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Capital

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{{version|vanillaRes Publica}}
Every country has a '''capital''' [[province]], which acts as center of government. A nation's capital is generally its most important province, and consequently the capital affects, and is affected by, many mechanics throughout the course of a game. For example, countries with capital provinces located within the bounds of the [[Holy Roman Empire]] are automatically given membership in the Empire.
==Purpose & effects==
* '''In [[war]]''': If a capital is occupied during a war, it will count for a greater [[warscore]] because of its value. It also generally cannot be claimed as part of a peace deal unless it is the very last province of the country; as part of an [[annexation]]; or if it is isolated and the sole aim of the war.
* '''For [[trade]]''': Trade is automatically collected from the node containing the main trade port, which is always the capitalat the beginning of the game, even without a merchant (although a merchant will boost the income received). Collecting from trade in other nodes reduces one's trade power there by 50%.
* '''For government [[envoy]]s''': [[Colonists]], [[diplomats]], [[merchants]] and [[missionaries]] all return to the capital when they are unassigned, and the time taken to return depends on the distance from their target to the capital.
* '''For [[colonies]]''': Provinces on that are on the same continent as the capital, or are connected to it through owned land, don't count as distant oversees and won't produce [[colonial nations]].
The capital, and any foreign diplomats active in it, will automatically change in the event that it is conquered in a war.
 
If the main trade port is in the capital, moving the capital will move trade ports as well.
'''Tactical moving of capital'''
Autopatrol
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