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Static modifiers

Static modifiers are fixed modifiers used within the game.

Contents

Bonus modifiersEdit

Player (Very Easy)Edit

  +50%.0 National manpower modifier
  +50%.0 Manpower recovery speed
  +50%.0 Land force limit modifier
  +50%.0 Naval force limit modifier
  −33%.0 Regiment cost
  −33%.0 Ship cost
  0.05 Yearly inflation reduction
  −5.05 National unrest
  −0.05 Monthly war exhaustion
  −25%.0 Core-creation cost
  +1.05 Possible advisors
  +1.05 Diplomatic relations
  +1.05 Leader(s) without upkeep
  +2.05 Diplomatic reputation
  −2.05 Interest per annum
  +10%.0 Improve relations
  −33%.0 Aggressive expansion impact
  −1.05 Yearly corruption

Player (Easy)Edit

  +50%.0 Manpower recovery speed
  −5.05 National unrest
  −2.05 Interest per annum
  −33%.0 Aggressive expansion impact
  −1%.0 Yearly corruption

Player (Normal)Edit

Player (Hard)Edit

Player (Very Hard)Edit

AI (Very Easy)Edit

AI (Easy)Edit

AI (Normal)Edit

AI (Hard)Edit

  +50%.0 Manpower recovery speed
  −1.00 National unrest
  −0.05 Monthly war exhaustion
  −1.00 Interest per annum
  −33%.0 Aggressive expansion impact
  −15%.0 Missionary maintenance cost

AI (Very Hard)Edit

  +50%.0 Manpower recovery speed
  +50%.0 National manpower modifier
  +50%.0 Land force limit modifier
  +50%.0 Naval force limit modifier
  −33%.0 Regiment cost
  −33%.0 Ship cost
  0.05 Yearly inflation reduction
  −2.05 National unrest
  −0.05 Monthly war exhaustion
  −25%.0 Core-creation cost
  −25%.0 Idea cost
  −1.05 Interest per annum
  +50%.0 Improve relations
  −20%.0 Development cost
  −25%.0 Construction cost
  −33%.0 Aggressive expansion impact
  −30%.0 Missionary maintenance cost

Provincial static modifiersEdit

CityEdit

  +25% Local tax modifier
  +2 Possible number of buildings
  +25% Local sailors modifier
  +5% Garrison growth

PortEdit

  +10% Institution spread

StateEdit

  +10% Institution spread

Capital StateEdit

  +5% Institution spread
  −50% State maintenance
  −100% Province governing cost

CoastalEdit

  +50% Supply limit modifier
  +25% Local trade power

Seat in parliamentEdit

  +10% Local manpower modifier
  +5% Local sailors modifier
  +10% Local tax modifier
  +10% Local production efficiency

Coastal seaEdit

  +10% Local naval engagement

Non CoastalEdit

TropicalEdit

  %−10 Local settler increase
  −30% Supply limit modifier
  0%+2 Attrition for enemies
  +10% Local development cost

ArcticEdit

  %−10 Local settler increase
  −40% Supply limit modifier
  0%+1 Attrition for enemies
  0%−1 Possible number of buildings
  +50% Local development cost

AridEdit

  %−10 Local settler increase
  −20% Supply limit modifier
  0%+1 Attrition for enemies
  +10% Local development cost

The Sea Zone Associated With The ProvinceEdit

  +5 Maximum attrition

Land ProvinceEdit

  +5 Maximum attrition
  +25% Local manpower modifier

Mild WinterEdit

  +1 Attrition for enemies
  −10% Supply limit modifier

Normal WinterEdit

  +2 Attrition for enemies
  −20% Supply limit modifier

Severe WinterEdit

  +3 Attrition for enemies
  −30% Supply limit modifier

Mild MonsoonEdit

  +0.5 Attrition for enemies
  −20% Friendly movement speed
  −20% Hostile movement speed

Normal MonsoonEdit

  +1 Attrition for enemies
  −25% Friendly movement speed
  −25% Hostile movement speed

Severe MonsoonEdit

  +1.5 Attrition for enemies
  −50% Friendly movement speed
  −50% Hostile movement speed

BlockadedEdit

  +20% Local recruitment time
  +20% Local shipbuilding time
  +0.1 Monthly devastation

No Adjacent ControlledEdit

  −5 Local settler increase

Provincial Tax IncomeEdit

  −1% Local recruitment time

Base productionEdit

  +0.2 Local goods produced
  −1% Local shipbuilding time

Knowledge SharingEdit

yearly:

  +12 Institution growth

Cardinals spread institutionsEdit

yearly:

  +20 Institution growth

ManpowerEdit

  +1% Garrison growth

SailorsEdit

Total developmentEdit

At 600   development:

  −3 Yearly horde unity

Province RazedEdit

DevelopmentEdit

  +0.1 Possible number of buildings
  +2% Supply limit modifier
  −0.1% Local missionary strength
  +0.1 Land force limit
  +0.1 Naval force limit
  +30 Sailors
  +0.2 Local trade power
  +0.066 Possible Manchu banners

Development ScaledEdit

  +3% Local development cost

Capital CityEdit

  +1 Fort level

Metropolitan of $NAME$Edit

For all provinces in the state:

  +10% State maintenance
  −0.05 Monthly devastation

Patriarch Authority (local)Edit

These are the effects at 100% patriarch authority in owned Orthodox provinces.

  −3 Local unrest
  +33% Local manpower modifier

Patriarch Authority (national)Edit

This is the effect at 100% patriarch authority.

  +2% Missionary strength
  +10% Clergy influence

PashaEdit

For all provinces in the state:

  −50% State maintenance
  −2 Local unrest
  +20% Local construction cost
  +20% Local regiment cost

Colony levelEdit

  −1% Local settler chance
  +2% Local tax modifier

Assimilated nativesEdit

  +0.05 Local goods produced

Native aggressivenessEdit

CoreEdit

  +75% Local tax modifier
  +75% Local manpower modifier
  +75% Local sailors modifier

Not a coreEdit

  −2% local missionary strength

Territory (core)Edit

  +75% Local tax modifier
  +75% Local manpower modifier
  +75% Local sailors modifier
  −2% Local missionary strength
  +90% Minimum local autonomy
  −75% Province governing cost

TerritoryEdit

  −2% Local missionary strength
  +90% Minimum local autonomy
  −75% Province governing cost

Is MarchEdit

  +25% National manpower modifier
  +30% Land force limit modifier
  +30% Naval force limit modifier
  +20% Fort defense
  −20% Fort maintenance
  +20% Manpower recovery speed
  −20% Land maintenance modifier
  −20% Naval maintenance modifier

Same Culture GroupEdit

  −15% Local tax modifier
  −15% Local manpower modifier
  −10% Local sailors modifier

Non Accepted CultureEdit

  −33% Local tax modifier
  −2% Local missionary strength
  −33% Local manpower modifier
  −20% Local sailors modifier
  +2 Local unrest

Accepted Culture DemotedEdit

  +5 Local unrest

Republican Cultural SufferanceEdit

  +10% Local tax modifier
  +10% Local manpower modifier
  +5% Local sailors modifier
  −0.5 Local unrest

OccupiedEdit

  −50% Local tax modifier
  −50% Local goods produced modifier
  −50% Local trade power
  −50% Local manpower modifier
  −50% Local sailors modifier
  −10% Institution spread
  +0.2 Monthly devastation

Under SiegeEdit

  −25% Local goods produced modifier
  −25% Local trade power
  −10% Institution spread
  +0.1 Monthly devastation

DevastationEdit

  −100% Local goods produced modifier
  −50% Supply limit modifier
  −100% Institution spread
  +10% Local development cost
  −100% Manpower modifier
  −100% Sailors modifier
  −25% Local hostile movement speed
  −25% Local friendly movement speed

ProsperityEdit

  −10% Local development cost
  +25% Local goods produced modifier
  −0.05 Monthly autonomy change

Raided CoastEdit

ToleranceEdit

Per point of positive national tolerance towards the province's religion: true faith (same as country), heretics (same group), or heathens (different group).

  −1 Local unrest

IntoleranceEdit

Per point of negative tolerance (similarly).

  +1.25 Local unrest
  −10% Local tax modifier
  −10% Local goods produced modifier

UnrestEdit

  +10% Local regiment recruit speed
  +10% Local ship build speed

SeparatismEdit

  +0.5 Local unrest

Harsh TreatmentEdit

  −10 Local unrest

Local autonomyEdit

Multiplicative effects:

  −1.0% Local manpower modifier
  −1.0% Local sailors modifier
  −1.0% Local tax modifier
  −1.0% Local production efficiency
  −0.5% Local trade power
  −1.0% Land force limit modifier
  −1.0% Naval force limit modifier

Local autonomy in Trade CompanyEdit

Multiplicative effects:

  −1.0% Local manpower modifier
  −1.0% Local sailors modifier
  −1.0% Local tax modifier
  −0.5% Local production efficiency
  −1.0% Land force limit modifier

Recent UprisingEdit

  −100 Local unrest

Friendly TroopsEdit

Per regiment at 100% maintenance (up to 20; more gives no additional benefit). Effect is reduced linearly at lower maintenance levels, down to no effect at 0% maintenance.

  −0.25 Local unrest

Active missionaryEdit

  +6% Local unrest
  −10% Institution spread

National DefenseEdit

  −5 Local unrest

Resources depleted by migrantsEdit

Applied when a native tribe migrates to a new province.

  −50% Local tax modifier

Belongs to Trade CompanyEdit

  +100% Local trade power
  +0.5 Naval force limit
  −200% Local missionary strength
  +10% Institution spread
  +25% Province governing cost

Left Trade CompanyEdit

  −200% Local goods produced modifier

Scorched EarthEdit

  −50% Local hostile movement speed

Supply Depot in AreaEdit

  +50% Supply limit modifier

Global static modifiersEdit

Base valuesEdit

  65 Maximum absolutism
  +2 Merchants
  +2 Diplomats
  +1 Missionaries
  +5% Army tradition decay
  +5% Navy tradition decay
  +5% Prestige decay
  +3 Tolerance of the true faith
  +4 Diplomatic relations
  −3 Tolerance of heathens
  −2 Tolerance of heretics
  +2% Missionary strength
  10 000 Manpower
  +3 Possible advisors
  +5% Settler chance
  +1 Leader(s) without upkeep
  +1 Yearly legitimacy
  +1 Yearly republican tradition
  +1 Monthly fervor
  +10% Income from vassals
  −2 Yearly horde unity
  −0.5 Yearly devotion
  −2 Yearly meritocracy
  +200 Governing capacity
  +2 Max promoted cultures
  +1 Monthly splendor
  +5 Artillery bonus vs fort
  50% Cavalry to infantry ratio
  +50% Mercenary maintenance

AI controlledEdit

  +1 Diplomats
  +1 Leader(s) without upkeep
  +25% Sailor recovery speed

War taxesEdit

  −15% Land maintenance modifier
  −15% Naval maintenance modifier
  −5% Mercenary maintenance

Positive stabilityEdit

Per point.

  +1% Global trade power
  +5% Foreign spy detection
  −1 National unrest
  +5% National tax modifier
  +0.5% Missionary strength
  +0.02 Commanderies faction influence
  +0.03 The aristocrats influence
  +0.03 Jacobin influence
  +50% Stability cost modifier
  +1 Monthly fervor
  +0.5 Yearly devotion
  −0.02 Yearly corruption
  +5% Institution spread
  +0.25 Yearly harmony increase

Negative stabilityEdit

Per point.

  −1% Global trade power
  −5% Foreign spy detection
  +2 National unrest
  −1 Yearly legitimacy
  +1 Annual interest
  −10% Migration cooldown
  −1 Yearly devotion
  −5% Caravan power

PrivateeringEdit

  +0.1 Captains influence

Positive mandateEdit

At 100 mandate:

  −2.5 National unrest
  −10% Stability cost modifier
  −0.03 Monthly war exhaustion

Negative mandateEdit

At 0 mandate:

  −50% Goods produced modifier
  +50% Fire damage received
  +50% Shock damage received
  +5 National unrest
  −50% Mercenary manpower
  -50% National manpower modifier

Lost Mandate of HeavenEdit

  −10% Discipline
  +50% Stability cost modifier
  +10 National unrest
  −50% Goods produced modifier
  +50% Fire damage received
  +50% Shock damage received
  +50% Liberty desire in subjects
  −1 Yearly legitimacy
  −50% Mercenary manpower
  −50% National manpower modifier

InflationEdit

Per percentage point:

  +1% Construction cost
  +1% Infantry cost
  +1% Cavalry cost
  +1% Artillery cost
  +1% Heavy ship cost
  +1% Light ship cost
  +1% Galley cost
  +1% Transport cost
  +1% Flagship cost
  +1% Advisor cost
  +1% Mercenary cost
  +1% Fort maintenance

BankruptcyEdit

  +5% Interest per annum
  −50% Morale of armies
  −50% Morale of navies
  −25% Reinforce speed
  +0.25 Secretariat faction influence
  +0.25 The Guilds influence
  −100% Manpower recovery speed
  −100% Sailor recovery speed
  +50% Advisor cost
  −1 Monthly fervor
  −200 Global settler increase
  +0.05 Monthly autonomy change
  −50% Institution spread
  −0.5 Militarization of state
  −2 Yearly absolutism
  +50% Technology cost
  +50% Idea cost
  −0.1 Mandate growth modifier

WarEdit

  +0.15 Girondists influence

PeaceEdit

  −0.1 Monthly war exhaustion
  +1% Monthly fervor
  −0.10 Monthly autonomy change
  +10% Institution spread
  −0.10 Girondist influence
  +0.10 Smugglers influence

Unconditional SurrenderEdit

  −0.1 Monthly war exhaustion
  −0.10 Monthly autonomy change
  +10% Institution spread

Call for peaceEdit

  +0.008 Monthly war exhaustion

War exhaustionEdit

Per point.

  +1 National unrest
  +2% Recruitment time
  +2% Shipbuilding time
  +3% Core-creation cost
  −1% Manpower recovery speed
  −1% Sailor recovery speed
  −1% Siege ability
  −2% Goods produced modifier
  −0.05 Commanderies faction influence
  −0.05 The aristocrats influence
  −0.05 Girondist influence
  +0.05 Imperial influence

DoomEdit

Per point:

  +0.5% Technology cost
  +0.2% Idea cost
  −1.0% Aggressive expansion impact

AuthorityEdit

Per point:

  −0.1% Stability cost modifier
  −0.02 National unrest
  +15% Clergy influence

Regency councilEdit

  −2 Yearly legitimacy

Production efficiencyEdit

Per percentage point:

  +0.2% Settler chance

Trade embargoEdit

  −5% Trade efficiency

MercantilismEdit

(per percentage point):

  +2% Provincial trade power modifier
  +0.5% Embargo efficiency
  +0.05% Burghers loyalty equilibrium
  +0.05% Vaishyas loyalty equilibrium

Army traditionEdit

At 100:

  +10% Recover army morale speed
  +25% Morale of armies
  +10% Manpower recovery speed
  +5% Siege ability
  +0.10 Commanderies faction influence
  +0.10 The aristocrats influence
  +0.10 Girondists influence
  +0.10 Militarization of state
  +0.05% Nobility loyalty equilibrium
  +0.05% Marathas loyalty equilibrium
  +0.05% Rajputs loyalty equilibrium

Navy traditionEdit

At 100:

  +10% Recover navy morale speed
  +25% Morale of navies
  +100% Trade steering
  +25% Privateer efficiency
  +100% Blockade efficiency
  +0.10 Trade faction influence
  +0.10 The traders influence
  +20% Sailor recovery speed
  +0.05% Burghers loyalty equilibrium
  +0.05% Vaishyas loyalty equilibrium

LegalismEdit

For Muslim countries. These are the effects at +100% piety.

  −10% Technology cost
  +20% National manpower modifier
  +20% National tax modifier
  −10% Brahmins loyalty equilibrium
  +10% Clergy loyalty equilibrium
  −10% Dhimmi loyalty equilibrium

MysticismEdit

For Muslim countries. These are the effects at −100% piety.

  +10% Morale of armies
  +3% Missionary strength
  +20% Fort defense
  +10% Brahmins loyalty equilibrium
  −10% Clergy loyalty equilibrium
  +10% Dhimmi loyalty equilibrium

Defender of the FaithEdit

  +1 Missionary
  +5% Morale of armies
  +5% Morale of navies
  −0.03 Monthly war exhaustion
  +1 Yearly prestige
  +5% Technology cost
  +1 Yearly papal influence
  +0.5 Yearly devotion

Dishonorable Defender of the FaithEdit

  −1 Diplomatic reputation

EmperorEdit

  +10% Spy network construction
  +1 Possible advisors
  +1 Diplomatic relations
  +1 Leader(s) without upkeep
  +1 Yearly prestige

States in the Holy Roman EmpireEdit

Per independent state in the HRE.

  +0.5 Land force limit
  +500 Manpower

Free Cities in the Holy Roman EmpireEdit

Per Free City:

  +2 Tax income
  +0.5 Land force limit
  +1000 Manpower

Imperial Free CityEdit

  +3 Tax income
  +1 Diplomatic reputation

Member of the Holy Roman EmpireEdit

  +1 Diplomatic reputation

Unlawful imperial territoryEdit

  −1 Yearly prestige
  −0.5 Yearly legitimacy

Revoked Imperial ReformEdit

  −3 Diplomatic reputation

Royal marriagesEdit

Per royal marriage:

  +0.10 Yearly legitimacy
  +5% Chance of new heir
  +1% Improve relations

Number of ProvincesEdit

Total developmentEdit

Per development:

  −0.005 Yearly tribal allegiance

Tribal allegianceEdit


At 100:

  +33% Manpower recovery speed
  −3 National unrest

LegitimacyEdit

At 100 legitimacy, scaled to negative at 0:

  −2 National unrest
  +1 Tolerance of the true faith
  +1 Tolerance of heathens
  +1 Tolerance of heretics
  +1 Diplomatic reputation
  +5% Income from vassals
  +0.25 Militarization of state
  +10 Maximum absolutism
  +10 Nobility loyalty equilibrium

Horde UnityEdit

Multiplied by current horde unity - 50:

  −4 National unrest
  +10% Discipline
  +10 Tribes loyalty equilibrium

DevotionEdit

Multiplied by current devotion - 50:

  +2 Yearly papal influence
  +25% Church power
  +2 Yearly prestige
  +50% National tax modifier
  +5% Clergy loyalty equilibrium
  +5% Brahmins loyalty equilibrium

MeritocracyEdit

Multiplied by current (meritocracy - 50)%:

  +100% Foreign spy detection
  −50% Advisor cost

|} Multiplied by (50 - current meritocracy)%:

  +0.2 Yearly corruption

CorruptionEdit

At 100 corruption:

  −25% Foreign spy detection
  −50% Spy network construction
  +100% All power costs
  50% Minimum autonomy
  −20 National unrest
  −1 Mandate growth modifier
  +10% Brahmins loyalty equilibrium
  +10% Clergy loyalty equilibrium
  +10% Marathas loyalty equilibrium
  +10% Nobility loyalty equilibrium
  +10% Burghers loyalty equilibrium
  +10% Vaishyas loyalty equilibrium
  +10% Cossacks loyalty equilibrium
  +10% Tribes loyalty equilibrium
  +10% Dhimmi loyalty equilibrium
  +10% Jains loyalty equilibrium
  +10% Rajputs loyalty equilibrium

Rooting Out CorruptionEdit

  −1 Yearly corruption

RevanchismEdit

At 100% revanchism:

  +50% National tax modifier
  +25% Fort defense
  +50% Manpower recovery speed
  +1% Yearly army tradition
  +1% Yearly navy tradition
  −5 National unrest
  −1% Interest per annum
  +10 Yearly horde unity

Militarization of countryEdit

  +10% Discipline
  +20% Manpower recovery speed
  −20% Land maintenance modifier

Lucky nationEdit

  +1% Missionary strength
  −10% Stability cost modifier
  +10% Institution spread
  +1 Monthly splendor
  −20% Mercenary cost
  −20% Embracement cost
  −20% Advisor cost
  −1 Interest per annum
  −10% Missionary maintenance cost
  +25% Manpower recovery speed
  +10% Fort defense
  +5% Siege ability
  +10% Spy network construction
  +25% Improve relations
  −1 National unrest
  +0.5 Yearly republican tradition
  +1 Yearly legitimacy
  −25% Aggressive expansion impact

OverextensionEdit

These are the effects at 100% overextension.

  −100% Trade power abroad
  +50% Stability cost modifier
  +50% Mercenary cost
  −2 Diplomatic reputation
  −50% Improve relations
  +5 National unrest
  +0.5 Yearly corruption
  +0.50 Secretariat faction influence
  +0.50 The guilds influence

PrestigeEdit

  +15% Global trade power
  +10% Morale of armies
  +10% Morale of navies
  +10% Foreign spy detection
  +1 Yearly legitimacy
  +50% Improve relations
  +1 Monthly fervor
  −10% Aggressive expansion impact
  −10% Embracement cost
  +5% Brahmins loyalty equilibrium
  +5% Clergy loyalty equilibrium
  +5% Marathas loyalty equilibrium
  +5% Nobility loyalty equilibrium
  +5% Burghers loyalty equilibrium
  +5% Vaishyas loyalty equilibrium
  +5% Cossacks loyalty equilibrium
  +5% Tribes loyalty equilibrium
  +5% Dhimmi loyalty equilibrium
  +5% Jains loyalty equilibrium
  +5% Rajputs loyalty equilibrium

No debate in parliamentEdit

  +0.1 Yearly corruption

Republican traditionEdit

These are the effects at 100 republican tradition. Effects decrease linearly with less tradition.

  −2 National unrest
  +0.1 Jacobin influence
  +100% Reform progress growth
  +5% Burghers loyalty equilibrium
  +5% Vaishyas loyalty equilibrium

Lack of republican traditionEdit

These are the effects at 0 republican tradition. Effects decrease linearly with more tradition.

  +200% Stability cost modifier
  −0.1 Jacobin influence

Curia controllerEdit

  +1 Diplomats
  +1 Yearly prestige
  −10% Stability cost modifier
  +2 Possible advisors
  −20% Advisor cost
  +1 Leader(s) without upkeep
  −20% Aggressive expansion impact
  −5% Technology cost
  105% Clergy loyalty equilibrium

Bought IndulgenceEdit

  +1 Yearly papal influence

Religious unityEdit

Per 1% religious unity.

  +0.01 Monthly fervor
  +0.05 Maximum absolutism
  +5% Clergy loyalty equilibrium
  +5% Brahmins loyalty equilibrium

Lack of religious unityEdit

Per 1% below 100% religious unity.

  +1.0% Stability cost modifier
  +0.03 National unrest
  −1.0% Church power
  −0.01 Yearly devotion
  +0.001 Yearly corruption

Occupied home provincesEdit

  +0.005 Monthly war exhaustion

Blockaded home portsEdit

  +0.10 Monthly war exhaustion

Uncontested coresEdit

  −0.10 Yearly prestige

Fulfilled objectivesEdit

  +2 Monthly splendor

Production leaderEdit

  +10% Local goods produced modifier

Nearby Merchant Republics, Trading Cities or Trade CompaniesEdit

Merchant republics or trade companies trading in a Trade Node will grant a bonus to Goods Produced proportional to their share of Trade Power.

  +50% Local goods produced modifier

Trading by Merchant Republics or Trade Companies (for Trade League members)Edit

Merchant republics or trade companies trading in a Trade Node will grant a bonus to Goods Produced proportional to their share of Trade Power. Being a member in a Trade League further multiplies this bonus.

  +100% Local goods produced modifier

Large Merchant RepublicEdit

For each province over limit:

  −0.1 Yearly republican tradition

Federation leaderEdit

  +1 Diplomatic reputation
  +10% Morale of armies

Tributary state with less total administrative technology levels than overlordEdit

  −5% Administrative technology cost

Tributary state with less total diplomacy technology levels than overlordEdit

  −5% Diplomatic technology cost

Tributary state with less total military technology levels than overlordEdit

  −5% Military technology cost

Great PowerEdit

  −1% Prestige decay
  −10% Embracement cost
  +5 Maximum absolutism

Golden EraEdit

  −10% All power costs
  +10% Morale of armies
  +10% Morale of navies
  +10% Goods produced modifier
  +5 Maximum absolutism

AbsolutismEdit

At 100:

  +5% Discipline
  +30% Administrative efficiency
  −50% Foreign core duration

Army professionalismEdit

These are the effects at 100 army professionalism. Effects decrease linearly with less professionalism.

  +10% Land fire damage
  +10% Shock damage
  +20% Siege ability

Lack of army professionalismEdit

These are the effects at 0 army professionalism. Effects decrease linearly with more professionalism.

  −15% Mercenary cost
  +15% Available mercenaries

Reliance on StreltsyEdit

For each 1% of the country's force limit composed of Streltsy units:

  +1% Stability cost modifier

Power projectionEdit

Per point:

  +0.1% Fort defense
  +0.2% Global trade power
  +0.005 Yearly prestige
  +0.1% Morale of armies
  +0.1% Morale of navies
  +0.005 Yearly legitimacy
  +0.002 Yearly republican tradition
  +0.005 Yearly devotion
  +0.005 Yearly horde unity

At least 25 power projectionEdit

  +1 Leader(s) without upkeep

At least 50 power projectionEdit

+1 , +1  and +1  monthly

Strong trade companyEdit

  +1 Merchants

Large colonial nationEdit

  +1 Merchant
  +5% Global trade power
  +10 Naval force limit
  +5 Land force limit

March subjectEdit

  +1 Land force limit

Vassal subjectEdit

  +1 Land force limit

BaseEdit

For all nations.

  +12 Tax income
  +6 Land force limit
  +12 Naval force limit

Subject nationEdit

For being a subject.

  −6 Tax income
  −3 Land force limit
  −6 Naval force limit

Vassal nationEdit

Base for being a vassal.

  +50% Development cost

PrimitivesEdit

  +50% Development cost

Fully maintained fortsEdit

  +1 Army tradition

Autonomy increasedEdit

  −10 Local unrest

Autonomy decreasedEdit

  +10 Local unrest

Revolution targetEdit

  +10% National manpower modifier
  +10% Morale of armies
  −0.15 Monthly war exhaustion
  −50% Unjustified demands
  −15% Land maintenance modifier
  −15% Naval maintenance modifier
  +40% Land force limit modifier
  +40% Naval force limit modifier
  −100 Yearly papal influence

Dishonored allianceEdit

  −1 diplomatic reputation

Drilling armiesEdit

Multiplied by percentage of force limit currently drilling:

  +0.01 yearly army professionalism

InnovativenessEdit

At 100:

  −10% All power costs
  −1% Yearly army tradition decay
  −1% Yearly navy tradition decay

Expanded AdministrationEdit

  +20% Expand administration cost
  +20% Governing capacity

Over governing capacity limitEdit

These are the effects at 100% over governing capacity limit.

  +100% Stability cost modifier
  +100% Advisor cost
  −50% Improve relations
  +20% Core creation cost
  +50% Aggressive expansion impact
  −1 Militarization of state

Lost HegemonyEdit

  +10% All power costs

Revolutionary Nation at PeaceEdit

  −4 Yearly revolutionary zeal

Diplomatic systemEdit

Recruitment SabotagedEdit

  −20% Manpower recovery speed
  −20% Sailor recovery speed

Merchants SlanderedEdit

  −10% Global trade power

DiscontentEdit

  +2 National unrest
  −1 Yearly legitimacy
  −0.2 Yearly republican tradition
  −1 Yearly devotion
  −1 Yearly horde unity
  −0.5 Yearly meritocracy

Reputation SabotagedEdit

  −3 Diplomatic reputation

Corrupt OfficialsEdit

  +0.1 Yearly corruption

Trade leagueEdit

Note: The trade league leader counts as trade league member for both modifiers.

Trade League Leader (scaled by member number)Edit

  +2.5% Trade steering

In a Trade LeagueEdit

  +20% Ship trade power
  −1 Diplomatic relations

Tutorial onlyEdit

Tutorial colonial rangeEdit

  +10% Colonial range

Nation designerEdit

Custom setupEdit

  +1 Colonist
  +20 Tax income

Subject interactionsEdit

Send officersEdit

  +5% Discipline
  +20% Morale of armies

KarmaEdit

Neutral KarmaEdit

  +2 Diplomatic reputation
  +5% Discipline

High KarmaEdit

  +1 Diplomatic reputation

Low KarmaEdit

  +2.5% Discipline

Jan MayenEdit

InvasionEdit

  +25% Discipline
  +100% Manpower recovery speed
  +100% Sailor recovery speed
  +600 Tax income
  +100 Land force limit
  +100 Naval force limit
  +100 000 Manpower
  +10 000 Sailors
  −75% Core-creation cost
  −10 National unrest
  −50% Land attrition
  −1 Yearly corruption

Native policyEdit

Native Coexistence PolicyEdit

  −100% Native uprising chance

Native Trading PolicyEdit

  +50% Native assimilation
  −50% Native uprising chance

Native Repression PolicyEdit

  +20 Global settler increase

HarmonyEdit

High harmonyEdit

These are the effects at 100 harmony. Effects decrease linearly with less harmony.

  +1 Tolerance of the true faith

Low harmonyEdit

These are the effects at 0 harmony. Effects decrease linearly with more harmony.

  −3 Tolerance of the true faith
  +25% development cost
  −1 Yearly legitimacy
  −2 Yearly meritocracy

ShogunateEdit

Daimyo interactionsEdit

For each daimyo at peace:

  −2% Stability cost modifier (maximum of −20%)
  +0.1 Yearly legitimacy (maximum of +1)

For each daimyo with the same level of isolationism as the Shogun:

  +0.1 Yearly prestige

For each daimyo with a different level of isolationism as the Shogun:

  −0.05 Yearly prestige

The above isolationism modifiers combined cannot exceed either −1 or +1 yearly prestige.

Government abilitiesEdit

Icon Ability Effects for the Shogun Effects for all Daimyos
  Sword Hunt   +250 Manpower increase per daimyo

  +0.5 Land force limit per daimyo

  −1 000 Manpower increase

  −2 Land force limit

  Sankin Kotai   +3 Diplomatic reputation   −1 Diplomatic relations
  Forcibly Expel Ronin   −5% Liberty desire

Government interactionsEdit

IqtaEdit


Icon Ability Modifiers
  Efficient Tax Farming  +15% National tax modifier
  Land Acquisition  −5% Core creation cost
  Lenient Taxation  +1 Diplomatic reputation

 −15% Liberty desire in subjects

Tribal federationEdit

Train Horsemanship
  +15% Cavalry combat ability

Mamluk governmentEdit

Promote Culture in GovernmentEdit

  −5% All power costs

Feudal theocracyEdit

Seize Clerical Holdings
  −15% Construction cost
Invited Minorities
  −20% Local development cost

Sich RadaEdit

Receive Fleeing SerfsEdit

A random neighbor gets ‘Serfs Deserted to Cossacks’ for 10 years:

  −10% National tax modifier

Organize Raiding PartiesEdit

The army gets ‘Raiding Parties’ for 10 years:

  +1 Attrition for enemies
  +10% Movement speed

Raise Cossack HostEdit

A Cossacks regiment raises and the country gets ‘Reliance on Cossacks’:

  +100% Stability cost modifier × Cossacks regiments / land force limit

Muslim schoolsEdit


School Denomination Effect
  Hanafi   Sunni
  •   −5% Administrative technology cost
  Hanbali   Sunni
  •   −10% Aggressive expansion impact
  Maliki   Sunni
  •   −10% Development cost
  Shafi'i   Sunni
  •   +1 Merchant
  Ismaili   Shia
  •   +1 Yearly horde unity
  •   +1 Yearly legitimacy
  •   +0.5 Yearly republican tradition
  •   +1 Yearly devotion
  Jafari   Shia
  •   +10% Shock damage
  Zaidi   Shia
  •   −10% Shock damage received

Regiment modifiersEdit

Army drillEdit

These are the effects at a 100 army drill rating. Effects decrease linearly with lower drill values.

  +10% Shock damage
  +10% Land fire damage
  −25% Fire damage received
  −25% Shock damage received

Army drill (average)Edit

This is the effect at a 100 army drill rating. Used by entire army, is the average of all subunits drill.

  +20% Movement speed

JanissariesEdit

An elite unit recruitable by the Ottoman Government.

  −10% Fire damage received
  −10% Shock damage received
  +100% Reinforce cost
  +100% Army drill gain modifier

Revolutionary GuardEdit

A special unit recruitable by revolutionary countries.

  −10% Fire damage received
  −10% Shock damage received
  +100% Army drill gain modifier

Rajput RegimentEdit

A unit recruitable by countries with the   Rajputs estate.

  −25% Army drill decay modifier
  −50% Reinforce cost
  +5% Regiment Morale