Capitals Expanded Beyond Typus
*The development values here are twice the base game values.
For base game version see: BASE GAME VERSION
This mod adds a number of triggered modifiers to reward the development of your nation’s Capital. This is a nice touch for those who like playing tall. The modifiers are listed below. They are activated when the condition is met. These modifiers can stack. Note that I may tweak these values in the future for balance purposes.
When Capital’s total development is 90 = Global tax +15%
When Capital’s total development is 100 = Production efficiency +15%
When Capital’s total development is 110 = Trade efficiency +15%
When Capital’s total development is 120 = Land force limit +20%
When Capital’s total development is 120 (AND is coastal) = Naval force limit +20%
When Capital’s total development is 130 = Army morale +10%
When Capital’s total development is 130 (AND is coastal) = Naval morale +10%
When Capital’s total development is 140 = Discipline +5%
When Capital’s taxation level is 30 = Global tax +10%
When Capital’s taxation level is 40 = Administrative efficiency +10%
When Capital’s taxation level is 50 = Mercenary maintenance -20%
When Capital’s taxation level is 60 = Yearly absolutism +1.2
When Capital’s production level is 30 = Trade efficiency +10%
When Capital’s production level is 30 (AND is coastal) = Naval force limit +10%
When Capital’s production level is 40 = Production efficiency +10%
When Capital’s production level is 40 (AND is coastal) = Sailors modifier +20%
When Capital’s production level is 50 = Goods produced +10%
When Capital’s production level is 50 (AND is coastal) = Naval morale +5%
When Capital’s production level is 60 = Provincial trade power +25%
When Capital’s manpower level is 30 = Land force limit +10%
When Capital’s manpower level is 40 = Global manpower +20%
When Capital’s manpower level is 50 = Army morale +5%
When Capital’s manpower level is 60 = Discipline +2.5%
When Capital’s total development is 100 AND:
50% Professionalism = Drill modifier +50%
60% Professionalism = Land morale +2% & Discipline +1% & General cost -20%
70% Professionalism = Land morale +2% & Discipline +1% & Land leader manuever +1
80% Professionalism = Land morale +2% & Discipline +1% & Land leader shock +1
90% Professionalism = Land morale +2% & Discipline +1% & Land leader fire +1
100% Professionalism = Land morale +2% & Discipline +1% & Land leader siege +1
*These stack as Professionalism level increases; by 100%, you get +10% land morale & +5% discipline as well as the other bonuses.
When Capital’s total development is 150 AND:
capital trade good is Chinaware = Monthly autonomy change -0.1
capital trade good is Cloth = Development cost -15%
capital trade good is Coal = Goods produced +20%
capital trade good is Cocoa = Garrison growth +33% & Garrison size +25%
capital trade good is Coffee = Institution spread +20%
capital trade good is Copper = Production efficiency +15%
capital trade good is Cotton = Global settler increase +30
capital trade good is Dyes = Yearly corruption -0.2
capital trade good is Fish = Sailors +50%
capital trade good is Fur = Provincial trade power +33%
capital trade good is Gems = Global tax +15%
capital trade good is Glass = Core creation cost -15%
capital trade good is Gold = Inflation reduction -0.25
capital trade good is Grain = Land force limit +15%
capital trade good is Incense = Tolerance of true faith +2
capital trade good is Iron = Regiment cost -15%
capital trade good is Ivory = Diplomatic reputation +1 & relations +1
capital trade good is Livestock = Land attrition -20%
capital trade good is Naval Supplies = Naval force limit +15%
capital trade good is Paper = Administritive efficiency +5%
capital trade good is Salt = Defensiveness +25%
capital trade good is Silk = Trade efficiency +15%
capital trade good is Slaves = Tariffs +33%
capital trade good is Spices = Spy network construction +50%
capital trade good is Sugar = Monthly war exhustion -0.1
capital trade good is Tea = Advisor cost -15%
capital trade good is Tobacco = Spy network defence +50%
capital trade good is Tropical Wood = Construction cost -20%
capital trade good is Wine = National unrest -2
capital trade good is Wool = Movement speed +20%
capital trade good is Beer* = Aggressive expansion -20%
capital trade good is Books* = Technology cost -5%
*these are Beyond Typus specific trade goods.
When religious unity is 100% AND:
capital’s development is 60 = **
capital’s development is 80 = **
capital’s development is 100 = **
capital’s development is 120 = **
capital’s development is 140 = **
**-1% all power cost & +0.2 yearly prestige & +0.2 true faith tolerance & +0.5% missionary strength
(These stack as capital development increases)
Idea group bonuses for Ultra Tall nations:
If Capital development 100+ AND all state provinces 30+ development AND:
–Administrative idea groups:
Completed Administrative = *** AND +5% administrative efficiency
Completed Economic = *** AND +7.5% goods produced
Completed Expansion = *** AND -50% native uprising chance
Completed Humanist = *** AND +2 diplomatic reputation
Completed Religious = *** AND +2 missionary strength vs heretics
Completed Innovative = *** AND -20% state maintenance
–Diplomatic idea groups:
Completed Diplomatic = *** AND +1.5 yearly prestige
Completed Espionage = *** AND +5% discipline
Completed Exploration = *** AND +25% native assimilation chance
Completed Maritime = *** AND +20% ship trade power
Completed Trade = *** AND -15% development cost
Completed Influence = *** AND +2 relations
–Military idea groups:
Completed Defensive = *** AND +33% movement speed
Completed Offensive = *** AND +1 land leader siege
Completed Aristocratic = *** AND +5 max absolutism
Completed Plutocratic = *** AND +10% production efficiency
Completed Quality = *** AND +5% mercenary discipline
Completed Quantity = *** AND +2 leaders
Completed Naval = *** AND +1 naval leader maneuver
*** -10% development cost
Leave me feedback on the development requirements.
Patch info given in BASE GAME VERSION