Wie Versprochen der aktuelle Stand meines Gebäude-Mods: Code: # Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # officials = x #==> number of magistrates to build (default 1) # previous = x # a building that is the prerequisite of this building # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # destroy_on_conquest = yes/no # destroy this building if conquered # onmap = yes/no # show as a sprite on the map # category = x # the category used for labels and such # # V 1.0.1 sims - Sep 2012 -> Debugging # Nach einigen Tests hat sich herausgestellt das ein paar Dinge so nicht funktionieren: # 1. Man kann als Kosten für ein Gebäude nur 0 oder 1 Magistrat einstellen. Alle vorkommen von 5 auf 1 zurückgestellt. # 2. March und Graindepot wieder Unique machen. # 3. Tax Assessor hat statt Inflationssenkung den alten Handel5-Bonus *30 bekommen # 4. March hat den Inflationssenkungs-Bonus bekommen # 5. Graindepot hat den alten Handel6-Bonus *30 bekommen # Version ist nicht von mir getestet!!! # V 1.0 sims - Aug 2012 -> Kompletter Umbau # 1. Bei Übernahme einer Provinz: Gebäude der Stufe 1-2 sowie Manufakturen bleiben erhalten, 3-4 nur wenn man einen Kern hat. 5-6 sowie Uniques werden zerstört. # 2. Boni überarbeiten von: Regierung, Produktion, Handel, Hafen und Kaserne. # 3. Bedingungen für die Unique-Buildings ändern auf Hauptstadt (+ Monarchie beim Palast). Rest verschwindet. # 4. Boni der Forts ändern: Missionierungsbonus raus. Dafür ab Fort 2 Boni für Wachstum, Handel und Männer einbaun. # 5. Umbau von March und Graindepot sowie generelle Steigerung der Uniquekosten auf 5 Magistrate # 6. Magistratskosten auf 0 setzen bei allen Gebäuden der Stufe 1-4 # 7. Bauzeiten ändern: Stufe 1-4 auf 1-4 Monate senken, Stufe 5 auf 12 Monate senken. # Government # sims: Die Regierungsgruppe ist für die Ruhigstellung der Provinz und für Spezialisten zuständig. temple = { cost = 50 time = 1 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -1 local_spy_defence = 0.1 missionaries = 0.01 colonists = 0.01 officials = 0.01 diplomats = 0.01 merchants = 0.01 spies = 0.01 } destroy_on_conquest = no category = 1 } courthouse = { previous = temple cost = 75 time = 2 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -2 local_spy_defence = 0.2 missionaries = 0.02 colonists = 0.02 officials = 0.02 diplomats = 0.02 merchants = 0.02 spies = 0.02 } destroy_on_conquest = no } spy_agency = { previous = courthouse cost = 100 time = 3 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -3 local_spy_defence = 0.2 missionaries = 0.03 colonists = 0.03 officials = 0.03 diplomats = 0.03 merchants = 0.03 spies = 0.03 } destroy_on_conquest = yes spare_on_core = yes } town_hall = { previous = spy_agency cost = 150 time = 4 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -4 local_spy_defence = 0.25 missionaries = 0.04 colonists = 0.04 officials = 0.04 diplomats = 0.04 merchants = 0.04 spies = 0.04 } destroy_on_conquest = yes spare_on_core = yes } # sims: 0,1 für alle Spezialisten + in Summe 100% Schutz vor Spionen + college = { previous = town_hall cost = 200 time = 12 modifier = { spies = 0.1 officials = 0.1 diplomats = 0.1 missionaries = 0.1 colonists = 0.1 merchants = 0.1 local_spy_defence = 0.25 } destroy_on_conquest = yes } # sims: Stabinvestment ist besser als Kostensenkung, 1% Bevölkerungswachstum und 75% Missionierungschance sind nett aber eher unwichtig. Aber -0,1 Infame ist ziemlich stark. cathedral = { previous = college cost = 300 time = 24 modifier = { stability_investment = 10 local_missionary_placement_chance = 0.75 badboy = -0.1 population_growth = 0.01 } destroy_on_conquest = yes category = 1 } # Land # sims: Mehr Männer und schnellere/billigere Ausbildung armory = { cost = 50 time = 1 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = no category = 2 } training_fields = { previous = armory cost = 75 time = 2 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.5 } destroy_on_conquest = no } barracks = { previous = training_fields cost = 100 time = 3 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.75 } destroy_on_conquest = yes spare_on_core = yes } # sims: Die Ausbildungskosten und -zeit-boni wurden auf alle 4 Stufen aufgeteilt - die Summe ist aber gleich wie vorher. # Statt (Grundstock + 1.500 ) + 20% sind jetzt Grundstock + 2.500 Männer mehr in jeder Provinz. regimental_camp = { previous = barracks cost = 150 time = 4 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 12 modifier = { regiment_recruit_speed = -0.2 local_regiment_cost = -0.2 local_manpower = 2 local_manpower_modifier = 0.2 } destroy_on_conquest = yes } # sims: In Summe sinken die Rekrutierungskosten um 40% und die Rekrutierungszeit um 70%. Es sind 7.500 Männer + 50% mehr in der Provinz. # Als einziger globaler Bonus steigt die Armeetradition um 0,1%/Jahr. Zu wenig? conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower = 3 local_manpower_modifier = 0.3 army_tradition = 0.001 } destroy_on_conquest = yes category = 2 } # Naval # sims: Mehr Schiffslimit, billigere und schnellere Konstruktion und schnellere Reparatur. # sims: Der Hafen 1 hat am meisten gelitten. Der Superbonus von 25% Produktion ist weggefallen... dock = { cost = 50 time = 1 officials = 0 trigger = { port = yes } modifier = { naval_forcelimit = 1 } destroy_on_conquest = no category = 3 } drydock = { previous = dock cost = 75 time = 2 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.05 } destroy_on_conquest = no } shipyard = { previous = drydock cost = 100 time = 3 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.1 ship_recruit_speed = -0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Eigentlich wollte ich gleich wie bei den Kassernen einen gleichmäßigen Bonus mit mehr Wachstum für die Unterstützung einbaun. # Aber dann wäre ich bis hier her auf +10 statt den Original +2 gekommen. # Jetzt hab ich einfach die anderen Boni aufgeteilt so gut es ging. grand_shipyard = { previous = shipyard cost = 150 time = 4 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.15 ship_recruit_speed = -0.1 local_ship_cost = -0.1 } destroy_on_conquest = yes spare_on_core = yes } naval_arsenal = { previous = grand_shipyard cost = 200 time = 12 modifier = { naval_forcelimit = 4 local_ship_repair = 0.2 ship_recruit_speed = -0.25 local_ship_cost = -0.2 } destroy_on_conquest = yes } # sims: 14 statt 12 Limit, 80% statt 25% Reparatur, 75% statt 70% weniger Bauzeit und 60% statt 50% weniger Baukosten. # Dazu noch als einziger globaler Bonus +0,1% Marinetradition/Jahr. Zu wenig? naval_base = { previous = naval_arsenal cost = 300 time = 24 modifier = { naval_forcelimit = 6 local_ship_repair = 0.3 ship_recruit_speed = -0.3 local_ship_cost = -0.3 navy_tradition = 0.001 } destroy_on_conquest = yes category = 3 } # Production # sims: Es gibt nur einen Bonus für die Produktion selber. Statt dessen ist dieser Zweig primär für die Steuern zuständig. constable = { cost = 50 time = 1 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.05 direct_tax_percentage = 0.05 local_tax_modifier = 0.05 } destroy_on_conquest = no category = 5 } workshop = { previous = constable cost = 75 time = 2 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.1 direct_tax_percentage = 0.1 local_tax_modifier = 0.1 } destroy_on_conquest = no } counting_house = { previous = workshop cost = 100 time = 3 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.15 direct_tax_percentage = 0.15 local_tax_modifier = 0.15 } destroy_on_conquest = yes spare_on_core = yes } # sims: 4 statt 1 Grundsteuern, 50% statt 25% Produktion, 50% statt 50% Jahressteuern, 50% statt 25% Steuern. treasury_office = { previous = counting_house cost = 150 time = 4 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.2 direct_tax_percentage = 0.2 local_tax_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } mint = { previous = treasury_office cost = 200 time = 12 modifier = { tax_income = 5 direct_tax_percentage = 0.25 local_tax_modifier = 0.25 } destroy_on_conquest = yes } # sims: 15 statt 6 Grundsteuern, 105% statt 50% Jahressteuern, 105% statt 75% Steuern, 50% statt 25% Produktion. # Der einzig gute globale Bonus der mir einfiel war Inflation -0,01. Ein globales Steuern +1% wäre mir zwar lieber aber ich glaub das passt so. stock_exchange = { previous = mint cost = 300 time = 24 modifier = { tax_income = 6 direct_tax_percentage = 0.3 local_tax_modifier = 0.5 inflation_reduction = 0.01 } destroy_on_conquest = yes } # Trade # sims: Der Zweig macht das was er soll - Handel steigern. marketplace = { cost = 50 time = 1 officials = 0 modifier = { trade_income = 1 } destroy_on_conquest = no category = 6 } trade_depot = { previous = marketplace cost = 75 time = 2 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.05 } destroy_on_conquest = no } canal = { previous = trade_depot cost = 100 time = 3 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Alles ist bis hier gleich geblieben - nur die Grundhandelseinnahmen steigen jetzt um 4 statt 2. road_network = { previous = canal cost = 150 time = 4 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.15 local_movement_speed = 0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Originalbonus -> global_trade_income_modifier = 0.01 # Der Handelswert ist der Wert der dem HZ angerechnet wird und der Basiswert für die Berechnung des Produktionswertes. Dadurch profitiert man 2* durch die Steigerung! post_office = { previous = road_network cost = 200 time = 12 modifier = { trade_income = 5 local_trade_income_modifier = 0.2 local_production_efficiency = 0.25 } destroy_on_conquest = yes } # sims: Originalbonus -> trade_efficiency = 0.01 # In Summe sind das 15 Handelseinkommen, 75% Handelseinkommen und 50% Produktion - zusammen mit Prod 1-4 also 100% customs_house = { previous = post_office cost = 300 time = 24 modifier = { trade_income = 6 local_trade_income_modifier = 0.25 local_production_efficiency = 0.25 } destroy_on_conquest = yes } # Fortresses # sims: Ein Fort bekehrt doch keine Menschen... raus mit dem Bonus. # Forts bringen Sicherheit und Sicherheit lockt Menschen an. Mehr Menschen -> mehr Handel -> mehr Steuern -> mehr Krieger -> mehr Stabilität im Reich fort1 = { cost = 50 time = 1 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 } destroy_on_conquest = no category = 4 } #sims: mehr Menschen fort2 = { previous = fort1 cost = 75 time = 2 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 population_growth = 0.01 } destroy_on_conquest = no } #sims: mehr Handel fort3 = { previous = fort2 cost = 100 time = 3 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 trade_income = 1 } destroy_on_conquest = yes spare_on_core = yes } # sims: mehr Steuern fort4 = { previous = fort3 cost = 150 time = 4 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 tax_income = 1 } destroy_on_conquest = yes spare_on_core = yes } # sims: mehr Krieger fort5 = { previous = fort4 cost = 200 time = 12 modifier = { fort_level = 1 local_defensiveness = 1 supply_limit = 1 local_manpower = 2 } destroy_on_conquest = yes } # sims: mehr Stabilität im Reich fort6 = { previous = fort5 cost = 300 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 supply_limit = 1 stability_investment = 10 } destroy_on_conquest = yes } # One per country # sims: Alle Bedingungen umstellen auf Hauptstadt (Palast zus. Monarchie) und Magistratskosten auf 5 erhöhen # sims: Bonus von den alten Handels5 Gebäuden *30 tax_assessor = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { global_trade_income_modifier = 0.3 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Infameabbau von 0,4 auf 0,5 erhöht embassy = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { diplomats = 1 badboy = -0.5 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verdoppelt. Aber eigentlich wollte ich hier einen Moral oder Disziplinbonus einbaun. Muss den genauen Code aber erst suchen... glorious_monument = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { cultural_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Da schon mit Techlevel 10 verfügbar hab ich hier die Inflationssenkung eingebaut. march = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { inflation_reduction = 0.1 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Alter Bonus vom Handel6 Gebäude *30 grain_depot = { cost = 10000 time = 12 trigger = { is_capital = yes } modifier = { trade_efficiency = 0.3 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verfünffacht. royal_palace = { cost = 1000 time = 12 trigger = { government = monarchy is_capital = yes } modifier = { legitimacy = 0.05 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verdoppelt. Mehr Moral für Landtruppen oder etwas in der Art wäre hier nett. war_college = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { army_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Siehe war_college admiralty = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { navy_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } #Manufactories # sims: Alle noch Original. refinery = { cost = 1000 time = 60 manufactory = { wine sugar } modifier = { trade_tech_investment = 5 population_growth = 0.01 } onmap = yes category = 7 } wharf = { cost = 1000 time = 60 modifier = { naval_tech_investment = 5 population_growth = 0.01 } manufactory = { naval_supplies } onmap = yes category = 7 } weapons = { cost = 1000 time = 60 modifier = { land_tech_investment = 5 population_growth = 0.01 } manufactory = { copper iron } onmap = yes category = 7 } textile = { cost = 1000 time = 60 modifier = { production_tech_investment = 5 population_growth = 0.01 } manufactory = { wool cloth } onmap = yes category = 7 } fine_arts_academy = { cost = 1000 time = 60 modifier = { stability_investment = 5 population_growth = 0.01 cultural_tradition = 0.01 } manufactory = { } onmap = yes category = 7 } university = { cost = 1000 time = 60 modifier = { government_tech_investment = 5 population_growth = 0.01 } manufactory = { } onmap = yes category = 7 }
# Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # officials = x #==> number of magistrates to build (default 1) # previous = x # a building that is the prerequisite of this building # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # destroy_on_conquest = yes/no # destroy this building if conquered # onmap = yes/no # show as a sprite on the map # category = x # the category used for labels and such # # V 1.0.1 sims - Sep 2012 -> Debugging # Nach einigen Tests hat sich herausgestellt das ein paar Dinge so nicht funktionieren: # 1. Man kann als Kosten für ein Gebäude nur 0 oder 1 Magistrat einstellen. Alle vorkommen von 5 auf 1 zurückgestellt. # 2. March und Graindepot wieder Unique machen. # 3. Tax Assessor hat statt Inflationssenkung den alten Handel5-Bonus *30 bekommen # 4. March hat den Inflationssenkungs-Bonus bekommen # 5. Graindepot hat den alten Handel6-Bonus *30 bekommen # Version ist nicht von mir getestet!!! # V 1.0 sims - Aug 2012 -> Kompletter Umbau # 1. Bei Übernahme einer Provinz: Gebäude der Stufe 1-2 sowie Manufakturen bleiben erhalten, 3-4 nur wenn man einen Kern hat. 5-6 sowie Uniques werden zerstört. # 2. Boni überarbeiten von: Regierung, Produktion, Handel, Hafen und Kaserne. # 3. Bedingungen für die Unique-Buildings ändern auf Hauptstadt (+ Monarchie beim Palast). Rest verschwindet. # 4. Boni der Forts ändern: Missionierungsbonus raus. Dafür ab Fort 2 Boni für Wachstum, Handel und Männer einbaun. # 5. Umbau von March und Graindepot sowie generelle Steigerung der Uniquekosten auf 5 Magistrate # 6. Magistratskosten auf 0 setzen bei allen Gebäuden der Stufe 1-4 # 7. Bauzeiten ändern: Stufe 1-4 auf 1-4 Monate senken, Stufe 5 auf 12 Monate senken. # Government # sims: Die Regierungsgruppe ist für die Ruhigstellung der Provinz und für Spezialisten zuständig. temple = { cost = 50 time = 1 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -1 local_spy_defence = 0.1 missionaries = 0.01 colonists = 0.01 officials = 0.01 diplomats = 0.01 merchants = 0.01 spies = 0.01 } destroy_on_conquest = no category = 1 } courthouse = { previous = temple cost = 75 time = 2 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -2 local_spy_defence = 0.2 missionaries = 0.02 colonists = 0.02 officials = 0.02 diplomats = 0.02 merchants = 0.02 spies = 0.02 } destroy_on_conquest = no } spy_agency = { previous = courthouse cost = 100 time = 3 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -3 local_spy_defence = 0.2 missionaries = 0.03 colonists = 0.03 officials = 0.03 diplomats = 0.03 merchants = 0.03 spies = 0.03 } destroy_on_conquest = yes spare_on_core = yes } town_hall = { previous = spy_agency cost = 150 time = 4 officials = 0 modifier = { local_revolt_risk = -1 local_missionary_placement_chance = 0.01 stability_cost = -4 local_spy_defence = 0.25 missionaries = 0.04 colonists = 0.04 officials = 0.04 diplomats = 0.04 merchants = 0.04 spies = 0.04 } destroy_on_conquest = yes spare_on_core = yes } # sims: 0,1 für alle Spezialisten + in Summe 100% Schutz vor Spionen + college = { previous = town_hall cost = 200 time = 12 modifier = { spies = 0.1 officials = 0.1 diplomats = 0.1 missionaries = 0.1 colonists = 0.1 merchants = 0.1 local_spy_defence = 0.25 } destroy_on_conquest = yes } # sims: Stabinvestment ist besser als Kostensenkung, 1% Bevölkerungswachstum und 75% Missionierungschance sind nett aber eher unwichtig. Aber -0,1 Infame ist ziemlich stark. cathedral = { previous = college cost = 300 time = 24 modifier = { stability_investment = 10 local_missionary_placement_chance = 0.75 badboy = -0.1 population_growth = 0.01 } destroy_on_conquest = yes category = 1 } # Land # sims: Mehr Männer und schnellere/billigere Ausbildung armory = { cost = 50 time = 1 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = no category = 2 } training_fields = { previous = armory cost = 75 time = 2 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.5 } destroy_on_conquest = no } barracks = { previous = training_fields cost = 100 time = 3 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 0.75 } destroy_on_conquest = yes spare_on_core = yes } # sims: Die Ausbildungskosten und -zeit-boni wurden auf alle 4 Stufen aufgeteilt - die Summe ist aber gleich wie vorher. # Statt (Grundstock + 1.500 ) + 20% sind jetzt Grundstock + 2.500 Männer mehr in jeder Provinz. regimental_camp = { previous = barracks cost = 150 time = 4 officials = 0 modifier = { regiment_recruit_speed = -0.05 local_regiment_cost = -0.05 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 12 modifier = { regiment_recruit_speed = -0.2 local_regiment_cost = -0.2 local_manpower = 2 local_manpower_modifier = 0.2 } destroy_on_conquest = yes } # sims: In Summe sinken die Rekrutierungskosten um 40% und die Rekrutierungszeit um 70%. Es sind 7.500 Männer + 50% mehr in der Provinz. # Als einziger globaler Bonus steigt die Armeetradition um 0,1%/Jahr. Zu wenig? conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower = 3 local_manpower_modifier = 0.3 army_tradition = 0.001 } destroy_on_conquest = yes category = 2 } # Naval # sims: Mehr Schiffslimit, billigere und schnellere Konstruktion und schnellere Reparatur. # sims: Der Hafen 1 hat am meisten gelitten. Der Superbonus von 25% Produktion ist weggefallen... dock = { cost = 50 time = 1 officials = 0 trigger = { port = yes } modifier = { naval_forcelimit = 1 } destroy_on_conquest = no category = 3 } drydock = { previous = dock cost = 75 time = 2 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.05 } destroy_on_conquest = no } shipyard = { previous = drydock cost = 100 time = 3 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.1 ship_recruit_speed = -0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Eigentlich wollte ich gleich wie bei den Kassernen einen gleichmäßigen Bonus mit mehr Wachstum für die Unterstützung einbaun. # Aber dann wäre ich bis hier her auf +10 statt den Original +2 gekommen. # Jetzt hab ich einfach die anderen Boni aufgeteilt so gut es ging. grand_shipyard = { previous = shipyard cost = 150 time = 4 officials = 0 modifier = { naval_forcelimit = 1 local_ship_repair = 0.15 ship_recruit_speed = -0.1 local_ship_cost = -0.1 } destroy_on_conquest = yes spare_on_core = yes } naval_arsenal = { previous = grand_shipyard cost = 200 time = 12 modifier = { naval_forcelimit = 4 local_ship_repair = 0.2 ship_recruit_speed = -0.25 local_ship_cost = -0.2 } destroy_on_conquest = yes } # sims: 14 statt 12 Limit, 80% statt 25% Reparatur, 75% statt 70% weniger Bauzeit und 60% statt 50% weniger Baukosten. # Dazu noch als einziger globaler Bonus +0,1% Marinetradition/Jahr. Zu wenig? naval_base = { previous = naval_arsenal cost = 300 time = 24 modifier = { naval_forcelimit = 6 local_ship_repair = 0.3 ship_recruit_speed = -0.3 local_ship_cost = -0.3 navy_tradition = 0.001 } destroy_on_conquest = yes category = 3 } # Production # sims: Es gibt nur einen Bonus für die Produktion selber. Statt dessen ist dieser Zweig primär für die Steuern zuständig. constable = { cost = 50 time = 1 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.05 direct_tax_percentage = 0.05 local_tax_modifier = 0.05 } destroy_on_conquest = no category = 5 } workshop = { previous = constable cost = 75 time = 2 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.1 direct_tax_percentage = 0.1 local_tax_modifier = 0.1 } destroy_on_conquest = no } counting_house = { previous = workshop cost = 100 time = 3 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.15 direct_tax_percentage = 0.15 local_tax_modifier = 0.15 } destroy_on_conquest = yes spare_on_core = yes } # sims: 4 statt 1 Grundsteuern, 50% statt 25% Produktion, 50% statt 50% Jahressteuern, 50% statt 25% Steuern. treasury_office = { previous = counting_house cost = 150 time = 4 officials = 0 modifier = { tax_income = 1 local_production_efficiency = 0.2 direct_tax_percentage = 0.2 local_tax_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } mint = { previous = treasury_office cost = 200 time = 12 modifier = { tax_income = 5 direct_tax_percentage = 0.25 local_tax_modifier = 0.25 } destroy_on_conquest = yes } # sims: 15 statt 6 Grundsteuern, 105% statt 50% Jahressteuern, 105% statt 75% Steuern, 50% statt 25% Produktion. # Der einzig gute globale Bonus der mir einfiel war Inflation -0,01. Ein globales Steuern +1% wäre mir zwar lieber aber ich glaub das passt so. stock_exchange = { previous = mint cost = 300 time = 24 modifier = { tax_income = 6 direct_tax_percentage = 0.3 local_tax_modifier = 0.5 inflation_reduction = 0.01 } destroy_on_conquest = yes } # Trade # sims: Der Zweig macht das was er soll - Handel steigern. marketplace = { cost = 50 time = 1 officials = 0 modifier = { trade_income = 1 } destroy_on_conquest = no category = 6 } trade_depot = { previous = marketplace cost = 75 time = 2 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.05 } destroy_on_conquest = no } canal = { previous = trade_depot cost = 100 time = 3 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Alles ist bis hier gleich geblieben - nur die Grundhandelseinnahmen steigen jetzt um 4 statt 2. road_network = { previous = canal cost = 150 time = 4 officials = 0 modifier = { trade_income = 1 local_trade_income_modifier = 0.15 local_movement_speed = 0.1 } destroy_on_conquest = yes spare_on_core = yes } # sims: Originalbonus -> global_trade_income_modifier = 0.01 # Der Handelswert ist der Wert der dem HZ angerechnet wird und der Basiswert für die Berechnung des Produktionswertes. Dadurch profitiert man 2* durch die Steigerung! post_office = { previous = road_network cost = 200 time = 12 modifier = { trade_income = 5 local_trade_income_modifier = 0.2 local_production_efficiency = 0.25 } destroy_on_conquest = yes } # sims: Originalbonus -> trade_efficiency = 0.01 # In Summe sind das 15 Handelseinkommen, 75% Handelseinkommen und 50% Produktion - zusammen mit Prod 1-4 also 100% customs_house = { previous = post_office cost = 300 time = 24 modifier = { trade_income = 6 local_trade_income_modifier = 0.25 local_production_efficiency = 0.25 } destroy_on_conquest = yes } # Fortresses # sims: Ein Fort bekehrt doch keine Menschen... raus mit dem Bonus. # Forts bringen Sicherheit und Sicherheit lockt Menschen an. Mehr Menschen -> mehr Handel -> mehr Steuern -> mehr Krieger -> mehr Stabilität im Reich fort1 = { cost = 50 time = 1 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 } destroy_on_conquest = no category = 4 } #sims: mehr Menschen fort2 = { previous = fort1 cost = 75 time = 2 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 population_growth = 0.01 } destroy_on_conquest = no } #sims: mehr Handel fort3 = { previous = fort2 cost = 100 time = 3 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 trade_income = 1 } destroy_on_conquest = yes spare_on_core = yes } # sims: mehr Steuern fort4 = { previous = fort3 cost = 150 time = 4 officials = 0 modifier = { fort_level = 1 supply_limit = 0.5 tax_income = 1 } destroy_on_conquest = yes spare_on_core = yes } # sims: mehr Krieger fort5 = { previous = fort4 cost = 200 time = 12 modifier = { fort_level = 1 local_defensiveness = 1 supply_limit = 1 local_manpower = 2 } destroy_on_conquest = yes } # sims: mehr Stabilität im Reich fort6 = { previous = fort5 cost = 300 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 supply_limit = 1 stability_investment = 10 } destroy_on_conquest = yes } # One per country # sims: Alle Bedingungen umstellen auf Hauptstadt (Palast zus. Monarchie) und Magistratskosten auf 5 erhöhen # sims: Bonus von den alten Handels5 Gebäuden *30 tax_assessor = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { global_trade_income_modifier = 0.3 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Infameabbau von 0,4 auf 0,5 erhöht embassy = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { diplomats = 1 badboy = -0.5 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verdoppelt. Aber eigentlich wollte ich hier einen Moral oder Disziplinbonus einbaun. Muss den genauen Code aber erst suchen... glorious_monument = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { cultural_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Da schon mit Techlevel 10 verfügbar hab ich hier die Inflationssenkung eingebaut. march = { cost = 500 time = 12 trigger = { is_capital = yes } modifier = { inflation_reduction = 0.1 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Alter Bonus vom Handel6 Gebäude *30 grain_depot = { cost = 10000 time = 12 trigger = { is_capital = yes } modifier = { trade_efficiency = 0.3 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verfünffacht. royal_palace = { cost = 1000 time = 12 trigger = { government = monarchy is_capital = yes } modifier = { legitimacy = 0.05 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Bonus verdoppelt. Mehr Moral für Landtruppen oder etwas in der Art wäre hier nett. war_college = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { army_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } # sims: Siehe war_college admiralty = { cost = 1000 time = 12 trigger = { is_capital = yes } modifier = { navy_tradition = 0.02 } destroy_on_conquest = yes one_per_country = yes category = 8 } #Manufactories # sims: Alle noch Original. refinery = { cost = 1000 time = 60 manufactory = { wine sugar } modifier = { trade_tech_investment = 5 population_growth = 0.01 } onmap = yes category = 7 } wharf = { cost = 1000 time = 60 modifier = { naval_tech_investment = 5 population_growth = 0.01 } manufactory = { naval_supplies } onmap = yes category = 7 } weapons = { cost = 1000 time = 60 modifier = { land_tech_investment = 5 population_growth = 0.01 } manufactory = { copper iron } onmap = yes category = 7 } textile = { cost = 1000 time = 60 modifier = { production_tech_investment = 5 population_growth = 0.01 } manufactory = { wool cloth } onmap = yes category = 7 } fine_arts_academy = { cost = 1000 time = 60 modifier = { stability_investment = 5 population_growth = 0.01 cultural_tradition = 0.01 } manufactory = { } onmap = yes category = 7 } university = { cost = 1000 time = 60 modifier = { government_tech_investment = 5 population_growth = 0.01 } manufactory = { } onmap = yes category = 7 }
-- Stolzes Mitglied "der Fünf" (laut BG) Ich schau aus meinem Fenster und alles was ich sehe ist mein Weg zum Ruhm. Neu: Tips und Trick von mir zur Total War Reihe.Neu!Mein Mod für Europa Universalis 3: aktuelle Version = 1.06! Bei Interesse PN an mich oder in meinem Welteroberungsthread vorbeischaun.
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