There you go. But don't just copy and paste. Some of the activated buildings are missing in vanilla.
Code:
TECH_GROUP_MILITARY = {
TECH_BOWS = {
1 = {
modifier = {
ARCHERS_OFFENSIVE = 0.1
HORSE_ARCHERS_OFFENSIVE = 0.1
archers = 4
horse_archers = 1
}
}
2 = {
modifier = {
ARCHERS_OFFENSIVE = 0.15
HORSE_ARCHERS_OFFENSIVE = 0.2
archers = 8
horse_archers = 2
}
}
3 = {
modifier = {
ARCHERS_OFFENSIVE = 0.2
HORSE_ARCHERS_OFFENSIVE = 0.3
archers = 12
horse_archers = 3
}
}
4 = {
modifier = {
ARCHERS_OFFENSIVE = 0.25
HORSE_ARCHERS_OFFENSIVE = 0.4
archers = 16
horse_archers = 4
}
}
5 = {
modifier = {
ARCHERS_OFFENSIVE = 0.3
HORSE_ARCHERS_OFFENSIVE = 0.5
archers = 20
horse_archers = 5
}
}
}
TECH_LIGHT_ARMOUR = {
1 = {
modifier = {
LIGHT_INFANTRY_DEFENSIVE = 0.1
LIGHT_CAVALRY_DEFENSIVE = 0.1
ARCHERS_DEFENSIVE = 0.1
HORSE_ARCHERS_DEFENSIVE = 0.1
light_infantry = 8
light_cavalry = 2
archers = 4
horse_archers = 1
}
}
2 = {
modifier = {
LIGHT_INFANTRY_DEFENSIVE = 0.2
LIGHT_CAVALRY_DEFENSIVE = 0.2
ARCHERS_DEFENSIVE = 0.2
HORSE_ARCHERS_DEFENSIVE = 0.2
light_infantry = 16
light_cavalry = 4
archers = 8
horse_archers = 2
}
}
3 = {
modifier = {
LIGHT_INFANTRY_DEFENSIVE = 0.3
LIGHT_CAVALRY_DEFENSIVE = 0.3
ARCHERS_DEFENSIVE = 0.3
HORSE_ARCHERS_DEFENSIVE = 0.3
light_infantry = 24
light_cavalry = 6
archers = 12
horse_archers = 3
}
}
4 = {
modifier = {
LIGHT_INFANTRY_DEFENSIVE = 0.4
LIGHT_CAVALRY_DEFENSIVE = 0.4
ARCHERS_DEFENSIVE = 0.4
HORSE_ARCHERS_DEFENSIVE = 0.4
light_infantry = 32
light_cavalry = 8
archers = 16
horse_archers = 4
}
}
5 = {
modifier = {
LIGHT_INFANTRY_DEFENSIVE = 0.5
LIGHT_CAVALRY_DEFENSIVE = 0.5
ARCHERS_DEFENSIVE = 0.5
HORSE_ARCHERS_DEFENSIVE = 0.5
light_infantry = 40
light_cavalry = 10
archers = 20
horse_archers = 5
}
}
}
TECH_HEAVY_ARMOUR = {
1 = {
modifier = {
HEAVY_INFANTRY_DEFENSIVE = 0.1
PIKEMEN_DEFENSIVE = 0.1
KNIGHTS_DEFENSIVE = 0.1
heavy_infantry = 4
pikemen = 2
knights = 1
}
}
2 = {
modifier = {
HEAVY_INFANTRY_DEFENSIVE = 0.2
PIKEMEN_DEFENSIVE = 0.2
KNIGHTS_DEFENSIVE = 0.2
heavy_infantry = 8
pikemen = 4
knights = 2
}
}
3 = {
modifier = {
HEAVY_INFANTRY_DEFENSIVE = 0.3
PIKEMEN_DEFENSIVE = 0.3
KNIGHTS_DEFENSIVE = 0.3
heavy_infantry = 12
pikemen = 6
knights = 3
}
}
4 = {
modifier = {
HEAVY_INFANTRY_DEFENSIVE = 0.4
PIKEMEN_DEFENSIVE = 0.4
KNIGHTS_DEFENSIVE = 0.4
heavy_infantry = 16
pikemen = 8
knights = 4
}
}
5 = {
modifier = {
HEAVY_INFANTRY_DEFENSIVE = 0.5
PIKEMEN_DEFENSIVE = 0.5
KNIGHTS_DEFENSIVE = 0.5
heavy_infantry = 20
pikemen = 10
knights = 5
}
}
}
TECH_INFANTRY_MELEE_WEAPONS = {
1 = {
modifier = {
PIKEMEN_OFFENSIVE = 0.1
HEAVY_INFANTRY_OFFENSIVE = 0.1
LIGHT_INFANTRY_OFFENSIVE = 0.1
pikemen = 2
heavy_infantry = 4
light_infantry = 8
}
}
2 = {
modifier = {
PIKEMEN_OFFENSIVE = 0.2
HEAVY_INFANTRY_OFFENSIVE = 0.2
LIGHT_INFANTRY_OFFENSIVE = 0.2
pikemen = 4
heavy_infantry = 8
light_infantry = 16
}
}
3 = {
modifier = {
PIKEMEN_OFFENSIVE = 0.3
HEAVY_INFANTRY_OFFENSIVE = 0.3
LIGHT_INFANTRY_OFFENSIVE = 0.3
pikemen = 6
heavy_infantry = 12
light_infantry = 24
}
}
4 = {
modifier = {
PIKEMEN_OFFENSIVE = 0.4
HEAVY_INFANTRY_OFFENSIVE = 0.4
LIGHT_INFANTRY_OFFENSIVE = 0.4
pikemen = 8
heavy_infantry = 16
light_infantry = 32
}
}
5 = {
modifier = {
PIKEMEN_OFFENSIVE = 0.5
HEAVY_INFANTRY_OFFENSIVE = 0.5
LIGHT_INFANTRY_OFFENSIVE = 0.5
pikemen = 10
heavy_infantry = 20
light_infantry = 40
}
}
}
TECH_CAVALRY_MELEE_WEAPONS = {
1 = {
modifier = {
LIGHT_CAVALRY_OFFENSIVE = 0.1
KNIGHTS_OFFENSIVE = 0.1
light_cavalry = 2
knights = 1
}
}
2 = {
modifier = {
LIGHT_CAVALRY_OFFENSIVE = 0.2
KNIGHTS_OFFENSIVE = 0.2
light_cavalry = 4
knights = 2
}
}
3 = {
modifier = {
LIGHT_CAVALRY_OFFENSIVE = 0.3
KNIGHTS_OFFENSIVE = 0.3
light_cavalry = 6
knights = 3
}
}
4 = {
modifier = {
LIGHT_CAVALRY_OFFENSIVE = 0.4
KNIGHTS_OFFENSIVE = 0.4
light_cavalry = 8
knights = 4
}
}
5 = {
modifier = {
LIGHT_CAVALRY_OFFENSIVE = 0.5
KNIGHTS_OFFENSIVE = 0.5
light_cavalry = 10
knights = 5
}
}
}
TECH_SIEGE_EQUIPMENT = {
1 = {
modifier = {
SIEGE_SPEED = 0.1
levy_size = 0.05
}
}
2 = {
modifier = {
SIEGE_SPEED = 0.2
levy_size = 0.1
}
}
3 = {
modifier = {
SIEGE_SPEED = 0.3
levy_size = 0.15
}
}
4 = {
modifier = {
SIEGE_SPEED = 0.4
levy_size = 0.20
}
}
5 = {
modifier = {
SIEGE_SPEED = 0.5
levy_size = 0.25
}
}
}
TECH_CASTLES = { #military fortifications
1 = {
modifier = {
SIEGE_DEFENCE = 0.1
fort_level = 0.5
garrison_size = 0.05
}
}
2 = {
modifier = {
SIEGE_DEFENCE = 0.2
fort_level = 1
garrison_size = 0.10
}
}
3 = {
modifier = {
SIEGE_DEFENCE = 0.3
fort_level = 1.5
garrison_size = 0.15
}
}
4 = {
modifier = {
SIEGE_DEFENCE = 0.4
fort_level = 2
garrison_size = 0.20
}
}
5 = {
modifier = {
SIEGE_DEFENCE = 0.5
fort_level = 2.5
garrison_size = 0.25
}
}
}
TECH_TACTICS = {
1 = {
modifier = {
LAND_MORALE = 0.2
levy_reinforce_rate = 0.05
}
}
2 = {
modifier = {
LAND_MORALE = 0.4
levy_reinforce_rate = 0.10
}
}
3 = {
modifier = {
LAND_MORALE = 0.6
levy_reinforce_rate = 0.15
}
}
4 = {
modifier = {
LAND_MORALE = 0.8
levy_reinforce_rate = 0.20
}
}
5 = {
modifier = {
LAND_MORALE = 1.0
levy_reinforce_rate = 0.25
}
}
}
}
TECH_GROUP_ECONOMY = {
TECH_CASTLE_TAXES = { #castle taxes
1 = {
modifier = {
CASTLE_TAX_MODIFIER = 0.1
supply_limit = 0.15
}
}
2 = {
modifier = {
CASTLE_TAX_MODIFIER = 0.2
supply_limit = 0.3
}
}
3 = {
modifier = {
CASTLE_TAX_MODIFIER = 0.3
supply_limit = 0.45
}
}
4 = {
modifier = {
CASTLE_TAX_MODIFIER = 0.4
supply_limit = 0.6
}
}
5 = {
modifier = {
CASTLE_TAX_MODIFIER = 0.5
supply_limit = 0.75
}
}
}
TECH_CITY_TAXES = { #city taxes
1 = {
modifier = {
CITY_TAX_MODIFIER = 0.1
supply_limit = 0.15
}
}
2 = {
modifier = {
CITY_TAX_MODIFIER = 0.2
supply_limit = 0.30
}
}
3 = {
modifier = {
CITY_TAX_MODIFIER = 0.3
supply_limit = 0.45
}
}
4 = {
modifier = {
CITY_TAX_MODIFIER = 0.4
supply_limit = 0.60
}
}
5 = {
modifier = {
CITY_TAX_MODIFIER = 0.5
supply_limit = 0.75
}
}
}
TECH_TEMPLE_TAXES = { #church taxes
1 = {
modifier = {
TEMPLE_TAX_MODIFIER = 0.1
supply_limit = 0.15
}
}
2 = {
modifier = {
TEMPLE_TAX_MODIFIER = 0.2
supply_limit = 0.30
}
}
3 = {
modifier = {
TEMPLE_TAX_MODIFIER = 0.3
supply_limit = 0.45
}
}
4 = {
modifier = {
TEMPLE_TAX_MODIFIER = 0.4
supply_limit = 0.60
}
}
5 = {
modifier = {
TEMPLE_TAX_MODIFIER = 0.5
supply_limit = 0.75
}
}
}
TECH_CASTLE_CONSTRUCTION = { #castle buildings
1 = {
add_building = ca_militia_barracks_3
add_building = ca_barracks_4
add_building = ca_smithy_3
}
2 = {
add_building = ca_barracks_5
add_building = ca_militia_barracks_4
add_building = ca_stable_4
add_building = ca_town_3
add_building = ca_training_grounds_2
add_building = ca_smithy_4
}
3 = {
add_building = ca_militia_barracks_5
add_building = ca_barracks_6
add_building = ca_training_grounds_3
add_building = ca_stable_5
add_building = ca_smithy_5
add_building = ca_town_4
}
4 = {
add_building = ca_training_grounds_4
add_building = ca_stable_6
add_building = ca_town_5
add_building = ca_smithy_6
}
5 = {
add_building = ca_barracks_7
add_building = ca_smithy_7
add_building = ca_town_6
}
}
TECH_CITY_CONSTRUCTION = { #city buildings
1 = {
add_building = ct_marketplace_2
add_building = ct_barracks_4
add_building = ct_marketplace_4
add_building = ct_smithy_3
add_building = ct_university_1
add_building = ct_port_2
}
2 = {
add_building = ct_marketplace_3
add_building = ct_port_4
add_building = ct_guard_4
add_building = ct_smithy_4
add_building = ct_port_3
}
3 = {
add_building = ct_barracks_5
add_building = ct_marketplace_4
add_building = ct_smithy_5
add_building = ct_university_2
add_building = ct_port_4
}
4 = {
add_building = ct_guard_5
add_building = ct_marketplace_5
add_building = ct_port_5
add_building = ct_smithy_6
add_building = ct_university_3
}
5 = {
add_building = ct_barracks_6
add_building = ct_marketplace_6
add_building = ct_smithy_7
}
}
TECH_TEMPLE_CONSTRUCTION = { #temple buildings
1 = {
add_building = tp_barracks_4
add_building = tp_elite_barracks_4
add_building = tp_school_2
add_building = tp_smithy_3
add_building = tp_town_3
}
2 = {
add_building = tp_school_3
add_building = tp_smithy_4
}
3 = {
add_building = tp_barracks_5
add_building = tp_elite_barracks_5
add_building = tp_school_4
add_building = tp_smithy_5
add_building = tp_town_4
}
4 = {
add_building = tp_town_5
add_building = tp_school_5
add_building = tp_smithy_6
}
5 = {
add_building = tp_barracks_6
add_building = tp_elite_barracks_6
add_building = tp_smithy_7
}
}
TECH_FORTIFICATIONS_CONSTRUCTION = { # walls and levy buildings
1 = {
add_building = ca_wall_q_3
add_building = ca_keep_3
add_building = ct_wall_q_3
add_building = ct_training_grounds_4
add_building = tp_wall_q_3
add_building = tp_monastery_4
}
2 = {
add_building = ca_keep_4
add_building = ca_wall_4
add_building = ct_wall_4
add_building = tp_wall_4
}
3 = {
add_building = ca_wall_q_4
add_building = ca_keep_5
add_building = ct_wall_q_4
add_building = ct_training_grounds_5
add_building = tp_wall_q_4
add_building = tp_monastery_5
}
4 = {
add_building = ca_wall_5
add_building = ct_wall_5
add_building = tp_wall_5
}
5 = {
add_building = ca_wall_q_5
add_building = ca_keep_6
add_building = ct_wall_q_5
add_building = ct_training_grounds_6
add_building = tp_wall_q_5
add_building = tp_monastery_6
}
}
TECH_CONSTRUCTION = { #improved construction of all buildings
1 = {
modifier = {
LOCAL_BUILD_TIME_MODIFIER = -0.05
local_build_cost_modifier = -0.04
}
}
2 = {
modifier = {
LOCAL_BUILD_TIME_MODIFIER = -0.10
local_build_cost_modifier = -0.08
}
}
3 = {
modifier = {
LOCAL_BUILD_TIME_MODIFIER = -0.15
local_build_cost_modifier = -0.12
}
}
4 = {
modifier = {
LOCAL_BUILD_TIME_MODIFIER = -0.20
local_build_cost_modifier = -0.16
}
}
5 = {
modifier = {
LOCAL_BUILD_TIME_MODIFIER = -0.25
local_build_cost_modifier = -0.20
}
}
}
}
TECH_GROUP_CULTURE = {
TECH_NOBLE_CUSTOMS = {
1 = {
modifier = {
CASTLE_OPINION = 3
tech_growth_modifier_military = 0.1
}
}
2 = {
modifier = {
CASTLE_OPINION = 6
tech_growth_modifier_military = 0.2
}
}
3 = {
modifier = {
CASTLE_OPINION = 9
tech_growth_modifier_military = 0.3
}
}
4 = {
modifier = {
CASTLE_OPINION = 12
tech_growth_modifier_military = 0.4
}
}
5 = {
modifier = {
CASTLE_OPINION = 15
tech_growth_modifier_military = 0.5
}
}
}
TECH_POPULAR_CUSTOMS = {
1 = {
modifier = {
TOWN_OPINION = 3
tech_growth_modifier_economy = 0.1
}
}
2 = {
modifier = {
TOWN_OPINION = 6
tech_growth_modifier_economy = 0.2
}
}
3 = {
modifier = {
TOWN_OPINION = 9
tech_growth_modifier_economy = 0.3
}
}
4 = {
modifier = {
TOWN_OPINION = 12
tech_growth_modifier_economy = 0.4
}
}
5 = {
modifier = {
TOWN_OPINION = 15
tech_growth_modifier_economy = 0.5
}
}
}
TECH_RELIGIOUS_CUSTOMS = {
1 = {
modifier = {
CHURCH_OPINION = 3
tech_growth_modifier_culture = 0.1
}
}
2 = {
modifier = {
CHURCH_OPINION = 6
tech_growth_modifier_culture = 0.2
}
}
3 = {
modifier = {
CHURCH_OPINION = 9
tech_growth_modifier_culture = 0.3
}
}
4 = {
modifier = {
CHURCH_OPINION = 12
tech_growth_modifier_culture = 0.4
}
}
5 = {
modifier = {
CHURCH_OPINION = 15
tech_growth_modifier_culture = 0.5
}
}
}
TECH_MAJESTY = {
1 = {
modifier = {
ADD_PRESTIGE_MODIFIER = 0.1
}
}
2 = {
modifier = {
ADD_PRESTIGE_MODIFIER = 0.15
}
}
3 = {
modifier = {
ADD_PRESTIGE_MODIFIER = 0.2
}
}
4 = {
modifier = {
ADD_PRESTIGE_MODIFIER = 0.25
}
}
5 = {
modifier = {
ADD_PRESTIGE_MODIFIER = 0.3
}
}
}
TECH_SPIRITUAL_ART = {
1 = {
modifier = {
ADD_PIETY_MODIFIER = 0.1
}
}
2 = {
modifier = {
ADD_PIETY_MODIFIER = 0.15
}
}
3 = {
modifier = {
ADD_PIETY_MODIFIER = 0.2
}
}
4 = {
modifier = {
ADD_PIETY_MODIFIER = 0.25
}
}
5 = {
modifier = {
ADD_PIETY_MODIFIER = 0.3
}
}
}
TECH_CULTURE_FLEX = {
1 = {
modifier = {
CULTURE_FLEX = -0.1
local_revolt_risk = -0.002
}
}
2 = {
modifier = {
CULTURE_FLEX = -0.2
local_revolt_risk = -0.004
}
}
3 = {
modifier = {
CULTURE_FLEX = -0.3
local_revolt_risk = -0.006
}
}
4 = {
modifier = {
CULTURE_FLEX = -0.4
local_revolt_risk = -0.008
}
}
5 = {
modifier = {
CULTURE_FLEX = -0.5
local_revolt_risk = -0.010
}
}
}
TECH_RELIGION_FLEX = {
1 = {
modifier = {
RELIGION_FLEX = -0.1
local_revolt_risk = -0.002
}
}
2 = {
modifier = {
RELIGION_FLEX = -0.2
local_revolt_risk = -0.004
}
}
3 = {
modifier = {
RELIGION_FLEX = -0.3
local_revolt_risk = -0.006
}
}
4 = {
modifier = {
RELIGION_FLEX = -0.4
local_revolt_risk = -0.008
}
}
5 = {
modifier = {
RELIGION_FLEX = -0.5
local_revolt_risk = -0.010
}
}
}
TECH_LEGALISM = {
1 = {
modifier = {
SHORT_REIGN_LENGTH = -1
}
}
2 = {
modifier = {
SHORT_REIGN_LENGTH = -2
}
}
3 = {
modifier = {
SHORT_REIGN_LENGTH = -3
}
}
4 = {
modifier = {
SHORT_REIGN_LENGTH = -4
}
}
5 = {
modifier = {
SHORT_REIGN_LENGTH = -5
}
}
}
}