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Proximity_Control_Overhaul/main_menu/common/static_modifiers/location.txt
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2026-10-17 14:54:36 +03:00

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###################################
# 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
}