Rule The Waves Extended Timeline
Light ships trade power
merchant ship 2 -> 3
barque 3 -> 4
caravel 3.5 -> 5
early frigate 4 -> 6
frigate 5 -> 8
Heavy frigate 6 -> 10
Great Frigate 7 -> 12
cruiser 7 -> 15
missile cruiser 7 -> 20
Blockades:
100% blockade war exhaustion 0.1 -> 0.4
blockaded provinces now have 0 trade power and take longer to build units
Blockaded Provinces:
regiment_recruit_speed = 0.2 ————> 0.5
ship_recruit_speed = 0.2 ————> 3
trade_goods_size_modifier = -1
province_trade_power_modifier = -0.75 –>- 5.00
monthly devastation 0.1->0.3
Idea Groups:
Maritime:
bonus
sea_repair = yes
embargo_efficiency = 0.25
global_trade_power = 0.2
sea hawks
navy_tradition = 1
merchant_marine
global_sailors_modifier = 0.5
sheltered_ports
global_ship_repair = 0.1
sailor_maintenance_modifer = -0.1
grand_navy
naval_forcelimit_modifier = 0.5
ships_penny
global_ship_cost = -0.1 —————> -0.15
excellent_shipwrights
leader_naval_manuever = 2
naval_fighting_instruction
blockade_efficiency = 0.5
naval_ideas:
bonus
ship_durability = 0.1
war_exhaustion = -0.03
privateer_efficiency = 0.20
naval_maintenance_modifier = -0.20
global_trade_power = 0.2
siege_blockade_progress = 1
boarding_parties
leader_naval_shock = 1
improved_rams
galley_power = 0.25
naval_cadets
leader_naval_fire = 1
sunk_ship_morale_hit_recieved = -0.33
naval_glory
prestige_from_naval = 1.0
naval_tradition_from_battle = 0.5
press_gangs
sailors_recovery_speed = 0.25
oak_forests_for_ships
heavy_ship_power = 0.20
superior_seamanship
naval_morale = 0.1
global_naval_engagement_modifier = 0.1
expansion_ideas:
bonus
cb_on_overseas = yes
state_maintenance_modifier = -0.25
development_cost = -0.2
max_states = 5
core_creation = -0.10
additional_colonists
colonists = 1
additional_merchants
merchants = 1
faster_colonists
global_colonial_growth = 10 ———-> 20
organised_recruiting
global_regiment_recruit_speed = -0.1 –>-0.3
additional_diplomats
diplomatic_upkeep = 1
improved_shipyards
global_ship_recruit_speed = -0.1 ——->-0.3
competetive_merchants
global_trade_power = 0.2