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unmerged(9404)

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May 20, 2002
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Below is the updated economy FAQ for 1.09.

Any comments on mistakes, typos or other stuff are welcomed :) Please post them here.



The EU2 financial system

Information initially compiled by VKV.
Additions and corrections starting at version 5 from Inigo Montoya, State Machine, Ironfoundersson, Mueller, ws2_32, Castellon, Coder, Robin74, Peter Ebbesen, DSYoungEsq, Chas and Wreck.

Version 10: Wreck has suppied update info on neighbour bonus.
Version 9: Updated with 1.09 changes
Version 8: Updated chapter 4- Tech cost, added neighbourhoodbonus formula, added stability calculation examples.
Version 7: Incorporating the changes due to Colonies becoming cities at 1000 pop, up from 700.
Version 6: Updated most sections to 1.08
Version 5: Several corrections and updates for the economics sections in v1.01 in parts 1, 2 & 3. Added part 7 about trade and infrastructure efficiencies
Version 4: Added a note about neighbour bonus in monthly investment (part 6)
Version 3: Added stability costs (part 5) and monthly investments (part 6). Completed financial summary (part 3) and tech costs with date modifier for land and naval techs (part 4).
Version 2: Added vassal revenue and complete tech cost study. Included bug links in text.



Table of Content
0- Definitions
1- Yearly Province Revenue
2- Country revenue
3- Display bugs
4- Tech costs
5- Stability costs
6- Monthly investments
7- Trade and Infrastructure Efficiencies

0- Definitions

Province Modifier:
Modifier in % computed for each province.
The base is 100%; the following modifications can apply:
  • Province Culture not Country culture: -30%
  • Province Religion not Country Religion: -30%
  • Overseas tax penalty (i.e. no land connection from your capital to a provinces): -2% * (Slider position land)
  • Country Stability: Stability = 2: +10%, Stability = 3: +20%
  • Revolt Risk: -5% * (Revolt Risk)
  • War taxes : +150%
  • State Religion
    Hinduism: +5%
    Protestantism: +10%
    Buddhism: -20%
    Confucianism: -20%
    Shia Moslem: -20%
    Reformist: -10%​

Note:
- Floating point errors may result in infinitesimally small differences affecting build capacities
- The province modifier can never be lower than 0%
- There is a bug with the overseas tax penalty. For provinces not land connected to an owned and controlled port city, the overseas tax penalty is always 10% where applicable, regardless of the land slider position. For example: Poland, a LAND 10 country, owns Genoa & Lombardia, as well as Orleans, but nothing else in the area. The oversea tax penalty of Genoa & Lombardia will be 20% (2%*LAND 10), but Orleans' penalty will be of the flat 10%.

Multiplier Type 1 (for production and generated trade, see 1.2 and 1.6):
TPs : Multiplier equal to (TP Level + 4)/10 : Level 1: x5/10, Level 2: x6/10, etc.)
Colonies: Multiplier based on population:
- 000-199: x1/10
- 200-299: x2/10
- 300-399: x3/10
- ...
- 900-999: x9/10
Towns: Multiplier based on population:
- 1000-5000: x6/6
- 5001-10000: x7/6
- 10001-20000: x8/6
- 20001-40000: x9/6
- 40001-80000: x10/6
- 80001-200000: x11/6
- 200001-...: x12/6

Multiplier Type 2 (for Trade Tax, see 1.3) :
TP's: Multiplier equal to TP Level (Level 1: x1, Level 2: x2, etc.)
Colonies: Multiplier based on population:
- 000-199: x1
- 200-299: x2
- 300-399: x3
- ...
- 900-999: x9
Towns: Multiplier based on population:
- 1000-5000: x10
- 5001-10000: x11
- 10001-20000: x12
- 20001-40000: x13
- 40001-80000: x14
- 80001-200000: x15
- 200001-...: x16


1- Yearly Province Revenue

1.1- Taxes:
- Nothing for TP's and colonies
- For cities: (Base province value + Taxation Public Officials) * Province Modifier
- Taxation Public Officials: Tax Collector +1, Chief Judge +1

1.2- Production:
- Nothing for TP's
- (Multiplier type 1 based on province type and population) * (Basic Resource Price) * (Infrastructure Efficiency % + 1 [this +1 is a correction for a display bug, which may be fixed at a later date]) + Production Public Officials
- Production Public Officials: Tax Collector +1, Governor +1

1.3- Trade Tax:
- (Multiplier type 2 based on province type and population) * (Trade Efficiency % + 1 [this +1 is a correction for a display bug, which may be fixed at a later date])
- No effect from structure or resource type.
- Tool tip incorrectly states 12d is maximum; correct maximum is now 16d

1.4- Trade Tariffs (for CoT province only):
- 3 * (Number of merchants in CoT)

1.5- Manufactories:
- Fine Arts Academy +6 (unless in Capital +12)
- Goods Factory +6 (unless in Cloth, Cotton, Tobacco +12)
- Naval Equipment Factory +6 (unless in Fish, Naval Supplies +12)
- Refinery +6 (unless in Sugar, Wine +12)
- Weapons Factory +6 (unless in Copper, Iron +12)

1.6- Generated trade revenue (directed to CoT):
- (Multiplier type 1 based on province type and population) * (Market Price for Resource)

1.7- Gold Mines:
- (Multiplier type 1 based on province type and population) * (Gold Income for Province) + Production Public Officials
- Production Public Officials: Tax Collector +1, Governor +1
- Note: Gold Income for Province can be referenced here


2- Country Revenue

2.1- Census Taxes (yearly)
- Sum of all province Tax (see 1.1) multiplied by the census tax modification
- Does not appear in income summary as it is directly added to treasury on 1st of January.
- Census tax collection: minimum is 0, maximum is 1.
  • Province is a core province +0.25
  • Province has a tax collector +0.75
  • Each step of centralization + 0.025

2.2- Gold (monthly)
- Sum of all province gold production (see 1.7) / 12
- Appears in income summary under "Gold mines"

2.3- Production (monthly)
- Sum of all province Production (see 1.2) / 12
- Appears in income summary as "Production"

2.4- Taxation (monthly)
- Sum of all province Tax (see 1.1) / 12
- If you are the vassal of another nation, this prior sum is divided by two (half of this revenue goes to your suzerain, see 2.8).
- After any possible suzerain is paid, an additional sum can be added for looting: when an enemy province is looted, the looter has a one-time gain of the looted provinces' base tax values times two. In earlier versions, loot was only one times the base tax.
- Appears in income summary in "Tax"

2.5- Tolls (monthly)
- Sum of all province Trade Tax (see 1.3) / 12
- Appears in income summary in "Tax"

2.6- Trade (monthly)
- Sum of all trade revenues from your merchants in CoT's / 12
- Appears in income summary in "Trade"

2.7- Trade Tariffs (monthly)
- Sum of all trade tariffs gained from your CoT's / 12
- Appears in income summary in "Tax".

2.8- Vassals (monthly)
- Sum of all the income you get from vassals. Each vassal gives you half of its monthly Taxation revenue (and not half of its total revenue!, see 2.4).
- Appears in income summary in "Tax"

2.9- Loan Interests (monthly)
- If you have lend money to other countries, the monthly revenue (yearly cost / 12) is put directly into your treasury each month. So it can't be invested in research but this cash generates no inflation. See the Loans Summary page in the ledger to know the yearly cost of a loan.

2.10- Manufactories (monthly)
- Sum of all province Manufactory incomes (see 1.5) / 12
- Appears in income summary in "Production"


3- Display Bugs

3.1- The Income Summary Screen
On top of this screen is the revenue part that looks like:
Tax 8 (120%) 10.0
Production 6 (33%) 2.0
Trade 8 (50%) 4.0

I found out that the numbers on the left are usually meaningless and that they are computed from the numbers on the right. This is mainly true for the taxation number. As not all parts of this number are subject to the stability modifier (120% here), I think the number on the right is computed as the sum of the monthly taxation, tolls and trade tariffs, and then the number on the left is computed by dividing by 120%

Also, the numbers displayed in February (i.e. numbers that could be applied in January) are wrong, and so is the expected inflation in the budget window in January. The numbers displayed in the ledger seem to be right every time I double-checked them.

3.2- The Resource Information Screen
Under Production, there is a section that looks like:
Our Production: 150 units
Infrastructure: 21%
Our Production Income: 2.0
The last number is erroneous. The value is derived from the Infrastructure percent times the Basic Resource Price instead of Basic Price for Resource * Population Production Modifier * Infrastructure Modifier + Production Public Officials.

3.3- Goods Production in February
The game adds income from your manufactories to that of your "Production" when reporting "Goods Production" for the prior month. But in doing so, it truncates this income to the units level, so that monthly income of 2.5 ducats from manufactories only adds 2 ducats to the total in "Goods Production." In addition, the game posts manufactory income to the ledger on the first of the month for every month except January. In January, the income isn't posted until the change from Jan 30 to Feb 1. Somehow, this causes the game not to include the truncated manufactory income from January in the "Goods Production" total reported on Feb 1. You can see this easiest by looking at a save game file from Jan 1, Feb 1 and Mar 1.

Found by DSYoungEsq and reported in this post.

4- Tech costs

Chas did some excellent testing on the tech costs. The following is a summary of his findings, read this and this thread for a more detailed explanation.

4.1- Tech cost formula

Tech costs are derived from a base value, with 6 multipliers. One of these multipliers is the sum of 6 modifiers. The following sections follow that pattern:

Code:
Section          Component

4.2                 BV: Base Value
4.3                 x ATM: Ahead of Time Multiplier
4.4                 x TSM: Tech Speed Multiplier, which is made up from:
4.4.1                        Religion modifier
4.4.2                      + Cities modifier
4.4.3                      + Vassals modifier
4.4.4                      + HRE modifier
4.4.5                      + No Contact modifier
4.4.6                      + Whiteman modifier
4.5                 x TGM: Tech Group Multiplier
4.6                 x DPM: Domestic Policy Multiplier
4.7                 x DFM: Defender of Faith Multiplier
4.8                 x Inflation

There is no intermediate rounding the final value is displayed cut to whole d.

4.2 BV: Base Value

BV's are derived from land.csv, infra.csv etc:
BV = Price x Years

Price is based on the End Year for the level, increases linearly with end date, and is rounded to 0.5d.

Years = (End Year) - (Start Year)

The .csv files show the End Year and the Start Year. E.g extract from infra.csv

Code:
0  1419 This is the Start Year for researching level 2
1  1425 This is the End Year for researching level 2
2  1450
3  1495

In the tables below all the BV for the techs are given

Code:
Level    Infrastructure       Trade
   to      -------------- ----------------
 research   BV       ATD      BV      ATD
---------  --------------  ---------------
   1        141.5           141.5
   2        858             858
   3       3712.5          7725
   4       7155     1440   4000     1465
   5       6720     1485   6760     1490
   6      11895     1525  10980     1530
   7       7680     1590   7680     1590
   8      12360     1630  12360     1630
   9      10850     1690  10850     1690
   10     24000     1740  24000     1740

                              Land and Naval
-----------------------------------------------------------------------------
  Level                      Level                      Level
   to                         to                         to
 research   BV       ATD    research  BV       ATD     research  BV      ATD
-------------------------   -----------------------    ----------------------
   1        141.5            21      1875     1600       41     866     1733
   2       1440              22       942.5   1610       42     651     1737
   3       3118.5   1419     23      2101     1615       43    1092.5   1740
   4       2280     1440     24      1544     1626       44    1097.5   1745
   5       1545     1455     25      2150.5   1634       45    1102.5   1750
   6       1565     1465     26       982.5   1645       46    1107.5   1755
   7       1590     1475     27      3000     1650       47    1115     1760
   8        319     1485     28      3052.5   1665       48    1120     1765
   9        159.5   1487     29      2060     1680       49    1125     1770
   10       642     1488     30      1872     1690       50    1132.5   1775
   11       972     1492     31      1045     1699       51     226.5   1780
   12      1640     1498     32      1050     1704       52     227     1781
   13      2004     1508     33       844     1709       53     682.5   1782
   14      1690     1520     34       423     1713       54     684     1785
   15       852.5   1530     35       424     1715       55     687     1788
   16       857.5   1535     36       637.5   1717       56     918     1791
   17      2625     1540     37       426     1720       57     922     1795
   18      3590     1555     38       640.5   1722       58     694.5   1799
   19      2745     1575     39       428     1725       59     231.5   1802
   20      1850     1590     40      1293     1727       60     464     1803


4.3- ATM: Ahead of Time multiplier

This is a multiplier to penalize research when researching a tech ahead of the Ahead of Time Date (ATD).

ATD = (Start Year) - 5
If current date is ATD (see table above) or later, then ATM = 1
Else ATM = 1.5 + (ATD - Current Date) x 0.1

Examples:
Researching Land 20 in 1595. The ATD for Land 20 is 1595, so the multiplier is 1, as it will also be if the current date is later than 1595.
Researching Land 20 in 1593. The multiplier is 1.5 + (1595 – 1593) x 0.1 = 1.7

4.4- TSM: Tech Speed Multiplier

TSM = 1 + (Religion Modifier) + (Cities Modifier) + (Vassal Modifier) + HRE Modifier) + (No Contact Modifier) + (Whiteman Modifier)
It cannot be less than x1; if the sum of the modifiers is negative, then x1 is substituted.

The sum of the Religion, Cities, Vassal and HRE modifiers cannot be greater than +3.0, if it is, +3.0 is substituted.

4.4.1- Religion modifier

Code:
Protestantism     -0.02
Reformed          -0.04
Counterreformed   +0.06
Catholicism       +0.02
Orthodox          +0.02
Sunni             +0.02
Shiite            +0.06
Paganism          +0.50
Confucianism      +0.20
Buddhism          +0.10
Hinduism          +0.20

Note:
These figures are derivable from the Tech Speed column of religion.csv. This shows Tech Speed in 'points'; each 'point' is worth -0.02 for the modifier. e.g the file shows Catholicism as -1, which translates to +0.02 for the modifier.

4.4.2- Cities Modifier

Code:
1     +0
2     +0.2
3     +0.4
4     +0.5
5     +0.6
6     +0.8
7     +0.9
8     +1.0
>8     +1.0  + 0.025 per city over 8

Note:
'Cities' excludes colonies of level 9 and below, and TP's. The number can be counted from page 31 of the ledger. More info can be found in this thread by mueller

4.4.3- Vassals Modifier

Code:
Centralisation     Same      Different
  Setting         Continent  Continent
    0             -0.02        -0.02
    1             -0.02        -0.02
    2             -0.02        -0.02
    3             -0.02        -0.02
    4             -0.02        -0.02
    5             -0.02        -0.02
    6             -0.02        -0.016
    7             -0.02        -0.012
    8             -0.016       -0.008
    9             -0.008       -0.004
   10              0            0

Notes:
1. ‘Same continent’ means the continents of the capital provinces, as defined in country.csv.

2. One vassal is enough to get this modifier, more don't give you a bigger modifier. In case of a vassal on a different continent and the same continent the highest modifier, i.e. that for the vassal on the same continent, is used.

4.4.4- HRE Modifier

If you are HRE, you get -0.02 modifier, per elector that has relations >=100.

Notes:
1. Electors are defined in country.csv. Countries with 2 votes give the same benefit as single vote countries.

2. If the HRE is an elector, he does not give himself a benefit (so if there are 25 electors, and you are one of them, and you have good relations with all of them, the best you will get will be -0.48).

4.4.5- No Contact Modifier

Modifier = +0.2 for each country less than 19 that you know.
Applies to all countries.

Note
The number of countries you know can be counted from the Relationships screen. There are 10 countries on a full page.

4.4.6- Whiteman modifier

This only applies to North American Indian countries.
If Whiteman > 4, modifier = 0.
Else, modifier = (5 - Whiteman) x 2

Notes:
1. Whiteman starts at 0 for relevant countries, so that gives a modifier of +10, and therefore a Tech Speed Multiplier of at least 11.

2. Whiteman increases by 1 for each interaction with non-American countries e.g. each DoW (in either direction), merchants placed in non-American CoTs etc. When it reaches 5, the effect of this modifier is eliminated.

3. Your Whiteman figure can only be viewed in the save file.

For more information on the No Contact Modifier and the Whiteman Modifier check this thread by ws2_32

4.4.5- Examples of combining the modifiers to give the Tech Speed Multiplier

Code:
                Hanover 1617       Iroquois 1419          Russia 1795
            --------------------   --------------     -------------------
Religion       Protestant   -0.02   Pagan    +0.5      Orthodox      +0.02
Cities             1         0        6      +0.8         88         +3.0
Vassals		  no	     0	     no	      0	          no	      0	
HRE		  no	     0	     no	      0	          no	      0	
                          ------            ----                    -----
Subtotal                    -0.02            +1.3                    +3.0

No contact       >18 known   0      4known   +3.0       >18 known     0
Whiteman     Not applicable  0        0     +10.0     Not applicable  0
                           =====           =====                    ====
Total                       -0.02           +14.3                    +3.0

TSM                         x1.0            x15.3                    x4.0

Notes:
1. For Hannover, the multiplier would be x0.98, but cannot be below x1. So the benefit of the Protestant bonus is lost - but if Hannover had one more city, the benefit would apply.

2. For Russia, the subtotal modifier would be +3.02, but cannot be above +3.0. The effect of the capping is that generally cities over 80-90 do not add to the TSM - the exact limit depends on your religion.

4.5- TGM: Tech Group Multiplier

Code:
Latin     x1
Orthodox  x1.1
Muslim    x1.2
China     x1.4
Exotic    x1.9

Notes:
The Tech Group cannot be read from within the game but is shown in country.csv
The multiplier values are hard-coded within the program.

4.6- DPM: Domestic Policy Multiplier

Two sliders affect Tech Costs: Centralisation and Innovation.
DPM = 1+ (sum of effects)/100
Code:
Slider
Setting  Centralisation  Innovation
-------  --------------  ----------
  0       +10              +15
  1       +8               +12
  2       +6                +9
  3       +4                +6
  4       +2                +3
  5        0                 0
  6       -2                -3
  7       -4                -6
  8       -6                -9
  9       -8               -12
 10      -10               -15

Example: Tuscany in 1419 has Centralisation at setting 1 and Innovation at setting 4.
DP Multiplier = 1 + (8+3)/100 = x1.11

4.7- DFM: Defender of Faith Multiplier

If you have claimed Defender of your Faith, DFM = x1.15
Otherwise, multiplier = 1
Note: Defenders of the Faith are only visible within the save file, close to the top of the file, just above the province list. e.g. if the Ottomans are Defenders of the Sunni Faith, there will be an entry "Sunni = TUR"

4.8- Inflation Multiplier

If inflation = 3.1%, multiplier = x1.031

4.9- Examples of total tech cost

All for Land 31.
Code:
 Country             Hannover            France               Iroquois
                -------------------  -------------------  ------------------
BV                         982.5              982.5                  982.5
ATM (ATD= 1704)   1710      x1         1700    x1.9          1750     x1
  Religion       Prot        -0.02    Cath        +0.02    Pagan         +0.5
  Cities           1          0        30         +1.55     10           +1.05
  Vassals	  no	      0	       no	   0	    no	          0	
  HRE		  no	      0	       no	   0	    no	          0 
  No contact      >18         0       >18          0       Know 4        +3.0
  Whiteman         -          0        -           0         0          +10.0
TSM                         x1                 x2.57                 x15.55
TGM               Latin     x1        Latin    x1            Exotic   x1.9
DPM              -10/-15    x0.75      0/0     x1           +10/+15   x1.25
DFM                 -       x1         Yes     x1.15           -      x1
Inflation           0%      x1         10%     x1.1           35%     x1.35
                         ----                ----                  ----
Tech cost                 736                 6068                  48984

5 - Stability cost

The change to the stability cost in the betas are documented here by Chas.

5.1- Stability cost formula
Code:
section		component

5.2		Base cost
5.3		 x DP modifier
5.4		 x BB modifier
5.5		 x Fine Arts Academy multiplier
5.6		 x Inflation

5.2- Base cost

The base cost is given by the sum of the stability cost for each province. The stability cost of one city province is the sum of the "state religion vs. province religion" cost and the state religion bonus/malus. So a Catholic province for a Catholic nation is (25 -6) = 19 base stability.

State religion vs. province religion
Code:
State Rel.     Province Rel.   Cost
Christian      Same Christian   25
Christian      Other Christian  50
Christian      Non Christian   100

Non Christian  Same religion    25
Non Christian  Others           60
State religion bonus/malus
Code:
Protestant	  3
Reformed	  3
CRC		 -6
Catholic	 -6
Orthodox	 -8
Sunni		 -6
Shiite		 -6
Paganism	  5
Confucianism	-10
Buddhism	 -5
Hinduism	  3
Non-city provinces have the same base stability costs regardless of any religion.
Code:
Trade post        2
Sub-city colony   5

5.3- Domestic Policy modifier

Sum of 100% plus the modifiers of the two policies affect the stability cost:
- Narrowminded / Innovativeness: from -25% to +25%
- Free Subjects / Serfdom: from +25% to -25%
(In v1.09 Free Subjects / Serfdom: from +50% to -50%)

The minimum stability costs in 1.08 are given by (100% - 25% - 25%) = 50%
The maximum stability costs in 1.08 are given by (100% + 25% + 25%) = 150%

Because of the math, a single change in one slider does not neccessarily mean a 5% change in stability costs compared to the costs before making the change. If base stability is 100d and the DP slider were set to minimize stability costs in 1.08, the costs would be 50% or 50d. Now if a DP slider were moved for a 5% difference of base stability the result would be 55% of base stability or 55d. But 55d is a 10% increase compared to the 50d.

5.4- BadBoy modifier
BB < 0.5 * BBmax: BB modifier = (1 + BB / 100)
0.5 * BBmax < BB < BBmax: BB modifier = min[(1 + (2 * BB) / 100),2]
BB > BBmax: BB modifier = 2

Note: BB and BBmax can be found when hovering the mouse pointer over your reputation in the diplomatic screen. The left number is your BB, the right number is your BBmax

5.5- Fine Arts Academy multiplier

-1% for each FAA, capped at -50%

So with 3 FAAs the multiplier is 0.97; take 100% and subtract 1% for each FAA.

5.6- Inflation

If inflation = 3.1%, multiplier = x1.031
Take one and add the inflation number divided by 100.

5.7- Examples
Code:
Country               Spain           Ottoman Empire     Timurud Empire 
                  ----------------   ----------------   ----------------
Religion             Catholic            Sunni               Sunni	
Province religions
  Catholic          7      133         0        0          0        0
  Orthodox          0        0         6      324          0        0
  Sunni             2      188         1       19         14      266
  Shiite            0        0         0        0          9      486
  Confucianism      0        0         0        0          0        0
  Buddhism          0        0         0        0          0        0
  Colonies          1        5         0        0          3       15
  Trade posts       1        2         0        0          0        0
                          -----              -----               -----
Base Cost                  328                343                 767

DP modifier              x ( 1              x ( 1               x ( 1
  Innovativeness   @0    - 0.25      @10    + 0.25       @10    + 0.25
  Serfdom (v1.08) @10    - 0.25)     @10    - 0.25)       @0    + 0.25)

BB modifier
  BBmax            35                37                   39
  BB                0      x 1        0       x 1         30    x 1.60
FAA multiplier      0      x 1        0       x 1          5    x 0.95
Inflation           0%     x 1        0%      x 1         10%   x 1.10
                          =====             ======              =======
Total stability cost       164                343                 1923

6- Monthly Investments

6.1- Land tech
Invested each month: Budget + (Monarch MIL skill) + (5 ducats per Weapon Manufactory) + (Neighbour bonus)

6.2- Naval tech
Invested each month: Budget + (Monarch MIL skill) + (5 ducats per Naval Equipment Manufactory) + (Neighbour bonus)

6.3- Stability
Invested each month: Budget + (Monarch ADM skill * 2) + (5 ducats per Fine Art Academies) - (War Exhaustion)

6.4- Trade
Invested each month: Budget + (Monarch ADM skill) + (5 ducats per Refinery) + (Neighbour bonus) - (Trade Embargoes above the Free Trade Refusal Limit)

6.5- Infrastructure
Invested each month: Budget + (Monarch ADM skill) + (5 ducats per Goods Manufactory) + (Neighbour bonus)

6.6- Neighbour bonus

The neighbor bonus is computed as follows:
Code:
Neighbor bonus = ([(Highest tech) - (your tech)] * 8 + 
                  [i][(Highest tech) - (your tech)]^2[/i] +
                  (#countries in techgroup / 8)) * NMR / (2 * Size modifier)

Notes
- Highest tech is the highest value that any nation in your techgroup has for that specific tech.
- The factor [(Highest tech) - (your tech)]^2 is only used when the difference between your tech and the highest tech is larger than 2.
- The maximum neighbour bonus is 25
- This has only been tested using a limited set of data from 1419 latin techgroup nations. The post from which this formula is derived originates from the days of the 1.05 patch (or earlier). If you have better information please add it to this thread!

6.6.1 The Size Modifier for Neighbor Bonus

The size modifier used for computing the neighbor bonus is computed from the number of cities (pop 1000+) the nation has:
Code:
1     1.0
2     1.2
3     1.4
4     1.5
5     1.6
6     1.8
7     1.9
8     2.0
>8     2.0  + 0.025 per city over 8
Note:
'Cities' excludes colonies of level 9 and below, and TP's. The number can be counted from page 31 of the ledger.

6.6.2- NMR (don't know what the abbreviation stands for)

NMR = 2.0 - techgroup

Code:
Latin		1.0
Orthodox	0.9
Muslim		0.8
China		0.6
Exotic		0.1

Note:
-When a tech or stability is maxed out the investments from the monarch skills and manufactories are lost.


7- Trade and Infrastructure Efficiencies

7.1- Infrastructure Efficiency

Base level depends on the Infrastructure Technology Level:
Code:
Level	Efficiency	Effect
 0	20%		Allows Colonists
 1	25%		Allows Tax Collectors
 2	30%		Allows Fine Arts Academies
 3	35%		Allows Refineries
 4	40%		Allows Chief Judges
 5	50%		Allows Governors
 6	60%		Allows Goods Manufactories
 7	70%
 8	80%
 9	90%
10	100%

Then the following modifiers apply:
- Plutocracy/Aristocracy DP setting: +5% to -5%
- Decentralization/Centralization DP setting: -10% to +10%
- Naval/Land DP setting: -5% to +5%
- Free Subjects/Serfdom DP setting: +10% to -10%
- State Religion of Protestantism: +10%
- Goods Manufactories: +1% for each one

Production efficiency cannot be lower than 0%

7.2- Trade Efficiency

Base level depends on the Trade Technology Level:
Code:
Level	Efficiency	Effect
 0	20%
 1	30%		Allows Merchants
 2	40%		Allows Trading Posts
 3	50%		Allows Monopolies
 4	55%		Allows Trade Embargos
 5	60%
 6	65%
 7	70%
 8	80%
 9	90%
10	100%

Then the following modifiers apply:
- Plutocracy/Aristocracy DP setting: +5% to -5%
- Naval/Land DP setting: +5% to -5%
- State Religion of Reformed: +10%
- State Religion of Counterreform: -10%
- Refineries: +1% for each one
- Trade agreements: -3% for each one
- Trade Embargo: -3% for each one
- Monopoly: +2% for each one

Trade efficiency cannot be lower than 0%
 
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