Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tributary states should also probably be allowed to build these if you can change the trigger.
If you would like more monument ideas. I had enough to need to break this list up.
Merchant Admiralty - up to +30% Light Ship Combat Ability, +30% Ship Trade Power, -25% Light Ship Cost, Small Boost to Force Limit (+20)
Naval College - Naval Morale (+15%), Admiral Pips(+1,1,2,0), Naval Movement, Ship Durability (+5%)
Civil Engineering Academy- Building Cost (-20%), Monument Upgrade cost (-33%), Global Development Cost (-10%), Friendly movement modifier (+20%)
Logistics Bureau - +50% supply limit (so one set of techs ahead), -25% attrition (land and sea), -10% all fort costs, 10% defensiveness
Disaster Recovery Center - 5% dev cost bonus, (-0.1/-0.25/-0.5) devastation in all provinces, 15% manpower recover speed
Territorial Parliament -50% liberty desire in overseas subjects, -75% liberty desire from subject development, +20% global trade power, -15% minimum autonomy in territories, -20 max absolutism
Venture Stock Market - (-5, 10, 15, 20%) Trade company upgrade cost, + (250, 200, 150, 0) colonial range, +(5, 5, 7.5, 10%) settler chance) + (1) colonist
Navigators Guild - +25% naval movement, Lowered Sea Attrition (especially embarked units if possible), -50% explorer and conquistador cost
Inland Navigator School - + A bunch of sailors flat + 10% marines force limit, +decent number of ships. (To allow a mostly landlocked country to have a navy)
Supreme Court - + Max Absolutism, -0.05/0.1/0.2/0.33 yearly corruption, - Estate influence
College of Ranks - +estate loyalty, - Estate influence, +tax, +legitimacy
Spice Entrepot - Trade Power, Produce Cloves, Production bonus to spices, chocolate, tea, coffee, incense, tobacco, and cloves. Must be trading in spices to build.
Metallurgy School. -Artillery cost, +Artillery Combat ability, + Defensiveness, Production bonus to the metal resources + gems +coal
Royal Architectural College - +Prestige, - Building Cost, (Naval Supplies, Glass, Paper, Tropical Wood) production bonuses, -Dev Cost
Major Fashion Fair - +Dip Rep, (Cloth, silk, dyes, incense, Ivory, Chinaware) Production bonuses, +Improve Relations, + 1 diplomat, +1% missionary strength
And there is system for tracking ones already built which should use saved event target feature, which, since last patch, floods errog.log because they are not exist when game starts, but still demanded in conditions. Probably won't affect gameplay, just as the first one, but i like to see logs as clear as they can be and this annoys me so much. I was trying to solve this recently, but failed
have you read that decision won't appear if there is any monuments in your or your vassals's provinces?
Ok, got it
and good luck with the ukranian situation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2730243872