################################### # Hardcoded ################################### location_base_values = { game_data = { category = location } local_devastation_recovery = 0.0025 local_monthly_control = 0.0005 max_regiments_trained_at_same_time = 1 max_constructions_at_same_time = 1 local_pop_promotion_speed = 0.001 local_pop_demotion_speed = 0.10 local_food_capacity = 50 local_frontage_allowed = 10 local_migration_attraction = 0.1 local_garrison_growth = 0.01 max_attrition = 10 supply_limit = 15 hostile_disembark_time_modifier = 0.25 local_max_rgo_size = 2 local_monthly_prosperity = 0.0025 local_trade_embark_disembark_efficiency = -0.1 local_clergy_desired_pop_scaled = 0.005 local_nobles_desired_pop_scaled = 0.0025 } # Modifier applied scaled with location template natural_harbor_suitability and other factors location_template_natural_harbor_suitability_location = { game_data = { category = location } natural_harbor_suitability = 1 } location_template_natural_harbor_suitability = { game_data = { category = location } harbor_suitability = 1 } # -25 - Cliffs - South of Chile # 0 - Flat Coast - Barcelona # 25 - Bay - Palma de Mallorca # 50 - River Port - Sevilla # 75 - Deep Bay - San Sebastián # 100 - Closed Very Defensible Estuary - Ferrol # Exclusive modifier applied scaled with natural harbor suitability location_template_natural_harbor_suitability_poor = { game_data = { category = location } #poor natural harbours make construction harder local_port_build_buildings_efficiency = -0.3 } location_template_natural_harbor_suitability_good = { game_data = { category = location } #good natural harbours make construction easier local_port_build_buildings_efficiency = 0.6 local_trade_center_power = 0.01 } # mulitplied by 0-1 from total share of art in the world. expect it to be multiplied by 0.0001 at best or maybe 0.02 if its like Paris location_art = { game_data = { category = location } local_pop_promotion_speed_modifier = 10.0 local_pop_conversion_speed_modifier = 10.0 local_pop_assimilation_speed_modifier = 10.0 local_institution_growth_modifier = 5 local_cultural_tradition = 5 } tribals_expelled = { game_data = { category = location } local_population_growth = 0.0025 local_monthly_development = 0.001 } cultivators_grange_clearing_modifier = { game_data = { category = location } local_monthly_food_modifier = monthly_food_productivity_mild_bonus local_monthly_prosperity = 0.1 local_devastation_recovery = 0.005 } preachers_mission_modifier = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.25 } benefactor_wealth_modifier = { game_data = { category = location } local_unrest = -0.2 local_monthly_prosperity = 0.10 } religious_order_local_ties_modifier = { game_data = { category = location } local_max_control = 0.25 local_monthly_control = 0.01 } pious_wealth_modifier = { game_data = { category = location } local_production_efficiency = 0.1 local_raw_material_output = 0.2 } propagation_of_central_authority_modifier = { game_data = { category = location } local_crown_estate_power = 1 local_population_growth = 0.003 } harvest_souls_modifier = { game_data = { category = location } local_pop_conversion_speed_modifier = 1.0 } bulwark_of_the_faith_modifier = { game_data = { category = location } local_defensive = 0.33 local_hostile_attrition = 1 } order_patrols_modifier = { game_data = { category = location } local_unrest = -0.2 local_monthly_control = 0.01 } lettered_cloister_modifier = { game_data = { category = location } local_monthly_literacy = 0.15 local_max_literacy = 5 } assarted_lands_modifier = { game_data = { category = location } local_population_growth = 0.003 local_monthly_development = 0.005 } murrain_modifier = { game_data = { category = location } local_monthly_food_modifier = -0.15 local_monthly_prosperity = -0.2 } martyrs_blood_modifier = { game_data = { category = location } local_unrest = 0.3 } crowded_hospices_modifier = { game_data = { category = location } local_disease_resistance = -0.15 local_population_growth = -0.002 } shriven_marches_modifier = { game_data = { category = location } local_monthly_control = 0.01 local_devastation_recovery = 0.005 } almoners_almshouses_modifier = { game_data = { category = location } local_laborers_pop_growth = 1 local_peasants_pop_growth = 1 local_soldiers_pop_growth = 1 local_peasants_estate_unrest = -0.2 } #multiplied by how far above FOOD_PRICE food is in this location. expensive_food_in_location = { game_data = { category = location } local_population_growth = -0.0025 } #multiplied by how far below FOOD_PRICE food is in this location. cheap_food_in_location = { game_data = { category = location } local_population_growth = 0.005 } #multiplied by relative_raw_material_price raw_material_relative_price = { game_data = { category = location } local_migration_attraction = 0.05 } # mulitplied by harbor_suitability for ports harbor = { game_data = { category = location } local_navy_attrition = -5 friendly_disembark_time_modifier = -0.2 hostile_disembark_time_modifier = -0.2 local_port_cost_distance_impact = -0.5 local_trade_embark_disembark_efficiency = 1 local_maritime_presence = 0.3 local_repair_speed = 0.05 } dynasty_seat = { game_data = { category = location } local_nobles_desired_pop = 0.01 } has_ongoing_colonial_charter_migration = { game_data = { category = location } local_monthly_development = 0.0025 local_monthly_prosperity = 0.001 } has_road = { game_data = { category = location } local_monthly_development_modifier = 0.1 local_construction_speed = 0.25 } has_road_connected_to_capital = { game_data = { category = location } local_institution_growth_modifier = 0.25 local_monthly_development_modifier = 0.2 local_monthly_control = 0.0005 local_integration_speed_modifier = 0.25 } location_size_impact = { game_data = { category = location } local_institution_growth_modifier = -0.01 occupation_time = 0.0025 } location_closeness_to_equator_impact = { game_data = { category = location } local_population_capacity = 10 } movement_cost = { game_data = { category = location } local_institution_growth_modifier = -0.01 } is_blockaded_by_enemies = { game_data = { category = location } local_monthly_prosperity = -0.025 local_maritime_presence = -2.0 local_max_control = -0.10 hostile_food_multiplier = -0.75 local_monthly_development_modifier = -0.20 local_trade_embark_disembark_efficiency = -2 local_construction_speed = -0.10 local_mercenaries_modifier = 0.25 } is_blockaded_by_ice = { game_data = { category = location } local_maritime_presence = -2.0 local_monthly_development_modifier = -0.20 } under_siege = { game_data = { category = location } hostile_food_multiplier = -1.0 local_monthly_development_modifier = -0.20 road_building_blocked = yes local_prosperity_decay = 0.05 constructions_stalled = yes local_mercenaries_modifier = 0.25 } is_occupied = { game_data = { category = location } local_monthly_prosperity = -0.025 local_monthly_control = -0.002 hostile_food_multiplier = -0.5 local_garrison_growth = -1.0 local_construction_speed = -0.25 local_building_establishment_reduction = 0.005 local_mercenaries_modifier = 0.5 } #multiplies with devastation in location (0 to -1) devastation = { game_data = { category = location } local_monthly_food_modifier = 0.50 local_raw_material_output = 0.5 local_production_efficiency = 0.5 local_population_growth = 0.015 local_monthly_literacy = 0.05 local_pop_promotion_speed_modifier = 0.5 local_migration_attraction = 1 local_monthly_development = 0.004 local_life_expectancy = 10 local_mercenaries_modifier = -0.5 local_construction_speed = 0.5 local_building_establishment_reduction = 0.01 } #multiplies with prosperity in location (0 to 1) prosperity = { game_data = { category = location } local_monthly_development = 0.006 local_migration_attraction = 0.1 local_life_expectancy = 10 local_population_growth = 0.005 local_mercenaries_modifier = -0.75 } #multiplies with development in location (0-100) development = { game_data = { category = location } local_population_capacity_modifier = 0.025 local_distance_from_capital_speed_propagation = 0.005 local_supply_limit_modifier = 0.02 blockade_force_required = 0.01 local_migration_attraction = 0.0025 local_trade_center_power = 0.002 local_institution_growth_modifier = 0.002 local_construction_speed = 0.01 local_monthly_food_modifier = monthly_food_productivity_tiny_bonus free_building_levels = 1 local_max_rgo_size = 0.1 local_life_expectancy = 0.1 occupation_time = 0.01 local_build_buildings_efficiency = 0.002 maximum_stockpile_capacity = 5 local_mills_build_buildings_efficiency = 0.01 } capital = { game_data = { category = location } local_proximity_source = 65 local_max_control = 0.10 local_population_capacity_modifier = 0.10 local_migration_attraction = 0.025 local_bureaucrats_desired_pop_scaled = 0.01 local_nobles_desired_pop_scaled = 0.002 local_clergy_desired_pop_scaled = 0.002 local_fort_maintenance_efficiency = 1.00 free_building_levels = 5 } province_capital = { game_data = { category = location } local_population_capacity_modifier = 0.05 local_migration_attraction = 0.01 local_bureaucrats_desired_pop_scaled = 0.0025 local_nobles_desired_pop_scaled = 0.001 local_clergy_desired_pop_scaled = 0.001 free_building_levels = 2 } historical_capital = { game_data = { category = location } local_proximity_source = 50 local_max_control = 0.10 local_population_capacity_modifier = 0.025 local_migration_attraction = 0.01 local_nobles_desired_pop_scaled = 0.0005 local_clergy_desired_pop_scaled = 0.0005 local_fort_maintenance_efficiency = 0.50 free_building_levels = 2 } control = { game_data = { category = location } local_trade_protection_factor = 0.50 local_peasant_enfranchisment = 0.50 } #multiplied with control-0.5 control_50 = { game_data = { category = location } local_mercenaries_modifier = -1.0 } #multiplied with 1-control inverse_control = { game_data = { category = location } local_crown_estate_power = -1.0 } is_port = { game_data = { category = location } local_maritime_presence = 0.1 blockade_force_required = 0.1 max_ships_built_at_same_time = 1 local_institution_growth_modifier = 0.1 local_repair_speed = 0.01 } proximity_to_capital = { game_data = { category = location } local_max_control = 0.50 } market_center = { game_data = { category = location } local_migration_attraction = 0.025 local_merchant_capacity = 2 local_merchant_power = 20 local_institution_growth_modifier = 0.25 free_building_levels = 5 maximum_stockpile_capacity = 25 } # scales with how much available_free_land = { game_data = { category = location } local_migration_attraction = 0.1 } # when its <10% capacity & <10k abundant_free_land = { game_data = { category = location } local_migration_attraction = 0.2 local_population_growth = 0.02 } approaching_capacity = { game_data = { category = location } local_population_growth = -0.005 local_migration_speed = 0.15 } overpopulation_growth = { game_data = { category = location } local_population_growth = -0.005 local_migration_speed = 0.15 } # Scales depending on how much over capacity overpopulation = { game_data = { category = location } cap_maximum_population_growth_at_zero = yes local_pop_demotion_speed_modifier = 0.5 local_migration_attraction = -25.0 local_migration_speed = 0.05 # Pops migrate faster the more overpopulated the area is local_mercenaries_modifier = 0.5 } unemployed_peasants = { game_data = { category = location } local_migration_attraction = -0.0025 } #per 1k available jobs surplus_jobs = { game_data = { category = location } local_migration_attraction = 0.1 local_peasant_enfranchisment = 0.02 local_construction_speed = -0.1 } refugees_welcome = { game_data = { category = location } local_migration_attraction = 1 #nerfed } river_flowing_through_1 = { game_data = { category = location } local_population_capacity_modifier = 0.10 local_monthly_food_modifier = monthly_food_productivity_mild_bonus local_supply_limit_modifier = 0.05 local_monthly_development_modifier = 0.05 } river_flowing_through_coast_1 = { game_data = { category = location } natural_harbor_suitability = 0.05 } river_flowing_through_2 = { game_data = { category = location } local_population_capacity_modifier = 0.20 local_monthly_food_modifier = monthly_food_productivity_severe_bonus local_supply_limit_modifier = 0.10 local_monthly_development_modifier = 0.10 } river_flowing_through_coast_2 = { game_data = { category = location } natural_harbor_suitability = 0.10 } river_flowing_through_3 = { game_data = { category = location } local_population_capacity_modifier = 0.30 local_monthly_food_modifier = monthly_food_productivity_extreme_bonus local_supply_limit_modifier = 0.15 local_monthly_development_modifier = 0.15 } river_flowing_through_coast_3 = { game_data = { category = location } natural_harbor_suitability = 0.15 } river_flowing_through_4 = { game_data = { category = location } local_population_capacity_modifier = 0.40 local_monthly_food_modifier = monthly_food_productivity_ultimate_bonus local_supply_limit_modifier = 0.20 local_monthly_development_modifier = 0.20 } river_flowing_through_coast_4 = { game_data = { category = location } natural_harbor_suitability = 0.20 } river_flowing_through_5 = { game_data = { category = location } local_population_capacity_modifier = 0.50 local_monthly_food_modifier = monthly_food_productivity_radical_bonus local_supply_limit_modifier = 0.25 local_monthly_development_modifier = 0.25 } river_flowing_through_coast_5 = { game_data = { category = location } natural_harbor_suitability = 0.25 } coastal = { game_data = { category = location } local_population_capacity_modifier = 0.25 local_monthly_food_modifier = monthly_food_productivity_mild_bonus local_supply_limit_modifier = 0.05 local_monthly_development_modifier = 0.10 } building_levels = { game_data = { category = location } local_population_capacity_modifier = 0.001 local_trade_center_power = 0.0005 } unsupported_building_levels = { game_data = { category = location } local_build_new_buildings_efficiency = -0.05 local_migration_attraction = -0.01 } unestablished_buildings = { game_data = { category = location } local_building_establishment_speed = -0.3 } total_population = { game_data = { category = location } supply_limit = 0.02 blockade_force_required = 0.02 local_max_rgo_size = 0.025 free_building_levels = 0.05 } rgo_level = { game_data = { category = location } local_laborers_desired_pop = 1 } looted = { game_data = { category = location } hostile_food_multiplier = -0.10 local_population_growth = -0.005 local_prosperity_decay = 0.1 local_monthly_development_modifier = -0.25 max_attrition = 5 #Maximum Attrition is increased by 5 local_mercenaries_modifier = 0.5 } # capped at max 100 this value location_imports = { game_data = { category = location } blockade_force_required = 0.01 local_monthly_development_modifier = 0.0002 local_institution_growth_modifier = 0.001 } # capped at max 100 this value location_exports = { game_data = { category = location } blockade_force_required = 0.01 local_monthly_development_modifier = 0.0002 local_institution_growth_modifier = 0.001 } average_satisfaction_inverted = { game_data = { category = location } local_monthly_prosperity = -0.0025 local_max_control = -0.10 local_mercenaries_modifier = 0.5 } average_satisfaction = { game_data = { category = location } local_institution_growth_modifier = 0.1 } volcanic_soil = { game_data = { category = location } local_rgo_build_time = -0.25 local_monthly_food_modifier = monthly_food_productivity_unique_bonus } winter_none = { game_data = { category = location } } winter_mild = { game_data = { category = location } max_attrition = 2 local_monthly_food_modifier = monthly_food_productivity_ultimate_penalty } winter_normal = { game_data = { category = location } local_army_attrition = 1 local_navy_attrition = 5 max_attrition = 2 local_monthly_food_modifier = monthly_food_productivity_unique_penalty local_food_decay = 0.0025 local_construction_speed = -0.5 } winter_severe = { game_data = { category = location } movement_cost = 0.25 local_army_attrition = 2 local_navy_attrition = 10 max_attrition = 4 local_monthly_food_modifier = monthly_food_productivity_extinction_penalty constructions_stalled = yes local_food_decay = 0.005 } #scales with men vs population present_troops = { game_data = { category = location } local_unrest = -0.05 local_max_control = 0.1 local_monthly_control = 0.01 } hostile_troops = { game_data = { category = location } local_monthly_prosperity = -0.025 local_food_decay = 0.0025 local_monthly_food_modifier = monthly_food_productivity_weak_penalty } #scales with friendly strength in province / expected army size provincial_troops = { game_data = { category = location } local_unrest = -0.2 local_max_control = 0.01 local_monthly_control = 0.001 } raised_levies = { game_data = { category = location } local_raw_material_output = -0.2 local_monthly_food_modifier = monthly_food_productivity_extreme_penalty } isolating_cities = { game_data = { category = location } local_production_efficiency = large_production_efficiency_penalty local_bubonic_plague_impact_modifier = -0.8 local_monthly_control = 0.005 local_trade_center_power = -0.25 } # from rebel system minor_rebel_uprising = { game_data = { category = location decaying = yes } local_monthly_prosperity = -0.005 local_monthly_control = -0.005 } ################################### # From Unit Abilitis ################################### recently_raided_by_horde = { game_data = { category = location } local_monthly_prosperity = -0.02 } recently_razed = { game_data = { category = location } local_monthly_prosperity = -0.02 } ################################### # From Char actions ################################### new_dynasty_seat = { game_data = { category = location decaying = yes } local_monthly_control = 0.10 } ##################################### # From Events ##################################### dhimmi_residence = { game_data = { category = location } local_monthly_development = 0.001 local_pop_conversion_speed_modifier = -0.1 } add_unrest_5_modifier = { game_data = { category = location } local_unrest = 0.25 } agreed_with_mufti = { game_data = { category = location } local_defensive = -0.25 local_levy_size_modifier = -0.25 } alevi_modifier = { game_data = { category = location } local_integration_speed_modifier = 0.25 local_unrest = -0.10 } ancestral_temple = { game_data = { category = location } local_unrest = -0.05 local_max_control = 0.05 } chastening_of_venice = { game_data = { category = location } local_monthly_development = -0.01 } vignoso_garrison_modifier = { game_data = { category = location } local_garrison_growth = 0.1 local_defensive = 0.15 local_unrest = 0.30 local_max_control = -0.10 } coffee_house_turmoil = { game_data = { category = location } local_unrest = 0.3 } upset_merchants = { game_data = { category = location } local_production_efficiency = medium_production_efficiency_penalty } courtly_disorder = { game_data = { category = location } local_raw_material_output = -0.10 local_monthly_control = -0.0005 } cruel_overlord = { game_data = { category = location decaying = yes } local_unrest = 0.5 } dev_heretical_expulsion = { game_data = { category = location } local_unrest = 0.25 local_pop_conversion_speed_modifier = 0.20 } dev_heretics_tolerated = { game_data = { category = location } local_unrest = -0.5 local_pop_conversion_speed_modifier = -0.20 } dev_nasibi = { game_data = { category = location } local_unrest = 0.2 local_pop_conversion_speed_modifier = 0.10 } dev_rafida = { game_data = { category = location } local_unrest = 0.2 local_pop_conversion_speed_modifier = 0.10 } dhimmi_conversion = { game_data = { category = location } local_pop_conversion_speed = 0.01 local_unrest = 0.2 } disagreed_with_mufti = { game_data = { category = location } local_unrest = 0.25 } embezzled_goods = { game_data = { category = location } local_raw_material_output = -0.33 } expanded_madrasah = { game_data = { category = location } local_clergy_estate_power = 1.0 local_monthly_literacy = 0.01 } famous_icon = { game_data = { category = location } local_unrest = -0.2 local_monthly_development = 0.005 } forced_labor = { game_data = { category = location } local_unrest = 0.2 local_monthly_development = 0.01 } foreign_shia_settlers = { game_data = { category = location } local_population_growth = 0.02 local_raw_material_output = 0.20 } foreign_shia_urbanites = { game_data = { category = location } local_population_growth = 0.01 local_production_efficiency = medium_production_efficiency_bonus } fort_in_disrepair = { game_data = { category = location } local_defensive = -0.5 } fraternities_strengthened = { game_data = { category = location } local_production_efficiency = medium_production_efficiency_bonus local_burghers_estate_power = 2 } good_harvest = { game_data = { category = location } local_raw_material_output = 0.25 } damaged_soil = { game_data = { category = location } local_raw_material_output = -0.25 } hampered_expansion_of_madrasah = { game_data = { category = location } local_monthly_literacy = -0.01 } rice_compensation = { game_data = { category = location } local_monthly_development = 0.02 local_raw_material_output = -0.2 } hun_city_league_obligation = { game_data = { category = location } local_levy_size_modifier = 0.20 local_defensive = 0.2 } chi_white_lotus_agitation = { game_data = { category = location decaying = yes } local_pop_join_rebel_threshold = 0.1 } chi_grand_canal = { game_data = { category = location } local_distance_from_capital_speed_propagation = 0.2 local_monthly_development_modifier = 0.05 local_food_capacity = 100 } chi_grand_canal_destruction = { game_data = { category = location } local_distance_from_capital_speed_propagation = -0.2 } wokou_chance_for_a_new_life = { game_data = { category = location } local_migration_attraction = 0.25 } hun_city_leagues_protected = { game_data = { category = location } local_raw_material_output = 0.20 local_levy_size_modifier = -1.0 } mlo_royal_park = { game_data = { category = location } local_cultural_influence = 0.5 } mlo_naviglaccio = { game_data = { category = location } local_merchant_power = 2 } MLO_library_arts = { game_data = { category = location } local_cultural_tradition = 0.5 } MLO_library_research = { game_data = { category = location } local_institution_growth_modifier = 0.10 local_max_literacy = 5 } improved_fortifications = { game_data = { category = location } local_defensive = 0.1 } industrious_boost = { game_data = { category = location } local_production_efficiency = medium_production_efficiency_bonus } local_burgher_rights = { game_data = { category = location } local_burghers_estate_power = 1.0 } local_fortress = { game_data = { category = location } local_defensive = 0.10 } local_sufi = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.03 local_monthly_control = 0.01 } local_sufi_chased_away = { game_data = { category = location } local_pop_conversion_speed_modifier = -0.05 local_monthly_control = -0.01 } merino_wool = { game_data = { category = location } local_nobles_estate_power = 1.0 local_clergy_estate_power = 1.0 local_monthly_food_modifier = monthly_food_productivity_extreme_penalty } refused_merino_wool = { game_data = { category = location } local_raw_material_output = -0.5 } quality_merino_wool = { game_data = { category = location } local_raw_material_output = 1.0 local_merchant_capacity = 0.5 local_merchant_power = 0.5 } minority_prospers = { game_data = { category = location } local_unrest = -0.1 local_raw_material_output = 0.25 local_monthly_food_modifier = monthly_food_productivity_ultimate_bonus } missionary_efforts_stalled = { game_data = { category = location } local_pop_conversion_speed_modifier = -1.0 } missionary_failure = { game_data = { category = location } local_pop_conversion_speed_modifier = -1.0 } missionary_falls_ill = { game_data = { category = location } local_pop_conversion_speed_modifier = -0.50 } monasteries_blooming = { game_data = { category = location } local_clergy_estate_power = 1.0 local_monthly_development = 0.01 } shangdi_conflict_refused = { game_data = { category = location } local_pop_conversion_speed_modifier = -0.50 } shangdi_conflict_accepted = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.50 } local_rites_represed = { game_data = { category = location } local_unrest = 0.1 local_monthly_control = -0.005 } monumental_architecture = { game_data = { category = location } local_monthly_development = 0.05 } nahuatl_sorcerer = { game_data = { category = location } local_unrest = 0.25 } pap_sistine_chapel = { game_data = { category = location } local_cultural_tradition = 0.05 } pap_sistinechapel_botticelli = { game_data = { category = location } local_unrest = -0.05 local_cultural_tradition = 0.1 } pap_sistinechapel_decorated = { game_data = { category = location } local_cultural_tradition = 0.1 } pap_sistinechapel_ghirlandaio = { game_data = { category = location } local_max_control = 0.05 local_cultural_tradition = 0.1 } pap_sistinechapel_michelangelo = { game_data = { category = location } local_cultural_tradition = 0.1 local_cultural_influence = 0.1 } pap_sistinechapel_perugino = { game_data = { category = location } local_cultural_tradition = 0.1 local_migration_attraction = 1 } religious_tensions = { game_data = { category = location } local_unrest = 0.20 } roman_garisson = { game_data = { category = location } local_garrison_growth = 0.01 local_defensive = 0.25 } ruler_overriding_ulema = { game_data = { category = location } local_unrest = 0.1 local_distance_from_capital_speed_propagation = -0.1 } sco_loch_ness_sightings = { game_data = { category = location } local_unrest = 0.1 local_migration_attraction = 0.5 } seat_of_power = { game_data = { category = location } local_defensive = 0.25 } shipyard_fire = { game_data = { category = location } max_ships_built_at_same_time = -1 } social_unrest_mysticism = { game_data = { category = location } local_unrest = 0.3 } student_protests = { game_data = { category = location } local_unrest = 0.2 } sufi_order_integration = { game_data = { category = location } local_unrest = -0.2 } sufi_orders_in_check = { game_data = { category = location } local_monthly_control = 0.005 } sufi_shrine = { game_data = { category = location } local_unrest = -0.1 local_population_capacity = 2 } upset_lodges = { game_data = { category = location } local_unrest = 0.2 local_pop_conversion_speed_modifier = 0.1 } urban_decay = { game_data = { category = location } local_population_capacity_modifier = -0.20 } ven_murano_glass_industry = { game_data = { category = location } local_glass_output_modifier = 0.10 } flo_societas_alum_mine = { game_data = { category = location } local_alum_output_modifier = 0.15 } waqfs_donated = { game_data = { category = location } local_monthly_development = 0.01 } #Duchy of Milan maintained_waterways_modifier = { game_data = { category = location } local_monthly_development_modifier = 0.1 local_monthly_prosperity = 0.005 local_population_growth = 0.01 } eng_paved_with_gold_rumor = { game_data = { category = location } local_migration_attraction = 0.1 local_pop_promotion_speed_modifier = 0.1 } eng_paved_with_gold_actually = { game_data = { category = location } local_migration_attraction = 0.25 local_pop_promotion_speed_modifier = 0.25 } tin_mining_reduced = { game_data = { category = location } local_tin_output_modifier = -0.5 local_unrest = 0.1 } lack_of_conciliar_justice = { game_data = { category = location } local_unrest = 0.1 local_distance_from_capital_speed_propagation = -0.25 } possible_promotion_percentage = { game_data = { category = location } local_peasants_estate_power = 10.0 local_pop_promotion_speed_scaled = 0.001 local_burghers_estate_power = -1 local_nobles_estate_power = -1 local_clergy_estate_power = -1 } privileges_revoked = { game_data = { category = location } local_max_control = 0.5 local_monthly_control = 1 local_peasants_estate_power = -1 local_burghers_estate_power = -1 } flourishing_capital_modifier = { game_data = { category = location } local_monthly_prosperity = 0.005 local_build_buildings_efficiency = 0.4 local_population_growth = 0.05 } civilian_barricades = { game_data = { category = location } local_defensive = 0.05 } denga = { game_data = { category = location } local_monthly_prosperity = 0.001 } ruble = { game_data = { category = location } local_trade_center_power = 0.02 } ser_defenses_neglected = { game_data = { category = location } local_defensive = -0.25 local_unrest = 0.1 } the_dining_club = { game_data = { category = location } local_monthly_literacy = 0.1 } increased_educational_spending = { game_data = { category = location } local_monthly_literacy = 0.1 } bow_street_runners = { game_data = { category = location } local_manpower_modifier = -0.25 local_unrest = -0.1 local_monthly_control = 0.05 } rampant_crime = { game_data = { category = location } local_life_expectancy = -5 local_monthly_control = -0.05 local_migration_attraction = -0.25 } jenny_spinner_riots = { game_data = { category = location } local_unrest = 0.25 local_monthly_control = -0.05 local_cloth_output_modifier = -0.5 } overcrowded_prisons = { game_data = { category = location } local_unrest = 0.15 local_monthly_control = -0.01 } favoring_own_interests = { game_data = { category = location } local_merchant_capacity = 0.5 } raleigh_firm_hand = { game_data = { category = location } local_unrest = -0.25 } artillery_defenses = { game_data = { category = location } local_defensive = 0.33 local_hostile_attrition = 1 max_attrition = 2 } artillery_experiments = { game_data = { category = location } local_defensive = -0.75 } nor_rebuilding_oslo = { game_data = { category = location } local_build_buildings_efficiency = 0.2 } local_witch_hunts = { game_data = { category = location } local_unrest = -0.3 local_monthly_literacy = -0.01 local_monthly_control = -0.01 } sco_dunbar_castle = { game_data = { category = location } local_defensive = 0.2 local_hostile_attrition = 1 } nap_state_of_the_presidi = { game_data = { category = location } local_port_cost_distance_impact = -0.05 local_trade_center_power = 0.025 local_port_build_buildings_efficiency = 0.2 } the_apostle = { game_data = { category = location } local_monthly_literacy = 0.05 local_migration_attraction = 0.1 local_cultural_tradition = 0.1 } host_olympiad_location_modifier = { game_data = { category = location } local_monthly_control = 0.10 local_monthly_prosperity = 0.10 local_migration_attraction = 0.1 } shoring_up_defenses = { game_data = { category = location } local_defensive = 0.25 local_migration_attraction = 0.1 } black_death_exodus_ruralization_attraction = { game_data = { category = location } local_migration_attraction = 2 } fleeing_pops_modifier = { game_data = { category = location } local_migration_attraction = -2 } state_textiles_modifier = { game_data = { category = location } local_raw_material_output = 0.2 local_rgo_build_time = -0.33 } assume_fort_command_modifier = { game_data = { category = location } local_defensive = 0.25 local_fort_maintenance_efficiency = 0.4 } tempest_engineer = { game_data = { category = location } local_ship_build_speed = 0.25 } pol_krakow_university_modifier = { game_data = { category = location } local_nobles_max_literacy = 10 local_cultural_influence = 0.2 } teu_baltic_opposition_brewing = { game_data = { category = location decaying = yes } local_max_control = -0.15 local_unrest = 0.25 } teu_seat_of_strong_burghers = { game_data = { category = location } local_burghers_estate_power = 0.25 local_trade_center_power = 0.15 } plc_start_of_a_navy = { game_data = { category = location } local_navy_levy_size_modifier = 1 local_port_build_buildings_efficiency = 0.5 } PRU_secondary_capital_tangermunde = { game_data = { category = location } local_proximity_source = 20 } PRU_quitzow_modifier = { game_data = { category = location } local_max_control = -0.25 local_nobles_estate_power = 1 } PRU_quitzow_repressed_modifier = { game_data = { category = location } local_unrest = 0.25 local_nobles_estate_power = -1 } kor_cotton_seed = { game_data = { category = location } local_cotton_output_modifier = 0.2 } BYZ_morea_nobles = { game_data = { category = location } local_nobles_estate_power = 3 } BYZ_grand_fair_of_st_demetrius = { game_data = { category = location } local_monthly_prosperity = 0.001 local_merchant_capacity = 5 local_monthly_development = 0.01 } stronghold_of_the_burghers_modifier = { game_data = { category = location } local_burghers_desired_pop = 0.05 local_burghers_estate_power = 0.5 } parliament_location = { game_data = { category = location } local_monthly_prosperity = 0.01 local_monthly_development = 0.01 local_monthly_control = 0.1 local_max_control = 0.05 } itinerant_court_in_session = { game_data = { category = location } local_proximity_source = 15 local_monthly_control = 0.1 } office_of_new_converts = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.05 } artist_enrollment_surge = { game_data = { category = location } local_cultural_tradition = 0.1 local_migration_attraction = 0.1 local_pop_promotion_speed_modifier = 0.15 } magnet_for_scholars = { game_data = { category = location } local_migration_attraction = 0.1 local_max_literacy = 0.1 local_monthly_prosperity = 0.05 } gazette_subscription_surge = { game_data = { category = location } local_monthly_literacy = 0.15 local_institution_growth_modifier = 0.1 } theatrical_monopoly_granted = { game_data = { category = location } local_cultural_tradition = 0.1 } rtr_rein_in_area_modifier = { game_data = { category = location } local_separatism = -0.2 local_max_control = 0.15 } minor_recovery_effort = { game_data = { category = location } local_devastation_recovery = 0.0025 local_build_buildings_efficiency = 0.2 } major_recovery_effort = { game_data = { category = location } local_devastation_recovery = 0.0025 local_build_buildings_efficiency = 0.4 } habsburg_capital = { game_data = { category = location } local_migration_attraction = 0.1 local_build_buildings_efficiency = 0.2 local_pop_promotion_speed_modifier = 0.1 } mining_rush = { game_data = { category = location } local_migration_attraction = 0.5 local_rgo_build_time = -0.5 #should also reduce local rgo cost } schladming_bergordnung = { game_data = { category = location } local_migration_attraction = 0.1 local_monthly_development_modifier = 0.05 local_rgo_build_time = -0.1 } freiberger_berggeschrey = { game_data = { category = location } local_migration_attraction = 0.1 local_monthly_development_modifier = 0.05 local_rgo_build_time = -0.1 } stronghold_city_modifier = { game_data = { category = location } local_max_control = 0.2 local_war_score_efficiency = -0.25 local_monthly_control = 0.002 } recently_inspected_fortifications_modifier = { game_data = { category = location } local_defensive = 0.2 local_max_control = 0.1 } decaying_defenses_modifier = { game_data = { category = location } local_defensive = -0.25 local_fort_maintenance_efficiency = -0.5 } rot_timurs_core_region = { game_data = { category = location } local_unrest = -0.2 local_devastation_recovery = 0.0025 local_monthly_prosperity = 0.001 } rot_timur_scare = { game_data = { category = location decaying = yes } local_defensive = -0.5 occupation_time = -0.5 local_garrison_growth = -0.5 local_levy_size_modifier = -0.25 local_manpower_modifier = -0.25 local_sailors_modifier = -0.25 } sco_english_enclave = { game_data = { category = location decaying = yes } local_defensive = -0.25 local_max_control = -0.20 } fra_venus_tard_brigands_pacified = { game_data = { category = location } local_monthly_prosperity = 0.01 local_max_control = 0.10 local_monthly_control = 0.01 } fra_venus_tard_brigands = { game_data = { category = location decaying = yes } local_monthly_prosperity = -0.005 local_max_control = -0.10 local_migration_attraction = -0.5 local_monthly_development_modifier = -0.5 } fra_english_ports_raided = { game_data = { category = location decaying = yes } local_monthly_food_modifier = monthly_food_productivity_radical_penalty local_supply_limit_modifier = -0.33 local_monthly_development_modifier = -0.5 } louvre_palace_renovations = { game_data = { category = location decaying = yes } local_monthly_prosperity = 0.005 local_max_control = 0.25 local_migration_attraction = 0.1 local_build_buildings_efficiency = 0.2 } louvre_fortress = { game_data = { category = location } local_defensive = 0.25 local_fort_maintenance_efficiency = 1.0 } fontainebleau_hunting_lodge = { game_data = { category = location } local_migration_attraction = 0.10 local_crown_estate_power = 0.10 } fra_pont_neuf_constructed = { game_data = { category = location } local_monthly_prosperity = 0.05 local_monthly_development_modifier = 0.25 local_trade_center_power = 0.025 } fra_pont_neuf_constructed_scaled_back = { game_data = { category = location } local_monthly_prosperity = 0.02 local_monthly_development_modifier = 0.10 local_trade_center_power = 0.010 } ath_permitted_catalan_settlements = { game_data = { category = location } local_migration_attraction = 0.1 growth_is_primary_culture = yes local_pop_assimilation_speed = 0.025 local_pop_assimilation_speed_modifier = 1 } ath_a_permanent_capital = { game_data = { category = location } local_crown_estate_power = 0.25 local_build_buildings_efficiency = 0.2 local_monthly_development_modifier = 0.25 } ath_benefits_of_the_shifting_capitals = { game_data = { category = location } local_crown_estate_power = 0.10 local_monthly_control = 0.005 local_max_control = 0.1 } lat_restoration_of_the_constantinople_patriarchate = { game_data = { category = location } local_migration_attraction = 0.1 local_pop_conversion_speed_modifier = 0.25 } lat_improved_location_integration = { game_data = { category = location } local_migration_attraction = 0.1 local_monthly_control = 0.001 local_integration_speed_modifier = 0.25 local_max_control = 0.1 } mll_curry_favor_with_montpellier_nobles = { game_data = { category = location } local_levy_size_modifier = 1 local_nobles_estate_power = 0.5 } mll_expansion_of_coastal_fortifications = { game_data = { category = location } local_levy_size_modifier = 0.10 hostile_disembark_time_modifier = 3.0 hostile_fleet_attrition = 1 blocks_privateer_raids = yes } mll_walls_of_alcudia = { game_data = { category = location } local_defensive = 1 blocks_privateer_raids = yes } nav_encouraged_anarchy = { game_data = { category = location } local_max_control = -0.03 local_monthly_prosperity = -0.005 } nav_feud_crossfire = { game_data = { category = location } local_monthly_prosperity = -0.005 local_devastation_recovery = -0.003 local_crown_estate_power = -1 } nav_destructive_feuds = { game_data = { category = location } local_crown_estate_power = -1 local_food_capacity_modifier = -0.25 local_monthly_prosperity = -0.002 } nav_widespread_distrust_caused_by_feuds = { game_data = { category = location } local_max_control = -0.05 local_crown_estate_power = -1 local_monthly_prosperity = -0.002 } the_golden_city_of_prague = { game_data = { category = location } local_migration_attraction = 0.1 local_population_growth = 0.05 } new_hungarian_capital = { game_data = { category = location } local_migration_attraction = 0.1 local_build_buildings_efficiency = 0.2 local_pop_promotion_speed_modifier = 0.1 } local_abuses_modifier = { game_data = { category = location } local_monthly_food_modifier = monthly_food_productivity_unique_penalty local_monthly_prosperity = -0.005 } urbanized_province = { game_data = { category = location } local_monthly_prosperity = 0.05 } recovering_from_raids = { game_data = { category = location } local_monthly_food_modifier = monthly_food_productivity_unique_bonus local_monthly_prosperity = 0.005 local_unrest = -0.05 } ser_the_white_phoenix = { game_data = { category = location } local_migration_attraction = 0.1 local_monthly_prosperity = 0.1 } birth_of_a_new_city_adm = { game_data = { category = location } local_migration_attraction = 0.25 local_monthly_development_modifier = 0.25 local_construction_speed = 0.15 } birth_of_a_new_city_dip = { game_data = { category = location } local_migration_attraction = 0.25 local_merchant_capacity = 2 local_rgo_build_time = -0.1 } birth_of_a_new_city_mil = { game_data = { category = location } local_migration_attraction = 0.25 local_manpower_modifier = 0.25 local_defensive = 0.25 } ira_najaf = { game_data = { category = location } local_clergy_desired_pop = 0.05 local_clergy_max_literacy = 10 local_clergy_estate_power = 0.25 } ira_mushashaiya = { game_data = { category = location } local_unrest = 0.25 } ira_safawiya = { game_data = { category = location } local_unrest = 0.25 } ira_building_isfahan = { game_data = { category = location } local_monthly_development = 0.01 local_population_capacity_modifier = -0.25 } ira_isfahan_maidan = { game_data = { category = location } local_monthly_development = 0.01 local_production_efficiency = medium_production_efficiency_bonus } ira_second_capital = { game_data = { category = location } local_monthly_development = 0.02 } increased_incense_production = { game_data = { category = location } local_rgo_build_time = -0.3 local_build_buildings_efficiency = 0.4 } bolstering_hormuz_island = { game_data = { category = location } merchant_power_from_building = 0.1 local_fort_maintenance_efficiency = 0.50 } banu_marin_wool_modifier = { game_data = { category = location } local_wool_output_modifier = 0.2 local_tribes_estate_power = 1 } influx_of_foreign_knights = { game_data = { category = location } local_manpower = 0.05 can_recruit_regiment_in_this_location = yes } tle_wehran_privileges = { game_data = { category = location } local_possible_town_rights = 1 local_burghers_estate_power = 0.25 local_monthly_development_modifier = 0.1 } tun_tax_raid_modifier = { game_data = { category = location } local_population_growth = -0.0005 local_pop_join_rebel_threshold = 0.1 } geo_centralization_efforts_modifier = { game_data = { category = location } local_monthly_control = 0.005 local_max_control = 0.2 } por_estudo_geral = { game_data = { category = location } local_max_literacy = 1 local_monthly_development_modifier = 0.1 } por_wool_town = { game_data = { category = location } local_wool_output_modifier = 0.5 local_construction_speed = 0.1 local_monthly_development = 0.1 } por_patronage_of_navigator_location = { game_data = { category = location } local_port_build_buildings_efficiency = 0.5 } mint_of_elentir_modifier = { game_data = { category = location } local_raw_material_output = 0.33 } preserved_vijayanagar = { game_data = { category = location } local_unrest = -0.05 local_max_control = 0.1 local_monthly_control = 0.01 } tur_active_firman_modifier = { game_data = { category = location } local_migration_attraction = 2 } enraged_ikko_ikki = { game_data = { category = location } local_unrest = 0.4 } urban_growing_pains = { game_data = { category = location } local_unrest = 0.15 local_population_capacity_modifier = -0.75 local_monthly_development_modifier = 0.33 } wokou_pirate_stronghold_indifferent = { game_data = { category = location } local_monthly_control = -0.002 } wokou_pirate_stronghold_friendly = { game_data = { category = location } local_trade_protection_factor = 0.1 } nanban_port = { game_data = { category = location } local_monthly_development_modifier = 0.1 local_raw_material_output = 0.3 } shinto_local_christian_mission = { game_data = { category = location } local_unrest = 0.15 local_monthly_development = 0.015 } increased_maritime_activity_modifier = { game_data = { category = location decaying = yes } local_pop_promotion_speed_scaled = 0.2 local_monthly_prosperity = 0.001 } floating_ices_modifier = { game_data = { category = location decaying = yes } movement_cost = 0.33 local_navy_attrition = 5 } encroaching_cold_modifier = { game_data = { category = location decaying = yes } movement_cost = 0.5 local_navy_attrition = 10 } reduced_wool_production_modifier = { game_data = { category = location decaying = yes } local_raw_material_output = -1 } fewer_fisheries_modifier = { game_data = { category = location decaying = yes } local_raw_material_output = -0.33 local_monthly_food_modifier = monthly_food_productivity_ultimate_penalty } dry_spell_modifier = { game_data = { category = location decaying = yes } local_population_growth = -0.05 } lower_lumber_production_modifier = { game_data = { category = location } local_raw_material_output = -0.5 } cnc_local_authority_asserted = { game_data = { category = location } local_unrest = 0.05 local_crown_estate_power = 0.25 } cnc_refused_to_pay_taxes = { game_data = { category = location } local_crown_estate_power = -0.33 local_max_control = -0.1 } entry_port_modifier = { game_data = { category = location decaying = yes } local_port_cost_distance_impact = -0.05 local_merchant_capacity = 3 } trading_settlement = { game_data = { category = location } local_monthly_development = 0.015 local_monthly_prosperity = 0.01 } muslim_traders_controlled = { game_data = { category = location } local_pop_join_rebel_threshold = -0.01 local_max_control = 0.05 } islamic_missionaries = { game_data = { category = location } local_monthly_control = -0.001 local_monthly_development = 0.015 } muslim_sailor_community = { game_data = { category = location } local_sailors_modifier = 0.5 local_monthly_development = 0.015 } religious_community_isolated = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.05 } mosque_of_x = { game_data = { category = location } local_monthly_development = 0.015 local_pop_join_rebel_threshold = -0.01 } chiefs_with_pretensions = { game_data = { category = location } local_unrest = 0.3 local_pop_conversion_speed_modifier = -0.03 local_monthly_control = -0.02 } walls_of_vienna = { game_data = { category = location } local_defensive = 0.2 local_fort_maintenance_efficiency = 0.4 } dlh_increased_taxes = { game_data = { category = location } local_unrest = 0.5 local_crown_estate_power = 0.5 } # multiplied by the strength of the weather in the location heavy_rain_in_location = { game_data = { category = location decaying = yes } local_monthly_food_modifier = monthly_food_productivity_ultimate_bonus local_navy_attrition = 2 } # multiplied by the strength of the weather in the location storm_surge_in_location = { game_data = { category = location decaying = yes } local_raw_material_output = -0.15 local_monthly_prosperity = -0.01 local_maritime_presence = -0.5 local_navy_attrition = 10 } # multiplied by the strength of the weather in the location high_winds_in_location = { game_data = { category = location decaying = yes } local_raw_material_output = -0.15 local_monthly_prosperity = -0.01 local_monthly_food_modifier = monthly_food_productivity_weak_penalty local_maritime_presence = -0.5 local_food_decay = 0.001 movement_cost = 0.25 local_navy_attrition = 10 } # multiplied by the strength of the weather in the location sandstorm_in_location = { game_data = { category = location decaying = yes } local_raw_material_output = -0.25 local_monthly_prosperity = -0.015 local_monthly_food_modifier = monthly_food_productivity_severe_penalty local_maritime_presence = -1.0 local_food_decay = 0.0025 movement_cost = 0.25 local_army_attrition = 5 local_navy_attrition = 10 } # multiplied by the strength of the weather in the location snow_storm_in_location = { game_data = { category = location decaying = yes } local_raw_material_output = -0.5 local_monthly_food_modifier = monthly_food_productivity_ultimate_penalty local_food_decay = 0.001 local_maritime_presence = -1.0 movement_cost = 0.5 local_army_attrition = 5 local_navy_attrition = 10 } # multiplied by the strength of the weather in the location tornado_in_location = { game_data = { category = location decaying = yes } local_raw_material_output = -1 local_monthly_prosperity = -0.025 local_monthly_food_modifier = monthly_food_productivity_extreme_penalty local_maritime_presence = -2.0 local_army_attrition = 10 local_navy_attrition = 10 } entrenched_heretic_location_modifier = { game_data = { category = location } local_unrest = 0.2 local_pop_conversion_speed_modifier = -0.1 } capital_expansion_modifier = { game_data = { category = location } local_build_buildings_efficiency = 0.5 } capital_food_provisions_modifier = { game_data = { category = location } local_population_growth = 0.001 } center_of_writing_modifier = { game_data = { category = location decaying = yes } local_books_output_modifier = 0.5 } proper_administrative_ledgers_modifier = { game_data = { category = location } local_production_efficiency = small_production_efficiency_bonus } bavaria_internal_division = { game_data = { category = location } local_monthly_control = -0.01 local_max_control = -0.25 local_pop_join_rebel_threshold = 0.05 } increased_extraction_efforts = { game_data = { category = location decaying = yes } local_raw_material_output = 0.2 } kett_rebellion = { game_data = { category = location } local_pop_join_rebel_threshold = 0.02 } major_push_for_reform = { game_data = { category = location } local_institution_growth_modifier = 0.5 } introduction_of_newcommen_engine = { game_data = { category = location } local_build_buildings_efficiency = 0.2 local_monthly_development = 0.01 local_rgo_build_time = -0.25 } introduction_of_steam_power_blast = { game_data = { category = location } local_rgo_build_time = -0.25 local_monthly_development = 0.01 local_raw_material_output = 0.1 } introduction_of_watt_engine = { game_data = { category = location } local_monthly_development = 0.01 local_production_efficiency = medium_production_efficiency_bonus local_raw_material_output = 0.15 } introduction_of_self_sharpening_plows = { game_data = { category = location } local_monthly_development = 0.01 local_monthly_food_modifier = monthly_food_productivity_weak_bonus local_rgo_build_time = -0.25 } introduction_of_flying_shuttle = { game_data = { category = location } local_monthly_development = 0.01 local_production_efficiency = medium_production_efficiency_bonus local_raw_material_output = 0.1 } introduction_of_spinning_jenny = { game_data = { category = location } local_monthly_development = 0.01 local_production_efficiency = medium_production_efficiency_bonus local_raw_material_output = 0.15 } improved_flow_of_goods = { game_data = { category = location } local_monthly_development = 0.01 local_road_building_time = -0.075 } agricultural_revolution = { game_data = { category = location } local_monthly_food_modifier = monthly_food_productivity_mild_bonus local_monthly_development = 0.01 } economic_urbanization_modifier = { game_data = { category = location } local_build_buildings_efficiency = 0.3 local_population_capacity_modifier = 0.1 } industrial_urbanization_modifier = { game_data = { category = location } local_build_buildings_efficiency = 0.3 local_monthly_development = 0.01 } modern_industry_modifier = { game_data = { category = location } local_raw_material_output = 0.5 local_production_efficiency = medium_production_efficiency_bonus } shipyards_of_x_modifier = { game_data = { category = location } local_production_efficiency = medium_production_efficiency_bonus max_ships_built_at_same_time = 2 } gave_in_to_luddite_protests = { game_data = { category = location } local_unrest = -0.2 local_raw_material_output = -0.25 } impoverished_artisans = { game_data = { category = location } local_unrest = 0.2 local_raw_material_output = -0.15 local_population_capacity_modifier = -0.25 } fire_compensation = { game_data = { category = location } local_unrest = -0.1 local_raw_material_output = -0.2 local_population_capacity_modifier = -0.25 } wrecked_by_factional_riots = { game_data = { category = location } local_unrest = 0.4 local_merchant_power = -2 local_merchant_capacity = -2 local_population_capacity_modifier = -0.25 } cotton_gin = { game_data = { category = location } local_raw_material_output = 0.2 } harsh_winters_modifier = { game_data = { category = location } local_food_capacity_modifier = -0.25 local_food_production_mult = -0.25 } nahuatl_temple_expansion_modifier = { game_data = { category = location } local_unrest = -0.1 } enforced_rationing_policy = { game_data = { category = location } local_unrest = 0.05 local_nobles_food_consumption = -0.1 local_clergy_food_consumption = -0.1 local_peasants_food_consumption = -0.1 local_burghers_food_consumption = -0.1 local_laborers_food_consumption = -0.1 local_slaves_food_consumption = -0.1 } expanded_production_of_raw_goods_modifier = { game_data = { category = location } local_raw_material_output = 0.2 } increased_seafaring_presence_modifier = { game_data = { category = location decaying = yes } local_maritime_presence = 0.2 } repopulation_of_anatolia_modifier = { game_data = { category = location } local_migration_attraction = 2 local_monthly_prosperity= 0.003 } merchant_expedition = { game_data = { category = location } local_merchant_capacity = 4 } new_lands_modifier = { game_data = { category = location } local_max_control = 0.1 local_unrest = -0.1 } pap_drained_marshes = { game_data = { category = location } local_frontage_allowed = 3 local_rgo_build_time = -0.25 local_road_building_time = -1.0 local_monthly_development_modifier = 0.30 local_monthly_food_modifier = monthly_food_productivity_mild_bonus } kie_crown_controlled_metropolitan = { game_data = { category = location } local_crown_estate_power = 0.5 local_max_control = 0.1 } kie_patriarch_controlled_metropolitan = { game_data = { category = location } local_clergy_estate_power = 0.25 local_unrest = -0.05 } kni_tripoli_harbor = { game_data = { category = location } harbor_suitability = 1 } kni_tripoli_fortified = { game_data = { category = location } local_defensive = 0.25 local_fort_maintenance_efficiency = 1.0 } lit_destruction_of_romuva_sites = { game_data = { category = location } local_pop_conversion_speed_modifier = 0.25 local_unrest = 0.2 } pap_corsican_guard = { game_data = { category = location } local_defensive = 0.1 } ven_accommodate_the_growing_population = { game_data = { category = location } local_migration_attraction = 0.1 } ven_reforms_of_lazzaretto_vecchio = { game_data = { category = location } local_life_expectancy = 3 local_disease_resistance = 0.25 } hre_unlawful_territory = { game_data = { category = location } local_unrest = 0.25 local_monthly_control = -0.01 } lit_grain_supply_of_europe = { game_data = { category = location } local_rgo_build_time = -0.35 local_monthly_food_modifier = monthly_food_productivity_unique_bonus } awlad_al_nas_commander = { game_data = { category = location } local_defensive = 0.2 } mamluk_commander = { game_data = { category = location } local_unrest = -0.1 local_defensive = 0.05 } mam_granary_of_the_mediterranean = { game_data = { category = location } local_raw_material_output = 0.2 local_monthly_food_modifier = monthly_food_productivity_unique_bonus } spa_implemented_nueva_planta = { game_data = { category = location } local_unrest = 0.25 local_monthly_control = 0.01 } cas_naples_crackdown = { game_data = { category = location } local_unrest = -0.2 local_monthly_control = 0.005 local_pop_join_rebel_threshold = -0.05 } cas_catalan_crackdown = { game_data = { category = location } local_unrest = -0.2 local_monthly_control = 0.005 local_pop_join_rebel_threshold = -0.05 } ################################### # Italian Wars ################################### iw_martial_grasp_modifier = { game_data = { category = location } local_manpower_modifier = 0.25 local_max_control = 0.1 } spa_severe_smallpox_outbreak = { game_data = { category = location } local_life_expectancy = -20 local_disease_resistance = -0.75 } spa_mild_smallpox_outbreak = { game_data = { category = location } local_life_expectancy = -5 local_disease_resistance = -0.25 } spa_potosi_silver = { game_data = { category = location } local_raw_material_output = 0.33 } dan_integrating_scania = { game_data = { category = location } local_max_control = 0.15 } spa_efficient_market_system = { game_data = { category = location } local_rgo_build_time = -0.35 local_monthly_food_modifier = monthly_food_productivity_unique_bonus } iro_shikellamy_pennsylvania = { game_data = { category = location } local_max_control = 0.1 local_monthly_control = 0.01 local_monthly_prosperity = 0.001 } iro_three_sisters_harvest = { game_data = { category = location } local_monthly_food_modifier = monthly_food_productivity_radical_bonus local_monthly_development = 0.01 local_monthly_prosperity = 0.001 } sainte_marie_de_gannentaha = { game_data = { category = location } local_monthly_literacy = 0.25 local_institution_growth_modifier = 0.33 } iro_simon_treatments = { game_data = { category = location } local_life_expectancy = 1 local_disease_resistance = 0.25 } chk_rebuilding_woodhenge = { game_data = { category = location } local_monthly_development = 0.02 } chk_protection_against_flooding = { game_data = { category = location } local_monthly_prosperity = 0.03 local_life_expectancy = 1 local_population_capacity_modifier = -0.10 } chk_outer_cahokia_protected_flooding = { game_data = { category = location } local_monthly_prosperity = 0.04 local_life_expectancy = 1.5 local_monthly_development = 0.03 } chk_food_conditions_horrific = { game_data = { category = location } local_food_capacity_modifier = -0.50 local_monthly_food_modifier = monthly_food_productivity_ultimate_penalty } chk_river_water_polluted = { game_data = { category = location } local_life_expectancy = -5 local_monthly_development = -0.03 } chk_nixtamalized_maize_practice_reintroduced = { game_data = { category = location } local_life_expectancy = 5 local_monthly_food_modifier = monthly_food_productivity_mild_penalty local_population_growth = 0.01 } chk_outer_cahokia_growth = { game_data = { category = location } local_population_growth = 0.03 } chk_fortifying_center = { game_data = { category = location } local_defensive = 0.25 local_fort_maintenance_efficiency = 0.4 } chk_shadow_of_cahokia_city = { game_data = { category = location } local_migration_attraction = -5 local_monthly_development = -0.04 } pue_improve_capital_irrigation = { game_data = { category = location } local_monthly_development = 0.03 local_monthly_food_modifier = monthly_food_productivity_severe_bonus local_population_growth = 0.02 } pue_the_sky_city = { game_data = { category = location } local_defensive = 0.25 local_population_capacity_modifier = 0.10 } pue_mesa_verde_reclaimed = { game_data = { category = location } local_monthly_development_modifier = 0.05 local_food_capacity = 50 } pue_mesa_verde_capital = { game_data = { category = location } local_migration_attraction = 1 local_monthly_development = 0.1 local_population_growth = 0.05 local_monthly_food_modifier = monthly_food_productivity_unique_bonus } nov_control_of_peterhof_kontor = { game_data = { category = location } local_trade_protection_factor = 0.25 local_trade_center_power = 0.025 } jap_dejima_island = { game_data = { category = location } local_monthly_development = 0.05 local_trade_center_power = 0.50 } jap_yoshiwara_district = { game_data = { category = location } local_migration_attraction = 0.25 local_monthly_development = 0.02 local_life_expectancy = 1 } jap_osaka_castle = { game_data = { category = location } local_defensive = 0.50 local_fort_maintenance_efficiency = 0.50 local_monthly_food_modifier = monthly_food_productivity_mild_bonus } center_of_urbanization_modifier = { game_data = { category = location } local_monthly_development_modifier = 0.25 local_migration_attraction = 1 } center_of_urban_exchange_modifier = { game_data = { category = location } local_build_buildings_efficiency = 0.2 local_trades_per_burgher = 0.2 } influx_of_merchants_modifier = { game_data = { category = location decaying = yes } local_trades_per_burgher = 0.33 } powerful_center_of_burghers_modifier = { game_data = { category = location decaying = yes } local_pop_promotion_speed_modifier = 0.1 local_migration_attraction = 0.3 local_burghers_estate_power = 0.2 } growing_glass_industry_modifier = { game_data = { category = location decaying = yes } local_glass_output_modifier = 0.3 local_raw_material_output = -0.1 local_monthly_development = 0.02 } growing_paper_industry_modifier = { game_data = { category = location decaying = yes } local_paper_output_modifier = 0.3 local_raw_material_output = -0.1 local_monthly_development = 0.02 } growing_cloth_industry_modifier = { game_data = { category = location decaying = yes } local_cloth_output_modifier = 0.3 local_raw_material_output = -0.1 local_monthly_development = 0.02 } capital_connection_modifier = { game_data = { category = location } local_monthly_development = 0.05 local_distance_from_capital_speed_propagation = 0.1 } local_markets_modifier = { game_data = { category = location } local_population_growth = 0.0002 } rural_center_modifier = { game_data = { category = location } local_production_efficiency = huge_production_efficiency_bonus } rural_development_modifier = { game_data = { category = location } local_max_rgo_size = 1 local_raw_material_output = 0.2 local_monthly_development_modifier = 0.1 } forced_back_to_work_modifier = { game_data = { category = location decaying = yes } local_unrest = 0.15 local_monthly_prosperity = -0.0025 } import_center_modifier = { game_data = { category = location } local_trades_per_burgher = 1 } secured_raw_materials_modifier = { game_data = { category = location } local_raw_material_output = 0.2 } cracked_down_on_minorities_modifier = { game_data = { category = location decaying = yes } local_unrest = 0.2 growth_is_primary_culture = yes local_pop_assimilation_speed_modifier = 0.05 } new_capital_modifier = { game_data = { category = location decaying = yes } local_migration_attraction = 1 local_unrest = -0.2 local_build_buildings_efficiency = 0.66 } influence_of_the_old_capital_modifier = { game_data = { category = location } local_proximity_source = 80 } royal_dowry_modifier = { game_data = { category = location } local_max_control = 0.2 local_monthly_control = 0.02 } expanded_mines_modifier = { game_data = { category = location decaying = yes } local_raw_material_output = 0.2 } tur_public_cats = { game_data = { category = location } local_disease_resistance = 0.15 } local_noble_stronghold_modifier = { game_data = { category = location decaying = yes } local_nobles_estate_power = 1 } continued_patronage_of_institutions_modifier = { game_data = { category = location decaying = yes } local_institution_growth_modifier = 0.2 local_monthly_prosperity = 0.0025 } increased_italian_privileges = { game_data = { category = location } local_trades_per_burgher = 0.5 local_crown_estate_power = -0.5 } strengthened_crown_control = { game_data = { category = location } local_trade_center_power = 0.15 local_crown_estate_power = 0.5 } lesser_italian_privileges = { game_data = { category = location } local_trades_per_burgher = 0.5 local_crown_estate_power = -0.2 } greek_culture_promotion_of_trade = { game_data = { category = location } local_migration_attraction = 0.5 local_trades_per_burgher = 1 } greek_culture_recent_aid_during_wartime = { game_data = { category = location } local_defensive = 0.25 local_garrison_growth = 0.1 } greek_culture_reinforced_akritai = { game_data = { category = location } local_garrison_growth = 0.2 local_unrest = -0.2 } greek_culture_slow_collapse_of_defences = { game_data = { category = location } local_defensive = -0.25 } greek_culture_decline_of_meditteranean_trade = { game_data = { category = location } local_trades_per_burgher = -0.75 } greek_culture_influential_polis = { game_data = { category = location } local_migration_attraction = 1 free_building_levels = 2 local_nobles_estate_power = 0.5 local_burghers_estate_power = 0.5 local_clergy_estate_power = 0.5 } greek_culture_mystras_scholarship_teachings_spread = { game_data = { category = location } local_monthly_literacy = 0.03 local_institution_growth_modifier = 0.15 } italian_culture_rival_wool_trade = { game_data = { category = location } local_raw_material_output = 0.25 local_merchant_capacity = 1 local_market_access = 0.10 local_monthly_development = 0.01 } italian_culture_move_countryside_to_capital = { game_data = { category = location } local_migration_attraction = 1.5 local_monthly_development_modifier = 0.10 local_build_buildings_efficiency = 0.25 local_population_growth = 0.005 } italian_culture_center_of_humanism = { game_data = { category = location } local_monthly_development_modifier = 0.25 local_monthly_literacy = 0.1 local_migration_attraction = 0.1 } italian_culture_major_center_of_art_and_culture = { game_data = { category = location } local_monthly_development_modifier = 0.10 local_population_growth = 0.002 local_prosperity_decay = -0.1 } maghrebi_culture_sophisticated_architecture = { game_data = { category = location } local_monthly_development = 0.01 local_build_buildings_efficiency = 0.33 } maghrebi_culture_important_saharan_trade_post = { game_data = { category = location } local_max_control = 0.15 local_monthly_development = 0.02 local_merchant_power = 5 local_merchant_capacity = 5 local_proximity_source = 5 } maghrebi_culture_palm_irrigation_yields_benefits = { game_data = { category = location } local_monthly_development = 0.03 local_monthly_development_modifier = 0.15 local_population_growth = 0.002 } increased_kephale_support = { game_data = { category = location } local_max_control = 0.1 } staple_port_commercial_stagnation_modifier = { game_data = { category = location } local_market_access = -0.25 local_merchant_capacity_modifier = -0.25 } local_maritime_boom_modifier = { game_data = { category = location } local_ship_build_speed = 0.5 local_maritime_presence = 0.33 } major_fire_modifier = { game_data = { category = location decaying = yes } local_monthly_development = -0.2 local_monthly_prosperity = -0.01 } location_innovative_tooling_techniques_modifier = { game_data = { category = location } local_raw_material_output = 0.25 local_production_efficiency = 0.05 } location_faceting_techniques_modifier = { game_data = { category = location } local_jewelry_output_modifier = 0.25 local_trades_per_burgher = 1 } local_quality_standards_modifier = { game_data = { category = location } local_production_efficiency = 0.05 raw_material_in_province_impact = 0.05 } urban_center_attracts_artisans_modifier = { game_data = { category = location } local_migration_attraction = 2 } local_brewing_boom_modifier = { game_data = { category = location } local_unrest = -0.25 local_beer_output_modifier = 0.5 local_wine_output_modifier = 0.5 local_liquor_output_modifier = 0.5 } bul_powerful_local_elites = { game_data = { category = location } local_unrest = 0.2 local_max_control = -0.5 } bul_unpaid_garrison = { game_data = { category = location } local_defensive = -0.5 local_unrest = 0.2 } sie_golden_age_of_siena = { game_data = { category = location } local_population_growth = 0.002 local_monthly_development_modifier = 0.2 } pis_salted_the_soil = { game_data = { category = location } local_monthly_development_modifier = -0.75 local_monthly_food_modifier = monthly_food_productivity_severe_penalty } pis_gem_of_sardinia = { game_data = { category = location } local_migration_attraction = 2 local_build_buildings_efficiency = 0.25 } luc_fine_cloth_productions = { game_data = { category = location } local_fine_cloth_output_modifier = 0.25 } iw_fortify_key_location_modifier = { game_data = { category = location decaying = yes } local_hostile_attrition = 2.5 local_defensive = 0.2 } center_of_authority_ruins_modifier = { game_data = { category = location decaying = yes } local_proximity_source = 80 } # Mining survey — per-raw-material discovery modifiers (15-20 yr decaying) rich_iron_seam = { game_data = { category = location decaying = yes } local_iron_output_modifier = 0.5 } rich_copper_lode = { game_data = { category = location decaying = yes } local_copper_output_modifier = 0.5 } rich_tin_lode = { game_data = { category = location decaying = yes } local_tin_output_modifier = 0.5 } rich_lead_seam = { game_data = { category = location decaying = yes } local_lead_output_modifier = 0.5 } rich_silver_vein = { game_data = { category = location decaying = yes } local_silver_output_modifier = 0.75 } rich_gold_strike = { game_data = { category = location decaying = yes } local_goods_gold_output_modifier = 0.75 } productive_coal_seam = { game_data = { category = location decaying = yes } local_coal_output_modifier = 0.5 } productive_stone_quarry = { game_data = { category = location decaying = yes } local_stone_output_modifier = 0.5 } productive_marble_quarry = { game_data = { category = location decaying = yes } local_marble_output_modifier = 0.5 } productive_gem_pit = { game_data = { category = location decaying = yes } local_gems_output_modifier = 0.75 } productive_mercury_mine = { game_data = { category = location decaying = yes } local_mercury_output_modifier = 0.5 } productive_salt_mine = { game_data = { category = location decaying = yes } local_salt_output_modifier = 0.5 } productive_alum_workings = { game_data = { category = location decaying = yes } local_alum_output_modifier = 0.5 } productive_saltpeter_workings = { game_data = { category = location decaying = yes } local_saltpeter_output_modifier = 0.5 } # Cartographic survey: per-raw-material coastal discoveries (15-20 yr decaying) surveyed_fishing_grounds = { game_data = { category = location decaying = yes } local_fish_output_modifier = 0.5 } surveyed_lumber_coast = { game_data = { category = location decaying = yes } local_lumber_output_modifier = 0.5 } surveyed_salt_pans = { game_data = { category = location decaying = yes } local_salt_output_modifier = 0.5 } surveyed_pearl_beds = { game_data = { category = location decaying = yes } local_pearls_output_modifier = 0.75 } surveyed_vineyard_coast = { game_data = { category = location decaying = yes } local_wine_output_modifier = 0.5 } surveyed_dye_coast = { game_data = { category = location decaying = yes } local_dyes_output_modifier = 0.5 } surveyed_amber_coast = { game_data = { category = location decaying = yes } local_amber_output_modifier = 0.75 } # Cartographic survey: generic harbor improvements (10 yr decaying) surveyed_safe_harbour = { game_data = { category = location decaying = yes } harbor_suitability = 0.2 } surveyed_reef_passage = { game_data = { category = location decaying = yes } local_port_cost_distance_impact = -0.25 } surveyed_smugglers_cove = { game_data = { category = location decaying = yes } local_merchant_capacity = 5 } seda_de_granada = { game_data = { category = location } local_raw_material_output = 0.1 local_rgo_build_time = -0.2 local_max_rgo_size = 5 } benefits_from_mining_discoveries_modifier = { game_data = { category = location } local_raw_material_output = 0.1 } iberian_culture_whitewashed_houses = { game_data = { category = location } local_disease_resistance = 0.2 } jewish_expulsion_threat = { game_data = { category = location } local_production_efficiency = -0.2 local_merchant_capacity_modifier = -1.0 local_monthly_literacy = -0.5 } seat_of_governance_modifier = { game_data = { category = location } local_crown_estate_power = 1 local_max_control = 0.25 } ara_main_court = { game_data = { category = location } local_migration_attraction = 0.2 local_monthly_development_modifier = 0.1 } ara_political_gathering = { game_data = { category = location } local_unrest = -0.1 local_monthly_prosperity = 0.0025 }