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Twelve Vultures

Twelve Vultures
Twelve Vultures Logo.jpg
Type
Historical Overhaul

Author(s)
AKronblad

Status
(2017.03.11) for EUIV v1.12.2

Forum
Steam workshop

Twelve Vultures is a historical overhaul mod that puts the player in the classical period. It marks many areas as wasteland and provides many mechanics applicable to the era.


Welcome to Twelve Vultures and The Year 746 BC!

This is a world where great kingdoms will crumble to dust and small cities ascend to supremacy, where kings will turn into legend or enter into oblivion, and where heroes will climb thrones or lose empires. This is a world full of opportunities for those who make a grab at them, but also a world full of dangers for those who are overwhelmed by them. Can you shape your own future, or will you fall to those who can?

With over 3000 events and 100 decisions, almost 700 countries and cultures and more than 100 culture groups, over 40 religions, and more than 40 trade goods, Twelve Vultures offers a challenging and complex gaming experience, full of unexpected turns, twists, and surprises as well as historical accuracy.

Contents

What is Twelve Vultures all about?Edit

Time periodEdit

Twelve Vultures covers the era from the years following the founding of Rome (746BC) to the fall of the Roman Empire in the west (476AD).

Geographical scopeEdit

Even though the map covers the entire globe, only the 'old world' provinces are inhabitable, from Ireland to the west to Japan to the east, from Scotland to the north to Malaysia to the south. All other provinces are set to wasteland.

BookmarksEdit

Four bookmarks are set at different times during the time period. In addition, the A New Dawn bookmark can be played with all provinces inhabited already at start, through An Inhabited World.


April 30, 746 BC (year 30) - A New Dawn​


The first Olympic Games, taking place three decades ago in around 776 BC, are marking the start of our calendar. Zhou imperial authority is reduced significantly in China after the sack of its capital three decades ago, and the emperor now holds only nominal power over the other states. Assyria is suffering from years of decay and disorder, losing its regional superpower status and allowing several conquered states to break free. But the new Assyrian king is ambitious, ruthless, and brave, ready for reconquest. Egypt is in a state of chaos, with separate Libyan dynasties ruling petty kingdoms independently, and with a powerful Kush in the south. And it is only a few years since the modest settlements of Roma and Carthago were established, two small cities destined to fight over supremacy of the western world in centuries to come.

 
Twelve Vultures - A New Dawn

April 30, 746 BC (year 30) - An Inhabited World​


Play in a fully populated world with all playable provinces inhabited.(This is done through selecting the 'New Dawn' bookmark and in the 'A New Dawn or An Inhabited World' event go with the 'The inhabited world, please.' option.)

 
Twelve Vultures - An Inhabited World

July 21, 340 BC (year 436) - Father and Son​


An alliance of Greek cities under the leadership of Athens has declared war upon Macedon and its king Philip II. His son and heir apparent, Alexander, just turned 16 and appointed regent during King Philip's upcoming campaigns, eagerly awaitens to surpass his father in glory and fame. In the east lingers the Persian empire, always dangerous to the Greek freedom and always awaiting an opportunity to conquer Hellenic soil. But Persia is also fragile, with power struggles and intrigues at the court. Who will die first: the Great King Artaxerxes III of the Achaemenid dynasty or his long-serving but treacherous Hazarapati, the eunuch Bagoas? And what hopes are there for Athens to maintain its independence so fiercely fought for: will the new masters be Macedonians from the north or Persians from the east?

 
Twelve Vultures - Father and Son

August 8, 323 BC (year 453) - Ghost on The Throne​


Alexander the Great is dead, succumbing in the halls of Babylon. The chiliarch Perdiccas has secured power and has distributed satrapies and offices to Alexander's generals, himself assuming the regent role of the two kings, Philip III and Alexander's infant son, Alexander IV. Thus, the Macedonian empire is temporarily united, but its satraps and generals are not content on being junior to one of their own. In the west, powerful Carthage is eyeing the development, unaware of the rising star of Rome, the future cause of its defeat and complete annihilation. In the east, the rising but not yet existing power of Maurya is destined to disrupt Macedonian hegemony in India.

 
Twelve Vultures - Ghost on The Throne

August 19, 14 AD (year 790) - City of Marble​


Augustus, the saviour of Rome and the founder of the Principate, has died, leaving his adopted son Tiberius a reluctant successor and Princeps. By the end of Augustus' reign the Roman frontier had been advanced to the Danube and the Rhine and Roman provinces encircled the Mediterranean. Any gaps were filled in by client kingdoms, insulating the empire against threats, such as from Parthia to the east. And in the far east, the once mighty Han dynasty that until a few years ago ruled all of China and beyond, has lost power to a usurping dynasty. How long will these three empires last and which one, if any, will prevail, given internal as well as foreign challenges and rivalries?

 
Twelve Vultures - City of Marble

FeaturesEdit

  • * Sandbox mode with the option to have the whole playable map populated (An Inhabited World)
  • * Dynamically appearing countries over time as other countries expand into uninhabited lands
  • * Greek and Phoenician colonies appearing over time
  • * Provincial and regional administration
  • * Second Imperial Capitals or Additional Central Courts
  • * Court officials for several different countries
  • * Social classes for several different countries
  • * Domestic policies
  • * Military doctrine
  • * Reworked buildings
  • * Many additional idea groups and national ideas
  • * Tribal tribute and recruitment
  • * Local recruitment
  • * Trading posts: trade in non-colonised and tribal lands, potentially establishing colonies
  • * Vassal troops: request soldiers from your subjects
  • * Senatus Consultum: obey the decrees of the Senate and reap the rewards, or disregard them at your own risk.
  • * Great wonders: build your own monuments that will stand the test of time and earn you immense respect
  • * Resource requirements: secure sufficient supplies of the needed trade goods
  • * Dynamic changes to prices of trade goods, based on demand and supply
  • * Pirates
  • * Chinese tributary system
  • * Slave revolt mechanics
  • * Call for freedom mechanics with focus on separatist rebels and more widespread and sudden revolts
  • * Balance between social classes, primarily for smaller nations
  • * Socii: interact with allies
  • * Civitas: grant the provincial non-citizen Peregrini partial (Ius Latii) or full (Civitas Romana) citizenship, or deny them, all in order to create the most beneficial balance between the three.
  • * Koinon: Greek leagues
  • * Provincial focus of tribes
  • * Provincial specialisation for non-tribals
  • * Roman achievements: try to achieve what the Romans did historically, with 36 challenging quests.
  • * Alexander the Great and Hellenistic successor states
  • * Inventions: feature capturing historically very important innovations, inventions, and discoveries, such as the saddle, chainmail, steel, catapults, etc.
  • * Cultural Standing mechanism
  • * Simple Greek Hegemony mechanism
  • * Syncretism: Elements of foreign faiths in state religions
  • * Civil war mechanics
  • * Omen mechanics
  • * Governor and Grand Governor policies
  • * Influential Individuals desiring certain favours

Credits and thanksEdit

  • satyrlord: for building icons and 'Greek shield' banners.
  • dharper: for religious idea groups and for Hindu events.
  • jacobsighs: for the super flat map.
  • jnt.mullen: for the Tenth Idea mod.
  • ciadude2: for the tracks from his standalone music mod.
  • in heaven: for the thick borders and the font.
  • cldcrst: for the Roman province and city names.
  • M&T Team: for many of the ruler traits.
  • DerGroseKA: for the shields of the units.

Explanations to some important concepts and mechanicsEdit

Administrative Control of ProvincesEdit

  • The Administrative Control (AC) ranges from 0 (worst) to IX (best) for non-capital provinces, and from X (worst) to XX (best) for capital provinces.
  • Each level of AC for non-capital provinces corresponds to a Local Autonomy (LA) level, towards which the province's current LA strives.
  • In addition to the modifiers resulting from the current LA level, the province may (for very low AC levels) also get an unrest penalty.
A province's AC level is determined as follows:
  • The undisrupted distance (in number of land provinces or via sea zone) (DfC) from the capital (or an Additional Central Court) is calculated, with 1 being the closest and 20 the most distant. Notwithstanding this a non-cored capital or Additional Central Court will be treated as having a DfC of 5, thus causing its neighbouring provinces to start calculating from that level and in turn receiving DfC's of 6. Furthermore, a non-core province will be assigned a DfC of no less than 6, independent of its actual distance to the capital or an Additional Central Court.
The DfC is thereafter adjusted in the following way (and in that sequence):
  • -1 for all cored provinces with DfC of 2 or higher if having the full Administrative Idea Group (i.e., all Ideas).
  • -1 per idea in the Imperial Idea Group for all cored provinces, with a minimum DfC equal to the idea level in question (i.e., up to -7, but the Imperial Idea VII (7) reduces DfC only if DfC is at least 8 prior to reduction, reducing it not below 7).
  • All coastal provinces (whether cored or not) with DfC of 11 or higher get 10 DfC, if owner either has at least one idea in the Naval Idea Group or is not tribal.
  • All cored coastal provinces with DfC of 6 or higher get 5 DfC if having the full Naval Idea Group.
  • All cored coastal provinces with DfC of 5 or higher get 4 DfC if having the first idea in the Thalassocratic Idea Group.
  • All cored coastal provinces with DfC of 5 or higher get 4 DfC if having the second idea in the Thalassocratic Idea Group, plus every inland neighbour province getting a maximum DfC of 10.
  • All cored coastal provinces with DfC of 4 or higher get 3 DfC if having the third idea in the Thalassocratic Idea Group, plus every inland neighbour province getting a maximum DfC of 10.
  • All cored coastal provinces with DfC of 4 or higher get 3 DfC if having the fourth idea in the Thalassocratic Idea Group, plus every inland neighbour province getting a maximum DfC of 9.
  • All cored coastal provinces with DfC of 3 or higher get 2 DfC if having the fifth idea in the Thalassocratic Idea Group, plus every inland neighbour province getting a maximum DfC of 9.
  • All cored coastal provinces with DfC of 3 or higher get 2 DfC if having the sixth idea in the Thalassocratic Idea Group, plus every inland neighbour province getting a maximum DfC of 8.
  • All cored coastal provinces with DfC of 2 or higher get 1 DfC if having the seventh idea in the Thalassocratic Idea Group (i.e., full Idea Group), plus every inland neighbour province getting a maximum DfC of 8.
  • No non-cored provinces can get a DfC of lower than 6, aside from non-cored capitals and Additional Central Courts which will obtain a DfC of 5.
  • Under certain circumstances (e.g., non-owner culture and religion), coastal provinces (whether cored or not) with the 'Colony's Prosperous Trade' modifier may get its DfC set to 1.


Depending then on the Provincial Policy level of the country (0 meaning maximum focus on capital, and 5 maximum focus on geographically peripheral provinces), each province's DfC will translate into a starting-point Interim Administrative Control (iAC). Thus in general, the larger your realm, the higher your optimal Provincial Policy level.

0 Provincial Policy level:

12 iAC if 0 DfC

0 if 1 DfC

-18 if 2 DfC

-30 if 3+ DfC

1 Provincial Policy level:

8 iAC if 0 DfC

6 if 1 DfC

4 if 2 DfC

0: 3 DfC

-6 if 4 DfC

-14 if 5 DfC

-24 if 6 DfC

-30 if 7+ DfC

2 Provincial Policy level:

6 iAC if 0 DfC

5 if 1 DfC

4 if 2 DfC

3 if 3 DfC

2 if 4 DfC

0 if 5 DfC

-3 if 6 DfC

-7 if 7 DfC

-12 if 8 DfC

-18 if 9 DfC

-25 if 10 DfC

-30 if 11+ DfC

3 Provincial Policy level:

4 iAC if 0 DfC

3 if 1 DfC

2 if 2 DfC

1 if 3 DfC

0 if 4 DfC

-1 if 5 DfC

-2 if 6 DfC

-4 if 7 DfC

-7 if 8 DfC

-11 if 9 DfC

-16 if 10 DfC

-22 if 11 DfC

-29 if 12 DfC

-30 if 13+ DfC

4 Provincial Policy level:

2 iAC if 0 DfC

1 if 1 DfC

0 if 2 DfC

-1 if 3 DfC

-2 if 4 DfC

-3 if 5 DfC

-4 if 6 DfC

-5 if 7 DfC

-6 if 8 DfC

-8 if 9 DfC

-11 if 10 DfC

-15 if 11 DfC

-20 if 12 DfC

-26 if 13 DfC

-30 if 14+ DfC

5 Provincial Policy level:

0 iAC if 0 DfC, and thereafter -1 iAC for each level of DfC (i.e., -10 for 10 DfC, and -20 for 20 DfC).


The starting point iAC will get then adjusted further.

iAC gets modified by the following factors:

  • Terrain (for non-tribal countries): Woods -3; Forest, Hills or Marsh -4; Highlands or Jungle -5; Mountain -6.
  • Terrain (for tribal countries): Woods -4; Forest, Hills or Marsh -6; Highlands or Jungle -8; Mountain -10.
  • Governors: improve by +4 (Brilliant), +2 (Able), 0 (Incompetent), and -2 (Worthless).
  • Grand Governors: improve depending on distance to Centre of Grand Region, i.e., +7 for Centre of Grand Region itself and then +6, +5, ..., +1, 0 for each uninterrupted land distance (with 7 or higher giving no benefit at all).
  • Grand Governors: improve by +4 (Brilliant), +2 (Able), -2 (Incompetent), and -4 (Worthless).
  • Grand Governors: 'Lack of Assigned Grand Governor Region' province modifier: -7. (For all provinces not assigned to any Grand Region if at least another province is assigned.)
  • Same culture as owner: +4.
  • Accepted culture: +1 - +3 (for 'Policy on Cultures' level of +1, +3, and +5, respectively).
  • Not same culture group as owner: -3.
  • Tolerance to religion: +2 (if owner religion and tolerance of 0 or higher), +2 if +3 tolerance, +1 if +1 tolerance, -1 if not -2 tolerance, and -2 if not -4 tolerance.
  • Not has core: -10
  • Buildings (other than Roads): Court: +1, Spy Network: +2, Police Network: +4, Palace: +6
  • Buildings (Roads) for AI: Roads +2, Paved Roads +4, Road Network +6
  • Buildings (Roads) for player: Roads +1, Paved Roads +2, Road Network +3 as basic effects.
  • Road Network Modifiers effects for player: Basic +1, Developed +3 (plus +1 for all adjacent provinces without Road Network Modifiers), Advanced +5 (plus +2 for all adjacent provinces without Road Network Modifiers, and +1 for all provinces adjacent to them plus lacking Road Network Modifiers).
  • Tribal owner: +2 (tribal), -2 (domesticated), -3 (civilised, highly civilised)
  • Non-tribal uncivilised owner: -2 (tribal), +1 (domesticated, civilised, highly civilised)
  • Civilised owner: -3 (tribal), +1 (domesticated, civilised), +2 (highly civilised)
  • Highly civlised owner: -3 (tribal), +1 (domesticated), +2 (civilised), +3 (highly civilised)
  • Tian Ming province modifier for Huangdi owner: +6
  • Tian Ming province if 'Claim to Tian Ming' owner: +3

The iAC level is then capped at 40 before adjustment for Decay.

  • Decay: -1 for each two levels of Decay

Finally, the iAC level of each province translates into an AC level, as follows:

For capitals or Additional Central Courts:

XX: 20+ iAC

XIX: 18-20

XVIII: 16-18

XVII: 14-16

XVI: 12-14

XV: 10-12

XIV: 8-10

XIII: 6-8

XII: 4-6

XI: 2-4

X: below 2

For other provinces:

IX: 15+

VIII: 12-15

VII: 9-12

VI: 6-9

V: 3-6

IV: 0-3

III: (-3)-0

II: (-6)-(-3)

I: (-9)-(-6)

0: below -9



Assimilation and Acceptance of CulturesEdit

Active assimilation (i.e., change) and acceptance of foreign cultures is made through the Domestic Policies decision and accompanying events.

General requirements

It is important to note that certain requirements need to be fulfilled in order to get the option to either assimilate or accept a culture; the most basic and general requirement being that the ruler needs to be present as general for an army in the province in which the action is to take place.

Assimilating culture

This requires a Policy of Culture Assimilation of -1 or below. The province in which to assimilate the culture into the owner's needs to neighbour at least two controlled and non-sieged provinces of the country having owner's culture. Furthermore, the cost in Domestic Policy Points (in addition to 100 ADM and MIL points) will depend on the country's level of Policy of Culture Assimilation:

  • -1 => 6 Domestic Policy Points cost
  • -2 => 5 Domestic Policy Points cost
  • -3 => 4 Domestic Policy Points cost
  • -4 => 3 Domestic Policy Points cost
  • -5 => 2 Domestic Policy Points cost

In addition, the cost in Military Doctrine Points will depend on the country's level of Policy of Culture Assimilation:

  • -1 => 2 Military Doctrine Points cost
  • -2 => 3 Military Doctrine Points cost
  • -3 => 4 Military Doctrine Points cost
  • -4 => 5 Military Doctrine Points cost
  • -5 => 6 Military Doctrine Points cost

Accepting culture

This requires a Policy of Culture Acceptance of at least +1. The cost will amount to 100 DIP and 100 ADM points, and also depend on the level of Policy of Culture Acceptance:

  • +1 => 6 Domestic Policy Points cost
  • +2 => 5 Domestic Policy Points cost
  • +3 => 4 Domestic Policy Points cost
  • +4 => 3 Domestic Policy Points cost
  • +5 => 2 Domestic Policy Points cost



Trading PostsEdit

Trading posts cost gold upfront to establish but thereafter yields a fixed amount every two years, depending on their size, and can therefore it maintained for a long time and expanded prove to be a very lucrative venture!

  • In order to be able to establish trading posts at all, you need to have either the Trade idea group or the Naval idea group (in the next version this will be widened to all Punic and certain Greek countries).
  • Trading Posts can be established over time (takes place by way of event) by placing at least 1 infantry unit in an uninhabited* coastal** province, within the country's colonisation range.
  • Please note that a Trading Post is not necessarily established immediately, as the event has a MttH of 2 years.
  • Or an inhabited province if the owner is tribal.** Or a non-coastal province if it neighbors a coastal province that is either owned by the country or has a Large Trading Post.
  • Once established, the trading post may grow or shrink, but a small trading post will tend to grow faster if having at least 1 infantry unit stationed in the province, a medium trading post at least 2 infantry units there, and a large trading post can develop into a colony if at least 3 infantry units are stationed there (again, all this takes place over time by way of event).
  • Furthermore, a trading post will not shrink if the required number of infantry units (as specified in the previous bullet point) is stationed there.
  • A small trading post yields 2 gold every two years, a medium 4 gold, and a large 6 gold every two years.
  • Establishing a trading post or increasing the size of a trading post costs 10 gold upfront, thus, making the approximate payback time 10 years for an established trading post.
  • Once a province with a trading post has a non-tribal owner, the trading post will be eliminated.
  • War or hostile units in any province in which the country has established trading posts will lead to such trading posts being eliminated, unless the country can maintain at least 1 infantry unit in the province.



Vassal AnnexationEdit

  • Annexation of a vassal is made the same way as vanilla, i.e., through 'Annex Vassal' in 'Influence Actions' in the Diplomacy tab, with the same requirements, in particular having at least +190 opinion.
  • In this mod, though, it is impossible to improve relations with vassals to such level the normal way; in contrast, the 'Vassal Annexation' opinion modifier is needed.
  • In order to obtain the 'Vassal Annexation' opinion modifier with a vassal, the overlord must be sufficiently strong and the vassal sufficiently weak.
  • These are the requirements needed to be able to get the 'Vassal Annexation' opinion modifier and be able to start the annexation process:
  • (Please also note that the 'Vassal Politics' decision has certain requirements needed in order for it to be taken at all.)* At peace.* All of Domestic Policy, Foreign Affair, and Military Doctrine Points at 1 or higher.* All of ADM, DIP, and MIL power points at 100 or more.* Number of provinces at least the same as that of vassal.* If number of provinces is equal, then overlord: stability +3, prestige +50, and vassal: stability below -2, prestige below -50.* If number of provinces is larger, then overlord: stability +2, prestige +25, and vassal: stability below -1, prestige below -25.* Tribal overlords can only annex tribal vassals.* Non-tribal overlords can annex tribal vassals, if having all ideas in the Expansion idea group.
  • If the applicable requirements are met for the vassal in question, the 'Annex' option becomes available in the event after having chosen the desired vassal following the 'Vassal Politics' decision.
  • Once that option is chosen, the 'Vassal Annexation' opinion modifier is activated, and the annexation process of the vassal is available, if all other requirements are met (look in the Diplomacy tab in-game for more details on that).



Resource Requirement and AvailabilityEdit

Introduction

Countries larger than 40 provinces need to be able to control (whether directly or through vassals) a certain number of specific trade goods, or face penalties. The calculations are made annually for all player countries and the results of such calculations will be presented also as part of the Information Decision.

Types

There are seven types of Resource Requirements that need to be met:

  • Food
  • Armies
  • Cavalry
  • Artillery (Siege and Ranged Combat)
  • Navies
  • Buildings
  • Societal

Resource Requirement Calculations

The required number for each of the seven types depends on the number of provinces of the country (excluding vassals' territories), with each province adding 0.025 to the requirement, plus all provinces above certain thresholds (40, 120, 240, and 400) will each add 0.025. (For example, 200 provinces results in a requirement of 200x0.025+(200-40)x0.025+(200-120)x0.025 = 11).

Resource Availability Calculations

Each of the first six types will start with a Resource availability of 1 (Societal will start with zero), which can be added to, depending on the trade goods or terrain of the country or its vassals. Each eligible province (i.e., owned directly or by a vassal with 50 Liberty Desire or lower and controlled by the owner and unsieged) will add to the Resource Availability for each of the six types, as set out below.

Societal Resource Availability works slightly different to the other six in that it (i) give no automatic start level of 1 (as explained above), (ii) instead gives a start level that depends on whether the country or its vassals at all are in possession of a Societal trade good (under the same requirements of province control and siege and vassal's Liberty Desire as the other type), (iii) will take into account the Arena and Theatre buildings as well, but (iv) will not take into account any terrain. Apart from that, each eligible province will add to the Resource Availability for Societal Resource Availability too, as set out below.

FOOD

trade good: grain food resources available: +0.3

trade good: rice food resources available: +0.3

trade good: livestock food resources available: +0.15

trade good: fish food resources available: +0.1

trade good: bamboo food resources available: +0.05

trade good: animals food resources available: +0.05

trade good: salt food resources available: +0.05

terrain: farmlands food resources available: +0.35

terrain: coastline food resources available: +0.15

ARMIES

trade good: iron infantry resources available: +0.6

trade good: copper infantry resources available: +0.3

trade good: tin infantry resources available: +0.1

terrain: hills infantry resources available: +0.15

terrain: marsh infantry resources available: +0.10

terrain: mountain infantry resources available: +0.15

terrain: highlands infantry resources available: +0.10

CAVALRY

trade good: horses cavalry resources available: +0.5

trade good: elephants cavalry resources available: +0.4

trade good: animals cavalry resources available: +0.1

terrain: savannah cavalry resources available: +0.10

terrain: grasslands cavalry resources available: +0.15

terrain: steppe cavalry resources available: +0.25

ARTILLERY

trade good: timber artillery resources available: +0.7

trade good: bamboo artillery resources available: +0.3

terrain: jungle artillery resources available: +0.15

terrain: woods artillery resources available: +0.15

terrain: forest artillery resources available: +0.20

NAVIES

trade good: timber ship resources available: +0.6

trade good: bamboo ship resources available: +0.4

trade good: hemp ship resources available: +0.4

terrain: jungle ship resources available: +0.15

terrain: woods ship resources available: +0.15

terrain: forest ship resources available: +0.20

BUILDINGS

trade good: granite building resources available: +0.2

trade good: dolerite building resources available: +0.2

trade good: limestone building resources available: +0.15

trade good: timber building resources available: +0.15

trade good: bamboo building resources available: +0.15

trade good: marble building resources available: +0.1

trade good: bamboo building resources available: +0.05

terrain: jungle building resources available: +0.05

terrain: woods building resources available: +0.05

terrain: forest building resources available: +0.05

terrain: hills building resources available: +0.10

terrain: mountain building resources available: +0.15

terrain: highlands building resources available: +0.10

SOCIETAL

If at least one eligible province

+0.2 for each of tortoiseshells, dye, ebony, gemstones, incense, ivory, jade, lacquerware, glassware, and wine if in at least one eligible province +0.1 for each of slaves, spices, fur, tea, pottery, papyrus, textiles, alabaster, olive oil, clothing, and animals if in at least one eligible province

For each eligible province

trade goods: tortoiseshells society resources available: +0.075

trade goods: dye society resources available: +0.075

trade goods: ebony society resources available: +0.075

trade goods: gemstones society resources available: +0.075

trade goods: incense society resources available: +0.075

trade goods: ivory society resources available: +0.075

trade goods: jade society resources available: +0.075

trade goods: lacquerware society resources available: +0.075

trade goods: glassware society resources available: +0.075

trade goods: wine society resources available: +0.075

trade goods: slaves society resources available: +0.025

trade goods: spices society resources available: +0.025

trade goods: fur society resources available: +0.025

trade goods: tea society resources available: +0.025

trade goods: pottery society resources available: +0.025

trade goods: papyrus society resources available: +0.025

trade goods: textiles society resources available: +0.025

trade goods: alabaster society resources available: +0.025

trade goods: olive oil society resources available: +0.025

trade goods: clothing society resources available: +0.025

trade goods: animals society resources available: +0.025

BENEFITS FROM BUILDINGS IN PROVINCE

building: Arena society resources available: +0.05

building: Theatre society resources available: +0.1

building: Aqueducts food resources available: +0.1

any of trade goods: grain & rice, plus building: Aqueducts food resources available: +0.2

trade goods: cattle, plus any of buildings: Marketplace, Forum & Mint food resources available: +0.1

trade goods: fish, plus any of buildings: Port & Transit Roads food resources available: +0.1

trade goods: fish, plus building: Port City food resources available: +0.2

trade goods: animals, plus any of buildings: Marketplace, Forum & Mint food resources available: +0.05

any of trade goods: iron, copper & tin, plus any of buildings: Workshops & Warehouses infantry resources available: +0.1

any of trade goods: iron, copper & tin, plus building: Manufactories infantry resources available: +0.2

trade goods: horses, plus any of buildings: Marketplace, Forum & Mint cavalry resources available: +0.3

trade goods: elephants, plus any of buildings: Marketplace, Forum & Mint cavalry resources available: +0.2

trade goods: animals, plus any of buildings: Marketplace, Forum & Mint cavalry resources available: +0.1

any of trade goods: timber & bamboo, plus any of buildings: Roads, Paved Roads & Road Network artillery resources available: +0.1

any of trade goods: timber & bamboo, plus any of buildings: Roads, Paved Roads & Road Network ship resources available: +0.1

any of trade goods: timber & bamboo, plus any of buildings: Roads, Paved Roads & Road Network building resources available: +0.1

any of trade goods: granite, dolerite, limestone & marble, plus any of buildings: Workshops & Warehouses building resources available: +0.1

any of trade goods: granite, dolerite, limestone & marble, plus building: Manufactories building resources available: +0.2

Final Calculations and Modifiers

The Resource Availability is related to the Resource Requirement for each of the seven types in order to calculate a proportion or ratio. If such ratio is below 1.0, the country will face a set of negative modifiers, depending on the extent of the deficit:

  • 1.00+: Sufficient Availability (i.e., no penalties)
  • 0.75 - 1.00: Slight lack
  • 0.25 - 0.75: Significant lack
  • <0.25: Severe lack



Provincial Development Points poolEdit

The annual adjustment (Annual Provincial Development Change) to a country's Provincial Development Points pool is calculated first through summing a certain adjustments up for the Annual Provincial Development Change, as follows:

  • +10: if non-tribal country
  • +1: For every level of Financial Development Investment (up to ten levels), at a cost of 500 gold
  • -2: If capital or any Additional Central Court is sieged (but still controlled by owner)
  • -4: if capital or any Additional Central Court is not controlled by owner
  • -20: if country is bankrupt
  • -2: for every level of negative stability
  • +2: for every level of positive stability
  • -3 if legitimacy is below 30, -2 if legitimacy is between 30 and 50, and -1 if legitimacy is between 50 and 70
  • +3 if legitimacy is 100, +2 if legitimacy is between 95 and 100, and +1 is legitimacy is between 90 and 95
  • -3 if non-hereditary tradition is below 30, -2 if non-hereditary tradition is between 30 and 50, and -1 if non-hereditary tradition is between 50 and 70
  • +3 if non-hereditary tradition is 100, +2 if non-hereditary tradition is between 95 and 100, and +1 is non-hereditary tradition is between 90 and 95
  • +4 if at peace
  • -4 if at war
  • +1 for every five years of peace (up to 10 points for 50 years of peace)
  • -1 for war exhaustion of 2 or higher, plus -1 for every three levels of war exhaustion (i.e., 5, 8, 11, 14, 17, 20), up to -7 points
  • +1 for every full +20 of war score (i.e., +20, +40, +60, +80, +100)
  • -2 if negative war score, and another -2 for every full -20 of war score (-20, -40, -60, -80, -100)
  • -1 for every full 15% of revolt percentage
  • +2 if zero revolt percentage
  • -2 for every full +30% of overextension (up to a maximum of -12)
  • +2 if zero overextension
  • -1 for manpower percentage between 35 and 45%, -2 if between 25 and 35%, -3 if between 15 and 25%, and -4 if between 5 and 15%, -5 if below 5%
  • +1 for manpower percentage between 55 and 65%, +2 if between 65 and 75%, +3 if between 75 and 85%, and 4 if between 85 and 95%, +5 if 95% or higher
  • -1 for every province with unrest of at least 1% (up to a maximum of -10)
  • -1 for every province with unrest of at least 10% (up to a maximum of -10)
  • -4 for every province with Plague active (up to a maximum of -40)

Multiplying with number of cored provinces

  • This sum is then multiplied with the country's number of cored provinces (must be tribal if country is tribal, and not tribal is country is not tribal) in order to arrive at the final Annual Provincial Development Change

Determination of final annual provincial development change

  • The resulting Annual Provincial Development Change is then added to the country's Provincial Development Points pool (if the pool is at or above +2200, then 200 is subtracted)

Getting a development improvement or deterioration in a province

Improvement

  • If the Provincial Development Points pool rises above +1000, the country is eligible to get a +1 development improvement of a certain type in a certain province
  • This will be made by way of province event, in which the country can accept the improvement at a cost of 1000 Provincial Development Points pool, or decline it at a cost of 200 Provincial Development Points pool (if hoping to get a better suggestion of improvement to accept)

Deterioration

  • If the Provincial Development Points pool falls below -500, the country risks getting a -1 development deterioration of a certain type in a certain province, with no option of declining but in return getting a +500 increase in Provincial Development Points

Financial development investment

  • The player can through the 'Provincial Development' decision invest a certain number of gold per year in order to increase the Annual Provincial Development Change (see above), and also decrease the level of Financial Development Investment
  • The player can also decide to make the province improvement or deterioration events hidden or non-hidden through the 'Provincial Development' decision

Information

The level of Provincial Development Points is presented in the 'Collection of Information' decision.



Ruler's Favour CalculationEdit

Ruler's Favour is adjusted every six months for every ruler of a non-tribal country, applying the following accumulative adjustments:

Adjustments

LEGITIMACY

Legitimacy lower than 50: -1

Legitimacy lower than 60: -1

Legitimacy lower than 70: -1

Legitimacy lower than 80: -1

Legitimacy higher than or equal to 95: +1

Legitimacy equal to 100: +1

NON-HEREDITARY TRADITION Non-Hereditary Tradition lower than 50: -1

Non-Hereditary Tradition lower than 60: -1

Non-Hereditary Tradition lower than 70: -1

Non-Hereditary Tradition lower than 80: -1

Non-Hereditary Tradition higher than or equal to 95: +1

Non-Hereditary Tradition equal to 100: +1

STABILITY

Stability lower than -2: -4

Stability lower than -1: -3

Stability lower than 0: -2

Stability lower than 1: -1

Stability higher than or equal to 1: +1

Stability higher than or equal to 2: +1

Stability higher than or equal to 3: +1

PRESTIGE Prestige lower than -90: -1

Prestige lower than -60: -1

Prestige lower than -30: -1

Prestige lower than 0: -1

Prestige higher than or equal to 30: +1

Prestige higher than or equal to 60: +1

Prestige higher than or equal to 90: +1

LONG PERIOD OF PEACE

Decade of Peace modifier, Stability equal to 3, and Prestige higher than or equal to 75: +2

Generation of Peace modifier, Stability higher than or equal to 2, and Prestige higher than or equal to 50: +2

Decades of Peace modifier, Stability higher than or equal to 1, and Prestige higher than or equal to 25: +2

Eternity of Peace modifier, Stability higher than or equal to 0, and Prestige higher than or equal to 0: +2

WAR EXHAUSTION War Exhaustion higher than or equal to 2: -1

War Exhaustion higher than or equal to 5: -1

War Exhaustion higher than or equal to 8: -1

War Exhaustion higher than or equal to 11: -1

War Exhaustion higher than or equal to 14: -1

War Exhaustion higher than or equal to 17: -1

War Exhaustion higher than or equal to 20: -1

WAR SCORE

War Score higher than or equal to 20: +0.2

War Score higher than or equal to 40: +0.2

War Score higher than or equal to 60: +0.2

War Score higher than or equal to 80: +0.2

War Score higher than or equal to 100: +0.2


War Score higher than or equal to 20 against a not smaller country: +0.8

War Score higher than or equal to 40 against a not smaller country: +0.8

War Score higher than or equal to 60 against a not smaller country: +0.8

War Score higher than or equal to 80 against a not smaller country: +0.8

War Score equal to 100 against a not smaller country: +0.8


War Score lower than 0: -1

War Score lower than -20: -1

War Score lower than -40: -1

War Score lower than -60: -1

War Score lower than -80: -1

War Score lower than -99: -1

REVOLT PERCENTAGE

Revolt Percentage higher than or equal to 15: -1

Revolt Percentage higher than or equal to 30: -1

Revolt Percentage higher than or equal to 45: -1

Revolt Percentage higher than or equal to 60: -1

Revolt Percentage higher than or equal to 75: -1

Revolt Percentage higher than or equal to 90: -1

Revolt Percentage equal to 100: -1

OVEREXTENSION

Overextension Percentage higher than or equal to 25: -2

Overextension Percentage higher than or equal to 60: -2

Overextension Percentage higher than or equal to 95: -2

Overextension Percentage higher than or equal to 130: -2

Overextension Percentage higher than or equal to 165: -2

Overextension Percentage higher than or equal to 200: -2

Overextension Percentage equal to 0: +2

BANKRUPTCY

Bankrupt: -2

Reversion to Zero

The Ruler's Favour also has a 'reversion to zero' effect after all the adjustments above have been made:


Ruler's Favour higher than or equal to +100: -1

Ruler's Favour higher than or equal to +80: -1

Ruler's Favour higher than or equal to +60: -1

Ruler's Favour higher than or equal to +40: -1

Ruler's Favour higher than or equal to +20: -1


Ruler's Favour lower than -100: +1

Ruler's Favour lower than -80: +1

Ruler's Favour lower than -60: +1

Ruler's Favour lower than -40: +1

Ruler's Favour lower than -20: +1

Cap and Floor

Finally, the Ruler's Favour is adjusted so that it can never be higher than +120 or lower than -120.



BuildingsEdit

Different buildings will require certain different requirements in order for the owner of a province to be able to build them. These requirements are also necessary to stay fulfilled once a building is built, because if not, the building will be razed to the ground (for example, if a province with a building requiring a non-tribal owner becomes owned by a tribe).

Port

Province is coastal

Transit Roads

Province is coastal, Owner is not tribal

Port Cit

Province is coastal, Owner is not tribal

Wharf

Province is coastal

Dock

Province is coastal

Naval Base

Province is coastal, Province is controlled by Owner, Province is core of Owner

Lighthouse

Province is coastal, Owner is not tribal

Roads

none

Paved Roads

Owner is not tribal

Road Network

Owner is not tribal, Province is core of Owner

Workshops

Province is core of Owner

Warehouses

Province is core of Owner

Manufactories

Province is core of Owner, Owner is not tribal

Aqueducts

Owner is not tribal

Marketplace

none

Forum

Province is core of Owner

Mint

Province is core of Owner, Province is controlled by Owner

Customs

Province is core of Owner, Province is controlled by Owner

Arena

none

Theatre

Owner is not tribal

Academy

Owner is not tribal

Shrines

none

Temples

none

Great Temple

Province is not adjacent to any other built Great Temple, Province is same religion as Owner

Court

Province is core of Owner

Spy Network

Province is core of Owner

Police Force

Province is core of Owner

Palace

Province is core of Owner

Stone Walls

Province is not controlled by Rebels

Mighty Walls

Owner is not tribal, Province is not controlled by Rebels

Citadel

Owner is not tribal, Province is not tribal, Province is core of Owner, Province is controlled by Owner

Foundries

Province is core of Owner

Arsenals

Province is core of Owner, Province is controlled by Owner

Recruitment Centre

Province is core of Owner, Province is controlled by Owner

Army Camp

Province is core of Owner, Province is controlled by Owner



Great WondersEdit

The costs for building a Great Wonder will depend on how many levels of the Great Wonder (up to 4) that the country has already raised (x-axis), and how many Great Wonders the country has begun raising, whether completed or not (y-axis).

Once a country has raised five levels of its Great Wonder, it can be completed by way of a Decision and all other countries in the process of raising the same Great Wonder will have its progress removed, and can only start upon a new Great Wonder from scratch (at higher cost, since it will then begin raising yet another Great Wonder).

The first level will always cost 2 500 gold and be initiated by an event, and every subsequent level will become available (also by event) once having accumulated 5 000 gold above the cost in the table. Each level will also cost either 100 ADM points or 100 MIL points, at the country's choice.

Each Great Wonder, once completed, will give a permanent province modifier to the province in which has been built, and also give the founder or builder of the Great Wonder a country modifier, involving prestige, legitimacy, and shorter stability recovery time, but also a unique modifier, depending on the Great Wonder in question.

[IMG]http://i.imgur.com/x7WnDyo.gif[/IMG]



Costs of Administering...Edit

... Provinces

These costs are applicable to all players and are payable once every ten years.

The decennial cost is linked to the number of provinces, with the base cost per province being equal to the number of owned provinces (e.g., for a 100-province country the base cost per province is 100 gold):

  • 0.2 x base cost per province for all owned provinces (e.g., 2 000 gold (0.2x100x100) for a 100-province country).
  • 0.5 x base cost per province for all uncored owned provinces (e.g., 1 000 gold (0.5x20x100) for a 100-province country with 20 uncored provinces).
  • 0.3 x base cost per province for all uncontrolled or sieged owned provinces (e.g., 300 gold (0.3x10x100) for a 100-province country with 10 uncontrolled or sieged provinces).

Advice: Ensure that you have sufficient funds before this decennial cost is due or you may need to take up substantial debt to cover it.


... Imperial Lands

These costs become applicable if having any Additional Central Courts or Grand Region, or any ideas in the Imperial idea group.

The annual costs (charged through an event that can be made hidden but not again unhidden) will then be as follows:

  • Each Additional Central Court: 0.1% of income and 0.02 ADM power points per owned province.
    • Example: 2 Additional Central Courts and 200 provinces will cost 4% (0.1% x 2 x 200) of income and 8 (0.02 x 2 x 200) ADM points.
  • Each Grand Governor Region: 0.5% of income and 1 ADM power point.
  • Each idea in the Imperial idea group: 0.5% of income and 1 ADM power points for each 100 provinces or part thereof.
    • Example: 4 ideas and 205 provinces will cost 6% (0.5% x 4 x 3) of income and 12 (1 x 4 x 3) ADM points (since 201-300 provinces counts as part of or a full 300 provinces).

Advice: Take up Additional Central Courts as you get the opportunity but only to the extent that the revenues outweigh the costs, or at least that the reduced unrest is well worth the increased cost. When it comes to the Grand Governor Regions, keep the number as low as possible, while maintaining the benefits from having too many provinces in a Grand Region too remote from the Centre of the Grand Region.


... Tribal Borders

These costs are applicable if being non-tribal and non-subject and if bordering any province that is either tribal or has a tribal owner, and where the owner is neither an ally nor a subject to the country. The type of annual costs then depends on the player's choice, i.e., whether choosing 'Cross-border trade' with the tribals or to have 'Border patrols' watching the frontier. This choice will take effect only after one year and can be changed in the annual event (if not having be made hidden) or, during peace time, through decisions (also turning events unhidden).

If 'Border patrols' is selected, each applicable owned province will also get a 'Limes' modifier, improving military defences in that province, at the expense of trade and commerce penalties. 'Cross-border trade' will remove all such 'Limes' modifiers.

Advice: Choose carefully the tribal borders that you do not have bordering allies or vassals. Instead create buffer zones of allies or vassals along long tribal land frontiers, where many provinces are otherwise exposed to 'Costs of Administering Tribal Borders'.

The annual costs incurred for each owned province that borders any foreign province that is either tribal or has a tribal owner, and where the owner is neither an ally nor a subject to the country, will then be as follows:

  • If 'Cross-border trade': 1 DIP power point and 0.25% of income, for each applicable owned province.
  • If 'Border patrols': 1 MIL power point and 0.25% of income, for each applicable owned province.

... Frontiers (for non-tribal non-subject countries)

These costs are applicable to every owned province bordering foreign non-tribal provinces with non-tribal owners that are neither allies nor subjects of the country, always provided that the 'Costs of Administering Tribal Borders' are not applicable on the owned province in question.

Advice: Choose carefully the frontiers that you do not have bordering allies or vassals. Instead create buffer zones of allies or vassals along long frontiers, where many provinces are otherwise exposed to 'Costs of Administering Frontiers'.

The annual costs incurred for each such owned province will then be determined as follows (and charged through an event that can be made hidden but not again unhidden):

  • If at war with the owner of any neighbor province: 1 MIL power point and 0.25% income.
  • If not at war with the owner of any neighbor province: 1 DIP power point and 0.25% income.

... Frontiers (for tribal non-subject countries)

These costs are applicable to every owned province bordering foreign provinces (whether tribal or non-tribal) with owners (whether tribal or non-tribal) that are neither allies nor subjects of the country.

Advice: Choose carefully the frontiers that you do not have bordering allies or vassals. Instead create buffer zones of allies or vassals along long frontiers, where many provinces are otherwise exposed to 'Costs of Administering Frontiers'.

The annual costs incurred for each such owned province will then be determined as follows (and charged through an event that can be made hidden but not again unhidden):

  • If at war with the owner of any neighbor province: 1 MIL power point.
  • If not at war with the owner of any neighbor province: 1 DIP power point.



The Olympic GamesEdit

The Olympic Games are held every four years at the city of Olympia in the province of Elis in the western Peloponese, and aim at declaring one Greek province the winner at the games, with the owner potentially gaining Stability and Prestige.

The mechanics of the Olympic Games are in this mod based around the concept of the Minority Game Theory, letting each province with Greek culture choose one of two choices ('High' or 'Low') and then with the provinces on the majority side being eliminated and those on the minority side qualifying for another round until only one province remains as the winner of the Olympics. (In the event of a tie between 'High' and 'Low' in a round, all remaining provinces qualify for the next round.)

Each province with a Greek culture and an AI owner is viewed as an individual province participating in the Olympic Games, but players are only participating with one province each, their capital province, and then only if they are Greek culture and their capital province has Greek culture.

In each round, each participating province with an AI owner makes its choice randomly, with the probabilities depending on the owner's Prestige:

  • (-100)--(-75): 5% High, 95% Low
  • (-75)--(-35): 15% High, 85% Low
  • [-35)--(-15): 25% High, 75% Low
  • (-15)--(-5): 35% High, 65% Low
  • (-5)--(0): 45% High, 55% Low
  • (0)--(+5): 55% High, 45% Low
  • (+5)--(+15): 65% High, 35% Low
  • (+15)--(35): 75% High, 25% Low
  • (+35)--(+75): 85% High, 15% Low
  • (+75)--(+100): 95% High, 5% Low

Of course, the player decides whether to choose 'High' or 'Low', with the aim of ending upon in the minority group, qualifying for the next round, or being the only province left, and thus needs to take all the probabilities of the participating provinces into consideration.

The rounds are repeated (normally once every month) until there is only one or two provinces left. If only one province left, that province is declared winner of the year's Olympic Games. If two provinces are left, none of them can in any subsequent rounds end up in a minority group, why the province with the owner having the highest Prestige of the two is declared winner of that year's Olympic Games.

If the winning province is a capital, its owner will gain +1 Stability and +25 Prestige.

Once the Olympic Games are concluded with a declared winner, the next Olympic Games are held four years later.

If a player does not want to participate in the Olympic Games, it can achieve this by way of the 'Boycotting Olympic Games' Decision, using this Decision to toggle the boycott on and off, at the cost of three Foreign Affair Policy Points.

Please note that the Olympic Games can consist of several rounds before a winner is declared, and that the next Olympic Games are starting four years after the end of the earlier games.



PiratesEdit

  • Pirate bases can appear (by way of event) in the form of a 'Pirate Strongholds' modifier in coastal provinces without units present and that are owned by a non-tribal country lacking the 'Pirate Hunts' policy/focus. Pirate Strongholds spread fast to adjacent provinces or to provinces sharing the same sea zone.
  • If the country does not have the 'Silent Pirate Alliance' policy/focus, it can, if it wishes to, prevent the establishment of the Pirate Strongholds in the province through paying 50 MIL points.
  • Provinces with Pirate Strongholds can spawn Pirate ships into the province's sea zone, unless the country owning the province has the 'Silent Pirate Alliance' policy/focus.
  • (Countries with the 'Silent Pirate Alliance' policy/focus instead have the 'Sanctioned Pirate Strongholds' modifier in their province to reflect the policy/focus, with slightly less penalising province modifiers to reflect the liasion between pirates and authorities.)
  • The only way to remove Pirate Strongholds in a province is for a country with the 'Pirate Hunts' policy/focus to station units in said province. These units will over time spawn Pirate land units, which need to be defeated and the country's units to remain in the province until the pirate bases have been destroyed (removing the Pirate Strongholds modifier). This normally takes between 3 and 6 months, from units arriving to the province via the pirate land units are spawned to the pirate stronghold being destroyed.

Pirate Hunts' policy/focus (requires either full Land or full Naval idea group):

(i) pirate bases (as reflected with the 'Pirate Strongholds' modifier) do not spread further within the country's territory.

(ii) pirate bases can be destroyed through the process described above.

(iii) pirate bases can spawn ships in the province's sea zone.

Silent Pirate Alliance' policy/focus (requires full Trade idea group): (i) pirate bases (as reflected with the 'Sanctioned Pirate Strongholds' modifier) spread quicker within the country's territory.

(ii) pirate bases can not be destroyed through the process described above.

(iii) pirate bases can not spawn ships in the province's sea zone.

Effects of having none of the two policies/foci: (i) pirate bases (as reflected with the 'Pirate Strongholds' modifier) spread at normal pace within the country's territory.

(ii) pirate bases can not be destroyed through the process described above.

(iii) pirate bases can still spawn ships in the province's sea zone.



Chinese Tributary SystemEdit

Background

  • The Chaogong Tizhi, the Chinese tributary system, aims at providing trade and diplomatic links between China and emperor and minor foreign powers in a way that hopefully somewhat resembles how it was historically employed by the Chinese emperors.

Mechanics

  • The system can be established (by way of decision and accompanying event) by the emperor; the Huangdi, the ruler of the country that enjoys the Mandate of Heaven (thus having the 'Tian Ming' modifier and the 'Tian Chao' government name), provided that there are no existing countries challenging this (as reflected by the 'Claim for Tian Ming' modifier) and that the Huangdi has completed the Diplomatic idea group.
  • Once established, the system remains in place until the Huangdi loses the Mandate of Heaven (and thus the 'Tian Ming' modifier as well as the 'Huangdi' title) or actively abolishes it (by way of decision and accompanying event).
  • At each point in time, the number of tributary countries the Huangdi can have in the system is connected to the number of owned provinces with the 'Zhongguo' province modifier, with each tributary being assigned one of three status levels by the Huangdi: 'Highest' (consuming 3 tributary slots), 'Significant' (2 slots), and 'Limited' (1 slot).
  • The Huangdi can not actively invite tributary countries into the system; the countries must themselves send delegations to the Huangdi (by way of event), in the hope of being accepted by the Huangdi (by way of event) as Chaogong Tizhi tributary, and then with a high status (as decided by the Huangdi, and subject to the sum of tributary slots not exceeding the number of 'Zhongguo' provinces).
  • The delegations are sent roughly every ten years (if the tributary decides to, and again by way of event), at which time the Huangdi can, if wanting to, set or change the status of the tributary country or even removing it from the system.
  • Only non-subject countries can be and stay included in the tributary system, and once this happens or the relation between the Huangdi and the country goes below zero or any declaring war upon the other, the country's inclusion in the tributary system is ended. In addition, a tributary country that enters into an offensive war against the Huangdi will suffer -1 stability hit due to the Huangdi executing hostages at his court.
  • The tributary country benefits from the system through increased trade efficiency, legitimacy, and prestige; the benefits being larger, the higher the status within the system.
  • The effects on the Huangdi will increase with the number of used tributary slots, benefiting in number of merchants and diplomats, legitimacy, trade efficiency, trade range, and relation improvement modifier and decay, but penalised through prestige and global tax income, all such modifiers being linear up to a sum of tributary slots of 50.
  • In addition, the Huangdi will need to use gold for banquets and gifts upon delegations visiting (as this was historically a very important symbolic part of the tributary system protocol); the higher status, the more gold is used (40, 20, and 10, respectively, for 'Highest', 'Significant', and 'Limited', respectively).
  • Finally, the Huangdi bestowing a certain tributary status to a country will improve opinion for the next 10 years (+60, +45, and +25, respectively).
  • (I also plan to add some flavour events based on the Pax Sinica mod, if [USER=166646]@chatnoir17[/USER] gives his consent.)



Call for FreedomEdit

The Call for Freedom in a province is an expression (by way of a province modifier) of its inhabitants' desire to break free from it current nation and either form its own or join its brethren in another nation. It can only appear in provinces with all of the following characteristics:

  • city
  • culture outside of owner's culture group
  • culture is not shared with a country with which the owner is overlord, vassal, or allied
  • coastal or neighbouring a foreign nation
  • insufficient number of troops stationed there (see below)
  • no neighbor province with same owner and culture within owner's culture group
  • at least one neighbor province with same owner and characteristics as above
  • no neighbor province with same owner and Call for Freedom


The Call for Freedom can occur if any of the following is applicable, and if at least one province meets the conditions above:

  • stability below 0
  • war exhaustion at least 4
  • prestige below 0
  • legitimacy below 75
  • nonhereditary tradition below 75
  • war score below 0

A province that is controlled by owner and unsieged can lose its Call for Freedom over time (with a mean time to happen of 20 years) , in particular (with a mean time to happen of 2 years) if sufficient number of troops are stationed there (see below).

In order to be considered 'sufficient', the owner must station at least 1 unit plus 1 unit for every full 5 of base manpower in the province, up to a maximum of 20 base manpower (e.g., 16 in base manpower requires 1 + 3 = 4 units).

As long as at least one province has the Call for Freedom and the culture of that province is not shared with a country with which the owner is overlord, vassal, or allied, there is a risk at any point in time (with mean time to happen of 20 years) of a massive revolt in all provinces with Call for Freedom, spawning separatist rebels who take immediately control of the province.

Advice: Station sufficient number of troops in provinces with Call for Freedom or at risk of getting Call for Freedom, and ally or vassalise countries of the same culture as owned provinces with Call for Freedom.



Unruly SlavesEdit

Unruly Slaves is an expression (by way of province modifiers) of the widespread discontent and resistance among its slave groups and societies and the risk of them attempting to throw off their chains in a bid for freedom. It can only appear for non-tribal countries in provinces with all of the following characteristics:

  • city
  • non-tribal
  • insufficient number of troops stationed there (see below)
  • no neighbor province with same owner, being either tribal or with sufficient number of troops

Unruly Slaves can in any event occur for non-tribal countries if any of the following is applicable, and if at least one province meets the conditions above:

  • stability below 0
  • war exhaustion at least 4
  • prestige below 0
  • legitimacy below 75
  • non-hereditary tradition below 75
  • war score below 0

Furthermore, if a province with Unruly Slaves have insufficient number of troops, the Unruly Slaves situation can spread (with a mean time to happen of 20 years) to its neighboring non-tribal provinces that have insufficient troops too.

A province can get rid of its Unruly Slaves over time (with a mean time to happen of 20 years), in particular (with a mean time to happen of 2 years) if sufficient number of troops are stationed there (see below).

In order to be considered 'sufficient', the owner must station at least 1 unit plus 1 unit for every full 5 of base production in the province, up to a maximum of 20 base production (e.g., 16 in base production requires 1 + 3 = 4 units).

A country with any of the conditions applicable as follows:

  • stability below 0
  • war exhaustion at least 4
  • prestige below 0
  • legitimacy below 75
  • nonhereditary tradition below 75
  • war score below 0

and with at least one province with Unruly Slaves and insufficient number of troops stationed there is at risk of facing a fullblown slave revolt with slave rebels spawning in all its provinces with Unruly Slaves. If the slave revolt is crushed within five years, some prestige and legitimacy or non-hereditary tradition is recovered, but if the slave rebels prevail, the country will sink further into instability.

Advice: Station sufficient number of troops in provinces with Unruly Slaves or at risk of getting Unruly Slaves, in particular if the situation in the country is problematic (as reflected by the parameters above).



Balance between ClassesEdit

The balance between social classes is centred around achieving a healthy situation of all social classes within the nation getting as close Influences to each other as possible and at the same time maximising their Opinions.

The calculation of the Balance between Classes variable is conducted annually and consists of the following parts:

  • The 'perfect balance' of the influences of a nation's social classes equals 100 divided by the number of social classes (i.e., 50 for 2 two classes, 33 for three classes, 25 for four classes, and 20 for five classes).
  • Around this perfect balance, five intervals are calculated: +/-40%, +/-30%, +/-20%, +/-10%, and +/-5%, and, depending on the opinion of the class, each interval that the Influence of a class is within will increase the Balance between Classes variable of +4 for Happy (+2 and higher) Opinion and +1 for Pleased (+1) Opinion. Satisfied (0) Opinion will yield nothing, while Dissatisfied (-1) Opinion will decrease Balance between Classes by -5, and Upset (-2 or lower) by -20, independent of whether within or outside of any interval.
  • The sum of this calculation will be divided by the number of classes in order to arrive at an average (used in the Roman 'Class Conflicts' Disaster, as 'Unadjusted Balance between Classes' variable).
  • From this average is deduced the nation's number of provinces in excess of 1 province in order to arrive at the final Balance between Classes value.

The Balance between Classes value may result in certain beneficial modifiers, as following:

below 1 => no modifiers 1-2 => Level I modifiers 2-4 => Level II modifiers 4-7 => Level III modifiers 7-11 => Level IV modifiers 11+ => Level V modifiers (best and highest) Example

Number of Classes: 4 => Perfect Balance: 25 (100/4)

Intervals: 15 - 35, 18 - 32, 20 - 30, 23 - 27, 24 - 26

Number of Provinces: 6

Class 1 - Influence and Opinion: 31 and +1 => 2 (2 x 1)

Class 2 - Influence and Opinion: 19 and +2 => 8 (2 x 4)

Class 3 - Influence and Opinion: 25 and 0 => 0 (4 x 0)

Class 4 - Influence and Opinion: 25 and -2 => -20

SUM: -10

AVERAGE: -2.5

adjustment for Number of Provinces: -5 (-(6-1))

=> -7.5


Advice: it takes not only a balanced situation between the classes but also widespread happiness among them and total absence of dissatisfaction or them being upset in order to obtain some benefits and stand any chance of getting material benefits. Furthermore, it is getting harder and harder, and ultimately impossible, to reap the advantages, the larger the nation becomes in terms of provinces.



StratagemsEdit

The concept of stratagems is based on the idea of using Military Doctrine Points in peace time (by way of the Military Doctrine decision) in order to purchase potentially useful benefits for the future. The cost is five Military Doctrine Points per Stratagem, and any purchased stratagem remains available for a period of twenty years or until it has been exercised, whichever occurs earlier. Although it can be purchased only in peace time, a stratagem can be exercised at any point in time, at no additional cost, but will only have an effect if its specific circumstances are applicable, e.g., the ruler being present in enemy province as a general.

List of stratagems

Siege

This stratagem allows you to adjust siege progress with up to 35, either in an enemy province (then up to +35) in which your ruler is present as besieging general or in the province of your capital (then up to -35) if besieged by enemy forces.

Reinforcement

This stratagem allows you to place three units in any province in which your ruler is present as general.

Supply

This stratagem allows you to adjust supply limit for a period of five years, either in an enemy province in which your ruler is present as general or in the province of your capital.

Leader

This stratagem allows you to make available a general or an admiral of superior quality and with desired specialties.

Advisory

This stratagem allows you to make available a military advisor of desired type.

Fort

This stratagem allows you to adjust fort level by 1 for a period of two years, either in an enemy province in which your ruler is present as general or in the province of your capital.

Morale

This stratagem allows you to adjust land and naval morale by 20%, either for your own country (then +20%) or for the country (then -20%) in which your ruler is present as general or a random country that besieges your capital.

Destabilisation

This stratagem allows you to reduce stability by -1 either for the country in which your ruler is present as general or for a random country that besieges your capital.



Civitas Romana (Roman citizenship)Edit

Background

Citizenship ('Civitas') was a privileged political and legal status afforded to free men within the Roman republic and empire with respect to laws, property, and governance. The full Roman citizenship held by persons ('Cives Romani') enjoyed full protection under the law and were able to vote and to hold office. During the first century BC all free men in Italy became Cives Romani, and in 212 AD the emperor Caracalla issued the Constitutio Antoniniana which declared that all free men in the Roman empire were to be given full Roman citizenship. Latin Right ('Ius Latii') was a civic status given by the Romans, intermediate between people with full Roman citizenship ('Cives Romani') and non-citizen status ('Peregrini'). It was originally given only to the people of Latium, but later extended to many western parts of the republic and the empire. The Latin Right was an intermediate step towards becoming a full Roman citizen, among the Cives Romani.


General

This mechanism is available for players of Roma, and gets active once a non-subject Roma has obtained at least one eligible province (being city, non-tribal, and having another culture than Roman culture).

Levels of citizenship

Roman citizenship is assigned on a province basis and consists of two levels;

  • the partial status (Ius Latii), a citizenship giving the people a sub-set of rights and benefits as well as obligations.
  • the full status (Civitas Romana) being equivalent to those of Roman culture.

An eligible province will obtain citizenship in two steps; first the Ius Latii, and only thereafter (and not upon the same occasion) the Civitas Romana.

Granting citizenships

The two levels of citizenships can be granted actively by way of Decision ('Civitas') at a cost of 1 Domestic Policy Point for Ius Latii and 2 Domestic Policy Points for Civitas Romana per grant, even if that grant is for a single province (in which the ruler is located as the leader of an army), a spread to one layer of provinces, or to a whole region. Provinces may also express their wish to obtain the next level of citizenship, by way of event (see below).

Benefits and penalties of citizenship

Roman citizenship was desired throughout the world, due to its advantages and exclusivity. Thus, it gave non-citizen provincials (the Peregrini) the incentives to strive for citizenship. Also, the more rare, the more the citizens (the Cives) were appreciating their benefits in terms of status, prestige, and legal protection. The Civitas Romana mechanism is primarily built with the latter in mind, in that the fewer the provinces with partial or full citizenship, the larger the benefits in these provinces. As the proportion of provinces with citizenship (Roman Citizenship Proportion) gets higher and higher, the benefits in each of these provinces gets smaller and smaller, until the proportion reaches a point when these smaller benefits actually turn into hefty penalties, due to the people taking the citizenship for granted and thinking that too many other people have received citizenships.

The Roman Citizenship Proportion is including only the eligible provinces (i.e., city, non-tribal, and non-Roman culture) in the calculations. (Consequently, provinces with Roman culture and automatic full Roman citizenship are excluded.) Partial citizenships (Ius Latii) counts as half (x0.5), and full citizenships (Civitas Romana) as full (x1.0). The eligible provinces are weighted, based on their respective development levels (1 plus additionally 1 for each full five development). Finally, the Roman Citizenship Proportion is calculated by dividing the weighted sum of eligible provinces with citizenship by the weighted sum of all eligible provinces.

Maximum benefit (V) in the citizenship provinces is obtained at a Roman Citizenship Proportion of 20% or lower, and decreases as the Roman Citizenship Proportion increases, until at the level of 60% Roman Citizenship Proportion the provinces get penalties instead of benefits. These penalties are of the same magnitude (but opposite sign, of course) as the maximum benefit (V). The eligible Peregrini provinces will get benefits (at Roman Citizenship Proportion of 60% or lower) and penalties (at Roman Citizenship Proportion of above 60%) too, but of a much smaller magnitude.

Provinces desired and being denied citizenship

On occasion, provinces (individual, groups, or whole regions) may express their wish to obtain a higher level of citizenship than they are currently enjoying (Ius Latii provinces desiring Civitas Romana status, and non-citizen provinces desiring Ius Latii status). The player will then be able to decide whether to grant or deny them this; and if denied, the provinces in question will get negative modifiers (Ius Latii Negatum and Civitas Romana Negatum, respectively) for a 10-year period.

Furthermore, a high proportion of denied provinces may lead to stability hits. Much like the Roman Citizenship Proportion, the Denied Citizenship Proportion is calculated relating the sum (weighted by development) of eligible provinces having been denied their desired level of citizenship with the sum (still weighted by development) of eligible provinces not having full citizenship.

If the Denied Citizenship Proportion turns high enough in combination with sufficiently low stability:

  • 'Denied Citizenship Proportion 'is 33% or higher and stability is below +1.
  • 'Denied Citizenship Proportion 'is 66% or higher and stability is below +2.
  • 'Denied Citizenship Proportion 'is 99% or higher and stability is below +3.

there is a risk of the country receiving a stability hit by way of event:

  • Stability hit of -1 if Denied Citizenship Proportion is at least 33% but below 66%.
  • Stability hit of -2 if Denied Citizenship Proportion is at least 66% but below 99%.
  • Stability hit of -3 if Denied Citizenship Proportion is at least 99%.

Should this stability hit event occur, all Ius Latii Negatum and Civitas Romana Negatum province modifiers are removed, and consequently the Denied Citizenship Proportion becomes 0%.

Constitutio Antoniania This decree involves giving all eligible provinces full citizenship (like Caracalla did in 212 AD). Despite the Roman Citizenship Proportion turning 100%, no hefty province penalties will occur. In fact, Roman citizenship will henceforth result in neither benefits nor penalties on a provincial level. But on a country level, once the ruler having issued the Constitutio Antoniania decree has enjoyed certain benefits (stability cost, prestige, and legitimacy) and then died, the effects will be negative in terms of -10% in manpower and morale, and +1% prestige decay.

The Constitutio Antoniana is issued by way of the Civitas decision, at a cost of 3 Domestic Policy Points.



Res Gestae (Roman achievements)Edit

I. Destroy Latin Cities by Year 159 (617BC)

This achievement requires us to have succeeded in removing all of the Alba Longa, Politorium, and Ficana province modifiers in the province of Roma in or before 617BC. During their reign of Ancus Marcius, reputedly ruling as Roman king between 642 and 617BC, the Latins went to war with Roma but lost and got many of its cities destroyed, among these Positorium and Ficana. His predecessor, Tullus Hostilius, was the king who destroyed Alba Longa and moved its citizens to Roma.


II. Res Publica in Year 267 (509BC)

This achievement requires us to have the Res Public (Representative Republic) government form in 509BC. The reign of Lucius Tarquinius Superbus, the seventh and final king of Roma, ended with a popular uprising from the citizens being tired of excessive buildings, and the establishment of a constitution in which two consuls were elected by the citizens for an annual term.


III. Conquer Veia in Year 380 (396BC)

This achievement requires us to own and control the unsieged province of Veia in 396BC, or have it cored by that year. Veia was the richest among the southern Etruscan cities and was sometimes at war and sometimes allied with Roma, until it finally fell to the Roman troops under Marcus Furius Camillus in 396BC.


IV. Conquer Latium and Kymai in Year 446 (330BC)

This achievement requires us to own and control the unsieged provinces of Latium and Kymai in 330BC, or have them both cored by that year. Roma gradually expanded southwards, having established control over the Latin and Campanian cities at around the reign of Megas Alexandros.


V. Conquer Southern Italia in Year 506 (270BC)

This achievement requires us to own and control the unsieged provinces in the region of Southern Italia in 270BC, or have them both cored by that year. The conquest of all of the souther Italian peninsula was completed in the early third century BC.


VI. First Non-Italic Province in Year 566 (210BC)

This achievement requires us to own and control at least one unsieged province outside of the region of Italia in 210BC, or have it cored by that year. Roma invaded Hispania in 218BC and established a province, its first outside of Italia, there shortly thereafter. However, it was not until the reign of Augustus that the conquest of all of Hispania was completed.


VII. Foothold in Hispania in Year 566 (210BC)

This achievement requires us to own and control at least two unsieged provinces in the region of Iberia in 210BC, or have them cored in or before that year. Roma invaded Hispania in 218BC and established a province there shortly thereafter. However, it was not until the reign of Augustus that the conquest of all of Hispania was completed.


VIII. All of Italia in Year 576 (200BC)

This achievement requires us to own and control all provinces in the region of Italia in 330BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


IX. Coasts of the Adriatic Sea in Year 616 (160BC)

This achievement requires us to own and control all land provinces neighbouring the sea provinces of Illyrian Sea and Dalmatian Sea in 160BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


X. Annihilation of Carthago in Year 630 (146BC)

This achievement requires Carthago to not be in existence, as well as us owning and controlling the unsieged province of Carthago in 146BC or have it cored in or before that year. In the third Punic war, Scipio Aemilianus received orders to conquer and raze the city of Carthago to the ground in order to break Carthaginian power forever.


XI. All of Hispania in Year 636 (140BC)

This achievement requires us to own and control all provinces in the region of Iberia (except those in the region of Callaecia) in 140BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XII. All of Graecia in Year 636 (140BC)

This achievement requires us to own and control all provinces in the region of Greece in 140BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XIII. Foothold in Asia Minor in Year 656 (120BC)

This achievement requires us to own and control at least two unsieged provinces in the region of Anatolia in 120BC, or have them cored in or before that year.


XIV. Coast between Italia and Hispania in Year 676 (100 BC)

This achievement requires us to own and control the unsieged provinces of Genuates, Deciates, Oxybii, Volcae, and Helysici in 100BC, or have them cored in or before that year.


XV. Annihilation of Pirates in Year 710 (66BC)

This achievement requires us to have no owned provinces with the 'Pirate Stronghold' or 'Sanctioned Pirate Stronghold' modifiers in 66BC.


XVI. Foothold in the East in Year 714 (62BC)

This achievement requires us to own and control at least two unsieged provinces in the region of the Levant (of which one is the province of Yehuda) in 62BC, or have them cored in or before that year.


XVII. Hyrcanian Sea Control in Year 716 (60BC)

This achievement requires us or our vassal to own and control at least one province neighbouring the Hyrcanian Sea in 60BC, or have it cored in or before that year. (In addition to being owned and controlled, the province in question must be unsieged.)


XVIII. Invasion of Britannia by Year 721 (55BC)

This achievement requires us to control at least one unsieged provinces in the region of Britannia Romanum Minor in or before 55BC.


XIX. Control in Egypt in Year 721 (55BC)

This achievement requires there to be non-subject and non-allied country in existence, owning any province in the region of the Egypt in 55BC.


XX. All of Gallia in Year 724 (52BC)

This achievement requires us to own and control all provinces in the region of Gallia in 52BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXI. Imperium Romanum in Year 746 (30BC)

This achievement requires us to have the Imperium Romanum (Dynastic Rule or Divine Rule) government form in 30BC.


XXII. All of Hispania in Year 766 (10BC)

This achievement requires us to own and control all provinces in the region of Iberia in 10BC, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXIII. Elbe Frontiers in Year 785 (9AD)

This achievement requires us to own and control all provinces with the 'The Elbe River' modifier in 9AD, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXIV. Foothold in Britannia in Year 819 (43AD)

This achievement requires us to own and control at least two unsieged provinces in the region of Britannia Romanum Minor in 43AD, or have them cored in or before that year.


XXV. Mare Internum in Year 826 (50AD)

This achievement requires us to own and control all provinces neighbouring the Mediterranean Sea in 50AD, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXVI. Britannia Romanum Major in Year 860 (84AD)

This achievement requires us to own and control all provinces in the region of Britannia Romanum Major in 84AD, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXVII. Matching Traianus in Year 893 (117AD)

This achievement requires us to own and control all provinces in the region of Imperium Romanum in 117AD, or have them cored in or before that year. (In addition to being owned and controlled, all provinces in question must be unsieged.)


XXVIII. Pacified Northern Frontiers in Year 957 (181AD)

This achievement requires us to have no non-vassal and non-allied tribal neighbours owning provinces in any of the regions of Germania, Pannonia, Dacia, and Slavonia in 181AD.


XXIX. No Lost Territory in Dacia and Pannonia in Year 1047 (271AD)

This achievement requires us to not have lost any cored provinces in the regions of Dacia and Pannonia in 271AD.


XXX. No Breakaways in Year 1050 (274AD)

This achievement requires none of the Roman states of Britannia, Gallia, Hispania, Pannonia, Africa, Illyricum, and Oriens to be existing, and us to own and control at least one unsieged province in all of the regions of Britannia, Gallia, Iberia, Africa, in either Pannonia, Germania, or Slavonia, and in either of Illyricum and Greece, in 274AD.


XXXI. Dominate in Year 1060 (284AD)

This achievement requires us to be a Dominate (Divine Rule government form) in 284AD.


XXXII. Religious Supremacy in Year 1156 (380AD)

This achievement requires us in 380AD to adhere either to the Roman faith and then for this faith to be dominant or to the Christian faith and then none of our provinces to have the Roman religion.


XXXIII. No Breakaways at the End

This achievement requires none of the Roman states of Britannia, Gallia, Hispania, Pannonia, Africa, Illyricum, and Oriens to be existing, and us to own and control at least one unsieged province in all of the regions of Britannia, Gallia, Iberia, Africa, in either Pannonia, Germania, or Slavonia, and in either of Illyricum and Greece, at the end of the game.


XXXIV. No Barbarian Succession States at the End

This achievement requires none of Vandali, Burgundi, and Suebi to be in existence, unless all being our subjects, at the end of the game.


XXXV. Roman Britannia at the End

This achievement requires us to own at least two cored, unsieged, and highly civilised provinces in the region of Britannia Romanum Minor at the end of the game.


XXXVI. Imperium Romanum Intact at the End

This achievement requires us to not have lost any provinces once conquered and cored by us at the end of the game.


Cultural StandingEdit

Introduction

The Cultural Standing mechanism aims at reflecting the respect and admiration that non-tribal countries yielded historically, not due to military conquests, political scheming, or economic success, but due to holding a court highly developed in scientific, cultural, and philosophical matters. Obtaining a high Cultural Standing compared to other countries will result in diplomatic benefits, such as more diplomats, higher diplomatic reputation and upkeep, lower prestige decay, etc., all aspects useful in maintaining good relations with neighbours and continue to prosper culturally and scientifically.

There are five levels of Cultural Standing:

  • I: There is no other country among our neighbors having a higher cultural standing than we do.
  • II: There is no other country among our neighbors or our neighbors' neighbors having a higher cultural standing than we do.
  • III: There is no other country in the region around us having a higher cultural standing than we do. ('Region' is in this particular context defined as an area covering three countries and one sea zone around us.)
  • IV: There is no other country in the vast region around us having a higher cultural standing than we do. ('Vast region' is in this particular context defined as an area covering four countries and one sea zone around us.)* V: There is no other country in the known world or with our religion and within our culture group having a higher cultural standing than we do. ('Known world' is in this particular context defined as an area covering five countries and one sea zone around us.)

As long as a country's Cultural Standing value is 10 or higher, it is compared to the values of other countries, and depending on which conditions for the different levels are met (if any), the country will get the benefits corresponding to that level. Thus, an extremely high Cultural Standing value may result in no level at all, if other relevant countries have even higher Cultural Standing values.

The benefits include:

  • Diplomatic Reputation.
  • Number of Diplomats.
  • Diplomatic Upkeep.
  • Prestige Decay.
  • Improve Relations modifier.
  • Advisor Pool.
  • Legitimacy.

The Cultural Standing value is changed annually, the change being dependent upon the following:

  • The proportion of civilised (x0.5) and highly civilised (x1.0) provinces, adjusted for tribal (-x1.0) provinces.
  • The proportion of provinces with positive Culture and Religion province specialisation.
  • The proportion of provinces with zero unrest and no units stationed there.
  • The proportion of cultural buildings (Forum x0.1, Arena x0.1, Theatre x0.2, Academy x0.4, Shrines x0.1, Temples x0.2, Great Temple x0.4, Court x0.1).
  • Being first with certain ideas (and having them too): Clerical Teaching, Philosophers' Debates, Educated Priests, Land of Opportunity, Flexible Theology, World is Larger than Us, Fraternities, Bill of Rights, Foreigners at Service, Grand Ceremony, Leading Mathematicians, Monuments, Patron of Arts, Critical Thinking, Experiments in Engineering, Free Subjects, Scientific Revolution, Philosophy of Openmindedness, Humanist Tolerance, Devoutness. (A country can be first with an idea once every 20 years.)
  • The extent of tolerance in Cultural and Religious Policies (with intolerance reducing Cultural Standing).
  • The length of being at peace.
  • The length of not having participated in an offensive war.
  • Having built or being in possession of Great Wonders.
  • Having unique knowledge in cultural inventions.
  • Having gained levels in developing cultural inventions (whether having reached level 3 in them or not).
  • Having level 3 advisors in service: Philosopher, Natural Scientist, Artist, Theologian.

The Cultural Standing value is subject to annual decay, -1 for every part of or full factor of 10, but always subject to a floor of zero (i.e., cannot turn negative). Only non-tribal countries can accrue Cultural Standing. The country's Cultural Standing value, and other countries' Cultural Standing levels, can be viewed in the 'Collection of Information' decision and accompanying events.

Other considerations

Nearby tribes may want to conquer the provinces of countries with the Highest Cultural Standing (V) and will thus get claims on neighbouring provinces.



Descriptions to the different FociEdit

Agricultural Cultivation

Cultivation of lands for growing grains, with the potential of obtaining new types of trade goods (grain, rice, olive oil, and wine) in provinces with coastal, farmlands, or grasslands terrain, with positive modifiers for all these provinces with either proper trade good or terrain and negative modifiers for all other provinces.

Ore Extraction

Development of mines and extracting precious and base metals, with the potential of discovering and obtaining new types of metal trade goods (gold, silver, iron, copper, and tin) in provinces with hills, mountains, or highlands terrain (and marsh for iron), with positive modifiers for all these provinces with either proper trade good or terrain and negative modifiers for all other provinces.

Horse Breeding

Breeding and training of horses for purposes of war, with the potential of obtaining Horses as a new trade good within our borders.

Deforestation

Removal of forests in favour of fields and farms, with the potential of obtaining grains or other types of harvestable goods (grain and rice) in provinces with forest, woods, or jungle terrain.

Inflation Reduction

Reduction of inflation at the cost of hampered economic activity.

Minting

Coinage and increase of money supply for the purpose of promoting economic activity but at the expense of stimulating cost levels.

Informers' Grid

Supervision and surveillance of our population and administration will increase control but also limit their initiatives and ambitions.

Slavery

Increase of the power of slave owners to exploit their serfs on the fields and in the workshops.

Free Subjects

Promotion of the status of the slaves in favour of a transition to freedom.

Grand Estates

A few large wealthy individuals and families to hold vast tracts of lands and dominate the numerous peasants.

Small Plots of Land

Encouragement of the numerous peasants to develop and farm their small plots of lands and offer protection from the large landowners.

Officers by Birth

Limitation of the officer corps to those of aristocratic heritage.

Officers by Deeds

Promotion of soldiers and lower-level officer to rise through the ranks and potentially become generals and admirals.

Foreign Advisors

Invitation to foreign dignitaries and scholars to our court to advise us on important matters.

Domestic Advisors

Only people born in our lands can be become advisors that are genuinely concerned about our wellbeing.

Caravan Patrols

Patrols of the long and desolate trade routes crossing deserts and forests.

Silent Pirate Alliance

Silent agreement with pirates to operate from our lands will make them not appear and blockade our ports but at the same time allow them to spread along our coasts.

Pirate Hunts

Ruthless campaigning against the pirates will allow us to crush their strongholds on land and thus wound them where it hurts the most.

Naval Doctrine

Dedicated effort to dominate the seas through allocating resources and status from our armies to our navies.

Marines on Land

Usage of the superior fighting ability of our marines on battlefields on land.

Espionage Act

Focus on intelligence services domestically and abroad will annoy foreign courts.

Administrative Ruler

Education of our ruler in a well-governed administration of our country, which can potentially improve the ruler's ADM ability at the expense of DIP and MIL (if we have 50 points each of the latter two).

Diplomatic and Commercial Ruler

Education of our ruler in the commercial and diplomatic affairs of our country, which can potentially improve the ruler's DIP ability at the expense of ADM and MIL (if we have 50 points each of the latter two).

Military Ruler

Education of our ruler in the military aspects of our country, which can potentially improve the ruler's MIL ability at the expense of ADM and DIP (if we have 50 points each of the latter two).

Peripheral Territories

The farther away from our capitals, the more likely the provinces are to be selected for development.

Central Territories

The closer to our capitals, the more likely the provinces are to be selected for development.

Price Controls

Explicit regulations limiting and potentially even outlawing prices above certain levels, which will also exclude the country and all its provinces from the calculations of trade goods' demand and supply and resulting changes to prices.

Border Missionaries

Preaching and active conversion attempts across the borders from those of our provinces where our own faith is dominant (adding 0.5 annually to the presence of our faith in each such border province in which its owner does not share our faith).

Vassal Conversion

Presence of our missionaries and priests at the courts and in the provinces of our vassals (adding 0.25 annually to the presence of our faith in each of the vassal's provinces that shares its owner's faith or that neighbours a province with our faith.)

Return to Peace

In order for our country to recover from recent wars, we need to apply a formally soft touch of reasoning to our rule and let our police and armed forces act more in the background, potentially allowing the people some freedom even though that may mean excesses and postponed stability.

Iron Fist

Sometimes it is necessary to apply a harsh regime and an iron fist on all troublemakers for the sake of promoting overall law and order, even though our people will feel as if in the middle of a war.

Taxation in Kind

By allowing and even encouraging our subjects to pay their taxes in goods and products, it will be easier for them to fulfil their tax duties but on the other hand more difficult and inefficient for us to convert the deliveries into outright monies.

Taxation in Coin

If we were to require our subjects to fulfil their tax obligations to us through payment in the coins that we have minted, our actual tax income would in fact benefit but at the price of dissatisfaction and potential turmoil.

Helots (only available to non-Spartan Greeks)

Establishment of a subjugated population based on Greek ethnicity different from our own culture, setting their status as one of 'slaves to the utmost' or at least closer to slaves than free men. As long as neither our prestige nor our war score is negative, we will enjoy provincial benefits in all provinces with Greek cultures, but in contrast face corresponding unrest penalties once this no longer holds true.

Monogamy (only available to Dynastic Rule, Divine Rule, and Despotic Leadership)

Tradition and law allows people generally and rulers specifically to have only one spouse and not more than that.



Spread of Religions In and To ProvincesEdit

The sizes of all present religions in a province sum up to approximately 100, with a "small" minority having a strength of between 1 and 15, a "normal" minority between 15 and 30, and a "large" minority 30 or above.

For each individual religion in each individual, its strength is once per year affected by a number of factors, most of which set out below, (+ = positive effect, - = negative effect). If the sum of the sizes of the religions present in a province deviate significantly from 100, all religions will be adjusted correspondingly. In particular if the sum exceeds 100, the larger the size of a religion, the more will it be reduced in order to make the sum closer to 100.

Once a religion is the largest in the province (i.e., its size being larger than all other religions in the province), it will become the dominant religion of that province and thus the province will "switch" to that religion.

Effects

+ The higher the positive tolerance to the religion in question (up to +3 tolerance)

- The lower the negative tolerance to the religion in question (down to -6 tolerance)

+ Border Missionaries focus for provinces across the border if your border province has the state religion

+ Vassal Conversion focus for vassals' provinces having state religion or neighbouring the overlord's provinces

- Non-tribal owner's state religion in tribal provinces

- Tribal owner's state religion in non-tribal provinces

+ State religion in provinces with owner culture but not owner religion

+ State religion the more positive the stability of owner (also applies to neighbour provinces)

+ State religion the more positive the prestige of owner (also applies to neighbour provinces)

- State religion the more negative the stability of owner (also applies to neighbour provinces)

- State religion the more negative the prestige of owner (also applies to neighbour provinces)

- State religion the higher the war exhaustion of owner (also applies to neighbour provinces)

- The larger the number and proportion of provinces with state religion

- Non-state religion the more positive the Stability of owner

- Non-state religion the more positive the Prestige of owner

+ Non-state religion the more negative the Stability of owner

+ Non-state religion the more negative the Prestige of owner

+ Non-state religion the higher the War Exhaustion of owner

+ State religion, the more unassigned Missionaries (up to a number of 3)

+ State religion, in provinces that Missionaries are assigned to

+ State religion, from each of the Divine Supremacy, Charitable work, Monastic Diversity, Faith Healing, Flexible Theology, Scriptural Tradition basic ideas

+ State religion, from Spread the Word national idea

+ State religion if not dominant religion in province, from Sacred Dandakaranya national idea

- State religion if dominant religion in province, from Sacred Dandakaranya national idea

- State religion if Global Missionary Strength is below zero

+ State religion, the more positive the Global Missionary Strength (up to 4% Global Missionary Strength)

+ State religion, the less negative above -100% the Local Missionary Strength (up to -98% Local Missionary Strength)

- State religion, the more negative below -100% the Local Missionary Strength (down to -104% Local Missionary Strength)

+ State religion from each Shrines, Temples, and Great Temple buildings (with increasing effect, and with Temples also benefiting neighbouring provinces, and Great Temple in addition yet one province distance farther away)

- A very strong religion (85 strength or above

+ Non-state religion, if it is an imported foreign faith

- State religion, the more imported foreign faiths being present in province (-0.1 for each imported foreign faith present in province, up to -0.5)



Spread of CulturesEdit

First of all, do not expect your culture to spread to other provinces. The occurrence of such a spread is very rare and generally involves an event triggering very seldomly (with a base MttH of 200 years) in order for a culture to spread between two neighbouring provinces. There are exceptions to this spread, but not anything to be reliant upon while playing.

This said, culture may spread if circumstances are right, including but not limited to the province being cored and controlled by the owner, unsieged, and neighbouring a province (by land or sea) with owner's culture (if not being a port, two such neighbouring provinces are required). The pace at which a spread can occur will depend on a number of factors, set out below with + indicating a tendency for a faster spread and - a tendency for a slower spread.

Effects (+ = faster spread, - = slower spread)

+ Full Expansion idea group of owner

- The higher the level of decay of owner

- Tribal province with non-tribal owner

- The higher the civilisation level for tribal owner

+ The larger the number of neighbouring provinces with same owner and having owner's culture (up to a number of 5)

- Current culture being accepted by owner

+ State religion being dominant in province

+ Missionary active in province

- The lower the Administrative Control in province

+ The higher the positive Stability of owner

+ The higher the positive Prestige of owner

- The lower the negative Stability of owner

- The lower the negative Prestige of owner

- The higher the War Exhaustion of owner

- The higher the Policy level of Cultural Diversity of owner (up to +5)

+ The higher the Policy level of Cultural Assimilation of owner (down to -5)

- The more provinces with owner's culture (starting at 25, up to 90)

+ The higher the level of positive province specialisation in Culture and Religion

- The lower the level of negative province specialisation in Culture and Religion



Elements of Foreign FaithsEdit

This feature aims at reflecting the influences of foreign faiths in the state religions, since very often a religion was not 'pure' and static but over time imported elements of other religions into its liturgy, traditions, mythology or theology.

The higher the level of the Policy on Religions variable (between +1 and +5) and the more widespread a foreign faith in relation to the other foreign faiths within the country's borders, the more likely for such foreign faith to influence the state religion. This occurs by way of events over time, with the opportunity to reject such increase in influence (as measured by the Elements in Our State Religion variable of each foreign faith).

Once influence of a foreign faith as measured by its Elements in Our State Religion variable reaches 1.00, its aspects are considered imported into the state religion, the country receiving the modifiers of that imported foreign faith as if it were the state religion too (except for missionary strength, morale, and discipline modifiers).

Depending on the level of the country's 'Policy on Religions' variable, rejection or acceptance of the increase in elements of a foreign faith (the Elements in Our State Religion variable) may result in a cost, with acceptance causing costs to stability and prestige for negative Policy on Religions variables (i.e., with Assimilation focus) and rejection costs in terms of ADM power points being higher, the higher the level of the Policy on Religions variable (e.g., 25 ADM cost for -5 and 400 ADM cost for +5 Policy on Religions if rejecting). This is because a Policy of Religious Assimilation (-1 to -5) would be expected to reject all such imports and any acceptances would go against that policy, while a Policy of Religious Diversity (+1 to +5) would be expected to accept foreign faith influences and thus any rejections would be costlier, the more extreme the level of this policy.

Once having received this modifier for an imported foreign faith, it will remain in place until the country changes its state religion.

Another more direct and immediate way to import foreign faiths into the state religion is available for countries with a positive Policy on Religions' variable value (i.e., between +1 and +5). Foreign faiths can then be actively imported by way of the Domestic Policies' decision and through the Policy on religions option in the accompanying event, consuming two Available Domestic Policy Points. This active import of a foreign faith potentially results in a cost to prestige and stability, depending on how widespread the foreign faith in question is in relation to the other foreign faiths within the country's borders (any cost at all becoming applicable at all if the proportion of the foreign faith is below 0.40 of the sum of all foreign faiths).

Every positive level of 'Policy on Religions' variable allows the addition of yet another imported foreign faith, up to a maximum of five imported foreign faiths in total. Once the elements of a foreign faith is imported it will not be lost through again reducing the level of Policy on Religions' variable, but please note that the number of imported foreign faiths will on the other hand limit how far into negative territory the level of Policy on Religions' variable can be changed, with each imported foreign faith reducing the attainable negative level by 1 (e.g., two imported foreign faiths allowing only down to -3, and five imported foreign faiths allowing no negative level at all). Again, keep in mind that the only way to get rid of imported foreign faiths at all is through changing the state religion.

The Collection of Information decision and the Elements of foreign faiths option in the accompanying event will show how widespread each foreign faith is in relation to all other foreign faiths within the country's borders, and will also present (within parentheses) the value of Elements in Our State Religion variable of each foreign faith (if above zero).

An imported foreign faith will enjoy a stronger spread in the provinces in which it is present. Furthermore, the state religion will suffer penalties to its spread in the provinces in which it as well as an imported foreign faith are present.

Each imported foreign faith will reduce the country modifiers of the state religion by one fifth. For example, having five important foreign faiths will result in total neutralisation of the state religion modifiers, having two important foreign faiths in the removal of 40 per cent of the state religion modifiers.

The 'Elements of Foreign Faiths' feature is only applicable upon non-tribal nations with polytheistic faiths as state religion (i.e., not if the state religion is Judaic, Christian, Gnostic, Buddhistic, or Atenist).

Example


The picture below shows that the Iranian foreign faith constitutes 0.466 of the total of all foreign faiths within Parsa, and that its level of 'Elements in Our State Religion' is 0.819, almost at the trigger level of 1.000 at which it is finally imported into the state religion of Parsa, at which point Parsa will get the 'Iranian Elements in Our State Religion' country modifier and the 'Elements in Our State Religion' variable value will be reset to zero.

[IMG]http://i.imgur.com/za74Inq.jpg[/IMG]


The Roman 'Breaking Away' DisastersEdit

Potential

A 'Breaking Away' disaster puts pressures upon Roma to break up into regional usurper powers, and may become applicable if any of the following applies:

  • Provinces owned in all of the Britannia, Gallia, Pannonia, Hispania, Britannia, and Africa regions (see below)
  • At least 300 owned provinces in total and Decay of at least 1
  • At least 250 owned provinces in total and Decay of at least 10
  • At least 200 owned provinces in total and Decay of at least 20
  • At least 150 owned provinces in total and Decay of at least 30
  • At least 100 owned provinces in total and Decay of at least 40
  • At least 50 owned provinces in total and Decay of at least 50

Progress

The disaster will only become relevant for a region if there are provinces owned in such region. Furthermore, it will progress for that region if there are one or more provinces with pure unrest of -9 or higher and insufficient number of troops stationed in such provinces. The number of required troops in such provinces will depend on the level of pure unrest, as follows:

  • pure unrest of -9 requires at least 1 unit
  • pure unrest of -8 requires at least 2 units
  • pure unrest of -7 requires at least 3 units
  • pure unrest of -6 requires at least 4 units
  • pure unrest of -5 requires at least 5 units
  • pure unrest of -4 requires at least 6 units
  • pure unrest of -3 requires at least 7 units
  • pure unrest of -2 requires at least 8 units
  • pure unrest of -1 requires at least 9 units
  • pure unrest of 0 requires at least 10 units

The higher the number of such provinces in a certain region (as reflected by the 'Breaking Away' variables, being equal to the number of such provinces in the region), the faster the progress of the disaster in question (up to a maximum of 20). The progress will also depend on the level of stability of Roma.

Please note however that, independent of unrest level, that a province will contribute to the progress of the disaster for that region if there are at least 18 units (equivalent to three legions) present in that province. This is aimed to represent that concentrations of legions will more easily breed usurpation ambitions among commanders and soldiers.

Effects

Once the disaster has struck, Roma will get a 'Break Away' country modifier lasting for 20 years or until the region has broken away from Roma, whichever occurs earlier.

The actual breakaway will occur by way of event; its mean time to happen also depending on the level of the 'Breaking Away' variable for the region in question, and may alternatively result in the spawning of revolting legion rebels (but then not removing the 'Break Away' country modifier).

Regions

The regions for which the 'Breaking Away' disasters may become applicable are as follows:

  • Britannia
  • Gallia
  • Pannonia (consisting of the Pannonia, Germania, and Slavonia regions)
  • Hispania (consisting of the Iberia region)
  • Africa
  • Illyricum (consisting of the Illyricum and Greece regions)
  • Oriens (consisting of anything else than the above, apart from Italia and Cisalpina)

Avoiding the disaster

The 'Breaking Away' disasters can best be avoided by keeping unrest very low or, failing that, through stationing sufficient troops in such provinces, but always staying away from concentrations of troops in individual provinces. Ways to reduce unrest is to increase Decentralisation policy or to expand slowly in order to consolidate conquests.


The 'Corruption Chaos' DisasterEdit

Potential

This disaster becomes applicable for non-tribal player countries with two or more provinces. (Non-tribal player countries obtain Decay through this disaster, while tribal nations and AI countries receive Decay by way of events.)

It is key for the development of Decay within a country, as it aims at reflecting that problems with corruption and mismanagement tend to grow with the size of the country, with local and regional representatives abusing their powers and collect taxes excessively from the population, enriching themselves without distributing further to the central government. Yet it gives the central government plenty of opportunities to slow or even halt progress (see below).

Progress

Progress is determined by the value of the 'Provincial Corruption' variable, in turn based on a number of factors and recalculated annually:

  • Distances from Capitals: Each province's distance from any of the country's capitals; for the purposes of this calculation, reducing the distance by 1 for provinces that have Governors and by another 1 for provinces that have Grand Governors.
  • Loyalties of Governors and Grand Governors: The level of loyalty among the Governors and Grand Governors, with their respective importance of loyalty increasing with the distance from any of the country's capitals. Thus, it is more important to have a +2 Loyalty ('Faithful') Governor in a remote province than in a nearby province.
  • Loyalties (Government or Court) Officials.
  • Balance between Officials: The balance in prominence between the government or court officials, the benefit to 'Province Corruption' being determined by the '(Highest) Balance between Officials' country modifiers (-0.9 for 'Highest Balance between Officials' down to -0.15 for 'Balance between Officials I'. Note: benefits to progress is 1.5 times higher for Representative Republics and Direct Democracies (i.e. -1.35 down to -0.225).
  • Balance between (Social) Classes: The balance in influence between the classes, as measured by the 'Balance between Classes' modifiers (-1.0 for 'Balance between Classes V' down to -0.2 for 'Balance between Classes I'). Note: benefits to progress is 1.5 times higher for Representative Republics and Direct Democracies (i.e. -1.5 down to -0.3).
  • Ruler's Favour: adjusting 'Province Corruption' through (100 - Ruler's Favour ) / 500, i.e., between -0.04 and +0.44.
  • Number of Provinces: +0.002 for each province owned.


  • The sum obtained above is multiplied by 1.2 for Representative Republics and by 1.5 for Direct Democracies.


Lowest level of 'Province Corruption' is set to a floor of 0.01, i.e., slowest progress will be 0.01 per month. This floor will increase up to 0.1, depending on the number of owned provinces with factors of 2 (e.g., 4 provinces will have a floor of 0.03 and 256 provinces a floor of 0.09).

However, a Ruler's Favour level of +100 or higher will halt progress of the disaster.

The contributing factors are presented in the 'Collection of Information' decision and its accompanying event, as a tooltip to the 'Provincial Corruption' option.

Effects

Once the Corruption Chaos disaster starts, it will cause the following:

  • Stability hit of -1.
  • Decay increase of +2.
  • Spawning of provincial rebels, taking immediate control over a number of provinces.

Furthermore, for the duration of the disaster, provinces that are neither a capital nor has a Governor or Grand Governor with a positive Loyalty (i.e., at least +1) will suffer the 'Corruption Chaos' province modifier. However, if a Governor or Grand Governor with positive Loyalty gets assigned to the province while the Corruption Chaos disaster is lasting, the 'Corruption Chaos' province modifier will be removed for that province.

Decay will increase by 1 every year for as long as the Corruption Chaos disaster lasts.

The Corruption Chaos disaster will end once either all owned provinces are again controlled and unsieged, stability is at +3, or Ruler's Favour is at +50 or higher.

Avoiding the disaster

The progress of the disaster can actively be kept low through appointing very loyal Governors and Grand Governors to remote provinces and regions, keeping the court and government officials loyal as well and also maintaining a healthy balance of prominence between the officials and between the social classes.

Republics and democracies

1/10 of the 'Provincial Corruption' variable is added annually to the Decay of Representative Republics and Direct Democracies, independent of whether the Corruption Chaos has occurred, is in effect, or not.


The 'Civil War' and 'Seeking The Purple' DisastersEdit

Potential

This disaster becomes applicable for non-subject player countries having provinces at least three distances away from the capital.

It aims at reflecting the problem of concentrating too many troops within single armies, in particular with generals commanding such armies, and tempting soldiers and officers to claim the throne, rising against the central authorities.

(There's a version of this disaster applicable upon Roman imperial powers, called Seeking The Purple, explained briefly at the end of this section.)

Progress

Progress is determined by the value of the 'Civil War Progress' variable, in turn based on two primary factors and recalculated quarterly:

  • The ruler's Heilag or Ruler's Favour, with the level changing sign (thus -50 becoming +50 in terms of progress, and vice versa).
  • Army concentrations as measured by the number of armies (for each army, up to four armies) with at least six units each (in steps of six units up to 30 units), in particular with generals commanding them, with a maximum effect of +40.

The 'Civil War Progress' is calculated through first adding the army concentrations factor to the changed-sign Heilag or Ruler's Favour factor. This sum is then multiplied by the army concentrations factor divided by 40. Finally, the value is rounded up to the nearest factor of 10.

Example: 'Heilag' of -50 and army concentrations of 10 will result in a 'Civil War Progress' variable value of (-(-50) + 10) * (10 / 40) = (60 * 0.25) = 15, rounded up to 20.

Thus, an army concentrations factor of zero (resulting from no troop concentrations at all) will cause a 'Civil War Progress' variable value of zero, independent of Ruler's Favour or Heilage, due to the multiplication factor of zero (0/40=0).

In addition, a Ruler's Favour or Heilag level of +40 or higher will halt progress of the disaster.

Effects

Once the Civil War disaster starts, it will cause the following:

  • Spawning of up to four different civil war factions (immediately or over the course of the civil war), taking immediate control over a number of provinces.

The country will suffer economically from the civil war through flat tax modifier, trade efficiency, and production efficiency penalties, and also through stability cost and war exhaustion penalties that get more severe, the higher the number of provinces in the country. Also, each province occupied by a civil war faction will add to the war exhaustion penalty.

Provinces sieged by civil war factions will change control relatively swiftly, within a month or two, by way of event. The same applies to the country's units too, but only when sieging civil war faction controlled provinces with at least 6 units.

A civil war faction that controls no provinces will disband automatically.

Ending the disaster

The Civil War disaster will end once either all owned provinces are again controlled and unsieged, or Ruler's Favour or Heilag is at +40 or higher, or once one of the civil war factions has gained such an advantage that it enforces its demands to put its leader upon the throne.

For example, if one of the civil war factions controls the capital province of the country, all other factions will disband and new units of the prevailing faction will spawn in all provinces that the faction not yet controls, also rendering control to the prevailing faction. It is thereafter very likely that the faction will enforce its rebel demands.

Other opportunities

The Civil War decision enables, at a cost of -2 stability, the possibility to rebalance the power balance between the civil war factions, orchestrating the victory of one of the civil war factions over another civil war faction, making the victor more likely to ultimately prevail and shorten the civil war, or making it easier to face only one enemy in the civil war.

Avoiding the disaster

The progress of the disaster can actively be kept low through maintaining the highest Ruler's Favour or Heilag value as possible, and once such value deteriorates, through avoiding several armies with several units in each, and in particular with named generals commanding them.

Other advice

Focus on defeating the civil war factions, one by one, as soon as possible before they or their negative influence grow too strong, but if too late, do not hesitate to yield and surrender to one of the civil war factions, even if that causes the country to break.

Specifics for the Roman 'Seeking The Purple' Disaster

Roman imperial powers have a special disaster called Seeking The Purple instead of the general Civil War disaster. The two disaster are mutually exclusive and are in addition similar to each other, with the following exceptions applicable upon Seeking The Purple:

  • Disaster progress only takes large armies with commanding generals into consideration when calculating Army concentrations but with twice the effect, thus ignoring armies without generals. Maximum effect is still +40.
  • The Civil War decision is not available, thus the Roman civil war will have to be fought out actively, whether won or lost.

The Chinese 'Warring Dynasties' DisasterEdit

Potential

This disaster is only applicable to non-tribal countries that have either of the Tian Ming or Claim for Tian Ming country modifiers or whose capital is located in a province with the Zhongguo province modifier.

Once the disaster progress reaches 100 percent, it will create pressures to split up the country in several parts, as part of rivalling dynasts within the country claiming recognition and sovereignty, titling themselves kings (Wang) and eventually even emperors (Huangdi). This will occur by way of events until the disaster has ended, in one way or another. These events are meant to reflect the disintegration of the Zhou dynasty during the Spring and Autumn period and in particular the Warring States period as well as the periods of the Three Kingdoms and the Sixteen Kingdoms.

Progress

Progress is determined by the values of three primary variables, all being found through the Collection of Information decision:

  • Balance between Officials, i.e., the balance in prominence between the government or court officials as measured by how much the official with the highest prominence exceeds the average.
  • Balance between Social Classes: The balance in influence between the classes in combination with their loyalty levels, before adjustment from the number of provinces (can vary between -20 (worst) and +20 (best)).
  • Ruler's Favour.

Furthermore, given a certain value of each of the variables above, the levels of progress will increase with the number of provinces owned by the country. Thus, the challenges to obtain high positive values of Balance between Officials, Balance between Social Classes, and Ruler's Favour will be tougher, the larger the country, as failure can result in an imminent start of the Warring Dynasties disaster.

Maximum progress from each of the three variables is 3.3 per month, implying that progress can potentially amount to 9.9... per month! This makes this disaster one of the most dangerous and lethal in the mod, making it necessary for an especially large country to maintain and manage its situation delicately and wisely.

Notwithstanding the above, Ruler's Favour level of +50 or higher or stability of +3 will halt progress of the disaster.

Effects

Once the Warring Dynasties disaster starts, it will cause the following effects, for each of the Yan, Wei, Qi, Chen, Wu, Shu, and Chu regions in which the country owns provinces and its capital is not located:

  • Stability hit of -1.
  • Ruler's Favour hit of -10.

In addition, for the duration of the disaster, the following modifiers will apply:

  • Prestige of -0.75.
  • Prestige decay of -0.03.
  • Legitimacy of -0.75.

There will also be a risk of 'Challenge' disaster events occurring (one for each of the Yan, Wei, Qi, Chen, Wu, Shu, and Chu regions in which the country owns provinces and its capital is not located), pursuant to which a pretender and usurper rises, styling himself with the same title as the ruler of the country and requesting recognition and sovereignty in his region. The country can then choose between three options:

  • Yield the territory, ceding the region that the pretender and usurper requests, at a gain in stability of +2 but loss of prestige (depending on size of the ceded region).
  • Cede the throne, effectively abdicating and changing the tag of the country to that of the pretender and usurper, at a cost in stability of -1, in prestige of -100, and in legitimacy of -20, but ending the disaster.
  • Stand and fight the rebels, causing the rise of pretender rebels in all provinces of the region in question, at a gain in prestige and legitimacy of +10 each.

Ending the disaster

The Warring Dynasties disaster will end once at least one of the conditions below is met:

  • Stability of +3.
  • Ruler's Favour of +50 or higher.
  • The 'Cede the throne' option is chosen in one of the 'Challenge' disaster events, effectively changing the tag.

Avoiding the disaster

The progress of the disaster can actively be kept slow through avoiding the worst progress modifiers. This means that it is better and easier to keep low progress through all three variables, than to neglect one of the variables and risk facing fast progress. In particular, never ignore Ruler's Favour, since +50 Ruler's Favour or higher will halt progress altogether.


ReinvigorationEdit

Potential

Players with Decay levels above zero can again reduce that level, if all of the following conditions are met:

  • At peace
  • No regency
  • +3 Stability
  • +100 Prestige
  • Zero War Exhaustion
  • Zero Inflation
  • 100 Legitimacy (if applicable)
  • All owned provinces controlled and unsieged
  • The Corruption Chaos disaster is not active
  • 50 ADM Power Points

Furthermore, Ruler's Favour (for non-tribal countries) and Heilag (for tribal countries) must be at a certain level in order for Reinvigoration to occur. This level depends on the number of owned provinces, which also determine the minimum number of years that must have passed since the latest Reinvigoration or end of Corruption Chaos disaster. See the tables below for actual numbers.

Non-tribal country
Number of Provinces Minimum Ruler's Favour Minimum Years
<10 70 10
10-14 75 10
14-18 80 10
18-22 85 15
22-26 90 15
26-30 95 20
30-34 100 20
34-38 105 25
38-42 110 25
42+ 115 30
Representative Republic or Direct Democracy
Number of Provinces Minimum Ruler's Favour Minimum Years
<10 2 10
10-14 4 10
14-18 6 10
18-22 8 15
22-26 10 15
26-30 12 20
30-34 14 20
34-38 16 25
38-42 18 25
42+ 20 30
Tribal country
Number of Provinces Minimum Heilag Minimum Years
<6 70 10
6-8 75 10
8-10 80 10
10-12 85 15
12-14 90 15
14-16 95 20
16-18 100 20
18-20 105 25
20-22 110 25
22+ 115 30

Effect

Once the Reinvigoration event fires, the country can reduce its level of Decay by 1 notch, at a cost of 50 ADM Power Points.


Family IntriguesEdit

Introduction

The mechanism of Family Intrigues aims at capturing the power struggle between different ambitious members of a ruling dynasty or family. It is applicable upon non-subject non-regency player nations with any of the following dynastic and hereditary government types:

  • Dynastic Rule and Divine Rule (non-tribal)
  • Despotic Leadership (tribal)

Furthermore, the mechanism is, aside for some limitations regarding heirships etc., active for all other government types, except Representative Republic, Direct Democracy, and Priestal Rule.

Family Intrigues are measured through a variable ranging between 0 and 100, being changed on an annual basis. The larger the nation and the more family members, the more positive the annual change. Furthermore, interactions with family members may have effects on the annual change to Family Intrigues. Once above a certain level, Family Intrigues risk resulting in different unpleasant events; the likelihood being larger, the higher the level of Family Intrigues.

It is also possible to interact with different grown-up family members, such as offering them different positions, like Governor, general, or even heir or ruler or marrying a court official, and even attempting to assassinate them, in order to get rid of them. The likelihood of them accepting an offer for a position will depend on certain variables, visible to the player so that the situation can be assessed. Interactions can never be made more often than every 30 days.

The different family members

The different family member types are: Daughters, Sons, Sisters, Brothers, Uncles, and Wives. Each family member type has its own number and a specified age (e.g., 2 Sons, of which the eldest is aged 24 years).

The number of family members of each type will be changed over time and on an ongoing basis. This will occur as a result of for example births of sons or daughters and family members' deaths, desires and ambitions being fulfilled, or them accepting offers presented. Furthermore, a family member becoming the heir will be removed from the pool of that type, thus reducing its number by 1.

Wives and offspring

In order to generate Daughters and Sons, at least one Wife aged 15 or older is needed by way of Dynastic Marriage. A Dynastic Marriage is normally entered into by way of the Family Intrigues decision, and the Dynastic Marriage option in the subsequent event:

  • One of our daughters (requiring at least 1 Daughter aged 15): will add to Prestige and Legitimacy (+4 each) but also to Curse of The Blood (+2). (only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • One of our sisters (requiring at least 1 Sister aged 15): will add to Prestige and Legitimacy (+2 each) but also to Curse of The Blood (+1).(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • A lady of the Great Families"" (no requirements, but only available once for each ruler): will reduce the Great Families value by -5.
  • A woman from the lesser domestic nobility (no requirements): will subtract from Prestige and Legitimacy (-10 each).
  • Foreign princess (requiring a non-subject AI country with a government type eligible for Family Intrigues and with which a royal marriage is already in place, and with our ruler or heir being located in a province owned by or neighbouring such country): will send a proposal to an applicable country which will either accept or reject.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)

Furthermore, if having only one Wife, she must not have reached the age of 40 in order for Daughters and Sons to be produced.

The Family Intrigues variable

The activity and severity level of the intrigues taking place at the court at any given point in time is measured by the Family Intrigues variable, primarily presented through the Family Intrigues option in the accompanying event to the Collection of Information decision and also through various ad hoc events.

The Family Intrigues variable can take on any value between 0 and 100 and is adjusted annually. The annual adjustment will depend on two factors:

  • Number of different family members, each adding as follows:
    • 0.4 for each Daughter (halved if eldest Daughter is below 20 years, and set to zero if below 15 years).
    • 0.8 for each Son (halved if eldest Son is below 20 years, and set to zero if below 15 years).
    • 0.6 for each Sister (halved if oldest Sister is below 20 years, and set to zero if below 15 years).
    • 1.0 for each Brother (halved if oldest Brother is below 20 years, and set to zero if below 15 years).
    • 1.2 for each Uncle.
    • 0.2 for each Wife.
  • An interaction adjustment (the Family Intrigues Interaction) that will depend on granted and rejected requests from family members and accepted or refused offers given to family members, and also a mean reversion parameter, annually adjusting by +1 or -1 in order for Family Intrigues Interaction to trend towards a value of 1 for each full 100 provinces (e.g., to 5 if 500+ provinces, 4 if 400-499 provinces, etc.). The more negative the Family Intrigues Interaction, the more successes in interactions with family members. Thus, a negative Family Intrigues Interaction is preferable.

The sum of these two factors will constitute the annual adjustment to the Family Intrigues level.

Every time a new ruler ascends the throne, the Family Intrigues level is reset to zero. In case of a new dynasty at such time, the Family Intrigues Interaction levels will be reset to zero too.

Effects from Family Intrigues

The level of the Family Intrigues variable has to be 10 or higher in order for an unpleasant Family Intrigues event to occur, with a nasty outcome. Furthermore, the mean time to happen will depend on such level too, with a base value of 100 years, but each full 10 above the 10 threshold multiplying the mean time to happen (MttH) with a progressive factor, as presented in the table below, and with a minimum frequency between event occurrences depending on the value as well.

Family Intrigues value Mean Time to Happen (years) Minimum frequency (years)
10-19 100 10
20-29 90 9
30-39 72 8
40-49 50 7
50-59 30 6
60-69 15 5
70-79 6 4
80-89 1.8 3
90-99 0.3 2
100 0.04 1

The effect from the event could be anything from the list below, provided always that the effect is applicable.

  • Killing all generals.
  • Killing all advisors.
  • Killing all grand governors.
  • Killing all court officials.
  • Reducing loyalty of all governors by -1.
  • Reducing loyalty of all grand governors by -1.
  • Reducing loyalty of all court officials by -1.
  • Killing ruler, heir, and all family members (i.e., wiping out whole dynasty), at severe cost to stability.

Desires and ambitions of family members

Different types of family members may have different desires and ambitions that are particularly important or unimportant to them. This is visible through the Collection of Information decision and the Family Intrigues option in the accompanying event, after which the family member type of interest is selected. This is measured by a value ranging between -15 and +15, with +15 being very high and -15 very low. This value will affect the likelihood of a family member accepting a certain offer, once given (see below). It will also affect whether the family member even expresses such desire and ambition and expects it to be granted.

The applicable desires and ambitions are presented in the lists below.

For adult male family members

  • Become general: a random general is removed, a new general with low stats is generated.
  • Become ruler.
  • Become heir. (only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • Become governor.
  • Become grand governor.
  • Become court official.
  • Become advisor of a specific type (such type then needs to be employed within 30 days, if granted).
  • Become ruler of vassal.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • Obtain land: a random non-capital province and all its neighbouring provinces will get the Lands Granted to Our Dynasty province modifier.

For adult female family members (not Wives)

  • Marry ruler of other country: will create an heir from player's dynasty in that country.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • Marry governor.
  • Marry grand governor.
  • Marry court official.
  • Obtain land: a random non-capital province and all its neighbouring provinces will get the Lands Granted to Our Dynasty province modifier.

Wives can also have desires and ambitions, not for themselves but for their male favourites at court. Those desires and ambitions are the same as for adult male family members, except that Become ruler of vassal is not applicable.

If a family member expresses a certain desire and ambition through a "... Wishes to..." event, it can be either granted or refused.

If granted (Fine, let us do it.), the family member is removed from the count (that is, the number of family members of that type reduced by 1) and the Family Intrigues Interaction value is reduced by 1. Notwithstanding this, wives remain and are not removed from the count, even if the desire and ambition is granted.

However, if refused (No way!) the Family Intrigues Interaction value is instead increased by a number ranging between 1 and 4, depending on the type of desire and ambition, and the family member stays in the family (that is, remains in the count).

Offers to family members

Offers to the different adult family members can be made through the Family Intrigues decision and selecting the relevant family member among the options in the subsequent event. Interactions, whether offers or assassination attempts, can never be made by player more often than every 30 days.

The possible offers are as follows, given that they are applicable:

For adult male family members

  • General. Requires that there is at least one general aside from the ruler and the heir.
  • Ruler.
  • Heir.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • Advisor of a specific type (such type then needs to be employed within 30 days, if accepted).
  • Governor. Requires that the Governor system is active and that the ruler or heir is present in an owned, controlled, and unsieged province having a governor.
  • Grand governor. Requires that the Grand Governor system is active and that the ruler or heir is present in an owned, controlled, and unsieged province being the centre of a Grand Region.
  • Court official.
  • Land. Requires that the ruler or heir is present in an owned, controlled, and unsieged non-capital province with neither the Lands Granted to Our Dynasty nor Lands Granted to Old Dynasties province modifiers, and with no neighbouring provinces with such modifiers either. All such provinces will then be given the Lands Granted to Our Dynasty province modifiers.
  • Ruler of vassal. Requires a neighbouring vassal with same government type but different dynasty and within either player's culture group or with player's religion, bordering a province in which the ruler or heir is present.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)

For adult female family members (except for Wives)

  • Marry ruler of other country. Requires a non-subject neighbour of different dynasty with which player already has a royal marriage and within either player's culture group or with player's religion, bordering a province in which the ruler or heir is present.(only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership)
  • Marry governor. Same requirement as above.
  • Marry grand governor. Same requirement as above.
  • Marry court official.
  • Land.

Since Wives do not disappear or are removed from the count when desires and ambitions are granted, they can not be given offers.

The base probability of a family member accepting an offer is 60 percent, but that level varies between 30 and 80 percent, depending on the family member's level of desire and ambition for that particular offer. A situation in which the family member refuses the offer will result in that the Family Intrigues Interaction value is increased by 1.

Assassinations of family members

It is also possible to make assassination attempts on adult family members, through the Family Intrigues' decision, selecting the relevant family member among the options in the subsequent event and then finally the Nothing of that sort, only cold steel! option. The more gold spent to weave the assassination plans, the higher the chances of success. Interactions, whether offers or assassination attempts, can never be made by player more often than every 30 days.

Years of Income spent Probability of success
0.05 10%
0.1 30%
0.25 50%
0.5 60%
1 80%

Curse of The Blood

The Curse of The Blood variable measures the decadence and inbreeding of a ruling house or dynasty and is only applicable for Dynastic Rule, Divine Rule, and Despotic Leadership. For every level of 5 (or part thereof), a new ruler will get a random stat reduced by 1 (e.g., a Curse of The Blood value of 6 will reduce the new ruler's stats two times, -1 each, say -1 on ADM and -1 on DIP, or -2 on ADM, down to minimum stat of 0).

The Curse of The Blood variable is increased inter alia through marriages with Sisters and Daughters.

Once a ruler from a new dynasty ascends the throne, the Curse of The Blood variable will be reset to zero.

The Great Families

The Great Families are other high nobility houses, whether present at the court or residing in the provinces, that strive for power and autonomy, or even aim for the throne themselves. The Great Families variable measures the standing of the current dynasty against non-royal high nobility houses of the country. It can vary between -100 (worst) to +100 (best), with positive values resulting in beneficial modifiers, and negative values in penalising modifiers, affecting inter alia tax, manpower, unrest, war exhaustion, discipline, prestige and legitimacy. The Great Families value is adjusted annually as follows:

  • +0.2 for each family member.
  • -0.02 for each province with the Lands Granted to Old Dynasties or Lands Granted to Influential Individuals modifier.
  • 1/50 of the level of Ruler's Favour or Heilag (e.g., +1 for +50 Ruler's Favour, and -0.5 for -25 Heilag).
  • -1/5 of the Family Intrigues Interaction value (e.g., -1 for +5 Family Intrigues Interaction).
  • -0.05 for each Influential Individual (see below).

There is also a mean reversion to zero in play, subjecting an annual adjustment of +/-0.2 for each 10 (or part thereof) in difference from zero (e.g., a Great Families value of +68 will be adjusted by -1.4 annually from the mean reversion effect, and -11 by +0.4 annually).

Furthermore, entering into a Dynastic Marriage with A lady of the Great Families will reduce the Great Families value by -5 instantaneously, but is only available once for each ruler.

Once a ruler from a new dynasty ascends the throne, the old dynasty is considered to join the Great Families and other failed and up-and-coming royal dynasties, and the value of the Great Families variable changes its sign, and if previously negative is halved as well (e.g., from +90 to -90, and from -90 to +45).


Influential IndividualsEdit

The Influential Individuals aims at reflecting potentially powerful persons outside of any ruling dynasty, potentially (but not necessarily) a member of the Great Families, whose personal desires may need to be accommodated and adapted to. These Influential Individuals are more likely to appear in Representative Republics and Direct Democracies, and the maximum number of Influential Individuals active at any given point in time will depend on the government form and the number of provinces, as presented in the table below. There can never be more than 20 active Influential Individuals at any given point in time. Influential Individuals will enter the scene randomly by way of event, and may also die stochastically by way of event; the older an Influential Individual is, the more likely that he is the one to die by natural causes.

Number of provinces if Republic or Democracy Number of provinces if neither Republic nor Democracy Maximum Influential Individuals
5 - 9 10 - 19 2
10 - 14 20 - 29 3
15 - 19 30 - 39 4
20 - 24 40 - 49 5
25 - 29 50 - 59 6
30 - 34 60 - 69 7
35 - 39 70 - 79 8
40 - 44 80 - 89 9
45 - 49 90 - 99 10
50 - 54 100 - 109 11
55 - 59 110 - 119 12
60 - 64 120 - 129 13
65 - 69 130 - 139 14
70 - 74 140 - 149 15
75 - 79 150 - 159 16
80 - 84 160 - 169 17
85 - 89 170 - 179 18
90 - 94 180 - 189 19
95 or more 190 or more 20

The number of Influential Individuals will have negative effects, in that each person will annually reduce Hereditary Tradition or Non-Hereditary Tradition (depending on the type of government) with 0.1, until he has been removed in one way or another, e.g., death by natural or unnatural causes or getting his desires fulfilled. Furthermore, each Influential Individual will annually reduce the Great Families variable by 0.04 (please see above).

Each Influential Individual will be presented with age and desire through the Influential Individuals decision and accompanying events. If a person has expressed a desire, he can be given an offer, with the probability of success being 80% if the person has that desire, and 60% if not (and only 33% if offered an undesired rulership or heirship). Offers can not be given more often than every two months (whether to the same or another person), and the only penalty to an offer being refused is that no new offer can be given to an Influential Individual for another month, i.e., there will then be three months between to two offers given.

It is also possible to make assassination attempts upon the life of an Influential Individual, the likelihood of succeeding increasing with the amount of gold invested in the plot and paid to the assassins, from 10% success probability at 5% of annual income to 80% success probability at 100% of annual incomes. Failure may also lead to hits to stability, prestige, or Hereditary/Non-Hereditary Tradition, in addition to the one-month cool-down period added to the two months (in total three months) before a new action can be made.


OmensEdit

... as Galba was sacrificing in front of the temple of Apollo, the Haruspex Umbricius announced to him that the entrails had a sinister aspect, that treachery threatened him, that he had an enemy at home. Otho heard, for he had taken his place close by, and interpreted it by contraries in a favourable sense, as promising success to his designs. (Tacitus)

If you go to war you will destroy a great empire. (on Croesus)

The omens occur for players only as part of events, pursuant to which the ruler of the country makes his own assessment and interpretation as to what it actually means. This interpretation is true or false, but the actual truth is not revealed beforehand. In contrast, the probability of getting a true answer (whether "yes..." or "no...") in the first place will depend a number of attributes, all explained in the mod, and will range between 50 and 90 per cent, with default probability of getting a true answer from ruler's interpretation is 55 per cent. The probability level will be visible to the player.

In addition, the priests can be asked about their interpretation of the omen, again with the probability of them being right ranging between 50 and 90 per cent, with default probability at 55 per cent (again, the levels are presented to players). The priests can be asked any given number of times, at a small cost in prestige, legitimacy or non-hereditary tradition, and ruler's favour or heilag, all in order to reflect reliance and dependency upon priests. But if the answers are consistent, they will at least give the player a clearer picture about the truth, giving the player the opportunity to get as much information as he/she needs, but having to pay for it, in order to get a sufficiently reliable feel for the truth (without actually knowing the truth until trying the omen in the future, such as starting this war, entering that peace, killing that heir, or whatever the omen was about).

There is also the Priesthood on Favours of Next War decision available, through which the ruler can ask priests (one or several times, just like above) whether an upcoming aggressive war will be blessed with fortune or cursed with bad luck and divine punishment. It follows the same principles as set out above, with the exception that the ruler will not make an interpretation; only the priests will do that. Please also note that the underlying truth is always based on a 50/50 chance that the war will be blessed or cursed; no modifiers are affecting those probabilities.

The actual truth, whether the Omen occurs by way of event or is called upon through a decision, will always be hidden until actually tried out and as sufficient time has passed.


Requirements of Idea GroupsEdit

In order to choose a certain idea group, some conditions may need to be fulfilled. Unless specifically mentioned, all requirements under the idea group must be met.


THE PATH OF TRADE

Trade Ideas

  • no requirements


Domestic Trade Ideas

  • has the idea group Trade Ideas


Foreign Trade Ideas

  • has the idea group Trade Ideas


THE PATH OF ADMINISTRATION

Administrative Ideas

  • is NOT tribal


Economic Ideas

  • has the idea group Administrative Ideas
  • is NOT tribal


Finance Ideas

  • has the idea group Economic Ideas
  • is NOT tribal


Markets Ideas

  • has the idea group Finance Ideas


Innovativeness Ideas

  • has the idea group Administrative Ideas
  • does NOT have the idea group Religious Ideas
  • is NOT tribal


Science Ideas

  • has the idea group Innovativeness Ideas


Industrial Ideas

  • has the idea group Science Ideas


THE PATH OF NAVAL WARFARE

Naval Ideas

  • no requirements


Navy Quality Ideas

  • does NOT have the idea group Navy Quantity Ideas
  • has the idea group Naval Ideas


Navy Quantity Ideas

  • does NOT have the idea group Navy Quality Ideas
  • has the idea group Naval Ideas


Masters of Seas Ideas

  • has at least ONE of the idea groups Navy Quality Ideas OR Navy Quantity Ideas


THE PATH OF LAND WARFARE

Army Ideas

  • no requirements


Aristocracy Ideas

  • does NOT have the idea group Plutocracy Ideas
  • has the idea group Land Ideas


Plutocracy Ideas

  • does NOT have the idea group Aristocracy Ideas
  • has the idea group Land Ideas


Offensive Ideas

  • does NOT have the idea group Defensive Ideas
  • has the idea group Land Ideas


Defensive Ideas

  • does NOT have the idea group Offensive Ideas
  • has the idea group Land Ideas


Quality Ideas

  • does NOT have the idea group Quantity Ideas
  • has the idea group Land Ideas


Quantity Ideas

  • does NOT have the idea group Quality Ideas
  • has the idea group Land Ideas


Mercenary Ideas

  • has at least ONE of the idea groups Plutocracy Ideas OR Aristocracy Ideas
  • has at least ONE of the idea groups Quality Ideas OR Quantity Ideas
  • has at least ONE of the idea groups Offensive Ideas OR Defensive Ideas


Strategic Ideas

  • has at least ONE of the idea groups Plutocracy Ideas OR Aristocracy Ideas
  • has at least ONE of the idea groups Quality Ideas OR Quantity Ideas
  • has at least ONE of the idea groups Offensive Ideas OR Defensive Ideas


Tactical Ideas

  • has at least ONE of the idea groups Plutocracy Ideas OR Aristocracy Ideas
  • has at least ONE of the idea groups Quality Ideas OR Quantity Ideas
  • has at least ONE of the idea groups Offensive Ideas OR Defensive Ideas


Artillery Ideas

  • has at least ONE of the idea groups Strategic Ideas OR Tactical Ideas


THE PATH OF DIPLOMACY

Diplomatic Ideas

  • has at least ONE of the idea groups Land Ideas, Trade Ideas, Naval Ideas OR Administrative Ideas


Spy Ideas

  • has the idea group Diplomatic Ideas
  • has the idea group Administrative Ideas


Expansion Ideas

  • has the idea group Diplomatic Ideas
  • has at least ONE of the idea groups Naval Ideas OR Land Ideas


Exploration Ideas

  • has the idea group Expansion Ideas


THE PATH OF RELIGION

Religious Ideas

  • does NOT have the idea group Innovativeness Ideas


Popular Religion Ideas

  • has the idea group Religious Ideas
  • does NOT have the idea group Theology Ideas


Asceticism Ideas

  • has the idea group Popular Religion Ideas


Ceremony Ideas

  • has the idea group Asceticism Ideas


Theology Ideas

  • has the idea group Religious Ideas
  • does NOT have the idea group Popular Religion Ideas


Scholasticism Ideas

  • has the idea group Theology Ideas


THE PATH OF EMPIRE

Imperial Ideas

  • has the idea group Administrative Ideas
  • has the idea group Land Ideas
  • does NOT have the idea group Thalassocratic Ideas


Thalassocratic Ideas

  • has the idea group Administrative Ideas
  • has the idea group Naval Ideas
  • does NOT have the idea group Imperial Ideas

Further DevelopmentEdit

Nothing at the moment. All ideas and suggestions appreciated.