Administrative Ideas
Cannot have Religious Ideas
Cannot have Economic Ideas
Patron of the Arts
-1.0%
Prestige Decay
Resilient State
+0.05
Yearly Inflation Reduction
Dynamic Court
+1
Possible Advisors
Scientific Revolution
-5.0%
Technology Cost
-10.0%
Embracement Cost
Ecumenism
+2.00
Tolerance of Heretics
Indirect Rule
-5
Years of Nationalism
Humanist Tolerance
+3.00
Tolerance of Heathens
Bonus:
-10.0%
Idea Cost
Cannot have Innovative Ideas
Cannot have Economic Ideas
Devoutness
+1.00
Tolerance of the True Faith
+0.25
Monthly Fervor
+10.0%
Church Power
Missionary Schools
+1
Missionaries
Inspiration
+15.0%
Reinforce Speed
Divine Supremacy
+2.0%
Missionary Strength
Religious Tradition
+1.00
Yearly Legitimacy
+0.5
Yearly Devotion
+0.5
Yearly Prestige
Inquisition
+1.0%
Missionary Strength vs Heretics
Holy War
+1
Catholic Cardinal Seat
Casus Belli vs neighboring heretics and heathens
Bonus:
Triple manpower increase during religious wars
Cannot have Innovative Ideas
Cannot have Religious Ideas
Bureaucracy
+10.0%
National Tax Modifier
Organized Construction
-10.0%
Build Costs
National Bank
+0.10
Yearly Inflation Reduction
Debt and Loans
-1.00
Interest per Annuum
Centralization
-10.0%
Advisor Costs
Nationalistic Enthusiasm
-10.0%
Land Maintenance Modifier
Smithian Economics
+10.0%
Production Efficiency
Bonus:
-20.0%
Development Time
Cannot have Delegative Ideas
Superior Advisor Recruiting
-15.0%
Advisor Costs
Administrative Efficiency
+1
Possible Advisors
Bookkeeping
-1.00
Interest per Annuum
Civil Service
-5.0%
Administrative Technology Cost
Local Traditions
-1.00
National Unrest
Religion of State
+1.00
Tolerance of the True Faith
Educational Conversion
-25.0%
Culture Conversion Cost
Bonus:
+3
Number of States
Cannot have Centralization Ideas
States of the Federation
+25.0%
Income from Vassals
Loyalty of the Masses
+1
Long term Vassal or March Relations
+1.00
Attrition for Enemies
Marcher Lords
+100.0%
Subject Forcelimits Contribution
Local Bureaucracies
-10.0%
Advisor Costs
Resettlement Plan
-1.00
National Unrest
Cultural Acceptance
-5
Years of Nationalism
Institutional Tolerance
Negative religious tolerance no longer gives any penalties
-10.0%
Liberty Desire in Subjects
Bonus:
+2
Max Promoted Cultures
-25.0%
State Maintenance
Cannot have Expansion Ideas
Cannot have Exploration Ideas
Must have any of the following:
- Innovative Ideas
- Religious Ideas
- Economic Ideas
- Centralization Ideas
- Delegative Ideas
National Archives
+1.00
Yearly Prestige
Sphere of Influence
-10.0%
Points to gain Stability
-1.00
National Unrest
Tolerance
+25.0%
Religious Unity
Local Nobility
+25.0%
Hostile Core-Creation Cost on us
+10.0%
Income from Vassals
Optimism
-0.05
Monthly War Exhaustion
Iconography
+1.00
Yearly Legitimacy
+0.50
Yearly Republican Tradition
+0.50
Yearly Devotion
+1.00
Yearly Horde Unity
Adherence
+10.0%
Fort Defense
Bonus:
+1.00
Attrition for Enemies
Cannot have Cultural Unity
Cannot have Exploration Ideas
Must have any of the following:
- Innovative Ideas
- Religious Ideas
- Economic Ideas
- Centralization Ideas
- Delegative Ideas
Faster Claims
-25.0%
Cost to fabricate claims
Federal Apostates
+1.00
Tolerance of Heathens
+1.00
Tolerance of Heretics
Dominance
-20.0%
Province Warscore Cost
Office of Foreign Affairs
-5.0%
Aggressive Expansion Impact
Imperial Bureaucracy
-10.0%
Build Cost
Organised Recruiting
-10.0%
Recruitment Time
Competitive Merchants
+20.0%
Global Trade Power
Bonus:
-10.0%
Core-Creation Cost
Cannot have Cultural Unity
Cannot have Expansion Ideas
Must have any of the following:
- Innovative Ideas
- Religious Ideas
- Economic Ideas
- Centralization Ideas
- Delegative Ideas
- Is primitive
Primitive nations:
Iberian culture nations:
- Administrative Technology 26
Everybody else:
- Administrative Technology 30
Quest for the New World
Allows recruitment of Explorers & Conquistadors
Colonial Ventures
+1
Colonists
Overseas Exploration
+50%
Colonial Range
Land of Opportunity
+15.00
Global Settler Increase
Viceroys
+20.0%
Global Tariffs
Free Colonies
+1
Colonists
Global Empire
+25.0%
Naval Forcelimit Modifier
Bonus:
Permanent Casus Belli against Primitives
Cannot have Plutocratic Ideas
Cannot have Stratocracy Ideas
Administrative Technology 38
Clash of Ideas
-5.0%
Technology Cost
State Conversion
+1
Missionaries
Private Ventures
-10.0%
Build Cost
Sentimentalism
+1.0%
Missionary Strength
Official Census
+10.0%
National Tax Modifier
Tempered Society
+1.00
Tolerance of Heretics
Citizen Gradient
+1.00
Tolerance of Heathens
Bonus:
+0.05
Yearly Inflation Reduction
Cannot have Foreign Affairs
Cannot have Martial Domain
Administrative Technology 38
Assimilation
+20.0%
Global Tariffs
Militaristic Offset
-1.00
National Unrest
Empirism
+10.00
Global Settler Increase
Partitions
-5.0%
Aggressive Expansion Impact
Land Claim
Allows recruitment of Explorers & Conquistadors
+1
Colonists
Intelligentsia
-10.0%
Core-Creation Cost
Faux Religion
+20.0%
Religious Unity
Bonus:
+1.00
Yearly Prestige
Cannot have Thalassocracy
Cannot have Autocracy Ideas
Administrative Technology 38
Parliamentary System
-5.0%
Administrative Technology Cost
Code of Law
-10.0%
Points to gain Stability
Formalised Cabinet
-10.0%
Advisor Costs
Universal Suffrage
-1.00
National Unrest
Popular Mandate
+0.50
Yearly Legitimacy
+0.50
Yearly Republican Tradition
+0.25
Yearly Devotion
+0.50
Yearly Horde Unity
Separation of Powers
+1
Max Promoted Cultures
Federalism
+25.0%
Income from Vassals
Bonus:
+50.0%
Subject Forcelimits Contribution
|
Diplomatic Ideas
Cannot have Espionage Ideas
Cannot have Intimidatory Ideas
Foreign Embassies
+1
Diplomats
Benign Diplomats
+25.0%
Improve Relations
Learned Men
+0.02
Monthly Vassal Integration
+1
Long term Vassal or March Relations
+1
Diplomatic Relations
Quick Appeasers
-25.0%
Discovered Relations Impact
Diplomatic Influence
+2.00
Diplomatic Reputation
War Cabinet
-10.0%
Province Warscore Cost
Foreign Elite
-25.0%
Diplomatic Annexation Cost
Bonus:
-5.0%
Diplomatic Technology Cost
Cannot have Conciliatory Ideas
Cannot have Intimidatory Ideas
Efficient Spies
+25.0%
Spy Network Construction
-10.0%
Advisor Costs
Agent Training
+1
Diplomats
Vetting
+33.0%
Foreign spy detection
+10.0%
Provincial Trade Power Modifier
Provocation
-25.0%
Unjustified Demands
Additional Loyalist Recruitment
-5.0%
Liberty Desire in Subjects
State Propaganda
-10.0%
Aggressive Expansion Impact
Audit Checks
-0.10
Yearly Corruption
Bonus:
+50.0%
Rebel Support Efficiency
Cannot have Conciliatory Ideas
Cannot have Espionage Ideas
Autarky
+15.0%
Embargo Efficiency
-20.0%
Cost to justify trade conflict
Cabinet
+1
Diplomatic Relations
Flexible Negotiations
-50.0%
Unjustified Demands
Political Aides
+1
Diplomats
Diplomatic Corps
+15.0%
Better Relations Over Time
Noble Resilience
Lowered impact on stability from diplomatic actions
International Nobility
-5.0%
Aggressive Expansion Impact
Bonus:
Empires: Permanent Casus Belli versus neighbors
Monarchies: Permanent Casus Belli versus most neighboring Republics
Republics: Permanent Casus Belli versus most neighboring non-republic governments
There are various governments that are excluded from the Casus Belli
Cannot have Merchant Adventures
Cannot have Land Routes
Effective Embargoes
+15.0%
Embargo Efficiency
Improved Trade
+20.0%
Domestic Trade Power
Protectionism
+10.0%
Production Efficiency
Merchant Schools
+1
Merchants
Profitability
+25.0%
Caravan Power
Local Traders
+10.0%
Provincial Trade Power Modifier
Trading at Home
+10.0%
Goods Produced Modifier
+0.2%
Biennial Mercantilism
Bonus:
+10.0%
Trade Efficiency
Cannot have Domestic Market
Cannot have Land Routes
Merchant Adventures
+25.0%
Trade Range
Foreign Investment
+15.0%
Trade Power Abroad
Overseas Merchants
+1
Merchants
Trade Manipulation
+15.0%
Trade Steering
Competition
+10.0%
Trade Efficiency
Market Forces
+10.0%
Global Trade Power
Trade Dockyards
-10.0%
Trade Ship Cost
+10.0%
Ship Trade Power
-0.2%
Biennial Mercantilism
Bonus:
+1
Merchants
+20.0%
Caravan Power
Must have Wealth of Nations DLC
Cannot have Domestic Market
Cannot have Merchant Adventures
Entrepreneurial Trade
+25.0%
Trade Range
Central Exchange
+1
Merchants
National Trade Policy
+10.0%
Trade Efficiency
Debits and Credits
+20.0%
Trade Steering
Food Security
+10.0%
Global Trade Power
Cartographers
+10.0%
Trade Power Abroad
Free Cities
+25.0%
Caravan Power
Bonus:
+1
Merchants
Cannot have Galley Expertise Ideas
Cannot have Logistical Ideas
Must have a port
Is not a Primitive
Ships of the Line
+15.0%
Heavy Ship Combat Ability
Lifelong Sailors
-20.0%
Morale hit when losing a ship
Merchant Marine
+50.0%
National Sailors Modifier
+10.0%
Light Warship Combat Ability
Grand Navy
+20.0%
Naval Forcelimits Modifier
Blockades
+50.0%
Blockade Efficiency
Improved Shipyards
+15.0%
Global Ship Repair
Citrus
-25.0%
Naval Attrition
Bonus:
Permanent Casus Belli against less advanced nations in Asia and Africa
Cannot have Grand Fleet Ideas
Cannot have Logistical Ideas
Must have a port
Is not a Primitive
War Galley
+25.0%
Galley Combat Ability
Naval College
+50.0%
Naval Tradition from Battle
Boarding Parties
+1.00
Naval Leader Shock
Galley Tactics
+20.0%
Naval Forcelimits Modifier
Close Blockade
+25.0%
Blocakde Efficiency
+10.0%
Chance to capture enemy ships
Sheltered Ports
+15.0%
Global Ship Repair
Standardization
-10.0%
Galley Cost
-10.0%
Light Warship Cost
Bonus:
Ships can repair when in coastal sea zones
Cannot have Grand Fleet Ideas
Cannot have Galley Expertise Ideas
Must have any of the following:
- Domestic Market
- Merchant Adventures
- Land Routes
Trade Outposts
+25.0%
Trade Range
Postal Service
-20.0%
Envoy Travel Time
Tourism
+10.0%
Trade Power Abroad
+5.0%
Institution Spread
Loose Vanguard
+1.00
Land Leader Maneuver
+10.0%
Movement Speed
Private Roads
+5.0%
Trade Efficiency
Supply Trains
-5.0%
Land Attrition
Federal Storage
+15.0%
Caravan Power
Bonus:
+10.0%
Recover Army Morale Speed
Cannot have Bureaucracy Ideas
Cannot have Stratocracy Ideas
Administrative Technology 38
Organizations
+25.0%
Trade Range
Corporatism
+1
Merchants
Golden Rules
+15.0%
Trade Efficiency
Apprenticeship
+10.0%
Trade Power Abroad
Free Merchants
+1
Merchants
Contrivances
+10.0%
Caravan Power
Fast Negotiations
+15.0%
Trade Steering
Bonus:
+10.0%
Institution Spread
Cannot have Imperium
Cannot have Martial Domain
Administrative Technology 38
Expatriates
+1
Diplomats
Integrated Financing
+1
Diplomatic Relations
Office of Concession
+20.0%
Improve Relations
Hunter-Killers
+20.0%
Foreign Spy Detection
Hegemonies
+0.02
Monthly Vassal Integration
+1.00
Diplomatic Reputation
Clandestine Agents
+15.0%
Spy Network Construction
Diplomatic Amenities
-25.0%
Unjustified Demands
Bonus:
-5.0%
Diplomatic Technology Cost
Cannot have Democracy Ideas
Cannot have Autocracy Ideas
Administrative Technology 38
Must have a port
Is not a Primitive
Carronades
+10.0%
Light Warship Combat Ability
Targeting Arc
+10.0%
Heavy Ship Combat Ability
Sea Peoples
+100.0%
Prestige from Naval Battles
Depredation
+15.0%
Blockade Efficiency
+20.0%
Privateer Efficiency
Civilian Flotilla
+20.0%
Naval Forcelimits Modifier
Coastal Batteries
+1.00
Yearly Navy Tradition
Adaptive Tactics
+10.0%
Galley Combat Ability
Bonus:
+1.00
Naval Leader Maneuver
|
Military Ideas
Cannot have Quantity Ideas
Sappers
+10.0%
Siege Ability
Quality Education
+10.0%
Recover Army Morale Speed
Naval Drill
+10.0%
Morale of Navies
Espirit de Corps
+5.0%
Discipline
Expanded Supply Trains
-10.0%
Land Attrition
Sea Dogs
+100.0%
Prestige from Naval Battles
Oak Forests for Ships
+10.0%
Ship Durability
Bonus:
+1.00
Yearly Army Tradition
Cannot have Quality Ideas
Enforced Service
-10.0%
Regiment Costs
Ship's Penny
-10.0%
Ship Costs
Conscripted Garrisons
+25.0%
Garrison Size
Levée en Masse
+33.0%
National Manpower Modifier
Grand Army
+33.0%
Land Forcelimits Modifier
The Old and Infirm
-10.0%
Land Maintenance Modifier
-10.0%
Naval Maintenance Modifier
The Young can Serve
+20.0%
Manpower Recovery Speed
Bonus:
+25.0%
Available Mercenaries
Cannot have Infantry Ideas
Cannot have Artillery Ideas
Bayonet Leaders
+1.00
Land Leader Shock
Erosion Tactics
+10.0%
Cavalry Combat Ability
Glorious Arms
+100.0%
Prestige from Land Battles
Finest of Horses
-10.0%
Shock Damage Received
+50.0%
Cavalry Flanking
Military Traditions
-5.0%
Military Technology Cost
Plebeian Cavalry
-15.0%
Cavalry Cost
+10.0%
Shock Damage
Noble Officers
+1
Leader(s) without Upkeep
Bonus:
+1.0
Yearly Army Tradition
Cannot have Cavalry Ideas
Cannot have Artillery Ideas
Elastic Defense
+20.0%
Fort Defense
Private to Marshal
+10.0%
Infantry Combat Ability
Drummers Corps
+10.0%
Recover army morale speed
Homesteaders
+33.0%
National Garrison Growth
Regimental System
-10.0%
Infantry Cost
Battlefield Rhythm
+1.00
Land Leader Maneuver
-5.0%
Fire Damage Received
Superior Firepower
+1.00
Land Leader Fire
Bonus:
+15.0%
Movement Speed
Cannot have Cavalry Ideas
Cannot have Infantry Ideas
Massed Battery
+10.0%
Artillery Combat Ability
Reconstruction
+20.0%
Fort Defense
-10.0%
Fort Maintenance
Siege Engineering
+1.00
Leader Siege
Barracks Ships
+10.0%
Light Warship Combat Ability
Field Observers
-10.0%
Artillery Cost
Indirect Fire
+10.0%
Fire Damage
Oil Propellant
+10.0%
Heavy Ship Combat Ability
Bonus:
-10.0%
Land Attrition
Cannot have Standing Army
Cannot have Drafted Army
Organized Mercenary Payments
-10.0%
Mercenary Cost
Mercenary Generals
+1
Leader(s) Without Upkeep
Noble Financing
+10.0%
Reinforce Speed
Mercenary Retainers
-1.0%
Yearly Army Tradition Decay
Mercenary Recruitment
+25.0%
Available Mercenaries
Privateers
+10.0%
Embargo Efficiency
+20.0%
Privateer Efficiency
+10.0%
Chance to capture enemy ships
Benefits for Mercenaries
-66.0%
Mercenary Maintenance
Bonus:
+10.0%
Garrison Size
+25.0%
Possible Condottieri
Cannot have Mercenary Army
Cannot have Drafted Army
Must have any of the following:
- Quality Ideas
- Quantity Ideas
- Cavalry Ideas
- Infantry Ideas
- Artillery Ideas
Camp Followers
-20.0%
Land Maintenance Modifier
Leadership Schools
+1
Leader(s) Without Upkeep
Superior Seamanship
+10.0%
Morale of Navies
Battlefield Commissions
-1.0%
Yearly Army Tradition Decay
Foraging Parties
-20.0%
Naval Maintenance Modifier
Military Drill
+10.0%
Morale of Armies
+10.0%
Movement Speed
Modern Legions
+10.0%
Manpower Recovery Speed
Bonus:
-10.0%
Fort Maintenance
Cannot have Mercenary Army
Cannot have Standing Army
Must have any of the following:
- Quality Ideas
- Quantity Ideas
- Cavalry Ideas
- Infantry Ideas
- Artillery Ideas
Improved Army Engineering
-10.0%
Regiment Costs
Formalized Officer Corps
+1
Leader(s) Without Upkeep
Military Propaganda
+15.0%
National Manpower Modifier
Battlefield Commissions
-1.0%
Yearly Army Tradition Decay
White Enlistment
-10.0%
Recruitment Time
+20.0%
Reinforce Speed
National Guard
+10.0%
Fort Defense
Press Gangs
+20.0%
Sailor Recovery Speed
Bonus:
+10.0%
National Garrison Growth
-25.0%
Reinforcement Cost
Cannot have Bureaucracy Ideas
Cannot have Plutocratic Ideas
Administrative Technology 38
Military Academies
+1
Leader(s) Without Upkeep
Economy of Force
+1.00
Naval Leader Fire
Saturation Fire
+1.00
Land Leader Fire
National Armada
-10.0%
Naval Maintenance Modifier
Prepositioning
-10.0%
Land Maintenance Modifier
Wartime Spirit
-10.0%
Regiment Costs
Sealift Docks
-10.0%
Shipbuilding Time
Bonus:
-10.0%
Recruitment Time
Cannot have Imperium
Cannot have Foreign Affairs
Administrative Technology 38
Civil Defense
+10.0%
Fort Defense
Terra Firma
-5.0%
Military Technology Cost
Engineer Corps
+5.0%
Siege Ability
Structured Barrage
+5.0%
Artillery Combat Ability
Battle Standards
+100.0%
Prestige from Land Battles
Mounted Charge
+5.0%
Cavalry Combat Ability
Platoon Warfare
+5.0%
Infantry Combat Ability
Bonus:
-10.0%
Land Attrition
Cannot have Democracy Ideas
Cannot have Thalassocracy
Administrative Technology 38
Patriotism
+10.0%
Land Forcelimits Modifier
Call to Arms
+10.0%
Naval Forcelimits Modifier
Reservists
+15.0%
National Manpower Modifier
Ironclads
+5.0%
Ship Durability
High Command
+5.0%
Discipline
Veterancy
+10.0%
Recover Army Morale Speed
Naval Realities
+10.0%
Recover Navy Morale Speed
Bonus:
+10.0%
Manpower Recovery Speed
|