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