policies


# Do not change tags in here without changing every other reference to them.
# If adding new policies, make sure they are uniquely named.

# Uses all 'modifiers' possible thats exported as a Modifier.

#########################################################
# Centralisation <----> Decentralisation
#########################################################
centralization_decentralization =
{
max_war_exhaustion = -0.4

global_tax_modifier = -0.04
production_efficiency = -0.03
spy_efficiency = -0.01
global_spy_defence = -0.01

left_specific = {
inflation_reduction = 0.01
}
right_specific = {
}
# right_locked = yes

on_left = {
10 = 806 # Country Destabilized (-)
10 = 807 # Large Revolt (-)
10 = 808 # Local Pretender (-)
}
on_right = {
10 = 809 # Province Tax Increase (+)
10 = 810 # More Local Recruiting (+)
10 = 811 # Stability Increase (+)
}

}

#########################################################
# Aristocracy <----> Plutocracy
#########################################################
aristocracy_plutocracy = {
cavalry_cost = 0.05

Left_specific = {
diplomats = 0.6
leader_shock = 0.2
global_regiment_cost = -0.01
}
right_specific = {
spies = 0.4
merchants = 0.2
trade_efficiency = 0.01
merchant_placement_chance = 0.04
}
on_left = {
10 = 803 #Loss of Stability (-)
10 = 804 #burghers in revolt (-)
10 = 805 #nobility strengthened (+)
}
on_right = {
10 = 800 #noble uprising (-)
10 = 801 #loss of prestige (-)
10 = 802 #merchants benefit (+)
}
}

#########################################################
# Serfdom <----> Free Subjects
#########################################################
serfdom_freesubjects = {

infantry_cost = 0.06

land_morale = 0.04
global_spy_defence = 0.05

government_tech_cost_modifier = -0.04
production_tech_cost_modifier = -0.04
trade_tech_cost_modifier = -0.04
naval_tech_cost_modifier = -0.04
land_tech_cost_modifier = -0.04

stability_cost_modifier = 0.05

left_specific = {
}
right_specific = {
}
on_left = {
10 = 812 # Peasant Uprising (-)
10 = 813 # Competent Bailiff (+) .. Alderman or Sheriff
10 = 814 # Huge peasent uprsing in multiple provinces (-)
}
on_right = {
10 = 815 # reduce manpower in a province (-)
10 = 816 # stability drop (-)
10 = 817 # inflation reduction (free subjects leads to less abuses in the system) (+)
}
}

#########################################################
# Innovative <----> Narrowminded
#########################################################
innovative_narrowminded = {
stability_cost_modifier = -0.05

max_war_exhaustion = -0.4

technology_cost = 0.03
missionaries = 0.1

left_specific = {
}

right_specific = {
global_colonial_growth = 0.05
global_spy_defence = 0.02
}
on_left = {
10 = 818 # reduce stability (-)
10 = 819 # lose prestige (looking a bit soft compared to neighbours) (-)
10 = 820 # random boost tech-boost advisor (+)
}
on_right = {
10 = 821 # relgious conversion (supression always encourages them) (-)
10 = 822 # lose stability (-)
10 = 823 # get a theologian (+)
}
}

#########################################################
# Mercantilism <----> Free Trade
#########################################################
mercantilism_freetrade = {
global_spy_defence = -0.04
merchant_cost = -0.05

left_specific = {
spies = 0.2
merchant_own_cot_compete_chance = 0.08
merchant_own_cot_placement_chance = 0.1
}
right_specific = {
foreign_merchant_compete_chance = 0.05
trade_efficiency = 0.02
merchants = 0.4
}
on_left = {
10 = 824 #lose merchant in non owned COT (-)
10 = 825 # Loss of value in city of local CoT (-)
10 = 826 #get a collector (+)
}
on_right = {
10 = 827 #lose merchant in owned COT (-)
10 = 828 #lose merchants (-)
10 = 829 #get a trader (+)
}
}

#########################################################
# Offensive <----> Defensive
#########################################################
offensive_defensive = {
artillery_cost = -0.05
land_morale = -0.02

defensiveness = 0.05

left_specific = {
leader_shock = 0.25
}
right_specific = {
leader_siege = 0.25
}
on_left = {
10 = 830 # Loss of Stability (-)
10 = 831 # manpower reduction (people less keen to be cannon fodder) (-)
10 = 832 # gain prestige (giving the enemy a tast of cold steel like real men should) (+)
}
on_right = {
10 = 833 # lose army tradition (proper gentlemen know that you must give the enemy a taste of cold steel, rather than these unmanly tactics) (-)
10 = 834 # pesant revolt (locals get annoyed that you are taking thier land to build castles) (-)
10 = 835 # gain a fortification expert (+)
}
}

#########################################################
# Land <----> Naval
#########################################################
land_naval = {
infantry_cost = 0.05
cavalry_cost = 0.05
bigship_cost = -0.05
galley_cost = -0.05
lightship_cost = -0.05
global_tariffs = 0.05
global_manpower_modifier = -0.05
colonist_cost = -0.05

left_specific = {
land_morale = 0.02
land_forcelimit_modifier = 0.05
}
right_specific = {
naval_morale = 0.02
naval_forcelimit_modifier = 0.05
}
on_left = {
10 = 836 # reduction in naval technology investment (-)
10 = 837 # reduction in naval tradition (-)
10 = 838 # gain grand_captain (+)
}
on_right = {
10 = 839 # reduction in army technology investment (-)
10 = 840 # reduction in land tradition (-)
10 = 841 # gain grand_admiral (+)
}
}

#########################################################
# Quality <----> Quantity
#########################################################
quality_quantity = {
infantry_cost = -0.025
discipline = -0.02
global_manpower_modifier = 0.025
left_specific = {
leader_fire = 0.25
}
right_specific = {
reinforce_speed = 0.05
}
on_left = {
10 = 842 # manpower reduction (-)
10 = 843 # lose stability (-)
10 = 844 # gain commandant (+)
}
on_right = {
10 = 845 # presitge reduction (-)
10 = 846 # land tradition reduction (too many indians, not enough cheifs) (-)
10 = 847 # gain army organiser (+)
}
}




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