![]() Each eligible province for an institution has a fixed chance (5% to 100% depending on the institution) to get it to spawn in that province. There are a total of 8 different institutions that appear throughout the game (except for the first which is present at the beginning of the game in 1444), at roughly 50-year intervals starting in 1450 and ending in 1750.Įach year all provinces an institution can spawn in are randomly given a chance to spawn the institution. Embracing an institution requires that institution to be fully present in provinces containing at least 10% of a country's development (modified by local autonomy), after which it requires an amount of ducats dependent on the remaining development in provinces where the institution is not fully present. The first tech of an institution receives an institution penalty of +15% the next one +30% and all following techs +50%, this modifier can stack if multiple requirements are unfullfilled. Technologies require specific Institutions to be embraced and will have increased tech cost penalties otherwise (as shown through the icons above the technology, where those shown in red or grayed out are increasing the cost). Institutions are fundamental advances in civilization and are the primary determinant of technology cost. It will cost you and you will come back begging for advice on why your mil-only strategy failed.ītw good job on your persia campaign so far.Please help with verifying or updating older sections of this article.Īt least some were last verified for version 1.31. You will reach a point where you will regret not having a strong infrastructure and base to support your expansions. You might have more provinces but you will not have those provinces in your same culture group, with high autonomy and with nationalism. ![]() If youa are trying to earn trade income, being behind will not only make it difficult but will cost you even more income since the natural traders such as Portugal, Spain, Venice, etc will take even more trade from you. Being behind in diplo tech doesn't hurt as much as being behind in admin or mil tech however, being behind when navies are important will cost you dearly. Citing examples of the few nations that this doesn't apply to is harmful to players seeking advice on how to learn the game. It is not something to take lightly at all.ĭiplo is very important for nations who are not land locked. You need admin tech for ideas (essential.a fact) as well, production efficiency (very important to pay for your rising costs in military units) and to change your government into more useful versions. Already factual proof that there is no benefit to saying "im ahead in mil tech by so and so years". Its a fail strategy.īeing ahead in Admin tech and Diplo tech gives you bonuses. Your mil tech also doesn't gain *any* discounts if you don't invest in idea groups to lower the cost, essentially making you pay more to stay ahead. You can have mil tech better by a couple techs but lose every war versus a nation that has a completed mil idea group that is only a couple techs behind in mil. It is also not the only tech that matters. Your mil tech does matter but not to the point that you can ignore the other 2 areas. You are giving more credit than what his simple statements says. More provinces, more money, more armies to put down rebellions and to expand faster if you focus entirely on military tech you can have success but it depends on your goals. I actually agree with Sir Slasher depending on what your goals are you can completely ignore Diplo tech and only really need admin for ideas to unlock and to keep stab at 0. Period.Īny player who believes this will soon find themselves in a hole they will not be able to dig themselves out of. The worst statement that can be said about anything on these forums.
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