So here's a fun little chance for everyone to be able to put in your 2<insert currency symbol> worth into the beta...
Let's pretend, for a moment, that it was possible to limit province improvements to only being built in certain terrains. Which improvements should be limited to what? The format is (hypothetically
) [terrain_type] = no (see example below)
And, while we're on the subject, are there further changes that you'd like to see re effects, costs, build times, etc.? What changes would you suggest re the ai's evaluation to build priority?
Here is where what you'll see in tomorrow's patch (with the "hypothetical" terrain restriction):
Note: transport cost effects for the various harbours are not open to change at this moment. All other items are up for discussion. 
Let's pretend, for a moment, that it was possible to limit province improvements to only being built in certain terrains. Which improvements should be limited to what? The format is (hypothetically
And, while we're on the subject, are there further changes that you'd like to see re effects, costs, build times, etc.? What changes would you suggest re the ai's evaluation to build priority?
Here is where what you'll see in tomorrow's patch (with the "hypothetical" terrain restriction):
Code:
fishing_wharf =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 12
lasting_effects =
{
percentage_score = { gold = 1.05 }
percentage_transportation_cost = 0.9
}
require_coastal = yes
}
civilian_harbour =
{
cost = { gold = 200 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { large_ship_building = yes }
upgradeable = yes
lasting_effects =
{
percentage_score = { gold = 1.03 }
percentage_transportation_cost = 0.66
}
require_coastal = yes
additional_return_on_investment = 0.02 #advance spread benefit
}
naval_harbour =
{
cost = { gold = 400 prestige = 0 piety = 0 }
construction_time = 48
required_province_improvements = { civilian_harbour = yes }
minimum_income = 10
upgradeable = yes
lasting_effects =
{
percentage_score = { gold = 1.01 }
percentage_transportation_cost = 0.33
}
require_coastal = yes
additional_return_on_investment = 0.01 #advance spread benefit
}
grand_shipyard =
{
cost = { gold = 1000 prestige = 0 piety = 0 }
construction_time = 72
required_province_improvements = { naval_harbour = yes }
minimum_income = 15
lasting_effects =
{
percentage_transportation_cost = 0.15
percentage_score = { gold = 1.05 }
periodic_score = { prestige = 1 }
}
require_coastal = yes
additional_return_on_investment = 0.01 #advance spread benefit
}
sawmill =
{
cost = { gold = 250 prestige = 0 piety = 0 }
construction_time = 18
required_province_improvements = { forestry = yes }
lasting_effects =
{
percentage_score = { gold = 1.05 }
percentage_build_time = 0.9
}
mountain = no
plains = no
march = no
desert = no
additional_return_on_investment = 0.01 #decreased build times
}
forestry =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 12
lasting_effects =
{
percentage_score = { gold = 1.05 }
}
march = no
desert = no
}
smithy =
{
cost = { gold = 250 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { ironworks = yes }
upgradeable = yes
lasting_effects =
{
percentage_score = { gold = 1.04 }
}
}
armory =
{
cost = { gold = 500 prestige = 0 piety = 0 }
construction_time = 36
required_advances = { cast_iron = yes black_coal = yes }
required_province_improvements = { smithy = yes }
minimum_income = 10
lasting_effects =
{
percentage_score = { gold = 1.1 }
}
}
mine =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 12
required_advances = { coalpit = yes }
upgradeable = yes
lasting_effects =
{
periodic_score = { gold = 1 }
}
forest = no
march = no
desert = no
}
improved_mine =
{
cost = { gold = 200 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { percussion_drilling = yes }
required_province_improvements = { mine = yes }
lasting_effects =
{
periodic_score = { gold = 1 }
}
forest = no
plains = no
march = no
desert = no
}
watermills =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { waterwheel = yes }
lasting_effects =
{
percentage_score = { gold = 1.04 }
}
mountain = no
desert = no
}
windmills =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { windwheel = yes }
lasting_effects =
{
percentage_score = { gold = 1.04 }
}
mountain = no
forest = no
}
cheese_dairy =
{
cost = { gold = 200 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { cows = yes }
lasting_effects =
{
percentage_score = { gold = 1.1 }
}
}
brewery =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { local_merchant_houses = yes }
lasting_effects =
{
periodic_score = { gold = 1 }
}
}
dyeworks =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { clothmaking = yes }
lasting_effects =
{
periodic_score = { gold = 1 }
}
}
glassworks =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { glassblowing = yes }
lasting_effects =
{
periodic_score = { gold = 1 }
}
}
spinningmill =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { clothmaking = yes }
lasting_effects =
{
percentage_score = { gold = 1.04 }
}
}
tilefactory =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { stonepit = yes }
lasting_effects =
{
percentage_score = { gold = 1.04 }
percentage_build_time = 0.9
}
additional_return_on_investment = 0.02 #descreased build times plus allows several structures
}
library =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { the_seven_liberal_arts = yes }
onetime_bonus = { prestige = 25 }
lasting_effects =
{
#periodic_research_bonus (+)
percentage_score = { gold = 1.05 }
}
}
school =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { monastic_schools = yes }
onetime_bonus = { prestige = 25 }
lasting_effects =
{
#character_skill_bonus (+)
percentage_score = { gold = 0.95 }
#periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.06 #bonus to character education outcome
}
traininggrounds =
{
cost = { gold = 150 prestige = 0 piety = 0 }
construction_time = 12
lasting_effects =
{
speed = 1.1
supportable = 100
}
additional_return_on_investment = 0.02 #recruitment
}
templar_house =
{
cost = { gold = 250 prestige = 0 piety = 0 }
construction_time = 36
required_province_improvements = { monastery = yes }
onetime_bonus = { piety = 25 }
lasting_effects =
{
#increase chance of conversion if province has different religion
#advance_dispersal (+)
periodic_loyalty = { nobles = 0.001 }
percentage_score = { gold = 0.95 }
# periodic_score = { gold = -1 }
supportable = 200
}
additional_return_on_investment = 0.07 #recruitment and loyalty bonus
}
university =
{
cost = { gold = 600 prestige = 0 piety = 0 }
construction_time = 48
required_advances = { universities = yes }
required_province_improvements = { school = yes }
minimum_income = 15
onetime_bonus = { prestige = 50 }
lasting_effects =
{
#periodic_research_bonus (++)
percentage_score = { gold = 0.90 }
periodic_score = { prestige = 1 }
# periodic_score = { gold = -2 }
}
additional_return_on_investment = 0.12 #advance spread bonus
}
waracademy =
{
cost = { gold = 400 prestige = 0 piety = 0 }
construction_time = 30
required_province_improvements = { traininggrounds = yes }
minimum_income = 15
lasting_effects =
{
speed = 1.1
percentage_score = { gold = 0.95 }
periodic_score = { prestige = 1 }
supportable = 200
}
additional_return_on_investment = 0.05 #early game recruitment imperative
}
moneylenders =
{
cost = { gold = 100 prestige = 0 piety = 50 }
construction_time = 18
required_advances = { local_merchant_houses = yes }
lasting_effects =
{
percentage_score = { gold = 1.1 piety = 0.9 }
periodic_loyalty = {burghers = 0.001 clergy = -0.001 }
}
additional_return_on_investment = -0.05 #event dangers associated with this structure
}
monastery =
{
cost = { gold = 200 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { monastic_schools = yes }
required_province_improvements = { tilefactory = yes }
onetime_bonus = { piety = 25 }
lasting_effects =
{
percentage_score = { gold = 1.05 }
}
}
church =
{
cost = { gold = 150 prestige = 0 piety = 0 }
construction_time = 24
required_province_improvements = { tilefactory = yes }
required_advances = { brickwork_structures = yes basilican_structures = yes }
onetime_bonus = { piety = 10 }
lasting_effects =
{
periodic_loyalty = { peasants = 0.001 }
percentage_score = { gold = 0.97 }
periodic_score = { piety = 1 }
}
additional_return_on_investment = 0.02 #loyalty bonus
}
large_church =
{
cost = { gold = 300 prestige = 0 piety = 0 }
construction_time = 36
required_province_improvements = { tilefactory = yes church = yes }
required_advances = { romanesque_vaulting = yes }
onetime_bonus = { piety = 25 }
lasting_effects =
{
periodic_loyalty = {peasants = 0.002 clergy = 0.001 }
percentage_score = { gold = 0.96 }
periodic_score = { piety = 1 }
# periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.05 #loyalty bonus
}
domed_church =
{
cost = { gold = 600 prestige = 0 piety = 0 }
construction_time = 60
required_province_improvements = { tilefactory = yes large_church = yes }
required_advances = { cylindrical_structures = yes }
minimum_income = 10
onetime_bonus = { piety = 50 }
lasting_effects =
{
periodic_loyalty = {peasants = 0.002 clergy = 0.002 }
percentage_score = { gold = 0.95 }
periodic_score = { piety = 1 }
# periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.05 #loyalty bonus
}
cathedral =
{
cost = { gold = 1000 prestige = 0 piety = 0 }
construction_time = 120
required_province_improvements = { tilefactory = yes domed_church = yes }
required_advances = { gothic_buttresses = yes }
minimum_income = 15
onetime_bonus = { piety = 100 }
lasting_effects =
{
periodic_loyalty = {peasants = 0.003 clergy = 0.003 }
percentage_score = { gold = 0.90 }
periodic_score = { piety = 1 }
periodic_score = { prestige = 1 }
# periodic_score = { gold = -2 }
}
additional_return_on_investment = 0.08 #loyalty bonus
}
theater =
{
cost = { gold = 400 prestige = 0 piety = 50 }
construction_time = 24
minimum_income = 15
onetime_bonus = { prestige = 50 }
lasting_effects =
{
periodic_loyalty = { burghers = 0.001 nobles = 0.002 }
percentage_score = { gold = 0.90 }
periodic_score = { prestige = 1 }
# periodic_score = { gold = -2 }
}
additional_return_on_investment = 0.11 #loyalty bonuses
}
grand_palace =
{
cost = { gold = 1500 prestige = 0 piety = 0 }
construction_time = 120
minimum_income = 15
onetime_bonus = { prestige = 200 }
lasting_effects =
{
demesne = 0.3
periodic_loyalty = { nobles = 0.002 }
percentage_score = { gold = 0.95 }
periodic_score = { prestige = 1 }
supportable = 500
}
additional_return_on_investment = 0.03 #demesne bonus
}
roadnet =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
required_advances = { road_building = yes }
lasting_effects =
{
tolls = 1.05
percentage_speed = 1.25
attrition = -0.1
#advance_dispersal (+)
}
additional_return_on_investment = 0.05 #advance spread bonus
}
extensive_roadnet =
{
cost = { gold = 400 prestige = 0 piety = 0 }
construction_time = 36
required_advances = { road_building = yes }
required_province_improvements = { roadnet = yes }
lasting_effects =
{
tolls = 1.1
percentage_speed = 1.2
#advance_dispersal (+)
supportable = 20
attrition = -0.2
}
mountain = no
march = no
desert = no
additional_return_on_investment = 0.05 #advance spread bonus
}
royal_post =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 24
lasting_effects =
{
demesne = 0.2
periodic_loyalty = { burghers = 0.002 }
periodic_loyalty = { nobles = 0.002 }
percentage_score = { gold = 0.95 }
# periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.06 #demesne bonus
}
court_of_justice =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 18
lasting_effects =
{
periodic_loyalty = { burghers = 0.002 }
percentage_score = { gold = 0.90 }
# periodic_score = { gold = -2 }
}
additional_return_on_investment = 0.15 #very important structure!
}
hill_fort =
{
cost = { gold = 200 prestige = 0 piety = 0 }
construction_time = 24
required_advances = { hill_fort = yes }
upgradeable = yes
lasting_effects =
{
supportable = 250
percentage_score = { gold = 0.98 }
}
}
small_castle =
{
cost = { gold = 500 prestige = 0 piety = 0 }
construction_time = 36
required_province_improvements = { hill_fort = yes }
required_advances = { small_castle = yes }
upgradeable = yes
onetime_bonus = { prestige = 25 }
lasting_effects =
{
supportable = 500
percentage_score = { gold = 0.98 }
}
}
medium_castle =
{
cost = { gold = 1500 prestige = 0 piety = 0 }
construction_time = 60
required_province_improvements = { small_castle = yes }
required_advances = { medium_castle = yes }
upgradeable = yes
onetime_bonus = { prestige = 50 }
lasting_effects =
{
supportable = 1000
periodic_loyalty = { nobles = 0.002 }
percentage_score = { gold = 0.97 }
}
}
large_castle =
{
cost = { gold = 3000 prestige = 0 piety = 0 }
construction_time = 84
required_province_improvements = { medium_castle = yes }
required_advances = { large_castle = yes }
upgradeable = yes
onetime_bonus = { prestige = 75 }
lasting_effects =
{
supportable = 2500
periodic_loyalty = { nobles = 0.002 }
percentage_score = { gold = 0.97 }
}
march = no
desert = no
}
huge_castle =
{
cost = { gold = 5000 prestige = 0 piety = 0 }
construction_time = 120
required_province_improvements = { large_castle = yes }
required_advances = { huge_castle = yes }
onetime_bonus = { prestige = 150 }
lasting_effects =
{
supportable = 10000
periodic_loyalty = { nobles = 0.003 }
percentage_score = { gold = 0.95 }
periodic_score = { prestige = 1 }
}
mountain = no
march = no
desert = no
}
thieves_guild =
{
lasting_effects =
{
percentage_score = { gold = 0.75 }
percentage_score = { prestige = 0.98 }
percentage_assasination_success = 1.5
}
}
smugglers_ring =
{
required_province_improvements = { thieves_guild = yes }
lasting_effects =
{
percentage_score = { gold = 0.75 }
percentage_score = { prestige = 0.98 }
periodic_loyalty = { peasants = -0.002 }
}
}
highway_robber_band =
{
required_province_improvements = { smugglers_ring = yes }
lasting_effects =
{
percentage_score = { gold = 0.75 }
percentage_score = { prestige = 0.98 }
periodic_loyalty = { burghers = -0.002 }
attrition = 0.02 # 2% extra attrition
}
}