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Magnar

Second Lieutenant
79 Badges
Nov 6, 2010
169
195
  • Crusader Kings II: Charlemagne
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(this mod will become a part of Vae Victis mod once complete)

Steam Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1945099543

This mod will aim to transform the invention system to offer different inventions based on different aspects of the country at the time of reaching a new tech level. These below will be overwritten by the country specific inventions.

To better show how this works the starting civic inventions have been replaced as follows:

Vanilla Civic Inventions:
1) global_import_commerce_modifier = 0.1
2) global_tax_modifier = 0.05
3) global_tribesmen_output = 0.05

Modded they will be:
1) If country has ports: global_import_commerce_modifier = 0.1
If it has no ports: global_commerce_modifier = 0.02
2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05

3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05

Full List Of Changes

Civic
Level 0
1) If country has ports: global_import_commerce_modifier = 0.1
If it has no ports: global_commerce_modifier = 0.02

2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05

3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05

Level 1
coming in next release
1) If tribal with centralisation less than 20 = tribesmen output + 5%
otherwise +1 capital trade routes

2) 3 cities or less - 7% build costs
4-10 cities - 5% build costs
11+ cities - 3% build costs

3) still working on this one

B9ACF7B65D6A3F08A5D0E5ED59DB3105095C6C9B


C5C0B3E77503ABAE8D5201E99E37C49E80457712


98E3F9920437FD6BADE463A65183749E08D2109C
 
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