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fartron

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I haven't seen this documented anywhere but forts normally provide 0 income. The Burial Site of a Saint county modifier has "Tax Income: +0.50" which apparently applies to forts too. The .5 is then modified by any other county modifiers (trade route, silk road, etc) and the technology level and stewardship of the character. You can be making an income of 2 gold on a 5 gold investment. Are there any other ways to increase the base income of a fort? I only noticed this on an aggressive emperor who doesn't need the money but there must be a way to exploit this at lower levels of income.
 
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I haven't seen this documented anywhere but forts normally provide 0 income. The Burial Site of a Saint county modifier has "Tax Income: +0.50" which apparently applies to forts too. The .5 is then modified by any other county modifiers (trade route, silk road, etc) and the technology level and stewardship of the character. You can be making an income of 2 gold on a 5 gold investment. Are there any other ways to increase the base income of a fort? I only noticed this on an aggressive emperor who doesn't need the money but there must be a way to exploit this at lower levels of income.
Does it work if you don't own the county? Also, I swear that forts cost 20 gold (modified by construction tech). I know you can mod in buildings for forts (though none of the things I want them to do are within my modding skill), but I didn't expect money to come up.

As for what to do, at .5 income per year and 20 gold to create, it takes 40 years to recoup the cost of the fort. I am not sure I have ever seen a fort last that long. That said, having a fort on your capital province helps slow down would-be conquerors, so having it recoup the cost over time is nice.
 

jonjowett

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The income displayed in-game is probably per year, not per month. In either case, it's unexpected and good to know, but I think it's unlikely to ever materially impact your game. (Because it would likely only have an impact if you had a small poor realm; but there usually aren't many saints for the first 100 years of gameplay; and you can usually get at least a kingdom in 100 years.)
 
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fartron

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The 2 to 5 ratio is what my very powerful and well equipped emperor is getting on a silk road province, I just meant that you "can" get that in best circumstances. I'm mostly curious if there are any other modifiers that could be stacked to increase that 0.5 base into something more useful.
 

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Ah, in that case, a few of the upgrades to great works (especially harbors) increase income (but I doubt they ever come anywhere close to paying for themselves), albeit only by a few percent (so your 2 gold per year might change to 2.5 depending on how things stack). If you are collecting taxes in a province with a high stewardship steward you get a nice bonus (and get the chance that he wrangles a bunch of extra money out of the populace). There are bonuses to taxes from prosperity. I think you can get a bonus to taxes from the trade route from business focus.
 

valvegas1

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Does it work if you don't own the county? Also, I swear that forts cost 20 gold (modified by construction tech). I know you can mod in buildings for forts (though none of the things I want them to do are within my modding skill), but I didn't expect money to come up.

As for what to do, at .5 income per year and 20 gold to create, it takes 40 years to recoup the cost of the fort. I am not sure I have ever seen a fort last that long. That said, having a fort on your capital province helps slow down would-be conquerors, so having it recoup the cost over time is nice.
What exactly are you trying to mod forts to do? I ask because I modded them in my mod to make them more useful and not such a waste of money. Just curious if i may be able to help you out with it.
 

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What exactly are you trying to mod forts to do? I ask because I modded them in my mod to make them more useful and not such a waste of money. Just curious if i may be able to help you out with it.
The one I remember was trying to have a building in a fort increase the supply limit in the province. I suspect that it could be done with a modifier and an event easily enough. I can't find where I wrote down my ideas about fort buildings, so I would have to come up with ideas from scratch.
 

valvegas1

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The one I remember was trying to have a building in a fort increase the supply limit in the province. I suspect that it could be done with a modifier and an event easily enough. I can't find where I wrote down my ideas about fort buildings, so I would have to come up with ideas from scratch.
Yeah I don't see why that can't be done...I can tinker with that and see what I can come up with on that
 

valvegas1

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So Here's kinda a look at what I added for my mod's purpose to make forts a little more durable and useful to build...Really the only limit is they can't grow a raisable levy but can grow their garrison...so everything that works for any other building you can use these for as well and from what I can tell the only real exception is levy modifiers have 0 effect

EDIT : upon a quick look I have seen and tried it and global_winter_supply is a usable modifier by itself and would certainly be part of the whole solution...But yes, you would still then need to write an event that would search for any province with a fort and apply said province_modifier to it properly and do a broad range supply_limit modifier if said fort does in fact exist.

Code:
fort = {
    # Wall quality, gives fortlevel
    fo_wall_q_1 = {
        desc = fo_wall_q_1_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
        gold_cost = 50
        build_time = 182
        fort_level = 0.5
        ai_creation_factor = 80
       
        extra_tech_building_start = 1.0
    }
    fo_wall_q_2 = {
        desc = fo_wall_q_2_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
        upgrades_from = fo_wall_q_1
        prerequisites = { fo_wall_1 }
        gold_cost = 50
        build_time = 182
        fort_level = 0.5
        ai_creation_factor = 79

        extra_tech_building_start = 0.6
    }
    fo_wall_q_3 = {
        desc = fo_wall_q_3_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
        upgrades_from = fo_wall_q_2
        gold_cost = 50
        build_time = 182
        fort_level = 0.5
        ai_creation_factor = 78
       
        extra_tech_building_start = 0.2
    }
    fo_wall_q_4 = {
        desc = fo_wall_q_4_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
        upgrades_from = fo_wall_q_3
        gold_cost = 100
        build_time = 365
        fort_level = 1.0
        ai_creation_factor = 77
       
        extra_tech_building_start = 0.2
    }
    fo_wall_q_5 = {
        desc = fo_wall_q_5_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 }
        upgrades_from = fo_wall_q_4
        gold_cost = 100
        build_time = 365
        fort_level = 1.0
        ai_creation_factor = 76

        extra_tech_building_start = 0.2
    }

   
    #Walls, gives fortlevel, levysize and income
    fo_wall_1 = {
        desc = fo_wall_1_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
        gold_cost = 50
        build_time = 365
        fort_level = 0.5
        garrison_size = 0.05
        tax_income = 1
        ai_creation_factor = 90
       
        extra_tech_building_start = 1.0
    }
    fo_wall_2 = {
        desc = fo_wall_2_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
        upgrades_from = fo_wall_1
        gold_cost = 50
        build_time = 547 #1.5y
        fort_level = 0.5
        garrison_size = 0.1
        tax_income = 1
        ai_creation_factor = 89
       
        extra_tech_building_start = 0.2
    }
    fo_wall_3 = {
        desc = fo_wall_3_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
        upgrades_from = fo_wall_2
        gold_cost = 100
        build_time = 730 #2y
        fort_level = 1.0
        garrison_size = 0.15
        tax_income = 1
        ai_creation_factor = 88

        extra_tech_building_start = 0.2
    }


    #Keeps, gives levy and garrison size
    fo_keep_1 = {
        desc = fo_keep_1_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
        gold_cost = 150
        build_time = 547 #1.5y
        garrison_size = 0.05
        ai_creation_factor = 102
       
        extra_tech_building_start = 1.0
    }
    fo_keep_2 = {
        desc = fo_keep_1_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
        prerequisites = { fo_wall_1 }
        upgrades_from = fo_keep_1
        gold_cost = 200
        build_time = 730 #2y
        garrison_size = 0.10
        ai_creation_factor = 101

        extra_tech_building_start = 2.0
    }
    fo_keep_3 = {
        desc = fo_keep_1_desc
        trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
        prerequisites = { fo_wall_2 }
        upgrades_from = fo_keep_2
        gold_cost = 300
        build_time = 1095 #3y
        garrison_size = 0.15
        ai_creation_factor = 100
       
        extra_tech_building_start = 1.0
    }

   
    # Militia barracks, gives light infantry and archers.
    fo_militia_barracks_1 = {
        desc = fo_militia_barracks_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        gold_cost = 100
        build_time = 365
        garrison_size = 0.1
        ai_creation_factor = 100
       
        extra_tech_building_start = 1.0
    }
    fo_militia_barracks_2 = {
        desc = fo_militia_barracks_2_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
        prerequisites = { fo_wall_1 }
        upgrades_from = fo_militia_barracks_1
        gold_cost = 120
        build_time = 547
        garrison_size = 0.1
        ai_creation_factor = 99

        extra_tech_building_start = 2.0
    }
    fo_militia_barracks_3 = {
        desc = fo_militia_barracks_3_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
        upgrades_from = fo_militia_barracks_2
        gold_cost = 200
        build_time = 1095
        garrison_size = 0.1
        ai_creation_factor = 98

        extra_tech_building_start = 0.5
    }
    fo_militia_barracks_4 = {
        desc = fo_militia_barracks_3_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 7 }
        upgrades_from = fo_militia_barracks_3
        gold_cost = 300
        build_time = 1095
        garrison_size = 0.1
        ai_creation_factor = 98

        extra_tech_building_start = 0.5
    }

    #Training grounds, gives morale and reinforce rate
    fo_training_grounds_1 = {
        desc = fo_training_grounds_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        prerequisites = { fo_wall_2 }
        gold_cost = 200
        build_time = 730
        land_morale = 0.1
        levy_reinforce_rate = 0.1
        retinuesize = 20
        ai_creation_factor = 89

        extra_tech_building_start = 1.2
    }
    fo_training_grounds_2 = {
        desc = fo_training_grounds_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
        upgrades_from = fo_training_grounds_1
        gold_cost = 250
        build_time = 1095
        land_morale = 0.15
        levy_reinforce_rate = 0.15
        retinuesize = 20
        ai_creation_factor = 88
       
        extra_tech_building_start = 0.5
    }
    fo_training_grounds_3 = {
        desc = fo_training_grounds_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 6 }
        upgrades_from = fo_training_grounds_2
        gold_cost = 300
        build_time = 2190
        land_morale = 0.2
        levy_reinforce_rate = 0.2
        retinuesize = 20
        ai_creation_factor = 88
       
        extra_tech_building_start = 0.2
    }
   
    # Barracks, gives heavy infantry and pikemen
    fo_barracks_1 = {
        desc = fo_barracks_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        gold_cost = 100
        build_time = 365
        garrison_size = 0.1
        ai_creation_factor = 105
       
        extra_tech_building_start = 1.0
    }
    fo_barracks_2 = {
        desc = fo_barracks_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        prerequisites = { fo_wall_1 }
        upgrades_from = fo_barracks_1
        gold_cost = 120
        build_time = 547
        garrison_size = 0.1
        ai_creation_factor = 104
       
        extra_tech_building_start = 1.8
    }
    fo_barracks_3 = {
        desc = fo_barracks_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
        prerequisites = { fo_wall_2 }
        upgrades_from = fo_barracks_2
        gold_cost = 200
        build_time = 730
        garrison_size = 0.1
        ai_creation_factor = 103

        extra_tech_building_start = 3.0
    }

   
    #Stable, gives light fovalry and some heavy fovalry
    fo_stable_1 = {
        desc = fo_stable_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        gold_cost = 100
        build_time = 365
        garrison_size = 0.1
        ai_creation_factor = 89
       
        extra_tech_building_start = 0.4
    }
    fo_stable_2 = {
        desc = fo_stable_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        prerequisites = { fo_wall_1 }
        upgrades_from = fo_stable_1
        gold_cost = 120
        build_time = 547
        garrison_size = 0.1
        ai_creation_factor = 88

        extra_tech_building_start = 0.8
    }
    fo_stable_3 = {
        desc = fo_stable_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
        prerequisites = { fo_wall_2 }
        upgrades_from = fo_stable_2
        gold_cost = 200
        build_time = 730
        garrison_size = 0.1
        ai_creation_factor = 87

        extra_tech_building_start = 0.2
    }

   
    #fostle town, gives income
    fo_town_1 = {
        desc = fo_town_1_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        gold_cost = 100
        build_time = 365
        tax_income = 1
        ai_creation_factor = 100
       
        extra_tech_building_start = 0.5
    }
    fo_town_2 = {
        desc = fo_town_2_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        prerequisites = { fo_wall_1 }
        upgrades_from = fo_town_1
        gold_cost = 120
        build_time = 547
        tax_income = 1
        ai_creation_factor = 99

        extra_tech_building_start = 1.0
    }
    fo_town_3 = {
        desc = fo_town_3_desc
        trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
        prerequisites = { fo_wall_2 }
        upgrades_from = fo_town_2
        gold_cost = 200
        build_time = 730
        tax_income = 1
        ai_creation_factor = 98

        extra_tech_building_start = 0.2
    }
}
 
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