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It puts a basic structure on institution spread to 'guide' it based on historical trends. This means that the great variance present in the vanilla system is greatly reduced in favor a system in which technology change flows largely from Europe.
Institutions List
Tech Penalty at Game Start
The above graphic indicates which insitutions are present at campaign start for nations that are not Tribes or Steppe Hordes sorted by technology group.
Please note: high american tech group is fully supported, they use the same dates as western
The logic of chronological advancement variance by technology group is applied to the institutions sytem by creating a set of embracement penalties organized by technology group and year.
Tech Penalty Projected at Game End
In the above graphic, dates in black indicate the insitution is present at campaign start for nations that are not Tribes or Steppe Hordes. Dates in red indicate that the mod expects (meaning does not penalize) instituional spread to the given tech group after the date. For technology groups with blank spaces in certain institutions, this means that the mod will always impose a penalty on embracement spread, but this DOES NOT mean that the technology group country cannot embracement the institution by overcoming the penalty via a number of other embracement modifiers.
IR replaces vanilla concepts like the Renaissance (which don't really apply outside of a European context) and replaces them with their essential elements. This helps the mod affect a reasonable and gradual seperation in tech penalty between West and East by restricting some European concepts about Liberalism to European tech groups.
Reformed Technology Groups essentially allow non-Western tech group nations to gain faster and more complete access to institutions.
To become a Reformed Technology Group nation, a natio must pass a series of reforms. The number of reforms depend on their starting technology group.
List of Reforms
The cost of these reforms is dynamically calculated and goes up to a maximum of 300 diplomatic power points.
The mod takes 300 as the base figure and then multiplies it by a variable which is calculated according to the following two forumulas:
Changes related to relations (only 1 will apply):
Changes related to Total Development (only 1 will apply):
Total Development 50-100 (-.02)
Total Development 100-150 (-.04)
etc up to
Total Development 1000 (-.4)
So ultimatly a country's reform cost is calculated by multiplying 300 by the final variable which adds the two bonus variables together. Assuming that some bonus is applied, this will give you a figure less than 300.
Benefits of Reformed Technology Group
As you can see from the graphic above 'Tech Penalty Projected at Game End', reforming your technology group grants two kinds of bonuses.
1) Time based penalties are moved to earlier dates, allowing for faster embracement
2) Technology Group based penalties are reduced, allowing for the embracement of more insitutions without penalty
Vanilla game heavily focuses on province development as a means of spreading and embracing institutions. While this has its merits, IR introduces a more varied system that includes many new spread mechanisms.
Hopefully this is appreciated by players who do not enjoy the gamey province development mechanic or, for lack of DLC, are unable to pursue that strategy.
Embracement Spread Modifiers
Modifiers that are marked above as not Scaled indicate that those modifiers are not scaled to province development. This means that these modifiers represent new, more varied sources of embracement spread.
Because of hard coded elements, I had to remove support for DLC introduced Native American Advancement and Central American Religious Reforms.
I wanted to set institutions back in time and allow Native American tech group nations to pursue institutions from day 1 of the campaign.
Accordingly I have effectively disabled these features.
North and South American tech group nations (formerly designated as primitives) can now start pursuing the institution of Chiefdom and work their way up. They can gain the same bonuses available in the vanilla mechanic by enacting a series of decision that cost diplomatic power points.
They can change their government type via decision when the following conditions are met:
Have embraced the Bureaucracy, Early State, Engineering and Manoralism institutions
Stability 1
Have full idea group for Economic, Administrative or Innovative
Central American Religion nations can 'reform their religion' and gain access to expected benefits by completing a series of similar decisions that cost diplomatic power points. There is no need to reform their religion prior to pursing a Reformed Technology Group
Steppe Hordes can reform their government when the following conditions are met:
60 legitimacy or horde unity
Have embraced the Bureaucracy, Early State, Engineering and Manoralism institutions
Stability 1
Have full idea group for Economic, Administrative or Innovative
No Ruler Succession Crisis
The player is always eligibile for access to the Reformed Tech Group reforms
AI nations have to pass an eligibility check where they have a 30% chance of becoming eligibile. This keeps makes the Reformed Tech Group concept meaningful by ensuring that not everyone pursues this path.