Tue May 27, 2008 10:27 am
Herewith something....
National Factors:
• Adjacent to revolting region: +2%
• Nation Tax Level +2.5*(Tax_Level# –20)%
• Political Crisis event (#35) this year ** : +5% (cancel after event effects have disappeared)
• Good Government Policies event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Poor Government Policies event (#26) this year ** : +5% (cancel after event effects have disappeared)
• Widespread Corruption event (#36) this year ** : +5% (cancel after event effects have disappeared)
• Temporary Insanity event (#32) this year ** : +random(5)% (cancel after event effects have disappeared)
Does not apply to Republics.
• Excellent State Advisor event (#31) this year ** : – random(9)% (cancel after event effects have disappeared)
Diplomatic Factors:
• Region belongs to Subject nation: +5%
• Region has been annexed **: +10%
• Region has been conquered by peace this year **: +10%
• Region is adjacent to region owned by independent
nation of same nation group: –0.1*(relation value)%
• Each other nation that expelled Political Refugees: –5% if adjacent, –1% if not, limited to –10%
See relations design
• Each other nation that recognized Ruler: –10% if adjacent, –5% if not, limited to –20%
Do not apply to Republics
• Each other nation that support Dissenters: +2% if adjacent, +1% if not, limited to +15%
• Each other nation that support Pretender: +10% if adjacent, +5% if not, limited to +20%
Administration Factors:
• Bandits in Region +1% for each stack
• Governor’s Legal Activities –#% (depending on PA & region – see Province design)
• Extra Taxes **: +25% (plus make an extra test immediately when claiming
extra taxes, cancel this modification after 12 months)
• Internal Disorder event (#45) this year ** : +random(5)% (cancel after event effects have disappeared)
Double for Republics.
Ethnic and Population Factors:
• If region nation group <> owner nation group: +Ngmodifier#%
• Population in region: +1% per city, +2% per rural
• Epidemic event (#15) in same Province this year ** : –15% (cancel after event effects have disappeared)
• Colonization event (#16) in same Province this year ** : +5% if <> nation group, else –5%
(cancel after event effects have disappeared)
Economic Factors:
• Farm, Quarry, Mine: +2% each
• New City event (#40) in same Province this year ** : +5% if <> nation group, else –5%
(cancel after event effects have disappeared)
• City in Region –1%
• Capital of Province –2%
• Capital of Nation –12%
• Exceptional Year event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Unhappiness among Peasantry event (#29) this year ** : +2*(# of farms in region)%
(cancel after event effects have disappeared)
• Unhappiness among Artisans event (#28) this year ** : +2*(# of manufactures in city)% - 0% in rural regions
(cancel after event effects have disappeared)
• Poor Harvest event (#25) this year ** : +5% (cancel after event effects have disappeared)
• Good Harvest event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Drought event (#25) this year ** : +5% (cancel after event effects have disappeared)
War & Military Factors:
• Occupation by enemy units: +1%
• Looted: +5%
• Each Cavalry type unit in Region: –2% each
• Each Legion or Heavy Infantry unit in Region: –1% each
• Each other Infantry unit in Region: –0.5% each
• Victory of region owner in same Province this year **: –5 – random(5)% each, but only during current year.
cancel all on 31/12
• Victory of region owner in same Province this year **: +5 + random(5)% each, but only during current year.
cancel all on 31/12
• Victory of region owner elsewhere this year **: – random(5)% each, but only during current year.
Cancel all on 31/12
• Victory of region owner elsewhere this year **: + random(5)% each, but only during current year.
Cancel all on 31/12
• Military value (MIL) of Leader in Region: –#MIL%
• War Exhaustion **: +1% added the 1st January every year while at war; during
the 5 first year of war, then every two years for next 3
years, then once every 5 years. Cancel all these all
together as soon as nation is no longer at war.
• Mutiny event (#41) this year ** : +random(5)% (cancel after event effects have disappeared)
Repression Factors:
• Each Revolt suppressed in same Province **: +3% each time, maximum +15%, reduce by 5% every 5
years (to minimum of 0%)
Various Factors:
• Each Pirate raid in same Province **: +1% each (to maximum 10%, remove 2% per year,
minimum to 0)
Note that parameters identified with ** are to be stored separately.