Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35. So, lets get started!
These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.
The AI is very likely to accept as long as they dont have any negative opinion of you.
As long this modifier is active and you fully colonize a colony you get the following event:
Some trade goods are inherently more valuable than others. If a trade good has a higher base cost than 2.5 then it will also have an Administrative cost in order to be produced:
Note: The admin cost will be rounded down to 7.
Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.
Note: The Trade Efficiency might look weird considering that you siphon the trade from the New World, but Tariffs in their current iteration are calculated from the production income + trade income. As such, this bonus is an indirect bonus to how much tariff you receive from your colonies.
EIC_ideas = {
start = {
global_prov_trade_power_modifier = 0.2
tolerance_heathen = 3
}
bonus = {
global_trade_power = 0.15
}
trigger = {
tag = EIC
}
free = yes #will be added at load.
eic_governors_general = {
global_unrest = -1
governing_capacity_modifier = 0.1
}
eic_indian_trade = {
global_trade_goods_size_modifier = 0.15
}
eic_chartered_merchants = {
merchants = 1
placed_merchant_power = 10
}
eic_presidency_armies = {
global_manpower_modifier = 0.1
global_sailors_modifier = 0.2
}
eic_intercontinental_trade = {
trade_steering = 0.25
trade_range_modifier = 0.1
}
eic_colonial_monopoly = {
trade_efficiency = 0.1
}
eic_colonial_exploitation = {
trade_company_investment_cost = -0.1
build_cost = -0.1
}
}
This trade company subject has some special properties which aim to make it competitive to the trade companies we already know and love. A trade company behaves in many ways like a colony, which means it is able to declare its own wars, it will pay tariffs to its overlord and you can use the Modify Subject Relationship on them (modifications for Self-Governing Colonies are applied here). However, when an external nation attacks your Trade Company you are called into war. There are also some additional subject interactions which are not available to normal colonies such as Siphon Income and Fortify Subject (in the past it was March, but it has been renamed now).
Masters of India, which requires you to own or have a subject own 200 provinces in India, gives an additional bonus to your trade company subject:
Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.
If this event fires then the conditions to fire the English Civil War change to the following:
If you side with the Royalists and end the Civil War without breaking to rebels you get the following reform:
Letting the Parliamentarian win and choosing to become a republic will unlock the following reform:
And finally, if you let the Parliamentarians win, but decide to become a monarchy after Cromwells death:
Note: Forming a different country will automatically revoke these modifiers. I am also considering making this cost a lot less severe though in order to promote flexibility. Maybe 75 ADM cost per adjusted idea is more manageable.
Note: Numbers are not final, as usual.
Note: The color should be actually green as a reduced Engagement Width means more ships are in combat at the same time.
You have 20% of your Naval Force Limit available for constructing Man of War.
This will of course update your mission tree accordingly:
The AI will keep its decision though.
Note: Historically speaking, it would make more sense to have it as a name change as the Angevin Empire was mostly a name for the possessions of the Plantagenet dynasty and not a real political entity per se. For the sake of gameplay, however, I decided to make a new tag for it with unique ideas, colors and, most importantly, the flag.
AVE_ideas = {
start = {
global_manpower_modifier = 0.2
improve_relation_modifier = 0.3
}
bonus = {
years_of_nationalism = -5
}
trigger = {
tag = AVE
}
free = yes #will be added at load.
angevin_decentralized_rule = {
core_creation = -0.2
}
english_common_law = {
global_tax_modifier = 0.15
num_of_parliament_issues = 1
}
lessons_of_the_anglo_french_wars = {
discipline = 0.05
}
the_many_thrones = {
heir_chance = 0.5
years_to_integrate_personal_union = -10
}
reformed_angevin_infantry = {
infantry_power = 0.1
}
seneschal_of_france = {
governing_capacity_modifier = 0.15
}
rule_of_the_plantagenet = {
legitimacy = 1
devotion = 1
horde_unity = 1
republican_tradition = 0.3
meritocracy = 1
}
}
Note: England and Great Britain too received a +1 Number of possible Parliament Issues. The Horde Unity and Meritocracy (as well as Devotion / Legitimacy / Republican Tradition) have been added to all ideas which give one of the 5 government measurements in order to promote more variety in campaigns where you can switch your governments without feeling at a disadvantage because of it.
From here on out your path is set to conquer Iberia and Italy, as well as pushing into the Lowlands and the HRE. Each of these regions unlocks a Crown of
Note: There will be a tooltip saying that you unlock HRE related parliament issues.
A final highlight would be Claim the Empire Title which gives your country a name fitting to your situation.
And if you, somehow, manage to fall from grace
Note: I consider to push this all one level up, so that the 100% of the normal effect would be achieved between 20% and 40% already.
Note: This event is the starting point of 8 events in total which depict the different ways of how the English monarchs handled the reformation. Each option leads to different events. The AI always picks the one option which fits their rulers religion - even if it is against their countrys religion.
Note: the conditions for this event to happen are similar to the ones for its Reformed equivalent.
And of course, this week's comic:
[ 2023-02-28 15:17:06 CET ] [ Original post ]
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