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 }