
all = 0.0012
}
demand_multiply = {
nobles = 20
clergy = 5
burghers = 5
tribesmen = 0
}
no_demand_if_no_market_availability = yes
}
fur = {
method = hunting
category = raw_material
color = goods_fur
default_market_price = 1.5
food = 2.0
demand_add = {
upper = 0.1
}
demand_multiply = {
nobles = 10
}
wealth_impact_threshold = {
all = 1.0
}
winter_demand_modifier = {
none = 0
mild = 0.5
normal = 1
severe = 2
}
topography_demand_modifier = {
mountains = 1.1
}
}
fish = {
method = gathering
category = raw_material
color = goods_fish
food = 4.0
default_market_price = 0.50
demand_add = {
all = 0.003
peasants = 0.006
laborers = 0.006
soldiers = 0.006
}
demand_multiply = {
tribesmen = 0
}
}
wheat = {
method = farming
category = raw_material
color = goods_wheat
food = 8.0
default_market_price = 0.50
demand_add = {
all = 0.003
peasants = 0.006
laborers = 0.0045
soldiers = 0.0045
}
demand_multiply = {
upper = 2.5
slaves = 0
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
continent_demand_modifier = {
europe = 2
}
climate_demand_modifier = {
subtropical = 0.5
tropical = 0.5
}
}
maize = {
method = farming
category = raw_material
color = goods_maize
food = 8.0
default_market_price = 0.5
demand_add = {
all = 0.024
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
demand_only_in_continent = america
}
rice = {
method = farming
category = raw_material
color = goods_rice
food = 8.0
default_market_price = 0.25
demand_add = {
all = 0.0015
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
climate_demand_modifier = {
subtropical = 2
tropical = 2
}
no_demand_if_no_market_availability = yes
}
millet = {
method = farming
category = raw_material
color = goods_millet
food = 6
default_market_price = 0.5
demand_add = {
all = 0.006
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
sub_continent_demand_modifier = {
south_asia = 1.2
}
no_demand_if_no_market_availability = yes
}
legumes = {
method = farming
category = raw_material
color = goods_legumes
food = 6
default_market_price = 0.5
transport_cost = 2
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
tribesmen = 0
}
no_demand_if_no_market_availability = yes
}
potato = {
method = farming
category = raw_material
color = goods_potato
food = 8
default_market_price = 0.5
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
livestock = {
method = farming
category = raw_material
color = goods_livestock
food = 8
default_market_price = 0.75
ai_rgo_size_importance = 1.5 # ai preference to avoid building a city on this rgo
demand_add = {
all = 0.003
soldiers = 0.009
laborers = 0.003
}
demand_multiply = {
nobles = 30
clergy = 10
burghers = 10
slaves = 0
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
olives = {
method = farming
category = raw_material
color = goods_olives
food = 4
default_market_price = 0.5
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
no_demand_if_no_market_availability = yes
}
fruit = {
method = farming
category = raw_material
color = goods_fruit
food = 3
default_market_price = 1
transport_cost = 2
demand_add = {
all = 0.006
}
demand_multiply = {
upper = 2
tribesmen = 0
}
climate_demand_modifier = {
arctic = 0
cold_arid = 0.5
tropical = 1.2
mediterranean = 1.4
}
}
beeswax = {
method = farming
category = raw_material
color = goods_beeswax
food = 2.5
default_market_price = 1
demand_add = {
all = 0.0024
}
demand_multiply = {
upper = 2
slaves = 0
tribesmen = 0
}
winter_demand_modifier = {
none = 0.5
mild = 0.5
normal = 1.2
severe = 2
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
no_demand_if_no_market_availability = yes
}
+10
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@@ -0,0 +1,10 @@
slaves_goods = {
category = produced
color = goods_slaves
is_slaves = yes
default_market_price = 3
}
+23
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@@ -0,0 +1,23 @@
#<goods id> = {
# is_slaves = yes/no #Defaults to no, mark that good as a slave good
# block_rgo_upgrade = yes/no #Defaults to no, blocks the expansion of the rgo for this good
# inflation = yes/no #Defaults to no, will cause inflation when produced
# base_production = <float> #Defaults to 0
# color = <color> #What color the goods should have in the map mode
# food = <float> #Defaults to 0, how much food this good provides with
# transport_cost = <float> #Defaults to 1, how expensive it is to transport the good
# default_market_price = <float> #Defaults to 1, the default price of the good on a market
# category = raw_material/produced #Defaults to raw_material, defines if the goods is a raw_material or not
# method = mining/farming/hunting/gathering/forestry #Defaults to farming, defines the category of the good
# ai_rgo_size_importance = <float> # ai preference to avoid building a city on this rgo
# demand_add = {
# all = <float>
# <pop types> = <float>
# }
# demand_multiply = {
# upper = <float>
# <pop types> = <float>
# }
# location_potential = { location trigger } # gives error log if this is false on setup
# custom_tags = { <strings> } #A list of custom strings to use to identify that good
#}
@@ -0,0 +1,326 @@
#Land Units
#Recruitment:
infantry_construction = {
firearms = 0.2
weaponry = 0.2
leather = 0.1
category = regiment_construction
}
heavy_infantry_construction = {
firearms = 0.2
weaponry = 0.2
leather = 0.1
tools = 0.1
category = regiment_construction
}
early_infantry_construction = {
weaponry = 0.2
leather = 0.1
category = regiment_construction
}
early_heavy_infantry_construction = {
weaponry = 0.4
leather = 0.1
tools = 0.2
category = regiment_construction
}
archer_infantry_construction = {
weaponry = 0.1
leather = 0.1
lumber = 0.1
category = regiment_construction
}
pikemen_construction = {
weaponry = 0.2
lumber = 0.2
leather = 0.2
tools = 0.1
category = regiment_construction
}
rifle_infantry_construction = {
firearms = 1.2 # 6x more expensive than muskets
weaponry = 0.2
leather = 0.1
category = regiment_construction
}
cavalry_construction = {
leather = 0.2
cloth = 0.2
horses = 1.0
weaponry = 0.2
category = regiment_construction
}
heavy_cavalry_construction = {
leather = 0.4
cloth = 0.2
horses = 2.0
weaponry = 0.4
tools = 0.4
category = regiment_construction
}
expensive_heavy_cavalry_construction = {
leather = 0.6
cloth = 0.4
horses = 2.4
weaponry = 1.0
tools = 0.8
category = regiment_construction
}
steppe_horse_archers_construction = {
leather = 0.2
horses = 2.0
weaponry = 0.2
category = regiment_construction
}
steppe_auxiliary_construction = {
horses = 2.0
leather = 0.2
category = regiment_construction
}
artillery_construction = {
cannons = 2.0
copper = 2.0
tin = 0.2
category = regiment_construction
}
auxuliary_construction = {
tools = 0.2
leather = 0.1
copper = 0.2
category = regiment_construction
}
elephant_auxiliary_construction = {
tools = 0.3
leather = 0.3
copper = 0.5
tin = 0.3
elephants = 2.0
category = regiment_construction
}
elephant_cavalry_construction = {
leather = 0.2
cloth = 0.2
elephants = 2.0
weaponry = 0.2
category = regiment_construction
}
elephant_infantry_construction = {
leather = 0.2
cloth = 0.4
elephants = 2.0
weaponry = 0.4
category = regiment_construction
}
a_tribesmen_construction = {
weaponry = 0.1
category = regiment_construction
}
a_warriors_construction = {
weaponry = 0.2
leather = 0.2
category = regiment_construction
}
a_champions_construction = {
weaponry = 0.4
leather = 0.4
category = regiment_construction
}
a_chieftains_construction = {
weaponry = 0.4
leather = 0.4
jewelry = 0.2
category = regiment_construction
}
clan_retainers_construction = {
leather = 0.04
weaponry = 0.02
category = regiment_construction
}
clan_retainer_cavalry_construction = {
leather = 0.04
weaponry = 0.02
horses = 0.2
category = regiment_construction
}
#Maintenance:
infantry_maintenance = {
firearms = 0.1
weaponry = 0.1
leather = 0.06
category = regiment_maintenance
}
heavy_infantry_maintenance = {
firearms = 0.1
weaponry = 0.1
leather = 0.06
tools = 0.04
category = regiment_maintenance
}
early_infantry_maintenance = {
weaponry = 0.1
leather = 0.06
category = regiment_maintenance
}
early_heavy_infantry_maintenance = {
weaponry = 0.1
leather = 0.06
category = regiment_maintenance
}
archer_infantry_maintenance = {
weaponry = 0.06
leather = 0.06
lumber = 0.06
category = regiment_maintenance
}
pikemen_maintenance = {
weaponry = 0.08
leather = 0.08
lumber = 0.08
tools = 0.08
category = regiment_maintenance
}
steppe_horse_archers_maintenance = {
leather = 0.02
horses = 0.4
weaponry = 0.02
category = regiment_maintenance
}
rifle_infantry_maintenance = {
firearms = 0.60 # 6x more expensive than muskets
weaponry = 0.1
leather = 0.06
category = regiment_maintenance
}
steppe_horse_auxiliary_maintenance = {
leather = 0.02
horses = 1.0
salt = 0.02
category = regiment_maintenance
}
cavalry_maintenance = {
leather = 0.08
cloth = 0.08
horses = 0.5
weaponry = 0.1
category = regiment_maintenance
}
heavy_cavalry_maintenance = {
leather = 0.1
weaponry = 0.2
cloth = 0.1
horses = 1.0
tools = 0.2
category = regiment_maintenance
}
expensive_heavy_cavalry_maintenance = {
leather = 0.2
weaponry = 0.4
cloth = 0.2
horses = 2.0
tools = 0.4
category = regiment_maintenance
}
artillery_maintenance = {
cannons = 1.0 #Ammunition
copper = 0.2
tin = 0.1
category = regiment_maintenance
}
auxuliary_maintenance = {
paper = 0.04
medicaments = 0.04
tools = 0.04
leather = 0.04
salt = 0.05
category = regiment_maintenance
}
elephant_auxiliary_maintenance = {
paper = 0.1
medicaments = 0.1
tools = 0.1
leather = 0.1
cloth = 0.1
salt = 0.05
elephants = 0.4
category = regiment_maintenance
}
elephant_cavalry_maintenance = {
leather = 0.1
cloth = 0.1
elephants = 2.0
weaponry = 0.1
category = regiment_maintenance
}
elephant_infantry_maintenance = {
leather = 0.1
elephants = 1.0
weaponry = 0.2
lumber = 1.0
category = regiment_maintenance
}
a_tribesmen_maintenance = {
weaponry = 0.1
category = regiment_maintenance
}
a_warriors_maintenance = {
weaponry = 0.1
leather = 0.1
category = regiment_maintenance
}
a_champions_maintenance = {
weaponry = 0.2
leather = 0.2
category = regiment_maintenance
}
a_chieftains_maintenance = {
weaponry = 0.2
leather = 0.2
jewelry = 0.1
category = regiment_maintenance
}
clan_retainers_maintenance = {
weaponry = 0.04
leather = 0.02
category = regiment_maintenance
}
clan_retainer_cavalry_maintenance = {
weaponry = 0.04
leather = 0.02
horses = 0.04
category = regiment_maintenance
}
@@ -0,0 +1,777 @@
horse_breeders_construction = {
masonry = 0.5
lumber = 0.2
wheat = 0.25
horses = 0.15
category = building_construction
}
farm_constructions = {
lumber = 0.2
category = building_construction
}
soldier_building_construction = {
leather = 1
masonry = 1
lumber = 1
weaponry = 1
category = building_construction
}
early_soldier_building_construction = {
leather = 1
masonry = 0.4
lumber = 1
weaponry = 1
category = building_construction
}
nahuatl_warrior_building_construction = {
lumber = 1
masonry = 0.8
weaponry = 1
category = building_construction
}
village_construction = {
masonry = 0.25
category = building_construction
}
mercury_patio_construction = {
lumber = 0.5
tools = 0.5
masonry = 0.5
category = building_construction
}
incamisana_construction = {
stone = 0.5
tools = 0.2
category = building_construction
}
tambo_construction = {
stone = 0.3
wool = 0.2
category = building_construction
}
terraces_construction = {
stone = 0.5
category = building_construction
}
school_construction = {
paper = 2
books = 1
masonry = 1
category = building_construction
}
academy_construction = {
paper = 2
masonry = 2
books = 1
tools = 1
category = building_construction
}
university_construction = {
masonry = 2
paper = 2
lumber = 1
books = 2
tools = 1
category = building_construction
}
opera_house_construction = {
cloth = 2
masonry = 2
lumber = 2
tools = 1
category = building_construction
}
library_construction = {
masonry = 2
paper = 1
books = 2
tools = 1
category = building_construction
}
theater_construction = {
cloth = 2
masonry = 2
lumber = 2
tools = 1
category = building_construction
}
venetian_palaces_construction = {
masonry = 2
stone = 1
paper = 1
books = 2
tools = 1
jewelry = 0.15
category = building_construction
}
art_school_construction = {
cloth = 1
masonry = 1
lumber = 1
category = building_construction
}
guild_construction = {
masonry = 0.5
category = building_construction
}
workshop_construction = {
masonry = 1.0
category = building_construction
}
manufactory_construction = {
tools = 0.25
masonry = 2
category = building_construction
}
hippodrome_construction = {
masonry = 2.5
stone = 2
glass = 1
lumber = 1
marble = 0.5
category = building_construction
}
mill_construction = {
tools = 0.5
masonry = 4
category = building_construction
}
cathedral_construction = {
masonry = 0.1
stone = 0.1
glass = 0.1
lumber = 0.2
marble = 0.25
category = building_construction
}
minting_office_construction = {
masonry = 0.1
glass = 0.1
lumber = 0.2
marble = 0.25
category = building_construction
}
town_building_construction = {
masonry = 0.75
glass = 0.2
category = building_construction
}
aqueduct_system_construction = {
masonry = 0.3
lumber = 0.25
tools = 0.15
stone = 0.3
category = building_construction
}
granary_construction = {
lumber = 0.5
masonry = 0.5
category = building_construction
}
qullqa_construction = {
masonry = 1
category = building_construction
}
sofa_stockade_construction = {
clay = 2.5
category = building_construction
}
stockade_construction = {
lumber = 2.0
category = building_construction
}
peel_towers_construction = {
masonry = 1.0
lumber = 0.5
category = building_construction
}
dun_fort_construction = {
masonry = 1.5
category = building_construction
}
ostrog_construction = {
lumber = 2.5
category = building_construction
}
fortress_church_construction = {
masonry = 1.5
category = building_construction
}
merchant_guild_chapel_construction = {
masonry = 1
lumber = 1
glass = 0.5
category = building_construction
}
fortress_granary_construction = {
masonry = 1.5
category = building_construction
}
pukara_construction = {
stone = 1
category = building_construction
}
fort_construction = {
stone = 2.0
category = building_construction
}
castle_construction = {
stone = 2.0
category = building_construction
}
city_walls_construction = {
stone = 5.0
category = building_construction
}
ruined_great_wall_of_china_construction = {
lumber = 2.5
clay = 2
category = building_construction
}
repaired_great_wall_of_china_construction = {
lumber = 2
clay = 0.5
stone = 2
category = building_construction
}
korean_gunnery_construction = {
firearms = 0.5
masonry = 0.5
category = building_construction
}
port_building_construction = {
masonry = 0.1
naval_supplies = 0.2
tools = 0.2
lumber = 1.0
category = building_construction
}
plantation_construction = {
masonry = 0.1
naval_supplies = 0.2
tools = 0.2
lumber = 1.0
category = building_construction
}
kontor_construction = {
lumber = 0.2
masonry = 0.2
tools = 0.2
glass = 0.2
paper = 0.2
category = building_construction
}
fondaco_construction = {
lumber = 0.2
masonry = 0.2
glass = 0.2
paper = 0.1
category = building_construction
}
market_center_building_construction = {
lumber = 0.2
masonry = 0.2
tools = 0.2
glass = 0.2
paper = 0.2
category = building_construction
}
caravanserai_building_construction = {
lumber = 0.3
masonry = 0.1
livestock = 0.3
horses = 0.2
category = building_construction
}
funduq_building_construction = {
lumber = 0.3
masonry = 0.1
goods_gold = 0.05
tools = 0.2
paper = 0.1
category = building_construction
}
caravan_stop_building_construction = {
salt = 0.1
goods_gold = 0.05
livestock = 0.3
category = building_construction
}
warehouse_construction = {
lumber = 0.2
masonry = 0.2
tools = 0.2
category = building_construction
}
early_capital_building_construction = {
lumber = 2
tools = 2
glass = 2
fine_cloth = 2
goods_gold = 2
category = building_construction
}
early_capital_building_silver_construction = {
lumber = 2
tools = 2
glass = 2
fine_cloth = 2
silver = 2
category = building_construction
}
admiralty_construction = {
masonry = 5
tools = 4
naval_supplies = 1
glass = 1
fine_cloth = 1
marble = 2
category = building_construction
}
important_building_construction = {
masonry = 5
tools = 4
glass = 1
fine_cloth = 1
marble = 1
category = building_construction
}
capital_building_construction = {
lumber = 2
tools = 2
glass = 2
fine_cloth = 2
goods_gold = 2
marble = 2
category = building_construction
}
local_governor_construction = {
masonry = 5
tools = 5
glass = 5
fine_cloth = 2
goods_gold = 2
category = building_construction
}
prestige_building_construction = {
masonry = 3
tools = 2
glass = 2
copper = 2
tin = 2
goods_gold = 2
marble = 5
category = building_construction
}
grand_apartment_construction = {
lumber = 1
tools = 1
glass = 1
marble = 1
category = building_construction
}
cardinal_construction = {
masonry = 0.25
books = 0.1
fine_cloth = 0.1
lumber = 0.5
glass = 0.4
category = building_construction
}
simple_colony_construction = {
masonry = 0.5
lumber = 0.5
category = building_construction
}
colony_construction = {
masonry = 0.5
lumber = 0.5
category = building_construction
}
missionary_construction = {
masonry = 0.5
lumber = 0.5
paper = 0.5
category = building_construction
}
order_stronghold_construction = {
masonry = 0.1
weaponry = 0.25
paper = 0.2
category = building_construction
}
order_commandery_construction = {
masonry = 0.1
weaponry = 0.1
lumber = 0.2
category = building_construction
}
bank_construction = {
lumber = 0.2
masonry = 0.2
tools = 0.2
glass = 0.2
paper = 0.2
category = building_construction
}
basic_construction_needs = {
#No Demands so the economy can not hardlock itself
category = building_construction
}
estate_construct_building = {
category = building_construction
}
bridge_construction = {
masonry = 2.0
lumber = 2.0
category = building_construction
}
pound_lock_canal_infrastructure_construction = {
masonry = 0.5
lumber = 0.5
tools = 0.25
category = building_construction
}
pomor_outpost_construction = {
lumber = 1.5
category = building_construction
}
woodhenge_of_cahokia_construction = {
lumber = 2
clay = 1.0
category = building_construction
}
polders_construction = {
masonry = 3.0
lumber = 1.0
category = building_construction
}
globe_construction = {
lumber = 5
masonry = 1
glass = 0.25
tools = 0.5
category = building_construction
}
kremlin_building_construction = {
clay = 0.10
masonry = 0.10
weaponry = 0.25
category = building_construction
}
novodevichy_building_construction = {
lumber = 1
masonry = 3
weaponry = 1
category = building_construction
}
ibadat_khana_construction = {
paper = 2
lumber = 1
books = 1
masonry = 1
glass = 2
category = building_construction
}
bolshoi_construction = {
lumber = 2
masonry = 3
marble = 1
glass = 1
goods_gold = 0.5
category = building_construction
}
sukharev_tower_construction = {
masonry = 2
lumber = 0.5
category = building_construction
}
hanseatic_town_hall_construction = {
lumber = 2
masonry = 2
tools = 2
glass = 2
fine_cloth = 2
goods_gold = 2
marble = 2
category = building_construction
}
college_of_poets_construction = {
lumber = 2
masonry = 3
marble = 1
glass = 2
books = 2
category = building_construction
}
swi_collegium_helveticum_construction = {
lumber = 2
masonry = 3
glass = 1
books = 2
category = building_construction
}
hexamilion_wall_construction = {
masonry = 6
category = building_construction
}
khmer_baray_construction = {
masonry = 3
lumber = 2
tools = 2
category = building_construction
}
eghabho_nore_mansion_construction = {
masonry = 2
lumber = 4
paper = 1
category = building_construction
}
por_feitoria_building_construction = {
masonry = 3
lumber = 3
naval_supplies = 3
category = building_construction
}
rahdar_construction = {
lumber = 1
masonry = 1
weaponry = 1
category = building_construction
}
herrenchiemsee_abbey_construction = {
lumber = 2
masonry = 3
marble = 1
glass = 2
books = 2
category = building_construction
}
zhixian_construction = {
paper = 2
tools = 1
masonry = 1
category = building_construction
}
tur_kodjabashi_office_construction = {
paper = 4
lumber = 2
masonry = 2
category = building_construction
}
phanariot_district_construction = {
lumber = 2
masonry = 2
sand = 2
category = building_construction
}
jewish_district_construction = {
lumber = 2
masonry = 2
sand = 2
category = building_construction
}
japanese_clan_building_construction = {
masonry = 0.1
lumber = 0.5
category = building_construction
}
###########################################################################
# code will use the following as default if no scripted in the building
##########################################################################
default_construct_building = {
masonry = 0.5
lumber = 0.5
category = building_construction
}
@@ -0,0 +1,10 @@
cveg_clear_forest_for_construction_construction = {
tools = 1
category = building_construction
}
cveg_drain_wetlands_for_construction_construction = {
tools = 2
stone = 0.8
lumber = 0.6
category = building_construction
}
+28
View File
@@ -0,0 +1,28 @@
road_maintenance = {
lumber = 0.2
masonry = 0.2
sand = 0.2
category = building_maintenance
}
colonial_charter_maintenance = {
medicaments = 0.1
salt = 0.2
weaponry = 0.05
cloth = 0.2
tools = 0.05
category = special_demands
}
slave_rgo_demands = {
category = special_demands
slaves_goods = 0.2
}
bureaucracy_maintenance = {
category = special_demands
paper = 1.0
furniture = 0.5
books = 0.5
}
@@ -0,0 +1,506 @@
# GALLEY
canoe_construction = {
lumber = 1.0
category = ship_construction
}
canoe_maintenance = {
lumber = 0.1
category = ship_maintenance
}
galley_0_construction = {
naval_supplies = 0.5
tools = 0.5
weaponry = 0.5
lumber = 3.0
category = ship_construction
}
galley_0_maintenance = {
naval_supplies = 0.05
weaponry = 0.05
liquor = 0.01
salt = 0.01
category = ship_maintenance
}
galley_1_construction = {
naval_supplies = 1.0
tools = 1.0
weaponry = 1.0
lumber = 6.0
cloth = 0.3
category = ship_construction
}
galley_1_maintenance = {
naval_supplies = 0.1
weaponry = 0.1
liquor = 0.02
salt = 0.02
cloth = 0.03
category = ship_maintenance
}
#
galley_2_construction = {
naval_supplies = 1.0
tools = 1.0
weaponry = 1.1
lumber = 7.0
cloth = 0.4
category = ship_construction
}
galley_2_maintenance = {
naval_supplies = 0.18
weaponry = 0.2
liquor = 0.036
salt = 0.036
cloth = 0.04
category = ship_maintenance
}
#
galley_3_construction = {
naval_supplies = 1.0
tools = 1.0
cannons = 1.5
lumber = 8.0
cloth = 0.4
category = ship_construction
}
galley_3_maintenance = {
naval_supplies = 0.26
cannons = 0.2
liquor = 0.052
salt = 0.052
cloth = 0.04
category = ship_maintenance
}
#
galley_4_construction = {
naval_supplies = 1.0
tools = 1.0
cannons = 2.0
lumber = 10.0
cloth = 0.5
category = ship_construction
}
galley_4_maintenance = {
naval_supplies = 0.34
cannons = 0.2
liquor = 0.068
salt = 0.068
cloth = 0.05
category = ship_maintenance
}
cakradonya_construction = {
naval_supplies = 3.0
tools = 2.0
cannons = 4.0
lumber = 12.0
cloth = 0.6
category = ship_construction
}
cakradonya_maintenance = {
naval_supplies = 0.3
cannons = 0.4
liquor = 0.04
salt = 0.04
cloth = 0.06
category = ship_maintenance
}
#
galley_5_construction = {
naval_supplies = 1.0
tools = 1.0
cannons = 3.0
lumber = 16.0
cloth = 0.8
category = ship_construction
}
galley_5_maintenance = {
naval_supplies = 0.42
cannons = 0.3
liquor = 0.084
salt = 0.084
cloth = 0.08
category = ship_maintenance
}
#
galley_6_construction = {
naval_supplies = 1.0
tools = 1.0
cannons = 3.7
lumber = 20.0
cloth = 1.0
category = ship_construction
}
galley_6_maintenance = {
naval_supplies = 0.5
cannons = 0.4
liquor = 0.1
salt = 0.1
cloth = 0.1
category = ship_maintenance
}
# LIGHT SHIP
light_ship_1_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 4.0
weaponry = 0.5
copper = 0.5
tin = 0.05
cloth = 0.4
category = ship_construction
}
light_ship_1_maintenance = {
naval_supplies = 0.1
liquor = 0.02
weaponry = 0.05
salt = 0.02
cloth = 0.04
category = ship_maintenance
}
#
light_ship_2_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 6.0
weaponry = 1.0
copper = 0.5
tin = 0.05
cloth = 0.6
category = ship_construction
}
light_ship_2_maintenance = {
naval_supplies = 0.18
liquor = 0.036
weaponry = 0.1
salt = 0.036
cloth = 0.06
category = ship_maintenance
}
#
light_ship_3_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 8.0
cannons = 1.3
copper = 0.5
tin = 0.05
cloth = 0.8
category = ship_construction
}
light_ship_3_maintenance = {
naval_supplies = 0.26
liquor = 0.052
cannons = 0.2
salt = 0.052
cloth = 0.08
category = ship_maintenance
}
#
light_ship_4_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 10.0
cannons = 1.5
copper = 0.5
tin = 0.05
cloth = 1.0
category = ship_construction
}
light_ship_4_maintenance = {
naval_supplies = 0.34
liquor = 0.068
cannons = 0.2
salt = 0.068
cloth = 0.1
category = ship_maintenance
}
#
light_ship_5_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 16.0
cannons = 2.5
copper = 0.5
tin = 0.05
cloth = 1.6
category = ship_construction
}
light_ship_5_maintenance = {
naval_supplies = 0.42
liquor = 0.084
cannons = 0.3
salt = 0.084
cloth = 0.2
category = ship_maintenance
}
#
light_ship_6_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 20.0
cannons = 3.0
copper = 0.5
tin = 0.05
cloth = 2.0
category = ship_construction
}
light_ship_6_maintenance = {
naval_supplies = 0.5
liquor = 0.1
cannons = 0.3
salt = 0.1
cloth = 0.2
category = ship_maintenance
}
# TRANSPORT
fishing_boat_construction = {
naval_supplies = 0.2
lumber = 4.0
category = ship_construction
}
fishing_boat_maintenance = {
naval_supplies = 0.02
lumber = 0.4
category = ship_maintenance
}
#
transport_1_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 9.0
weaponry = 0.4
cloth = 0.9
category = ship_construction
}
transport_1_maintenance = {
naval_supplies = 0.1
weaponry = 0.04
liquor = 0.02
salt = 0.02
cloth = 0.09
category = ship_maintenance
}
#
transport_2_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 12.0
weaponry = 0.5
cloth = 1.2
category = ship_construction
}
transport_2_maintenance = {
naval_supplies = 0.18
weaponry = 0.05
liquor = 0.036
salt = 0.036
cloth = 0.2
category = ship_maintenance
}
#
transport_3_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 15.0
cannons = 0.6
cloth = 1.5
category = ship_construction
}
transport_3_maintenance = {
naval_supplies = 0.26
cannons = 0.06
liquor = 0.052
salt = 0.052
cloth = 0.2
category = ship_maintenance
}
#
transport_4_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 18.0
cannons = 0.8
cloth = 1.8
category = ship_construction
}
transport_4_maintenance = {
naval_supplies = 0.34
cannons = 0.08
liquor = 0.068
salt = 0.068
cloth = 0.2
category = ship_maintenance
}
#
transport_5_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 30.0
cannons = 1.3
cloth = 3.0
category = ship_construction
}
transport_5_maintenance = {
naval_supplies = 0.42
cannons = 0.2
liquor = 0.084
salt = 0.084
cloth = 0.3
category = ship_maintenance
}
#
transport_6_construction = {
naval_supplies = 1.0
tools = 1.0
lumber = 36.0
cannons = 1.5
cloth = 3.6
category = ship_construction
}
transport_6_maintenance = {
naval_supplies = 0.5
cannons = 0.2
liquor = 0.1
salt = 0.1
cloth = 0.4
category = ship_maintenance
}
# HEAVY SHIP
heavy_ship_1_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 15.0
weaponry = 3.8
copper = 2.5
tin = 0.2
cloth = 1.5
category = ship_construction
}
heavy_ship_1_maintenance = {
naval_supplies = 0.2
weaponry = 0.4
liquor = 0.02
salt = 0.02
cloth = 0.2
category = ship_maintenance
}
#
heavy_ship_2_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 20.0
weaponry = 5.0
copper = 2.5
tin = 0.2
cloth = 2.0
category = ship_construction
}
heavy_ship_2_maintenance = {
naval_supplies = 0.36
weaponry = 0.5
liquor = 0.036
salt = 0.036
cloth = 0.2
category = ship_maintenance
}
#
heavy_ship_3_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 25.0
cannons = 6.3
copper = 2.5
tin = 0.2
cloth = 2.5
category = ship_construction
}
heavy_ship_3_maintenance = {
naval_supplies = 0.52
cannons = 0.7
liquor = 0.052
salt = 0.052
cloth = 0.3
category = ship_maintenance
}
#
heavy_ship_4_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 30.0
cannons = 7.5
copper = 2.5
tin = 0.2
cloth = 3.0
category = ship_construction
}
heavy_ship_4_maintenance = {
naval_supplies = 0.68
cannons = 0.8
liquor = 0.068
salt = 0.068
cloth = 0.3
category = ship_maintenance
}
#
heavy_ship_5_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 50.0
cannons = 12.5
copper = 2.5
tin = 0.2
cloth = 5.0
category = ship_construction
}
heavy_ship_5_maintenance = {
naval_supplies = 0.84
cannons = 1.3
liquor = 0.084
salt = 0.084
cloth = 0.5
category = ship_maintenance
}
#
heavy_ship_6_construction = {
naval_supplies = 2.0
tools = 1.0
lumber = 60.0
cannons = 15.0
copper = 2.5
tin = 0.2
cloth = 6.0
category = ship_construction
}
heavy_ship_6_maintenance = {
naval_supplies = 1.0
cannons = 1.5
liquor = 0.1
salt = 0.1
cloth = 0.6
category = ship_maintenance
}
ship_of_the_line_construction = {
naval_supplies = 4.0
tools = 2.0
lumber = 120.0
cannons = 30.0
copper = 5.0
tin = 0.4
cloth = 12.0
category = ship_construction
}
ship_of_the_line_maintenance = {
naval_supplies = 1.2
cannons = 3.0
liquor = 0.2
salt = 0.2
cloth = 1.2
category = ship_maintenance
}
@@ -0,0 +1,22 @@
# GOVERNMENT REFORMS
#
# - age: <age key> optional age the reform can be used from
# - government: <government type key> optional government type that supports the reform
# - major: <yes/no> These are exclusive reforms, you can only implement one major one per country
# - unique: <yes/no> Has additional UI fluff
# - block_for_rebel: <yes/no> Cannot be used by rebels
# - locked: <trigger> to determine if the law is currently locked and cannot be interacted with
# - male_regnal_names: optional list of male names assumed by rulers of the country
# - female_regnal_names: optional list of female names assumed by rulers of the country
# - potential: trigger for whether the action is possible (root = country)
# - allow: trigger for whether the action can start (root = country)
# - years:
# - months:
# - weeks:
# - days: <ints> all used to define how long it takes to become fully implemented. Modifiers will be scaled by how much of this time is completed.
# - on_activate: <effect> fired when the action is chosen (root = country)
# - on_fully_activated: <effect> fired when the action's implementation reaches 100% (instant if there's no time delay)
# - on_deactivate: <effect> fired when the action is removed (root = country)
# - country_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to whole countries
# - province_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to provinces
# - location_modifier: <scaled and triggered modifier (scale = script for the scale, potential_trigger = trigger for if the modifier applies)> which is applied to locations
@@ -0,0 +1,266 @@
sortition = {
government = republic
country_modifier = {
global_burghers_estate_power = 0.1
tax_income_efficiency = medium_tax_income_efficiency_bonus
monthly_towards_plutocracy = societal_value_monthly_move
}
years = 2
}
merchant_republic = {
major = yes
government = republic
country_modifier = {
global_merchant_capacity_modifier = 0.50
trade_income = 0.10
global_foreign_build_buildings_efficiency = 1.0
merchant_maintenance_efficiency = 0.15
global_integration_speed_modifier = -0.15
court_language_is_market_language_importance_modifier = 15
}
years = 2
}
peasant_republic_reform = {
major = yes
government = republic
potential = { country_has_estate = estate_type:peasants_estate }
allow = {
OR = {
has_or_had_tag = DIT
AND = {
"estate_power(estate_type:peasants_estate)" > 0.1
societal_value:serfdom_vs_free_subjects > 80
}
#This is added for countries that should be given access to this through an event etc
has_reform = government_reform:peasant_republic_reform
}
}
country_modifier = {
global_peasants_estate_power = 1
global_nobles_estate_power = -0.25
base_peasants_estate_power_modifier = 9.0
base_nobles_estate_power_modifier = -0.9
global_raw_material_output = 0.33
peasants_estate_target_satisfaction = medium_permanent_target_satisfaction
nobles_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
monthly_towards_decentralization = societal_value_monthly_move
monthly_towards_free_subjects = societal_value_monthly_move
peasants_estate_can_participate_in_parliament = yes
government_reform_slots = 1
court_language_is_common_language_importance_modifier = 15
}
years = 3
}
pirate_brethren_reform = {
major = yes
government = republic
potential = {
has_unlocked_government_reform_trigger = { type = pirate_brethren_reform }
}
locked = {
always = yes
}
country_modifier = {
can_hire_privateers = yes
monthly_towards_naval = societal_value_large_monthly_move
navy_maintenance_efficiency = 0.5
court_language_is_common_language_importance_modifier = 15
government_reform_slots = 1
}
on_activate = {
change_heir_selection = heir_selection:pirate_elective
}
on_deactivate = {
if = {
limit = {
is_wokou_nation = yes
}
remove_list_global_variable = {
name = wokou_nation_list
target = this
}
}
}
months = 3
}
formalized_measures = {
government = republic
age = age_3_discovery
country_modifier = {
estate_enrichment = -0.1
tax_income_efficiency = large_tax_income_efficiency_bonus
monthly_towards_individualism = societal_value_monthly_move
}
years = 2
}
dynastic_signoria_reform = {
content_priority = 1000
major = yes
government = republic
potential = {
OR = {
court_language = language:north_italian_language
court_language = language:south_italian_language
}
}
allow = {
OR = {
"estate_power(estate_type:crown_estate)" > 0.3
#Starting tags that are already hereditary
has_or_had_tag = MLO
has_or_had_tag = FER
has_or_had_tag = PAD
has_or_had_tag = RAV
has_or_had_tag = VER
has_or_had_tag = RIM
}
}
locked = {
OR = {
has_estate_privilege = estate_privilege:visconti_city_states
"estate_power(estate_type:crown_estate)" <= 0.5
"estate_power(estate_type:nobles_estate)" >= 0.5
}
}
on_activate = {
change_heir_selection = heir_selection:signoria_selection
}
country_modifier = {
government_reform_slots = 1
nobles_estate_levy_size = 0.1
replace_cabinet_member_cost_modifier = -0.1
monthly_prestige = 0.1
estate_enrichment = -0.1
}
years = 2
}
signoria_reform = {
major = yes
government = republic
potential = {
OR = {
court_language = language:north_italian_language
court_language = language:south_italian_language
}
}
allow = {
}
locked = {
}
on_activate = {
change_heir_selection = heir_selection:podesta_elective
}
country_modifier = {
global_crown_estate_power = -0.1
improve_relation_impact = 0.1
replace_cabinet_member_cost_modifier = -0.1
monthly_towards_decentralization = societal_value_monthly_move
}
years = 2
}
revolutionary_republic = {
major = yes
unique = yes
government = republic
months = 6
potential = { is_revolutionary = yes }
locked = {
is_locked_mechanic = {
mechanic = government_reform
type = revolutionary_republic
}
}
country_modifier = {
monthly_towards_free_subjects = societal_value_large_monthly_move
global_nobles_estate_power = -1
nobles_estate_target_satisfaction = huge_permanent_target_satisfaction_penalty
government_reform_slots = 1
government_size = 1
}
}
revolutionary_autocracy = {
major = yes
unique = yes
government = republic
months = 6
potential = { is_revolutionary = yes }
locked = {
is_locked_mechanic = {
mechanic = government_reform
type = revolutionary_autocracy
}
}
country_modifier = {
monthly_republican_tradition = -0.03
global_crown_estate_power = 0.5
government_reform_slots = 1
government_size = 1
monthly_towards_absolutism = societal_value_monthly_move
}
}
hanseatic_merchant_federation = {
content_priority = 1100
unique = yes
government = republic
potential = {
has_or_had_tag = HSA
country_type = building
}
locked = {
country_type = building
}
country_modifier = {
cannot_be_subjugated = yes
global_burghers_estate_power = -0.5
merchant_maintenance_efficiency = 0.50
allows_hanseatic_federation_buildings = yes
legislative_efficiency = -0.5
court_language_is_market_language_importance_modifier = 15
}
years = 2
}
@@ -0,0 +1,17 @@
# International Organization Payments
#
# A regular monthly payment that [optionally] goes from some members of the organization [optionally] to others.
#
# ATTRIBUTES
#
# - get_payer_list: effect to populate a list with the payers. Payers can be anything that has an account - that means countries or estates. Use add_to_local_variable_list = payers in the scope of the objects you want to add. (root = international organization)
# - get_payee_list: effect to populate a list with the payees. Payees can be anything that has an account - that means countries or estates. Use add_to_local_variable_list = payees in the scope of the objects you want to add. (root = international organization)
# - price: base price of the total payment
# - price_multiplier: <script value> how much to multiply the price by to arrive at the total amount to be transferred (root = international organization)
# - uses_maintenance: (yes/no) does this payment add a maintenance slider?
# - maintenance_modifier: modifier that affects the country according to the amount of payment maintenance they're doing - use this to penalise countries that don't pay their full share
# - proportion_for_payer: <script value> how much of the price will the country pay (root = potential country, scope:recipient = international organization)
# - proportion_for_payee: <script value> how much of the price will the country receive (root = potential country, scope:recipient = international organization)
# - min_slider_value: <float> 0..1 how much a payment slider will affect the total payment. Between this value and 100%. Default is 0.5 (50%).
# - ai_maintenance_value: <script value> should be between 0 and 1. Sets the slider value for Ai, root - country, recipient - IO, if left empty will use the AI_DEFAULT_IO_MAINETANCE_VALUE define.
# - ai_maintenance_ignore_saving: <yes/no> should the ai_maintenance_value even when in saving mode. AI in saving mode tries to limit all expenses and stabilize their country. Default is no.
@@ -0,0 +1,156 @@
tithe = {
get_payer_list = {
every_international_organization_member = {
limit = {
country_can_pay_tithe = yes
}
#it's the estates that pay
every_estate = {
add_to_local_variable_list = {
name = payers
target = this
}
}
}
}
get_payee_list = {
#paying either the leader (c:PAP) or whichever of the two popes you prefer during the western schism
if = {
limit = {
has_global_variable_list = western_schism_possible_votes
}
every_in_global_list = {
variable = western_schism_possible_votes
add_to_local_variable_list = {
name = payees
target = this
}
}
}
else_if = {
limit = {
exists = leader_country
leader_country = { is_subject = no }
}
leader_country = {
add_to_local_variable_list = {
name = payees
target = this
}
}
}
else_if = {
limit = { has_enabled_currency = gold }
add_to_local_variable_list = {
name = payees
target = this
}
}
}
price = tithe_price
uses_maintenance = no
price_multiplier = {
every_international_organization_member = {
limit = {
country_can_pay_tithe = yes
}
add = {
desc = "TITHE_PAYMENT_MULTIPLIER"
every_estate = {
add = estate_taxable_income
}
multiply = {
value = 0.1
add = modifier:tithe_cost_modifier
min = 0.1
}
}
}
if = {
limit = {
has_variable = religion
}
var:religion = {
multiply = {
desc = "TITHE_RELIGION_MULTIPLIER"
value = tithe
}
}
}
}
proportion_for_payer = {
#estate scope here as we're adding estates to the payer list
add = {
desc = "tithe"
value = estate_taxable_income
}
multiply = {
desc = "MODIFIER_TYPE_NAME_tithe_cost_modifier"
value = 0.1
add = "owner.modifier:tithe_cost_modifier"
min = 0.1
}
}
proportion_for_payee = {
if = {
limit = {
has_global_variable_list = western_schism_possible_votes
}
#complicated western schism stuff
#find who the "other" pope is
situation:western_schism = {
if = {
limit = {
prev = var:schism_opponent_country
}
c:PAP = {
save_temporary_scope_as = opponent
}
}
else = {
var:schism_opponent_country = {
save_temporary_scope_as = opponent
}
}
}
#find every country that likes us more than they like the opponent
scope:recipient = {
every_international_organization_member = {
limit = {
country_can_pay_tithe = yes
trigger_if = {
limit = {
root = c:PAP
}
#pope gets the tiebreaker
"opinion(root)" >= "opinion(scope:opponent)"
}
trigger_else = {
"opinion(root)" > "opinion(scope:opponent)"
}
}
add = {
every_estate = {
add = estate_taxable_income
}
multiply = {
value = 0.1
add = modifier:tithe_cost_modifier
min = 0.1
}
}
}
}
}
else = {
#simple, just pay the pope
add = {
desc = "tithe"
value = 0.1
}
}
}
}
+522
View File
@@ -0,0 +1,522 @@
feudal_de_jure_law = {
law_category = administrative
law_gov_group = monarchy
potential = {
government_type = government_type:monarchy
}
by_tradition = {
country_modifier = {
cultural_tradition_modifier = 0.05
monthly_towards_inward = societal_value_monthly_move
}
years = 2
estate_preferences = {
nobles_estate
clergy_estate
peasants_estate
}
}
by_blood = {
country_modifier = {
global_integration_speed_modifier = 0.10
monthly_towards_outward = societal_value_monthly_move
}
years = 2
estate_preferences = {
burghers_estate
}
}
}
medieval_levy_law = {
law_category = military
law_gov_group = monarchy
potential = {
government_type = government_type:monarchy
}
all_cultures = {
country_modifier = {
wrong_culture_levy_size = 0.2
monthly_towards_decentralization = societal_value_monthly_move
}
years = 2
estate_preferences = {
burghers_estate
}
}
noble_levies = {
country_modifier = {
nobles_estate_levy_size = 0.50
monthly_towards_quality = societal_value_monthly_move
}
potential = {
NOT = { tag = MAL }
}
estate_preferences = {
nobles_estate
}
years = 2
}
ton_ta_jon_ta_ni_woro = {
unique = yes
country_modifier = {
nobles_estate_levy_size = 0.33
global_nobles_estate_power = 0.15
nobles_estate_target_satisfaction = small_permanent_target_satisfaction
monthly_towards_quality = societal_value_monthly_move
}
potential = {
has_or_had_tag = MAL
}
estate_preferences = {
nobles_estate
}
years = 2
}
peasant_levies = {
country_modifier = {
peasants_estate_levy_size = 0.10
monthly_towards_quantity = societal_value_monthly_move
levy_combat_efficiency_modifier = -0.10
levy_recovery_modifier = 0.1
}
estate_preferences = {
peasants_estate
}
years = 2
}
longbow_competitions = {
unique = yes
country_modifier = {
monthly_towards_belligerent = societal_value_monthly_move
global_peasants_estate_power = 0.1
levy_combat_efficiency_modifier = 0.10
}
potential = {
OR = {
has_advance = unlock_early_longbowmen_advance
has_advance = unlock_longbowmen_advance
has_advance = unlock_late_longbowmen_advance
}
}
estate_preferences = {
peasants_estate
}
years = 2
}
zamanitchka_voyska = {
unique = yes
potential = {
has_or_had_tag = SER
}
country_modifier = {
global_levy_size_modifier = 0.1
monthly_towards_quality = societal_value_minor_monthly_move
}
estate_preferences = {
peasants_estate
clergy_estate
}
years = 2
}
paik_system = {
unique = yes
potential = {
OR = {
has_or_had_tag = AHO
has_or_had_tag = MLB
culture = { has_culture_group = culture_group:indian_group }
}
}
allow = {
OR = {
has_advance = paik_system_advance
has_advance = paik_regiments_advance
has_advance = advanced_paik_system_advance
}
}
country_modifier = {
peasants_estate_levy_size = 0.04
peasants_estate_max_tax = -0.1
allow_paik_levies = yes
}
estate_preferences = {
peasants_estate
}
years = 2
}
alarde = {
unique = yes
potential = {
culture = culture:castilian
}
allow = {
OR = {
has_or_had_tag = CAS
has_or_had_tag = SPA
culture = culture:castilian
}
}
country_modifier = {
monthly_towards_quality = societal_value_monthly_move
global_burghers_estate_power = 0.1
global_levy_recruitment_speed_modifier = 0.15
}
estate_preferences = {
burghers_estate
}
years = 2
}
}
royal_court_customs_law = {
law_category = administrative
law_gov_group = monarchy
potential = {
government_type = government_type:monarchy
}
aristocratic_court_policy = {
country_modifier = {
monthly_towards_aristocracy = societal_value_monthly_move
nobles_estate_target_satisfaction = medium_permanent_target_satisfaction
court_spending_efficiency = -0.1
}
estate_preferences = {
nobles_estate
}
years = 2
}
balanced_court_policy = {
country_modifier = {
legislative_efficiency = 0.1
}
estate_preferences = {
clergy_estate
}
years = 2
}
court_of_culture_policy = {
country_modifier = {
cultural_influence_modifier = 0.1
skill_of_new_artists = 0.1
monthly_towards_innovative = societal_value_monthly_move
court_spending_efficiency = -0.1
}
estate_preferences = {
burghers_estate
}
years = 2
}
itinerant_court_policy = {
allow = {
societal_value:centralization_vs_decentralization >= 10
}
country_modifier = {
capital_movement_cost_modifier = -0.33
land_cost_on_distance_from_capital_speed_propagation = 0.10
monthly_towards_decentralization = societal_value_large_monthly_move
can_call_rural_parliaments = yes
}
estate_preferences = {
peasants_estate
}
years = 2
}
harem_policy = {
unique = yes
potential = {
AND = {
has_slavery = yes
religion.group = religion_group:muslim
}
}
country_modifier = { #also unlocks the harem_law
monthly_prestige = 0.1
allow_female_cabinet = no
forbid_marrying_lowborn = no
pure_tooltip_entry = unlocks_harem_law_tt
}
estate_preferences = {
nobles_estate
}
years = 2
}
military_court_policy = { #prussian court
unique = yes
potential = {
has_or_had_tag = PRU
has_unlocked_policy_trigger = { type = military_court_policy }
}
allow = {
OR = {
current_age = age_5_absolutism
current_age = age_6_revolutions
}
}
country_modifier = {
court_spending_efficiency = 0.2
monthly_towards_land = societal_value_monthly_move
army_tradition_decay = -0.002
}
estate_preferences = {
nobles_estate
}
years = 2
}
humanist_court_policy = { #palatine court
unique = yes
potential = {
has_or_had_tag = PAL
}
country_modifier = {
monthly_towards_innovative = societal_value_monthly_move
monthly_towards_humanist = societal_value_monthly_move
artist_salary_modifier = -0.2
}
estate_preferences = {
nobles_estate
}
years = 2
}
timurid_court_policy = {
unique = yes
potential = {
has_unlocked_policy_trigger = { type = timurid_court_policy }
}
country_modifier = {
cultures_capacity = 3
cultural_influence_modifier = 0.1
}
estate_preferences = {
burghers_estate
peasants_estate
}
years = 2
}
valide_sultan_court_policy = { #Ottoman court
unique = yes
potential = {
has_unlocked_policy_trigger = { type = valide_sultan_court_policy }
}
country_modifier = { #also unlocks the harem_law
country_cabinet_efficiency = 0.05
monthly_legitimacy = 0.05
forbid_marrying_lowborn = no
pure_tooltip_entry = unlocks_harem_law_tt
}
estate_preferences = {
nobles_estate
}
years = 2
}
foreign_court_customs_policy = {
unique = yes
potential = {
has_unlocked_policy_trigger = { type = foreign_court_customs_policy }
}
country_modifier = {
monthly_towards_innovative = societal_value_monthly_move
skill_of_new_artists = 0.15
court_spending_efficiency = -0.1
monthly_towards_outward = societal_value_monthly_move
}
estate_preferences = {
burghers_estate
}
years = 2
}
byz_porphyrogennetos_court_policy = {
unique = yes
potential = {
has_or_had_tag = BYZ
}
country_modifier = {
monthly_legitimacy = 0.05
monthly_prestige = 0.05
court_spending_efficiency = -0.1
monthly_towards_aristocracy = societal_value_monthly_move
}
estate_preferences = {
crown_estate
nobles_estate
}
years = 2
}
}
legitimization_of_power_law = {
law_category = administrative
machiavellian_rule_policy = {
country_modifier = {
declaring_war_cost_modifier = -0.1
diplomatic_reputation = diplomatic_reputation_weak_penalty
monthly_towards_belligerent = societal_value_minor_monthly_move
}
estate_preferences = {
crown_estate
}
years = 2
}
six_livres_policy = {
country_modifier = {
monthly_legitimacy = 0.05
stability_investment = small_stability_investment
}
estate_preferences = {
clergy_estate
nobles_estate
}
years = 2
}
two_treatises_of_government_policy = {
allow = {
OR = {
current_age = age_5_absolutism
current_age = age_6_revolutions
}
}
country_modifier = {
global_estate_target_satisfaction = small_permanent_target_satisfaction
monthly_towards_liberalism = societal_value_monthly_move
}
estate_preferences = {
burghers_estate
}
years = 2
}
the_leviathan_policy = {
allow = {
OR = {
current_age = age_5_absolutism
current_age = age_6_revolutions
}
}
country_modifier = {
global_crown_estate_power = 0.1
global_separatism = -0.05
monthly_towards_absolutism = societal_value_monthly_move
}
estate_preferences = {
crown_estate
}
years = 2
}
the_social_contract_policy = {
allow = {
current_age = age_6_revolutions
}
country_modifier = {
monthly_towards_communalism = societal_value_monthly_move
tolerance_heretic = 1
tolerance_heathen = 1
}
estate_preferences = {
peasants_estate
}
years = 2
}
the_liberty_of_ancients_vs_moderns_policy = {
allow = {
current_age = age_6_revolutions
}
country_modifier = {
monthly_towards_individualism = societal_value_monthly_move
monthly_rebel_growth = -0.0003
global_estate_target_satisfaction = small_permanent_target_satisfaction
}
estate_preferences = {
burghers_estate
}
years = 2
}
}
harem_law = {
law_category = administrative
potential = {
OR = {
has_policy = harem_policy
has_policy = valide_sultan_court_policy
}
}
dispersed_harem_policy = {
country_modifier = {
court_spending_efficiency = 0.2
monthly_towards_decentralization = societal_value_minor_monthly_move
country_child_education = 0.05
}
estate_preferences = {
peasants_estate
}
years = 2
}
secluded_harem_policy = {
country_modifier = {
court_spending_efficiency = 0.1
counter_espionage = 0.2
monthly_towards_traditionalist = societal_value_minor_monthly_move
}
estate_preferences = {
clergy_estate
}
years = 2
}
public_harem_policy = {
country_modifier = {
counter_espionage = -0.2
monthly_towards_aristocracy = societal_value_minor_monthly_move
monthly_legitimacy = 0.1
}
estate_preferences = {
nobles_estate
}
years = 2
}
powerful_harem_policy = {
country_modifier = {
nobles_estate_target_satisfaction = medium_permanent_target_satisfaction_penalty
monthly_towards_conciliatory = societal_value_minor_monthly_move
global_crown_estate_power = 0.1
allow_female_cabinet = yes
}
estate_preferences = {
burghers_estate
}
years = 2
}
luxurious_harem_policy = {
country_modifier = {
court_spending_efficiency = -0.1
skill_of_new_artists = 0.1
monthly_prestige = 0.1
monthly_towards_inward = societal_value_minor_monthly_move
}
estate_preferences = {
nobles_estate
}
years = 2
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,421 @@
distribution_of_power_law = {
law_category = estates
potential = {
}
dop_traditional_distribution_of_power = {
country_modifier = {
global_estate_target_satisfaction = small_permanent_target_satisfaction
global_crown_estate_power = -0.1
monthly_legitimacy = 0.1
monthly_republican_tradition = 0.02
monthly_devotion = 0.05
monthly_horde_unity = 0.05
monthly_tribal_cohesion = 0.03
monthly_towards_decentralization = societal_value_monthly_move
monthly_towards_liberalism = societal_value_tiny_monthly_move
}
estate_preferences = {
nobles_estate
clergy_estate
burghers_estate
}
years = 1
}
dop_favor_the_ruler = {
country_modifier = {
global_crown_estate_power = 0.25
global_estate_target_satisfaction = medium_permanent_target_satisfaction_penalty
monthly_towards_absolutism = societal_value_monthly_move
}
estate_preferences = {
crown_estate
}
years = 1
}
dop_favor_the_nobles = {
country_modifier = {
nobles_estate_max_tax = 0.05
nobles_estate_agenda_impact = 0.1
global_nobles_food_consumption = 0.1
monthly_towards_aristocracy = societal_value_monthly_move
}
estate_preferences = {
nobles_estate
}
years = 1
}
dop_favor_the_burghers = {
country_modifier = {
burghers_estate_max_tax = 0.05
burghers_estate_agenda_impact = 0.1
global_burghers_food_consumption = 0.1
court_language_is_market_language_importance_modifier = 1.5
monthly_towards_plutocracy = societal_value_monthly_move
}
estate_preferences = {
burghers_estate
}
years = 1
}
dop_favor_the_clergy = {
country_modifier = {
clergy_estate_max_tax = 0.1
clergy_estate_agenda_impact = 0.1
global_clergy_food_consumption = 0.1
court_language_is_liturgical_language_importance_modifier = 1.5
monthly_towards_spiritualist = societal_value_monthly_move
}
estate_preferences = {
clergy_estate
}
years = 1
}
# Catholic variant: replaces the useless clergy_estate_max_tax (Catholics cannot tax clergy) with tax_income_efficiency (b) and a Curia benefit via monthly_religious_influence (c)
dop_favor_the_clergy_catholic = {
unique = yes
potential = {
religion = religion:catholic
}
country_modifier = {
tax_income_efficiency = small_tax_income_efficiency_bonus
clergy_estate_agenda_impact = 0.1
global_clergy_food_consumption = 0.1
court_language_is_liturgical_language_importance_modifier = 1.5
monthly_religious_influence = 0.1
monthly_towards_spiritualist = societal_value_monthly_move
}
estate_preferences = {
clergy_estate
}
years = 2
}
dop_favor_the_commoners = {
country_modifier = {
peasants_estate_max_tax = 0.05
peasants_estate_agenda_impact = 0.1
global_peasants_food_consumption = 0.1
global_laborers_food_consumption = 0.1
court_language_is_common_language_importance_modifier = 1.5
monthly_towards_free_subjects = societal_value_monthly_move
monthly_towards_liberalism = societal_value_monthly_move
}
estate_preferences = {
peasants_estate
}
years = 1
}
#Mali
dop_law_gbara = {
unique = yes
potential = {
has_advance = kouroukan_fouga_advance
}
country_modifier = {
nobles_estate_agenda_impact = 0.2
nobles_estate_target_satisfaction = small_permanent_target_satisfaction
cultures_capacity = 1
accepted_culture_maintenance_cost_modifier = -0.2
monthly_towards_decentralization = societal_value_monthly_move
}
estate_preferences = {
nobles_estate
}
years = 2
}
#England
dop_law_english_parliament = {
unique = yes
potential = {
OR = {
has_advance = magna_carta_advance
overlord ?= { OR = { has_or_had_tag = ENG has_or_had_tag = GBR } }
}
}
allow = {
NOT = { has_reform = government_reform:royal_decree }
}
country_modifier = {
global_crown_estate_power = -0.25
monthly_legitimacy = 0.1
global_estate_max_tax = 0.05
nobles_estate_agenda_impact = 0.1
burghers_estate_agenda_impact = 0.1
}
estate_preferences = {
nobles_estate
burghers_estate
}
on_activate = {
if = {
limit = { is_subject = yes }
add_liberty_desire = liberty_desire_mild_plus
}
}
on_deactivate = {
if = {
limit = { is_subject = yes }
add_liberty_desire = liberty_desire_mild_minus
}
}
years = 2
}
#Navarra
dop_law_navarrese_courts = {
unique = yes
potential = {
has_reform = government_reform:pyrenean_fueros_reform
OR = {
has_or_had_tag = NAV
culture = culture:basque
}
}
allow = {
has_reform = government_reform:pyrenean_fueros_reform
}
country_modifier = {
nobles_estate_agenda_impact = 0.05
clergy_estate_agenda_impact = 0.05
burghers_estate_agenda_impact = 0.05
government_size = 1
monthly_towards_decentralization = societal_value_monthly_move
}
estate_preferences = {
nobles_estate
clergy_estate
}
years = 2
}
#Russia
dop_law_governing_senate = {
unique = yes
potential = {
culture = { has_culture_group = culture_group:russian_group}
country_rank_level >= 4
}
country_modifier = {
global_crown_estate_power = 0.25
government_size = 1
monthly_towards_centralization = societal_value_minor_monthly_move
monthly_towards_absolutism = societal_value_tiny_monthly_move
}
estate_preferences = {
nobles_estate
burghers_estate
}
years = 2
}
dop_law_state_council = {
unique = yes
potential = {
culture = { has_culture_group = culture_group:russian_group }
has_reform = government_reform:speransky_liberalization_reform
}
country_modifier = {
global_crown_estate_power = 0.25
tax_income_efficiency = large_tax_income_efficiency_bonus
legislative_efficiency = 0.1
monthly_towards_absolutism = societal_value_tiny_monthly_move
}
estate_preferences = {
crown_estate
nobles_estate
}
years = 2
}
#France, non-Revolutionary
dop_law_estates_general = {
unique = yes
potential = {
has_advance = estates_general
#linked to french_group in the advance
}
country_modifier = {
government_size = 1
nobles_estate_agenda_impact = 0.2
clergy_estate_agenda_impact = 0.2
}
estate_preferences = {
nobles_estate
clergy_estate
}
years = 2
}
#France, Revolutionary
dop_law_assemblee_nationale = {
unique = yes
potential = {
current_age = age_6_revolutions
culture = { has_culture_group = culture_group:french_group}
}
country_modifier = {
government_size = 1
change_policy_cost_modifier = -0.25
global_estate_target_satisfaction = medium_permanent_target_satisfaction_penalty
burghers_estate_agenda_impact = 0.2
peasants_estate_agenda_impact = 0.2
}
estate_preferences = {
burghers_estate
peasants_estate
}
years = 2
}
#Castile
dop_law_castilian_courts = {
unique = yes
potential = {
has_reform = government_reform:crown_castile_reform
OR = {
has_or_had_tag = CAS
has_or_had_tag = SPA
culture = culture:castilian
}
}
allow = {
has_reform = government_reform:crown_castile_reform
}
country_modifier = {
global_crown_estate_power = 0.10
nobles_estate_agenda_impact = 0.2
global_estate_max_tax = 0.05
monthly_towards_absolutism = societal_value_tiny_monthly_move
}
estate_preferences = {
crown_estate
nobles_estate
}
years = 2
}
dop_law_comuneros_parliament = {
unique = yes
potential = {
has_unlocked_policy_trigger = { type = dop_law_comuneros_parliament }
OR = {
has_or_had_tag = CAS
culture = culture:castilian
AND = {
has_or_had_tag = SPA
culture = culture:castilian
}
}
}
country_modifier = {
global_crown_estate_power = -0.25
monthly_legitimacy = 0.1
parliament_base_support = 0.2
}
estate_preferences = {
burghers_estate
peasants_estate
}
years = 2
}
dop_law_castilian_courts_reinforced = {
unique = yes
potential = {
has_unlocked_policy_trigger = { type = dop_law_castilian_courts_reinforced }
OR = {
has_or_had_tag = CAS
culture = culture:castilian
AND = {
has_or_had_tag = SPA
culture = culture:castilian
}
}
}
allow = {
has_reform = government_reform:crown_castile_reform
}
country_modifier = {
global_crown_estate_power = 0.20
nobles_estate_agenda_impact = 0.1
global_estate_max_tax = 0.025
}
estate_preferences = {
crown_estate
}
years = 2
}
dop_favor_the_kontors = {
unique = yes
potential = {
modifier:allows_hanseatic_federation_buildings = yes
}
allow = {
modifier:allows_hanseatic_federation_buildings = yes
}
country_modifier = {
global_foreign_build_buildings_efficiency = 0.1
burghers_estate_agenda_impact = 0.2
}
estate_preferences = {
burghers_estate
}
years = 2
}
dop_office_of_the_eristavi = {
unique = yes
potential = {
has_or_had_tag = GEO
}
country_modifier = {
head_of_cabinet_promotion_cost_modifier = -0.33
global_crown_estate_power = 0.10
monthly_towards_aristocracy = societal_value_tiny_monthly_move
nobles_estate_agenda_impact = 0.2
}
estate_preferences = {
nobles_estate
}
years = 2
}
dop_rudolfine_house_rules = {
unique = yes
potential = {
has_unlocked_policy_trigger = { type = dop_rudolfine_house_rules }
}
country_modifier = {
global_crown_estate_power = -0.1
monthly_towards_decentralization = societal_value_minor_monthly_move
monthly_legitimacy = 0.1
tax_income_efficiency = large_tax_income_efficiency_bonus
}
estate_preferences = {
nobles_estate
}
years = 2
}
}
@@ -0,0 +1,193 @@
resource_monopoly_law = {
law_category = socioeconomic
potential = {
OR = {
produced_in_country:goods_gold > 0
produced_in_country:silver > 0
produced_in_country:salt > 0
produced_in_country:copper > 0
produced_in_country:iron > 0
produced_in_country:lead > 0
produced_in_country:tin > 0
}
}
free_trade_in_resources = {
country_modifier = {
trade_income = 0.05
monthly_towards_free_trade = societal_value_minor_monthly_move
burghers_estate_target_satisfaction = small_permanent_target_satisfaction
nobles_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
estate_preferences = {
burghers_estate
}
years = 2
}
crown_monopoly_on_precious_metals = {
potential = {
OR = {
produced_in_country:goods_gold > 0
produced_in_country:silver > 0
}
}
country_modifier = {
minting_income_factor = 0.25
tax_income_efficiency = small_tax_income_efficiency_bonus
monthly_towards_absolutism = societal_value_minor_monthly_move
nobles_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
burghers_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
location_modifier = {
potential_trigger = {
OR = {
raw_material = goods:goods_gold
raw_material = goods:silver
}
}
local_bureaucrats_desired_pop_scaled = 0.05
local_goods_gold_output_modifier = 0.25
local_silver_output_modifier = 0.25
}
estate_preferences = {
crown_estate
}
years = 2
}
crown_monopoly_on_salt = {
potential = {
produced_in_country:salt > 0
}
country_modifier = {
trade_income = 0.05
tax_income_efficiency = small_tax_income_efficiency_bonus
monthly_towards_absolutism = societal_value_tiny_monthly_move
peasants_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
location_modifier = {
potential_trigger = {
raw_material = goods:salt
}
local_crown_estate_power = 2
local_salt_output_modifier = 0.25
}
estate_preferences = {
crown_estate
}
years = 2
}
crown_monopoly_on_base_metals = {
potential = {
OR = {
produced_in_country:copper > 0
produced_in_country:iron > 0
produced_in_country:lead > 0
produced_in_country:tin > 0
}
}
country_modifier = {
trade_income = 0.05
global_production_efficiency = 0.05
monthly_towards_mercantilism = societal_value_minor_monthly_move
burghers_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
location_modifier = {
potential_trigger = {
OR = {
raw_material = goods:copper
raw_material = goods:iron
raw_material = goods:lead
raw_material = goods:tin
}
}
local_crown_estate_power = 1
local_copper_output_modifier = 0.15
local_iron_output_modifier = 0.15
local_lead_output_modifier = 0.15
local_tin_output_modifier = 0.15
}
estate_preferences = {
crown_estate
}
years = 2
}
burgher_licensed_monopolies = {
potential = {
OR = {
produced_in_country:goods_gold > 0
produced_in_country:silver > 0
produced_in_country:salt > 0
produced_in_country:copper > 0
produced_in_country:iron > 0
produced_in_country:lead > 0
produced_in_country:tin > 0
}
}
country_modifier = {
trade_income = 0.10
global_burghers_estate_power = 0.1
monthly_towards_free_trade = societal_value_minor_monthly_move
global_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
location_modifier = {
potential_trigger = {
OR = {
raw_material = goods:goods_gold
raw_material = goods:silver
raw_material = goods:salt
raw_material = goods:copper
raw_material = goods:iron
raw_material = goods:lead
raw_material = goods:tin
}
}
local_burghers_estate_power = 2
local_raw_material_output = 0.1
}
estate_preferences = {
burghers_estate
}
years = 2
}
noble_controlled_mining_rights = {
potential = {
OR = {
produced_in_country:goods_gold > 0
produced_in_country:silver > 0
produced_in_country:copper > 0
produced_in_country:iron > 0
produced_in_country:lead > 0
produced_in_country:tin > 0
}
}
country_modifier = {
tax_income_efficiency = medium_tax_income_efficiency_bonus
monthly_towards_aristocracy = societal_value_minor_monthly_move
burghers_estate_target_satisfaction = small_permanent_target_satisfaction_penalty
}
location_modifier = {
potential_trigger = {
OR = {
raw_material = goods:goods_gold
raw_material = goods:silver
raw_material = goods:copper
raw_material = goods:iron
raw_material = goods:lead
raw_material = goods:tin
}
}
local_nobles_estate_power = 2
local_raw_material_output = 0.15
}
estate_preferences = {
nobles_estate
}
years = 2
}
}
+114
View File
@@ -0,0 +1,114 @@
trade_orientation_law = {
law_category = socioeconomic
# ================= В СТОРОНУ ИМПОРТА =================
light_import_focus = {
name = "light_import_focus"
desc = "light_import_focus_desc"
allow = {
has_policy = balanced_trade # Требует центральную позицию
}
country_modifier = {
import_efficiency = 0.075
export_efficiency = -0.075
tariff_income = 0.10 # Бонус к сбору пошлин с импорта
}
years = 2
}
moderate_import_focus = {
name = "moderate_import_focus"
desc = "moderate_import_focus_desc"
allow = {
has_policy = light_import_focus # Требует предыдущий шаг
}
country_modifier = {
import_efficiency = 0.15
export_efficiency = -0.15
tariff_income = 0.25
}
years = 2
}
strong_import_focus = {
name = "strong_import_focus"
desc = "strong_import_focus_desc"
allow = {
has_policy = moderate_import_focus # Требует предыдущий шаг
}
country_modifier = {
import_efficiency = 0.25
export_efficiency = -0.25
tariff_income = 0.50
local_goods_demand_modifier = 0.05 # Стимулирование внутреннего спроса
}
years = 2
}
# ================= ЦЕНТРАЛЬНАЯ ПОЗИЦИЯ =================
balanced_trade = {
country_modifier = {
# Нейтральные значения
import_efficiency = 0.025
export_efficiency = 0.025
}
estate_preferences = {
crown_estate
}
years = 2
}
# ================= В СТОРОНУ ЭКСПОРТА =================
light_export_focus = {
name = "light_export_focus"
desc = "light_export_focus_desc"
allow = {
has_policy = balanced_trade # Требует центральную позицию
}
country_modifier = {
import_efficiency = -0.075
export_efficiency = 0.075
selling_efficiency = 0.05 # Бонус к эффективности продажи
}
years = 2
}
moderate_export_focus = {
name = "moderate_export_focus"
desc = "moderate_export_focus_desc"
allow = {
has_policy = light_export_focus # Требует предыдущий шаг
}
country_modifier = {
import_efficiency = -0.15
export_efficiency = 0.15
selling_efficiency = 0.10
}
years = 2
}
strong_export_focus = {
name = "strong_export_focus"
desc = "strong_export_focus_desc"
allow = {
has_policy = moderate_export_focus # Требует предыдущий шаг
}
country_modifier = {
import_efficiency = -0.25
export_efficiency = 0.25
selling_efficiency = 0.20
merchant_maintenance_efficiency = 0.10 # Снижение издержек на торговые пути
}
years = 2
}
}
@@ -0,0 +1,200 @@
#Note: logic assumes that anything below a rank in the list is worse
megalopolis = {
rank_modifier = {
local_burghers_desired_pop = 4.0
local_laborers_desired_pop = 4.0
local_soldiers_desired_pop = 1.00
local_nobles_desired_pop = 0.200
local_clergy_desired_pop = 0.400
local_bureaucrats_desired_pop_scaled = 0.005
local_population_capacity = 400
local_population_capacity_modifier = 0.5
local_population_growth = -0.005
local_food_capacity = 1000
local_food_production_mult = -0.50
local_construction_speed = 0.5
local_possible_town_rights = 4
local_production_efficiency = 0.2
local_integration_speed_modifier = -0.50
local_food_production_mult = -0.75
local_pop_promotion_speed_modifier = 0.50
free_building_levels = 100
max_constructions_at_same_time = 3
local_max_rgo_size_modifier = -0.1
local_peasant_enfranchisment = 0.5
movement_cost = 0.4
local_frontage_allowed = -3
}
country_modifier = {
monthly_doom = 0.06
fort_limit = 2
}
capital_country_modifier = {
global_max_bureaucracy_slots = 1
capital_movement_cost_modifier = 1.0
}
allow = {
location_rank = location_rank:city
population >= 100.000
modifier:cannot_upgrade_location = no
is_market_center = yes
is_capital = yes
owner ?= { is_subject = no }
}
build_time = 1825 # 5 years
color = color_rank_empire
is_established_city = yes
construction_demand = build_megalopolis_demand
frame_tier = 4
show_in_label = yes
}
city = {
rank_modifier = {
local_burghers_desired_pop = 1.0
local_laborers_desired_pop = 1.0
local_soldiers_desired_pop = 0.25
local_nobles_desired_pop = 0.05
local_clergy_desired_pop = 0.2
local_bureaucrats_desired_pop_scaled = 0.0050
local_population_capacity = 100
local_population_capacity_modifier = 0.25
max_constructions_at_same_time = 2
local_food_production_mult = -0.50
local_food_capacity = 500
local_production_efficiency = 0.1
local_population_growth = -0.0025
local_construction_speed = 0.25
local_possible_town_rights = 3
local_integration_speed_modifier = -0.25
local_pop_promotion_speed_modifier = 0.25
free_building_levels = 50
local_peasant_enfranchisment = 0.25
max_constructions_at_same_time = 1
movement_cost = 0.2
local_frontage_allowed = -2
}
country_modifier = {
monthly_doom = 0.03
fort_limit = 1
}
allow = {
location_rank = location_rank:town
population >= 50
modifier:cannot_upgrade_location = no
}
build_time = 730
color = color_rank_kingdom
is_established_city = yes
construction_demand = build_city_demand
frame_tier = 3
show_in_label = yes
}
town = {
rank_modifier = {
local_burghers_desired_pop = 0.2
local_laborers_desired_pop = 0.2
local_soldiers_desired_pop = 0.1
local_bureaucrats_desired_pop_scaled = 0.0025
local_nobles_desired_pop = 0.025
local_clergy_desired_pop = 0.05
local_population_growth = -0.001
local_population_capacity = 20
local_population_capacity_modifier = 0.10
local_food_capacity = 250
local_food_production_mult = -0.15
local_production_efficiency = 0.05
local_possible_town_rights = 2
free_building_levels = 25
local_peasant_enfranchisment = 0.1
movement_cost = 0.1
local_frontage_allowed = -1
}
country_modifier = {
monthly_doom = 0.01
}
allow = {
population >= 10
modifier:cannot_upgrade_location = no
}
color = color_rank_duchy
is_established_city = yes
build_time = 365
construction_demand = build_town_demand
frame_tier = 2
show_in_label = yes
}
rural_settlement = {
rank_modifier = {
local_max_rgo_size_modifier = 0.80
local_monthly_food_modifier = 0.25
local_population_growth = 0.003
local_peasant_enfranchisment = -0.2
local_max_control = 0.05
local_integration_speed_modifier = 0.25
}
country_modifier = {
monthly_doom = 0.005
}
color = color_rank_county
frame_tier = 1
show_in_label = no
}
+32
View File
@@ -0,0 +1,32 @@
cveg_monthly_integration_check = {
effect = {
# 1. Вешаем модификатор на все провинции НЕинтегрированных штатов
every_state_in_the_world = {
limit = {
is_integrated = no
}
every_location_in_state = {
limit = {
NOT = { has_location_modifier = province_base }
}
add_location_modifier = {
modifier = province_base
}
}
}
# 2. Снимаем модификатор со всех провинций интегрированных штатов
every_state_in_the_world = {
limit = {
is_integrated = yes
}
every_location_in_state = {
limit = {
has_location_modifier = province_base
}
remove_location_modifier = province_base
}
}
}
}
@@ -0,0 +1,44 @@
town_hall_startup = {
effect = {
# Historical capitals start with a level-1 Capitol administrative centre.
location:khanbaliq = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:paris = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:constantinople = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:cairo = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:krakow = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:prague = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:valladolid = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:naples = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:buda = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:london = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:milan = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:bursa = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
location:moscow = {
construct_building = { building_type = building_type:Capitol instant = yes cost_multiplier = 0 cost_multiplier_reason = "game_start" }
}
}
}
@@ -0,0 +1,21 @@
monthly_country_pulse = {
on_actions = {
on_papal_opinion_added
on_papal_opinion_removed
on_papacy_reform_removed
on_papal_authority_updated
france_naples_administration_broken
on_new_appanage
on_vassalized_appanage
on_former_independent_appanage
on_disloyal_independent_appanage
on_annexing_subject_monthly_pulse
on_settle_the_frontier_monthly_pulse
wor_on_wallenstein_prison_occupation
wor_on_wallenstein_prison_timeout
on_fraticide_underage_succession_waiting
rov_monthly_country_effects
cveg_monthly_integration_check
rov_integration_buildings_monthly
}
}
@@ -0,0 +1,6 @@
on_game_start = {
on_actions = {
town_hall_startup
}
}
@@ -0,0 +1,68 @@
# ============================================================
# Integration chain: province-scope bridge
# ============================================================
# province_integration_speed belongs to the *province* modifier category,
# while a building's own modifier block is location-scope only. So the
# province-wide bonus is maintained here, the same way
# cveg_monthly_integration_check maintains province_base: reconciled on the
# monthly country pulse, which keeps it correct when the building is
# destroyed, upgraded, or when the location stops being conquered and
# becomes a core.
rov_integration_buildings_monthly = {
effect = {
every_province = {
if = {
limit = {
any_location_in_province = {
has_building = building_type:integration_ministry
}
}
rov_integration_clear_province_tier_effect = yes
if = {
limit = {
NOT = { has_province_modifier = rov_integration_ministry_province }
}
add_province_modifier = {
modifier = rov_integration_ministry_province
}
}
}
else_if = {
limit = {
any_location_in_province = {
has_building = building_type:integration_chancery
}
}
rov_integration_clear_province_tier_effect = yes
if = {
limit = {
NOT = { has_province_modifier = rov_integration_chancery_province }
}
add_province_modifier = {
modifier = rov_integration_chancery_province
}
}
}
else_if = {
limit = {
any_location_in_province = {
has_building = building_type:integration_office
}
}
rov_integration_clear_province_tier_effect = yes
if = {
limit = {
NOT = { has_province_modifier = rov_integration_office_province }
}
add_province_modifier = {
modifier = rov_integration_office_province
}
}
}
else = {
rov_integration_clear_province_tier_effect = yes
}
}
}
}
@@ -0,0 +1,6 @@
rov_monthly_country_effects = {
effect = {
ai_monthly_house_construction_effect = yes
ai_monthly_proximity_house_construction_effect = yes
}
}
+267
View File
@@ -0,0 +1,267 @@
bureaucrats = {
color = pop_burghers
power_per_pop = 1
editor = 0.1
grow = yes
assimilation_conversion_factor = 0.1
pop_food_consumption = 4.0
city_graphics = 1.0
upper = yes
has_cap = yes
promotion_factor = 1.5
migration_factor = 0.25
counts_towards_market_language = yes
bureaucrats_estate = {}
pop_percentage_impact = {
local_max_control = 10.0
}
literacy_impact = {
local_monthly_development = 0.05
}
}
nobles = {
color = pop_nobles
power_per_pop = 25
editor = 0.05
assimilation_conversion_factor = 0.05
pop_food_consumption = 5.0
city_graphics = 1.0
grow = yes
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
nobles_estate = {}
promotion_factor = 0.1
upper = yes
has_cap = yes
literacy_impact = {
local_cultural_tradition = 0.2
local_monthly_control = 0.01
}
#ai_local_pop_cap_desire = { value = 0 } #root = location
}
clergy = {
color = pop_clergy
power_per_pop = 8
editor = 0.05
grow = yes
assimilation_conversion_factor = 0.05
city_graphics = 1.0
promotion_factor = 0.1
pop_food_consumption = 5.0
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
clergy_estate = {}
upper = yes
has_cap = yes
literacy_impact = {
local_pop_conversion_speed_modifier = 0.25
local_pop_assimilation_speed_modifier = 0.25
}
}
burghers = {
color = pop_burghers
power_per_pop = 6
editor = 0.1
grow = yes
assimilation_conversion_factor = 0.1
pop_food_consumption = 4.0
city_graphics = 1.0
promote_to = bureaucrats
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
burghers_estate = {}
promotion_factor = 0.5
migration_factor = 0.5
upper = yes
has_cap = yes
counts_towards_market_language = yes
literacy_impact = {
local_monthly_development_modifier = 0.25
local_trades_per_burgher = 0.5
local_building_establishment_speed = 0.25
}
}
laborers = {
color = pop_laborers
power_per_pop = 0.0375
editor = 1.0
grow = yes
assimilation_conversion_factor = 0.5
pop_food_consumption = 2.0
city_graphics = 0.05
promote_to = soldiers
promote_to = burghers
promote_to = bureaucrats
has_cap = yes
promotion_factor = 1.5
migration_factor = 0.1
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
peasants_estate = {}
literacy_impact = {
local_production_efficiency = ultra_production_efficiency_bonus
local_max_rgo_size_modifier = 1
}
}
soldiers = {
color = pop_soldiers
power_per_pop = 0.0625
editor = 1.0
grow = yes
assimilation_conversion_factor = 0.5
pop_food_consumption = 5.0
city_graphics = 0.05
promotion_factor = 1.0
migration_factor = 0.05
has_cap = yes
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
peasants_estate = {}
literacy_impact = {
local_defensive = 0.1
local_manpower_modifier = 0.25
}
}
peasants = {
color = pop_peasants
power_per_pop = 0.025
promote_to = burghers
promote_to = clergy
promote_to = nobles
promote_to = laborers
promote_to = soldiers
promote_to = bureaucrats
pop_food_consumption = 0.75
promotion_factor = 0.5
grow = yes
assimilation_conversion_factor = 1.0
migration_factor = 0.1
city_graphics = 0.01
dhimmi_estate = { is_dhimmi = yes }
tribes_estate = { is_gaelic_clans = yes }
peasants_estate = {}
literacy_impact = {
local_pop_promotion_speed_modifier = 1.0
local_levy_recruitment_speed_modifier = 0.4
}
}
tribesmen = {
color = pop_tribes
power_per_pop = 0.015
promote_to = peasants
pop_food_consumption = 0.0
grow = yes
tribal_rules = yes #can have special promotion factors
assimilation_conversion_factor = 0.0
pop_percentage_impact = {
local_distance_from_capital_speed_propagation = -0.5
local_monthly_control = -0.0005
}
literacy_impact = {
local_tribal_promotion = 0.5
}
city_graphics = 0.01
cossacks_estate = { is_cossacks = yes }
tribes_estate = {}
}
slaves = {
color = pop_slaves
pop_food_consumption = 1.0
assimilation_conversion_factor = 1.0
migration_factor = 0.01
grow = yes
dhimmi_estate = { is_dhimmi = yes }
peasants_estate = {}
city_graphics = 0.01
literacy_impact = {
local_slave_pop_satisfaction = -0.5
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,31 @@
ask_for_extra_levies = {
political_influence = 10
scaled_gold = 4
}
extraordinary_taxes = {
political_influence = 10
}
ask_clergy_for_legitimacy = {
political_influence = 10
scaled_gold = 6
}
ask_nobility_for_diplomats = {
political_influence = 10
scaled_gold = 2
}
ask_burghers_for_loan = {
political_influence = 10
}
ask_commoners_for_stability = {
political_influence = 15
}
ask_tribes_for_manpower = {
political_influence = 10
scaled_gold = 6
}
+225
View File
@@ -0,0 +1,225 @@
megalopolis_upgrade = {
gold = 5000
}
city_upgrade = {
gold = 2500
}
town_upgrade = {
gold = 1000
}
rural_settlement_upgrade = {
#not ever used..
}
rural_settlement_downgrade = {
gold = 100
}
# Specials!
cardinal_price = {
religious_influence = 33
}
# ================= CAPITOL CHAIN =================
Capitol = {
gold = 800
}
Capitol_2 = {
gold = 1500
}
Capitol_3 = {
gold = 3000
}
Town_holl = {
gold = 600
scaled_gold = 0.2
}
Town_holl_3 = {
gold = 1600
}
Town_holl_5 = {
gold = 3200
}
Trade_centr = {
gold = 600
scaled_gold = 0.2 }
Trade_centr_3 = {
gold = 1200
scaled_gold = 0.2
}
Trade_centr_5 = {
gold = 2500
scaled_gold = 0.2
}
Infrastructure = {
gold = 200
}
Counting_house = {
gold = 400
}
Counting_house_2 = {
gold = 800
}
temple = {
gold = 250
}
Construction_ministry = { gold = 300 }
Construction_ministry_3 = { gold = 600 }
Construction_ministry_5 = { gold = 1500 }
Proximity_house = {
gold = 500
}
low_base_price = {
gold = 150
}
base_price = {
gold = 300
}
high_base_price = {
gold = 600
}
small_estate_building = {
gold = 300
}
expensive_estate_building = {
gold = 500
}
orthodox_monastery_building = {
religious_influence = 20
}
miaphysite_monastery_building = {
religious_influence = 20
}
remove_lutheran_preacher = {
stability = 5
}
remove_panaqa_early= {
legitimacy = 10
}
###################################
# generic costs per age
###################################
building_age_1_traditions = {
gold = build_price_age_of_tradition
scaled_gold = 0.2
}
building_age_2_renaissance = {
gold = build_price_age_of_renaissance
scaled_gold = 0.2
}
building_age_3_discovery = {
gold = build_price_age_of_discovery
}
building_age_4_reformation = {
gold = build_price_age_of_reformation
scaled_gold = 0.2
}
building_age_5_absolutism = {
gold = build_price_age_of_absolutism
scaled_gold = 0.2
}
building_age_6_revolutions = {
gold = build_price_age_of_revolution
scaled_gold = 0.2
}
###################################
# expensive costs per age
###################################
expensive_building_age_1_traditions = {
gold = expensive_build_price_age_of_tradition
scaled_gold = 0.2
}
expensive_building_age_2_renaissance = {
gold = expensive_build_price_age_of_renaissance
scaled_gold = 0.2
}
expensive_building_age_3_discovery = {
gold = expensive_build_price_age_of_discovery
scaled_gold = 0.2
}
expensive_building_age_4_reformation = {
gold = expensive_build_price_age_of_reformation
scaled_gold = 0.2
}
expensive_building_age_5_absolutism = {
gold = expensive_build_price_age_of_absolutism
scaled_gold = 0.2
}
expensive_building_age_6_revolutions = {
gold = expensive_build_price_age_of_revolution
scaled_gold = 0.2
}
expand_aqueduct_system = {
gold = 400
scaled_gold = 0.2
}
# ================= INTEGRATION CHAIN =================
# scaled_gold is measured in months of the payer's income, so folding a
# conquered location into the state scales with the realm instead of
# staying a flat sum that a large empire would barely notice.
# min_scale protects small realms; max_scale keeps the price bounded for
# sprawling ones so the chain never becomes unpayable.
integration_office = {
gold = 200
scaled_gold = 0.25
min_scale = 30
max_scale = 300
}
integration_chancery = {
gold = 500
scaled_gold = 0.5
min_scale = 60
max_scale = 600
}
integration_ministry = {
gold = 1200
scaled_gold = 1
min_scale = 120
max_scale = 1200
}

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