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Norrefeldt

Porphyrogenitus
Aug 1, 2001
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There might still be some very minor changes here and there, but the version that is already out is sufficient basis for publishing in the various threads. No time to lose. Try to focus on the issues at hand, changes to the map are very very likely to be included in the first release. It will all be for later releases.
For this thread, just discuss provinces numbered in white! The rest will be in other threads. Maps without the chicken scratch will replace this one as soon as I get my hands on it.
We need help with
  • Make conversion list for old ID - new ID(s). This will be used for converting knownprovinces lists in 300 country files. They should be configured like this to be readble to Aegnor's program:

    One old to one new conversion:
    Code:
    oldID1-newID1 #Old name
    oldID2-newID2 #Old name
    oldID3-newID3 #Old name
    etc..
    One old to multiple new conversion:
    Code:
    oldID1-newID1 #Old name
    oldID1-newID2 
    oldID1-newID3 
    etc..
    One old can convert into several new ones, but never the opposite! It's no exact science as it's only for this sole purpose.
    If there is no new one that fits, as if it's been covered in PTI, write 0.
  • Make the province.csv entries.
  • Make the 1419.inc entries.
  • Make revolt entries.
As default provinces coming from a split old EU2 province in the new map get the combined tax values of the old one +1. Countries need to invest some to get the value out of the provinces, and this addition is an easy way to make up for it. There's already too much manpower on the map, and armies are several times the historical ones, and require no investment, so I don't think manpower should be affected.

Example: Old province A (tax 7) is divided in X and Y. Their combined tax values on the new map is 9.



I couldn't find a map thread in the link list, so I made a new one. If anyone have an old thread, I'll ask them to merge.
OK?! Discuss away!
 
Last edited:
Aug 4, 2001
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All are OLD ID > NEW ID or OLD ID > NEW ID & NEW ID

All provinces exept for Orkney have the same owners as in the vanilla AGCEEP map.

Ireland:

235 > 287
234 > 289
233 > 290
232 > 291
231 > 288

Scotland

236 > 292 (Scotland) & 293 (to Norway?)
237 > 294 & 295
238 > 296
239 > 297

England & Wales

240 > 298 & 299
241 > 300
242 > 301
243 > 302
244 > 303 & 306
245 > 305
246 > 310 & 304
247 > 307
248 > 308
249 > 309
250 > 311
 
Last edited:
Aug 4, 2001
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holmanserver.homeip.net
Updated England 1419.inc except for the parts in red (don't have French IDs):

Code:
# England #

country = {
	tag = ENG
	ai = "ENG_1419_HYW.ai"
	colonialattempts = 0
	colonialnation = yes
	major = no
	dynamism = 0
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 150
	inflation = 0
	merchants = 2.166667
	religion = { type = catholic }
	culture = {
		type = anglosaxon
	}
	wardates = { BUR = { year = 1414 month = august day = 8 }}
	badboy = 5
	diplomacy = {
		relation = { tag = FRA value = -200 }
		relation = { tag = CON value = 25 }
		relation = { tag = LEI value = 25 }
		relation = { tag = MST value = 25 }
		relation = { tag = ULS value = 25 }
		relation = { tag = SCO value = -75 }
		relation = { tag = PRO value = -35 }
		relation = { tag = DAU value = -200 }
		relation = { tag = BRI value = 170 access = yes }
		relation = { tag = BUR value = 150 }
		relation = { tag = ARG value = -50 }
	}
	knownprovinces = { [color=red]#Needs to be updated with the basic European map knowledge#[/color] }
¤IF wales
	ownedprovinces = {
		290 299 298 301 300 303 310 306 305 304 307 308 309 311 339 319 }
	controlledprovinces = {
		290 299 298 301 300 303 310 306 305 304 307 308 309 311 339 319 315 335 }
¤ELSE
	ownedprovinces = {
		290 299 298 301 300 302 303 310 306 305 304 307 308 309 311 339 319 }
	controlledprovinces = {
		290 299 298 301 300 302 303 310 306 305 304 307 308 309 311 339 319 315 335 }
	city = {
		name = "Cardiff"
		fortress = { level = 1 }
		population = 10000
		location = 302
	}
¤ENDIF
	nationalprovinces = { 
	290 299 298 301 300 302 303 310 306 305 304 307 308 309 311 339 319 }
	city = {
		name = "London"
		fortress = { level = 1  }
		population = 40000
		location = 307
		capital = yes
		bailiff = yes
	}
	city = {
		name = "Newcastle"
		fortress = { level = 1  }
		population = 7000
		location = 299
	}
	city = {
		name = "Carlisle"
		fortress = { level = 1  }
		population = 5000
		location = 298
	}
	city = {
		name = "York"
		fortress = { level = 1 }
		population = 10000
		location = 300
	}
	city = {
		name = "Lancaster"
		fortress = { level = 1 }
		population = 11000
		location = 301
	}
	city = {
		name = "Coventry"
		fortress = { level = 1 }
		population = 12000
		location = 306
	}
	city = {
		name = "Shrewsbury"
		fortress = { level = 1 }
		population = 8000
		location = 303
	}
	city = {
		name = "Lincoln"
		fortress = { level = 1 }
		population = 12000
		location = 305
	}
	city = {
		name = "Bristol"
		fortress = { level = 1 }
		population = 16000
		location = 310
	}
	city = {
		name = "Warwick"
		fortress = { level = 1 }
		population = 12000
		location = 304
	}
	city = {
		name = "Canterbury"
		fortress = { level = 1 }
		population = 9000
		location = 308
	}
	city = {
		name = "Portsmouth"
		fortress = { level = 1 }
		population = 10000
		location = 309
	}
	city = {
		name = "Plymouth"
		fortress = { level = 1 }
		population = 4000
		location = 311
	}
	city = {
		name = "Dublin"
		fortress = { level = 1 }
		population = 900
		location = 290
	}
	city = {
		name = "Calais"
		fortress = { level = 2 }
		population = 17000
		location = 339
	}
	city = {
		name = "Bordeaux"
		fortress = { level = 1 }
		population = 8000
		location = 319
	}
	landunit = {
		id = { type = 9664 id = 14 }
		name = "Marcher Army"
		location = 299
		infantry = 5000
		cavalry = 2000
		artillery = 0
	}
	landunit = {
		id = { type = 9664 id = 16 }
		name = "Invasion Army"
		location = 335
		infantry = 25000
		cavalry = 6000
		artillery = 0
	}
	landunit = {
		id = { type = 6001 id = 105 }
		name = "Guyenne Detachment"
		location = 319
		infantry = 10000
		cavalry = 3000
		artillery = 0
	}
	navalunit = {
		id = { type = 9424 id = 16 }
		name = "Home Fleet"
		location = 307
		warships = 20
		galleys = 0
		transports = 15
	}
	navalunit = {
		id = { type = 9424 id = 17 }
		name = "Western Squadron"
		location = 308
		warships = 5
		galleys = 0
		transports = 1
	}
	technology = {
		stability = { level = 1 value = 50 }
		infra = { level = 1 value = 100 }
		trade = { level = 1 value = 50 }
		land = { level = 1 value = 150 }
		naval = { level = 1 value = 150 }
	}
}
 
Last edited:
Aug 4, 2001
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Scotland 1419.inc:

Code:
# Scotland #

country = {
	tag = SCO
	ai = "SmallTrade1.ai"
	colonialattempts = 0
	colonialnation = no
	major = no
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 98
	inflation = 0
	merchants = 0.083333
	religion = { type = catholic }
	culture = { type = gaelic }
	diplomacy = {
		relation = { tag = ENG value = -75 refusetrade = no casusbelli = { type = temporary expirydate = { year = 1489 month = january day = 1 } } }
		relation = { tag = DAU value = 150 }
		relation = { tag = FRA value = 135 }
	}
	knownprovinces = { [color=red]#Needs updated European map knowledge#[/color] }
	ownedprovinces = {
		297 296 295 294 292
	}
	controlledprovinces = {
		297 296 295 294 292
	}
	nationalprovinces = {
		297 296 295 294 292
	}
	city = {
		name = "Edinburgh"
		fortress = { level = 1 }
		population = 12500
		location = 296
		capital = yes
		bailiff = yes
	}
	city = {
		name = "Glasgow"
		fortress = { level = 1 }
		population = 8000
		location = 297
	}
	city = {
		name = "Aberdeen"
		fortress = { level = 1 }
		population = 5500
		location = 294
	}
	city = {
		name = "Inveraray" [color=red]#Needs a better town name, became capital and was founded in the 1740s #[/color]
		fortress = { level = 1 }
		population = 2000
		location = 295
	}
	city = {
		name = "Inverness"
		fortress = { level = 1 }
		population = 2000
		location = 292
	}
	landunit = {
		id = { type = 9423 id = 941 }
		name = "Royal Scottish Army"
		location = 296
		infantry = 10000
		cavalry = 5000
		artillery = 0
	}
	landunit = {
		id = { type = 9423 id = 944 }
		name = "Army of the Highlands"
		location = 297
		infantry = 9000
		cavalry = 1000
		artillery = 0
	}
	navalunit = {
		id = { type = 9423 id = 946 }
		name = "1st Scottish Fleet"
		location = 294 [color=red]#If 294 doesn't have port, then 295#[/color]
		warships = 5
		galleys = 0
		transports = 0
	}
	technology = {
		stability = { level = 2 value = 42 }
		infra = { level = 1 value = 20 }
		trade = { level = 1 value = 20 }
		land = { level = 1 value = 0 }
		naval = { level = 1 value = 0 }
	}
}
 
Aug 4, 2001
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Ulster 1419.inc:
Code:
##Ulster
country = {
	tag = ULS
	ai = "SmallTrade0.ai"
	colonialattempts = 0
	colonialnation = yes
	major = no
	dynamism = 0
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 99
	inflation = 0
	merchants = 1.166667
	religion = { type = catholic }
	culture = { type = gaelic }
	diplomacy = {
		relation = { tag = ENG value = 55 refusetrade = no }
	}
	knownprovinces = { [color=red]#Needs updated map knowledge#[/color]
	}
	ownedprovinces = {
		291
	}
	controlledprovinces = {
		291
	}
	nationalprovinces = {
		291
	}
	city = {
		name = "Belfast"
		fortress = { level = 1 }
		population = 4000
		location = 291
		capital = yes
		bailiff = yes
	}
	landunit = {
		id = { type = 6001 id = 155555 }
		name = "Ulster Army"
		location = 291
		infantry = 2460
		cavalry = 410
		artillery = 0
	}
	diplomats = 1
	technology = {
		stability = { level = 1 value = 50 }
		infra = { level = 1 value = 100 }
		trade = { level = 1 value = 50 }
		land = { level = 1 value = 0 }
		naval = { level = 0 value = 150 }
	}
}

Leinster 1419.inc:
Code:
##Leinster
country = {
	tag = LEI	
	ai = "SmallTrade0.ai"
	colonialattempts = 0
	colonialnation = yes
	major = no
	dynamism = 0
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 150
	inflation = 0
	merchants = 1.166667
	religion = { type = catholic }
	culture = { type = gaelic }
	diplomacy = {
		relation = { tag = ENG value = 25 refusetrade = no }
	}
	knownprovinces = { [color=red]#Needs updated map knowledge#[/color] }
	ownedprovinces = {
		289
	}
	controlledprovinces = {
		289
	}
	nationalprovinces = {
		289
	}
	city = {
		name = "Wexford"
		fortress = { level = 1 }
		population = 2200
		location = 289
		capital = yes  bailiff = yes
	}
	landunit = {
		id = { type = 6001 id = 109 }
		name = "Leinster Army"
		location = 289
		infantry = 2460
		cavalry = 410
		artillery = 0
	}
	diplomats = 1
	technology = {
		stability = { level = 1 value = 50 }
		infra = { level = 1 value = 100 }
		trade = { level = 1 value = 50 }
		land = { level = 1 value = 0 }
		naval = { level = 0 value = 150 }
	}
}

Desmond 1419.inc:
Code:
#Desmond (Munster)

country = {
	tag = MST
	ai = "SmallTrade0.ai"
	colonialattempts = 0
	colonialnation = yes
	major = no
	dynamism = 0
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 99
	inflation = 0
	merchants = 1.166667
	religion = { type = catholic }
	culture = { type = gaelic }
	diplomacy = {
		relation = { tag = ENG value = 25 refusetrade = no }
	}
	knownprovinces = { [color=red]#Needs updated map knowledge#[/color] }
	ownedprovinces = {
		287
	}
	controlledprovinces = {
		287
	}
	nationalprovinces = {
		287
	}
	city = {
		name = "Cork"
		fortress = { level = 1 }
		population = 1800
		location = 287
		capital = yes
		bailiff = yes
	}
	landunit = {
		id = { type = 6001 id = 153655 }
		name = "Munster Army"
		location = 287
		infantry = 1076
		cavalry = 410
		artillery = 0
	}
	diplomats = 1
	technology = {
		stability = { level = 1 value = 50 }
		infra = { level = 1 value = 100 }
		trade = { level = 1 value = 50 }
		land = { level = 1 value = 0 }
		naval = { level = 0 value = 150 }
	}
}

Connaught 1419.inc:
Code:
##Connaught
country = {
	tag = CON
	ai = "SmallTrade0.ai"
	colonialattempts = 0
	colonialnation = yes
	major = no
	dynamism = 0
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 99
	inflation = 0
	merchants = 1.166667
	religion = { type = catholic }
	culture = { type = gaelic }
	diplomacy = {
		relation = { tag = ENG value = 25 refusetrade = no }
	}
	knownprovinces = { [color=red]#Needs updated map knowledge#[/color] }
	ownedprovinces = {
		288
	}
	controlledprovinces = {
		288
	}
	nationalprovinces = {
		288
	}
	city = {
		name = "Galway"
		fortress = { level = 1 }
		population = 1750
		location = 288
		capital = yes  bailiff = yes
	}
	landunit = {
		id = { type = 6001 id = 109088 }
		name = "Connaught Army"
		location = 288
		infantry = 1076
		cavalry = 410
		artillery = 0
	}
	diplomats = 1
	technology = {
		stability = { level = 1 value = 50 }
		infra = { level = 1 value = 100 }
		trade = { level = 1 value = 50 }
		land = { level = 1 value = 0 }
		naval = { level = 0 value = 150 }
	}
}
 
Aug 4, 2001
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0
holmanserver.homeip.net
Province.csv updates

Ireland:
Code:
287
Province: Munster
City: Cork
Income: 5
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Fish

288
Province: Connaught
City: Galway
Income: 5
Manpower: 1
Culture: Gaelic
Religion: Catholic
Goods: Fish

289
Province: Leinster
City: Wexford
Income: 6
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Fish

290
Province: Meath
City: Dublin
Income: 5
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Grain

291
Province: Ulster
City: Belfast
Income: 7
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Cloth

Scotland:
Code:
292
Province: Highlands
City: Inverness
Income: 3
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Fish

293
Province: Orkney
City: Kirkjuvagr
Income: 2
Manpower: 1
Culture: Scandinavian
Religion: Catholic
Goods: Fish

294
Province: Aberdeenshire
City: Aberdeen
Income: 4
Manpower: 1
Culture: Gaelic
Religion: Catholic
Goods: Wool

295
Province: Argyll
City: Inveraray [color=red]#Needs a better town name#[/color]
Income: 3
Manpower: 1
Culture: Gaelic
Religion: Catholic
Goods: Wool

296
Province: Lothian
City: Edinburgh
Income: 6
Manpower: 3
Culture: Gaelic
Religion: Catholic
Goods: Fish

297
Province: Strathclyde
City: Glasgow
Income: 7
Manpower: 2
Culture: Gaelic
Religion: Catholic
Goods: Iron
 
Aug 4, 2001
2.082
0
holmanserver.homeip.net
England:
Code:
298
Province: Cumberland
City: Carlisle
Income: 4
Manpower: 1
Culture: Anglosaxon
Religion: Catholic
Goods: Cloth

299
Province: Northumberland
City: Newcastle
Income: 5
Manpower: 1
Culture: Anglosaxon
Religion: Catholic
Goods: Cloth

300
Province: York
City: York
Income: 9
Manpower: 3
Culture: Anglosaxon
Religion: Catholic
Goods: Cloth

301
Province: Lancaster
City: Lancaster
Income: 11
Manpower: 5
Culture: Anglosaxon
Religion: Catholic
Goods: Iron

302
Province: Gwynedd
City: Cardiff
Income: 7
Manpower: 3
Culture: Gaelic
Religion: Catholic
Goods: Iron

303
Province: Sarop? [color=red]#Can't read the name :o #[/color]
City: Shrewsbury
Income: 5
Manpower: 2
Culture: Anglosaxon
Religion: Catholic
Goods: Grain

304
Province: Warwick
City: Warwick
Income: 4
Manpower: 2
Culture: Anglosaxon
Religion: Catholic
Goods: Grain

305
Province: Lincoln
City: Lincoln
Income: 8
Manpower: 4
Culture: Anglosaxon
Religion: Catholic
Goods: Cloth

306
Province: Midlands
City: Coventry
Income: 8
Manpower: 3
Culture: Anglosaxon
Religion: Catholic
Goods: Iron

307
Province: Essex
City: London
Income: 16
Manpower: 8
Culture: Anglosaxon
Religion: Catholic
Goods: Grain

308
Province: Kent
City: Canterbury
Income: 9
Manpower: 4
Culture: Anglosaxon
Religion: Catholic
Goods: Grain

309
Province: Wessex
City: Portsmouth
Income: 8
Manpower: 3
Culture: Anglosaxon
Religion: Catholic
Goods: Grain

310
Province: Gloucester
City: Bristol
Income: 7
Manpower: 2
Culture: Anglosaxon
Religion: Catholic
Goods: Fish

311
Province: Cornwall
City: Plymouth
Income: 8
Manpower: 2
Culture: Anglosaxon
Religion: Catholic
Goods: Fish
 

zdlugasz

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Since Fate went so ahead of me I have question (nor covered by Norrefeldt) regarding

- population for new provinces: I suppose that if one province is split into two, sum of their population should give population of mother province
- goods for new provinces
 
Aug 4, 2001
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If a province corresponded to a vanilla province I left the goods setup alone. For goods and population in the new provinces I used MyMap's setup. MyMap's information could be wrong though.

Orkney, Argyll, Cumberland, Warwick, and that Sarop-something province are new to the AGCEEP. Does anyone disagree with the goods or populations suggested for those provinces?
 

Norrefeldt

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Aug 1, 2001
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zdlugasz said:
- population for new provinces: I suppose that if one province is split into two, sum of their population should give population of mother province
- goods for new provinces
In general the population can be split. The goods might be the one from the old map, or a new one since the increased province numbers allow better detail.

Thanks Fate for your posts. The province conversion list is a good tool for Aegnors programming skills. I just realised that it's better to use it for converting the knownprovinces entries than doing it manually, even more so in later scenarios.
 

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Fate said:
... For goods and population in the new provinces I used MyMap's setup. MyMap's information could be wrong though.

Orkney, Argyll, Cumberland, Warwick, and that Sarop-something province are new to the AGCEEP. Does anyone disagree with the goods or populations suggested for those provinces?

It basically means that now Scotland has higher population than on vanilla map. I think that initial approach should be redistribution of old population into new provinces.
 
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Norrefeldt said:
In general the population can be split. The goods might be the one from the old map, or a new one since the increased province numbers allow better detail.
Base tax values and population can't be simply split. Even with a +1. This is just misunderstanding of the economic engine of EU2.

By splitting the values, you reduce their value compared to other provinces that aren't split. You also reduce them absolutely, and this will lead to economical problems.

For one thing, doubling the number of provinces of a country, even when keeping all twin provinces at the same income of the original provinces, doesn't result in a doubled technological output. The main part of income goes to tech research and stability (for those who rely on investment in stability). And this leads to non-proportional increase of the costs.

One example, with a one-provincer that becomes a two-provincer with your map. Suppose originally the one province had an income of 15d (BTV 10 + 1*5d prod&tolls), and after splitting it gives 20d (BTV 12 + 2*4d prod&tolls). Techcosts for a two-province country are 20% higher than for a one-province country. Since new income is 20d, that's 33% more than old income. You might believe it compensates the increase of the costs, but it doesn't, because the increase of the technological output isn't as great as you might think : you're forgetting the monarch and neighbour bonus. Suppose an ordinary monarch of 5/5/5 and simply discard the neighbour bonus : that igves a 5d monthly investment in all four techs, or 20d monthly, 240d annually.
Total technological output went from 255d to 260d : hardly 2%, to face a 20% increase in techcosts. ;)
 

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Ambassador said:
One example, with a one-provincer that becomes a two-provincer with your map. Suppose originally the one province had an income of 15d (BTV 10 + 1*5d prod&tolls), and after splitting it gives 20d (BTV 12 + 2*4d prod&tolls). Techcosts for a two-province country are 20% higher than for a one-province country. Since new income is 20d, that's 33% more than old income. You might believe it compensates the increase of the costs, but it doesn't, because the increase of the technological output isn't as great as you might think : you're forgetting the monarch and neighbour bonus. Suppose an ordinary monarch of 5/5/5 and simply discard the neighbour bonus : that igves a 5d monthly investment in all four techs, or 20d monthly, 240d annually.
Total technological output went from 255d to 260d : hardly 2%, to face a 20% increase in techcosts. ;)
Interesting. So to remain even in tech, without the neighbour bonus, one has to add a province making up for the 20% increase from 255, that is 51d annually and sounds like it would be unbalancing in some other end. Where can I find how much tech costs increase for 2->3 and 3->4?
 
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Norrefeldt said:
Interesting. So to remain even in tech, without the neighbour bonus, one has to add a province making up for the 20% increase from 255, that is 51d annually and sounds like it would be unbalancing in some other end. Where can I find how much tech costs increase for 2->3 and 3->4?
It's not that simple, other modifiers come in play. You won't be able to devise a formula to determine the new values. I suggest you start looking at the formulas in the Economy FAQ. There, you'll see the table of the country-size modifier.

If anything, I'd say you should keep the BTV at the same level as the original province. For regions where many one-provincers become two- or three-provincers, you might even increase BTV and population, because the split of provinces affects much more harshly minors than major. An 8-provincer going to 12-provincer has techcosts modifier going from 2 to 2.1 : that's only a 5% relative increase.

Best thing would IMHO go for the moment without changing the BTV and populations, and see if the AI still can adequately research its techs. Fine-tune later. :)
 

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On the other hand we have to consider that eventually minors get gobbled by their neighbours.
For example if 6 provincer, after modification 9 provincer, eventally gobbled extra 4 provinces (instead of two), then the increase of technology costs for him is not big, stability costs are of course higher, but he has extra 5 provinces with higher tax and population (if we duplicate initial values).
 
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zdlugasz said:
On the other hand we have to consider that eventually minors get gobbled by their neighbours.
For example if 6 provincer, after modification 9 provincer, eventally gobbled extra 4 provinces (instead of two), then the increase of technology costs for him is not big, stability costs are of course higher, but he has extra 5 provinces with higher tax and population (if we duplicate initial values).
For biggies, it is reduced by the fact that when they start gobbling their neighbours, they're already making money from trade.

Trade is to compare with monarch and neighbour bonuses : a non-provincial-based income.

For the human player, trade will actually already play such an important role that conquering rich provinces doesn't matter much for him. However, the AI has a difficult time with techs, and you can't count on trade for them. The bigger the AI-country, the bigger problems it has with techs. So, the slight boost they'd get with richer provinces isn't a problem IMHO.
 

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Ambassador said:
For biggies, it is reduced by the fact that when they start gobbling their neighbours, they're already making money from trade.

Trade is to compare with monarch and neighbour bonuses : a non-provincial-based income.

For the human player, trade will actually already play such an important role that conquering rich provinces doesn't matter much for him. However, the AI has a difficult time with techs, and you can't count on trade for them. The bigger the AI-country, the bigger problems it has with techs. So, the slight boost they'd get with richer provinces isn't a problem IMHO.


Frankly speaking IMO tax could be duplicated, however I think that population shold not be duplicated. It should somehow correspond to the actual population and do not get doubled when Livonian Order will get two times more provinces than it has on vanilla map.

And trading is not easy for human until 3rd or 4th trae tech is discovered (in GC).
 

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zdlugasz said:
On the other hand we have to consider that eventually minors get gobbled by their neighbours.
For example if 6 provincer, after modification 9 provincer, eventally gobbled extra 4 provinces (instead of two), then the increase of technology costs for him is not big, stability costs are of course higher, but he has extra 5 provinces with higher tax and population (if we duplicate initial values).
Indeed, that's why I wanted to learn more about how much tech costs increase as one increase in size further.
The potential problem Ambassador brings up is actually already there on paradox map for states with two provinces. I think we need to pick some kind of convention, then start testing once we are done.