Institution penalty Main article: Institutions The cost for researching a new technology level consists of the base cost, 600 monarch points, multiplied by the current institution penalty and all modifiers, plus 100%. Please help with verifying or updating this section. Nations with a primitive technology group can shrug off the label of "primitive" (giving them full gold income and ships, etc.) by reforming their government (for nations with the native council government reform) or reforming their religion (for natives with the Inti, Mayan or Nahuatl religion). An army led by a conquistador can move through the land of primitives without need for access. Overseas province with a core from a primitive country get −80% culture conversion cost. Conquering provinces from a primitive as a non-primitive doesn't cost unjustified demands and doesn't cause separatism. Primitive nations get reduced income from gold and have +50% development cost and cannot build ships, preventing them from colonizing non-adjacent provinces and removing the penalty to sieging their coastal forts without a blockade. "Primitives" refers to nations in the following technology groups: Manchu Nations: ( Jianzhou, Haixi, Yeren) Makuria, Sofala, Malagasy nations( Antemoro, Betsimisaraka, Imerina, Mahafaly, Sakalava)Īinu, Guge, Kham, Nivkh, Solon, Tsang, U, Yarkand, Siberian Clan Councils ( Chavchuveny, Chukchi, Kamchadals, Khodynt) The following countries have their starting institution penalty different from other nations in their respective group:Īnizah, Baluchistan, Dawasir, Djerid, Fadl, Fezzan, Luristan, Najd, Shammar, Tafilalt, Touggourt, Yasīastar, Chanda, Garha, Garjat, Jeypore, Jharkhand, Kachar, Kalahandi, Keonhjar, Ladakh, Manipur, Parlakhimidi, Patna, Ratanpur, Tripura + Only exists if playing a CK2 converted game where Sunset Invasion DLC was activated (replaces the usual tech group for some Native American empires), fantasy content was enabled for a Random New World with the Conquest of Paradise DLC, or playing a custom nation created with the nation designer with the El Dorado DLC. All countries in a given tech group begin the game with their given tech level, regardless of whether or not that country begins with a tech penalty that deviates from the standard institution penalty of their given tech group. Those that do embrace it have no such penalty, until the Renaissance starts shortly after 1450. Those that don't therefore start with a 50% penalty to technology cost due to institutions. Each group has a unique list of land unit types representing the general military strategy of similar countries.Īlmost all countries in a given tech group begin the game either embracing the institution of feudalism or not (exceptions to this rule are listed below). It was last verified for version 1.31.Įach country belongs to a technology group, which determines the initial starting level of technology and in general terms how much of the map is discovered at the beginning of the game. Please help with verifying or updating this image. Military technology focuses on improving the performance of land forces and provides access to new troop types, increases the morale, maneuver and tactics of armies, and allows construction of buildings associated with warfare, including recruitment centers and fortresses. ![]() The buildings that diplomatic technology allows are trade and sea related. ![]() This research area increases trade efficiency, colonization range, diplomatic influence, and naval power. Most formable nations require administrative technology level 10 to form.ĭiplomatic technology is primarily related to interactions with other nations and far off lands. Higher levels also provide more administrative efficiency for your country, which means less coring costs and less aggressive expansion impacts but also higher liberty desire in colonial nation subjects. Types Administrative Īdministrative technology is the broad group that makes new government types available, increases production efficiency, unlocks national idea slots, and enables the construction of a wide range of different buildings, most of which are related to issues of stability and income. 5.5 Cumulative dip tech effects to navy.5.4 Cumulative mil tech effects to army.
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