Thursday, July 21, 2022

Mod Idea for a mod called dynamic estates


full image - Repost: Mod Idea for a mod called dynamic estates (from Reddit.com, Mod Idea for a mod called dynamic estates)
Working on a mod idea called Dynamic EstatesWhat do you think?Estates for Republics: Political Elite Clergy Peasants Traders Slaves Estates for Theocracies: Clergy Congregation Traders Noble Elite Slaves Estates for Monarchies: Clergy Nobility Burghers Peasants Slaves Estates for Tribes: Elders Warbands Traders Trappers Slaves Estates for Hordes: Stable Masters Weaponsmiths Khans Slaves (Not that slaves will only be anabled in countries in the new world or countries with slave producing provinces)New Pip System: Merchants and diplomats now have pips. They share the same four categories Charisma, Connectivity, Bargaining, and Adaptability For Diplomats: -Each Charisma Pip gives a five percent bonus to curry favors and improve relations. -Each Connectivity Pip gives an extra +5 to the improved relations cap, as well as a 5% increase in spy network construction. -Each Bargaining Pip gives a +0.5 bonus to any diplomatic action. -Each adaptability Pip gives a -3 core creation and culture conversion cost. For Merchants- -All pips are now added up to decide merchant trade power -Each Charisma Pip gives +2.5% trade steering -Each Connectivity Pip gives an extra +1 base trade power -Each Bargaining Pip gives +2.5% Goods Produced(In a random province) -Each Adaptability Pip gives +5% Protect trade and privatering efficiency.-Pips for the above are decided based on clerical and political/noble tradition.Republics:Political Elite- Function the same as the old nobility. New Features- Political Dynasties- Have political tradition Political tradition is increased yearly by republican tradition and gov cap. It goes up by +.1 a year for every ten republican tradition. It goes up by +.1 for every fifty gov cap used. It decays by -1 per year. The other feature is political families. It is a pie chart that shows the amount of influence they have over your elections. Cantadites no longer give a 4 in one category and a 1 in the rest. They are selected from the leader of each political family. Being selected gives them +5 influence. Being selected twice in a row gives +5 extra influence and -10 Republic tradition. Three times gives +10 influence and -20 Republic Tradition. Keeping a political family above fifty influence for fifty years gives you a modifier for as long as they are in power based on the type of family. Military families can give +5% Manpower modifiers, +5 Land force limit, -5% land maintenance. Diplomatic families can give +1 diplo relations, -10 diplo annex cost, +1 diplomatic relations. Economic families can give +10% goods produced, +5% tax, +5% trade steering. Keeping a political family above 40 influence for 100 years gives a permanent modifier. It is any of the modifiers listed above *2.Clergy: -Function the same as the old clergy. -New features: Clerical Tradition: Goes up by 3 for every church built. Goes down by 3 when a church is destroyed. Is increased by +1 per year for every 10% of base income you give as tithe(see below). Decays by -1 per year. Tithe is a new function where you give a percent of your base income to the clergy. Each ten percent gives you +1 clerical tradition and -1 unrest in provinces that follow the true faith. Clergy now has a population count. It goes up by 100 when a church is built and down by 100 when a church is destroyed. Each church can hold a maximum of 150 clergymen. During the league wars, or a holy war, you can recruit the clergy to battle. They cost 1 ducat to raise and 0.5 ducats in maintenance. Whenever a province is sieged down, if it does not follow the true faith then the clergy unit disappears and the province is instantly converted. They have 1 morale, 0 fire, and 0.1 shock.Peasants(new): Privileges: Lessened taxes- unrest -0.5 and tax -5% Peasant Voters- unrest -1.0, +5% manpower modifier, +1 diplo point per month, no plight of the peasantry, victors of elections are not chosen by you Harsh taxes- unret +0.5 and tax +5% Self governance(1)- Gov cap +250, base autonomy +5%, autonomy growth +0.0025 Self governance(2)- Gov cap +500, base autonomy +15%, autonomy growth +0.01 Features: Now has a serfdom meter. Each ten percent down from fifty gives +0.5% manpower modifier, +0.5 tax. each ten percent up from fifty gives +1% goods produced, -0.1 unrest.Traders: -Functions the same as old merchants -merchant tradition. increases by +3 when building a marketplace, goes down by -3 when destroying a marketplace. Each ten percent of trade you control in your home node gives +.1 tradition a year. Each nation transferring trade to you gives +0.5 tradition a year. Transferring trade to another nation gives -1 per year. Each member of your trade league gives +0.5 tradition. It decays at a rate of -1 per year.Slaves: This will be the only entree as it will be the same for all types. -Enabled in the new world orif you own a slave producing province. -Privileges: Triangle trade- If in the new world all plant producing provinces will get +10 slaves per month. If in the old world and have taken explo or expansion all slave producing provinces now gain goods produced +100% and unrest +2. Earned freedom- likelyhood of slave revolt -50%, slaves in provinces -50 per year. Inherted slave status- slave revolt chance +25%, slaves in provinces +25 per year. Harsh Quotas- goods produced +50%, slave revolt size +50% National Slave Market- Slaves in provinces +10 per year, Slave revolt size +10%.


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