Thus, having 2+ vassals will only have an effect with cent 8 or 9. Having more vassals can increase the modifier, but only if they are all on the same continent as the suzerein, and always capped at -0.02. Vassal_addend Centralization Same Different Setting Continent Continent (Whoopee!) This depends on the country's centralization domestic policy, and the continental location of the vassal(s) relative to the country: The religion addend to the tech_speed_factor is determined by a country's state religion:Ī country with one or more vassals may get a tiny reduction to tech costs, no more than -0.02. Cities does not include colonies and trading posts. The number of cities addend for a country is based on how many cities it owns. + isolation_addend( C) + whiteman_addend( C)) Tech_speed_factor( C) = maximum(1.0, minimum(4.0, #cities_addend( C) + religion_factor( C) Also, the total tech_speed_factor can't be less than 1.0 if it is, then 1.0 is substituted. The sum of the addends for #cities, religion, vassals and HRE cannot be greater than 4.0, if it is, 4.0 is substituted. However, there are two limits not shown in the formula as it is above. Tech_speed_factor( C) = #cities_addend( C) The following equation summarizes this, and is appropriate for most countries: The tech speed factor is a composite factor, which is computed by adding up six addends based on various attributes of the country. If a country hold the title of Defender of the Faith, its tech is somewhat more expensive:ĭefender_of_the_faith_factor( C) = 1.15, if the country C is defender of its faith For example, a country has centralization 1 and innovative 6. The domestic_policy_factor is the sum of 1.0, and the two percentages above. These effects are summarized here, given in percentages, for each of the 11 positions of each slider:Ĭentralization +10 +8 +6 +4 +2 0 -2 -4 -6 -8 -10 Centralization gives a bonus or malus of up to 10% to tech costs innovate, 15%. Two of the domestic policy sliders affect tech costs: centralization and innovative. The techgroup factor is a hard-coded factor based on the techgroup a country is in. Then you subtract five from the field given as "Average Date for Next" in that file. The ahead of time date (ATD) for each tech level is listed in each tech table.įor modders, here is how ATD is computed: for a given level N, you look up the level N-2 in the tech's. It is computed as follows:Īhead_of_time_factor( T,N) = 1.0, if (current_year >= ahead_of_time_date( T,N)) This factor penalizes research that is finished "too soon" it is basically a play-balance hack to prevent countries from teching much faster than they did historically. The base cost for each tech level is listed in each tech table. There is no rounding in the computation, but the displayed value is truncated. N is the next tech level (i.e., if C currently has land 9, N is 10).T is the tech type (land/naval/infra/trade).Tech_cost( C,T,N) = base_cost( T,N) * ahead_of_time_factor( T,N) Technology cost is the base cost times six factors, one of which is composed of 6 addends. There is a base cost for each level, which can be looked up in the tech table for each particular tech. The computation of tech cost is rather complex.
![europa universalis 4 economic base europa universalis 4 economic base](https://static1.thegamerimages.com/wordpress/wp-content/uploads/2021/02/Europa-Universalis-IV-Leviathan-Expansion-announcement-feature-image.jpg)
To see the tech cost for a particular field, mouse over its slider on the budget screen the tech cost is shown on the tooltip. The cost of the next level in a particular field of technology is its technology cost.
#EUROPA UNIVERSALIS 4 ECONOMIC BASE MODS#
A huge amount of additional mods are available to expand the game further, adding more events, decisions and mission trees for a multitude of nations.There are no general effects of technology the effect of progress in each particular field is listed in its own specific article:.A massive number of new start dates with accompanying nations, both starting ones, releasable ones, formable nations and ones spawned from events.An incredibly long possible gametime spanning from 2 CE to 9999 CE.
#EUROPA UNIVERSALIS 4 ECONOMIC BASE MOD#
You can do all of this and so much more with this mod today. Claim rule over ancient Rome and try to maintain it, beat back the Mongol invasion of Europe, take part in the crusades or the 3 kingdoms war in China, or go all the way to the modern era. With this mod, you can do so from the start of our era to a thousand years into the future.
![europa universalis 4 economic base europa universalis 4 economic base](https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4678173/8fabdee6edc0d61cf058721aad2923a69f8b6651.png)
The fun of EU4, like many Paradox Interactive games, comes from being able to explore and change history. Europa Universalis 4 AI Timelapse - Extended Timeline Mod 58-2018