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capital = {
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game_data = {
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category = location
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}
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local_proximity_source = 65
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local_population_capacity_modifier = 0.10
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local_migration_attraction = 0.025
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local_nobles_desired_pop_scaled = 0.002
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local_clergy_desired_pop_scaled = 0.002
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local_fort_maintenance_cost = -0.50
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local_max_control = 0.1
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local_bureaucrats_desired_pop_scaled = 0.01
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local_building_levels = 10
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}
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proximity_to_capital = {
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game_data = {
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category = location
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}
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local_max_control = 0.50
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}
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#scales with men vs population
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present_troops = {
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game_data = {
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category = location
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}
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local_unrest = -0.05
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local_max_control = 0.5
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local_monthly_control = 0.1
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}
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location_template_natural_harbor_suitability_location = {
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game_data = {
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category = location
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}
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natural_harbor_suitability = 0.5
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}
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location_template_natural_harbor_suitability = {
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game_data = {
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category = location
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}
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harbor_suitability = 0.5
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}
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development = {
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game_data = {
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category = location
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}
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local_population_capacity_modifier = 0.025
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local_distance_from_capital_speed_propagation = 0.01
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local_supply_limit_modifier = 0.02
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blockade_force_required = 0.01
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local_migration_attraction = 0.0025
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local_trade_center_power = 0.002
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local_population_growth = 0.0001
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local_institution_growth_modifier = 0.002
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local_construction_speed = 0.01
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local_monthly_food_modifier = 0.01
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free_building_levels = 1
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local_max_rgo_size = 0.1
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local_life_expectancy = 0.1
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occupation_time = 0.01
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local_build_buildings_efficiency = 0.01
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maximum_stockpile_capacity = 5
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local_mills_build_buildings_efficiency = 0.01
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}
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control = {
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game_data = {
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category = location
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}
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local_trade_protection_factor = 0.50
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local_peasant_enfranchisment = 0.50
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}
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