<?xml version="1.0"?>
<rss version="2.0"><channel><title>Your ideas how AoC2 forum should looks like! Latest Topics</title><link>http://www.ageofcivilizationsgame.com/forum/4-your-ideas-how-aoc2-forum-should-looks-like/</link><description>Your ideas how AoC2 forum should looks like! Latest Topics</description><language>en</language><item><title>Press F to pay respect</title><link>http://www.ageofcivilizationsgame.com/topic/3-press-f-to-pay-respect/</link><description><![CDATA[<p>
	RIP Early Forum<br />
	At least we're back lol
</p>]]></description><guid isPermaLink="false">3</guid><pubDate>Thu, 27 Dec 2018 22:31:09 +0000</pubDate></item><item><title>attachment quota</title><link>http://www.ageofcivilizationsgame.com/topic/249131-attachment-quota/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="68439" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2024_09/Screenshot_20240930_123432_Chrome.png.29b58943303567a6cee6cfee2dbba441.png" rel=""><img alt="Screenshot_20240930_123432_Chrome.thumb.png.1990b67609d74e606724af841e6e6782.png" class="ipsImage ipsImage_thumbnailed" data-fileid="68439" data-ratio="100.00" width="750" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2024_09/Screenshot_20240930_123432_Chrome.thumb.png.1990b67609d74e606724af841e6e6782.png" /></a>Due to the attachment quota, I can't post any game screenshots or pictures to the AoH community. <span class="ipsEmoji">😢</span><span class="ipsEmoji">😭</span>
</p>

<p>
	However, Lukasz or other users don't seem to have an attachment quotaI hope Lukasz can remove or increase the attached file quota for the community.
</p>
]]></description><guid isPermaLink="false">249131</guid><pubDate>Mon, 30 Sep 2024 03:46:01 +0000</pubDate></item><item><title>scenario</title><link>http://www.ageofcivilizationsgame.com/topic/239179-scenario/</link><description><![CDATA[<p>
	Will there be a scenario of the modern world in the game?
</p>
]]></description><guid isPermaLink="false">239179</guid><pubDate>Thu, 29 Feb 2024 19:48:08 +0000</pubDate></item><item><title>Bots should stop</title><link>http://www.ageofcivilizationsgame.com/topic/225928-bots-should-stop/</link><description><![CDATA[<p>
	Bots are slowly dominating AOH2. This needs to stop
</p>
]]></description><guid isPermaLink="false">225928</guid><pubDate>Sun, 26 Feb 2023 07:48:53 +0000</pubDate></item><item><title>Aoc2 forum... BUT APLICATIOM</title><link>http://www.ageofcivilizationsgame.com/topic/232023-aoc2-forum-but-aplicatiom/</link><description><![CDATA[<p>
	I think that our forum is not using a full potiencial. To see if someone commented topic that we follow we need get into google. I think that no one like wenting to this page every 1h just for nothing. Seeing how much did saw topic that we just added is able and easy... BUT when we're talking about older topic then it is not so easy. Of course Łukasz will don't do this (we all know that even if he will do it then we will be waiting for this a long time like for AoC3 or new updates) so maybe someone want to make --- to mobile? 
</p>
]]></description><guid isPermaLink="false">232023</guid><pubDate>Wed, 30 Aug 2023 19:30:57 +0000</pubDate></item><item><title>Age of Civilization Logo</title><link>http://www.ageofcivilizationsgame.com/topic/1512-age-of-civilization-logo/</link><description><![CDATA[<p>
	I think it would be "more climatic" to have AoC2 related lettering <span><span class="ipsEmoji">😛</span></span><br /><img alt="9PVz0h2.png" class="ipsImage" height="36" src="https://i.imgur.com/9PVz0h2.png" width="188" /><br />
	----<br /><br /><img class="ipsImage ipsImage_thumbnailed" data-fileid="3819" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2019_01/image.png.e62b01c241cf898e058db75c21446142.png" alt="image.png.e62b01c241cf898e058db75c21446142.png" /> &gt;&gt;&gt; <img class="ipsImage ipsImage_thumbnailed" data-fileid="3820" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2019_01/image.png.3b850ded55095fafe177e81110b72afa.png" alt="image.png.3b850ded55095fafe177e81110b72afa.png" /></p>]]></description><guid isPermaLink="false">1512</guid><pubDate>Sun, 20 Jan 2019 10:09:17 +0000</pubDate></item><item><title>Unnecessary and Nonsense Pins Should Be Removed</title><link>http://www.ageofcivilizationsgame.com/topic/231776-unnecessary-and-nonsense-pins-should-be-removed/</link><description><![CDATA[<p>
	I think one of the most important things in a forum is the "Our Picks" section. Here, new users are provided with a recommendation area, and other poor quality content is separated from the quality ones and the user is exposed to a higher quality and safe content. But in this forum, there are a lot of useless and ridiculous topics in this forum, Disocrd servers' topics are replies to some topics, etc.<br />
	<br />
	Examples:<br />
	<img alt="resim.png" class="ipsImage" data-ratio="110.96" height="648" width="584" src="https://cdn.discordapp.com/attachments/962787205099712544/1139506906902302810/resim.png" /><br />
	<img alt="image.png" class="ipsImage" data-ratio="42.17" height="388" width="920" src="https://cdn.discordapp.com/attachments/962787205099712544/1139500874876583946/image.png" /><img alt="image.png" class="ipsImage" data-ratio="118.36" height="548" width="463" src="https://cdn.discordapp.com/attachments/962787205099712544/1139500129343258674/image.png" /><br />
	<br />
	Please just remove this nonsense pins and pin some good mods, and Our Picks section will better.<br />
	<br />
	If you are thinking like me, you can post some comments to support this topic.
</p>
]]></description><guid isPermaLink="false">231776</guid><pubDate>Fri, 11 Aug 2023 10:40:13 +0000</pubDate></item><item><title>Here are some ideas for the AoC2 Forum</title><link>http://www.ageofcivilizationsgame.com/topic/227381-here-are-some-ideas-for-the-aoc2-forum/</link><description><![CDATA[<p>
	<span>Community events:  can organize community events such as tournaments, challenges, and roleplaying sessions to keep the community engaged and active.</span>
</p>

<p>
	Custom scenario sharing: can create a sub-forum where players can share their custom scenarios and mods. This will encourage players to create and share their own content, which will help keep the game fresh and interesting.
</p>

<p>
	Strategy guides:  can create a section dedicated to strategy guides and tutorials, where experienced players can share their tips and tricks for playing the game.
</p>

<p>
	Bug reporting:  can create a dedicated section for bug reporting, where players can report any bugs or issues they encounter while playing the game. This will help the developers identify and fix any issues more quickly.
</p>

<p>
	Feedback and suggestions:  can create a section where players can provide feedback and suggestions for improving the game. This will help the developers understand what players want and need from the game, and will help guide future development.
</p>

<p>
	General discussion:  can create a section for general discussion, where players can chat about anything related to the game or even just random topics.
</p>

<p>
	Modding support: can create a sub-forum dedicated to modding support, where players can ask for help with creating or installing mods.
</p>

<p>
	These are just a few ideas for the AoC2 Forum. The key is to create a welcoming and engaging community where players can connect, share their experiences, and help each other out.
</p>
]]></description><guid isPermaLink="false">227381</guid><pubDate>Mon, 20 Mar 2023 05:37:01 +0000</pubDate></item><item><title>PLEASE GET A HTTP CERTIFICATE</title><link>http://www.ageofcivilizationsgame.com/topic/1117-please-get-a-http-certificate/</link><description><![CDATA[<p>
	I know im being a bit exigent and this is my second time posting about this, but if we want to have a secure website we need a SSL/TLS Certificate, i know it may be a bit expensive or unnecesary but at least think about it<br />
	Thanks for hearing
</p>]]></description><guid isPermaLink="false">1117</guid><pubDate>Thu, 10 Jan 2019 02:46:38 +0000</pubDate></item><item><title>Political Parties?</title><link>http://www.ageofcivilizationsgame.com/topic/127-political-parties/</link><description><![CDATA[<p>
	Hello, guys! This is mein first topic on this forum.<br />
	Dear, developer. Can you add political parties system like in Hearts of Iron IV? Or can you add Parliament System like in Victoria II?<br />
	So, I'll suggest you my own parties system. I borrowed it from HOI and Vic.<br />
	Parties mechanic:<br />
	You will hire an advisor, which will boost popularity of each party. Each advisor - 1 party. Also, you can arrange elections like in Victoria II. You will boost the party popularity in other countries or arrange coup d'etat and set the ally government.   
</p>]]></description><guid isPermaLink="false">127</guid><pubDate>Fri, 28 Dec 2018 09:13:32 +0000</pubDate></item><item><title>Will we ever have actual forum staff to moderate the forum 24/7?</title><link>http://www.ageofcivilizationsgame.com/topic/210251-will-we-ever-have-actual-forum-staff-to-moderate-the-forum-247/</link><description><![CDATA[<p>
	<strong>i see you lukasz. <span><a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a></span></strong>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="42794" data-ratio="10.00" width="910" alt="image.png.e1a60b3f027f626b6df3012469cb234e.png" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2022_06/image.png.e1a60b3f027f626b6df3012469cb234e.png" /></p>

<p>
	and it's time for you<span style="color:#3498db;"><strong> to get people to mod your forum </strong></span>after like 69420 morbillion years so it won't get flooded by <strong><em>date here now!!! black magic!!! buy now!!! jandhipuur!!! </em></strong>posts
</p>

<p>
	i don't get why haven't you get any people to mod your forum for like 4 years? you also look sad and lonely there in the staff tab<br /><img class="ipsImage ipsImage_thumbnailed" data-fileid="42795" data-ratio="39.15" width="802" alt="image.png.eabeb84b1a0bb60efd4b2063072cc946.png" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2022_06/image.png.eabeb84b1a0bb60efd4b2063072cc946.png" /></p>

<p>
	<span style="font-size:8px;">(very sad)</span>
</p>

<p>
	can't you just maybe make a <span style="font-size:8px;">(haha google funny)</span> application form for reputable people so that they could be a staff to mod these horrendous posts?
</p>

<p>
	- thanks to you, łukasz if you read this. <span style="font-size:8px;">which i 90% doubt</span>
</p>

<p>
	<span style="font-size:10px;">actually im curious if you even delete these bot posts in the first place</span>
</p>
]]></description><guid isPermaLink="false">210251</guid><pubDate>Wed, 29 Jun 2022 22:52:24 +0000</pubDate></item><item><title>Test</title><link>http://www.ageofcivilizationsgame.com/topic/206043-test/</link><description><![CDATA[<p>
	<em><strong><u>Testowe, proszę się tym nie przejmować. / Testing please do not worry about it.</u></strong></em>
</p>]]></description><guid isPermaLink="false">206043</guid><pubDate>Sat, 23 Apr 2022 16:45:06 +0000</pubDate></item><item><title>How to Replace the Dislike Reaction With a Middle Finger</title><link>http://www.ageofcivilizationsgame.com/topic/189045-how-to-replace-the-dislike-reaction-with-a-middle-finger/</link><description><![CDATA[<ol><li>
		Install the browser extension "Requestly".
	</li>
	<li>
		In Requestly, create a new <strong>redirect request</strong> rule and set it to replace <strong><a href="http://www.ageofcivilizationsgame.com/uploads/reactions/disl.png" rel="">http://www.ageofcivilizationsgame.com/uploads/reactions/disl.png</a></strong> with <strong><a href="https://i.imgur.com/wal2xGL.png" rel="external nofollow">https://i.imgur.com/wal2xGL.png</a></strong>. Li<strong></strong>ke so:<br /><img alt="jlipcfz.png" class="ipsImage" data-ratio="46.10" height="280" width="1000" src="https://i.imgur.com/jlipcfz.png" /></li>
	<li>
		Reload the forums and check your reaction list! It should look like this:<br /><img alt="T4mrGsg.png" class="ipsImage" data-ratio="38.67" height="128" width="331" src="https://i.imgur.com/T4mrGsg.png" /></li>
</ol>]]></description><guid isPermaLink="false">189045</guid><pubDate>Wed, 06 Oct 2021 14:07:50 +0000</pubDate></item><item><title>Events for player or all countries.</title><link>http://www.ageofcivilizationsgame.com/topic/189520-events-for-player-or-all-countries/</link><description><![CDATA[<p>
	It would be extremely useful if there was an option to make an event activate for the player country or all countries, example, lets say im playing India, and i have made an event, instead of putting India as the recieving country, it would state player country, and no matter what country i play as, that event will fire for me, and the all countries event is pretty self explanitory, i hope this is possible to add in the future as it would be extremely useful.
</p>]]></description><guid isPermaLink="false">189520</guid><pubDate>Fri, 10 Dec 2021 21:43:52 +0000</pubDate></item><item><title>Events for player or all countries.</title><link>http://www.ageofcivilizationsgame.com/topic/189515-events-for-player-or-all-countries/</link><description><![CDATA[<p>
	It would be extremely useful if there was an option to make an event activate for the player country or all countries, example, lets say im playing India, and i have made an event, instead of putting India as the recieving country, it would state player country, and no matter what country i play as, that event will fire for me, and the all countries event is pretty self explanitory, i hope this is possible to add in the future as it would be extremely useful.
</p>]]></description><guid isPermaLink="false">189515</guid><pubDate>Fri, 10 Dec 2021 17:30:38 +0000</pubDate></item><item><title>BUG: Diplomatic relationship fixed at 0</title><link>http://www.ageofcivilizationsgame.com/topic/188364-bug-diplomatic-relationship-fixed-at-0/</link><description><![CDATA[<p>
	After the number of rounds exceeding 4000+ rounds, the diplomatic relationships are fixed at 0 and could not get improved or worsened. Please fix it soon. Thank you.
</p>]]></description><guid isPermaLink="false">188364</guid><pubDate>Sat, 31 Jul 2021 05:49:35 +0000</pubDate></item><item><title>Lukasz pleased send this map</title><link>http://www.ageofcivilizationsgame.com/topic/184500-lukasz-pleased-send-this-map/</link><description><![CDATA[
<p>
	This map i really want to have in the Game
</p>

<p dir="ltr">
	<a href="http://lukaszjakowski.pl/img/age_of_civilizations_2_map.png" rel="external nofollow">http://lukaszjakowski.pl/img/age_of_civilizations_2_map.png</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">184500</guid><pubDate>Fri, 26 Mar 2021 08:48:53 +0000</pubDate></item><item><title>Report feature</title><link>http://www.ageofcivilizationsgame.com/topic/178425-report-feature/</link><description><![CDATA[<p>
	Forgive  me if I'm wrong but to my knowledge there is no way to report the obnoxious spam scams you find clogging up the forum, I think we should have one in place to eliminate these since they're more than just annoying.
</p>]]></description><guid isPermaLink="false">178425</guid><pubDate>Wed, 20 Jan 2021 03:24:55 +0000</pubDate></item><item><title>Ideologies and flags</title><link>http://www.ageofcivilizationsgame.com/topic/159660-ideologies-and-flags/</link><description><![CDATA[<p>
	A great addition too this game would be to make it possible for android players to make ideologies, flags, and Crowns without having to use java
</p>]]></description><guid isPermaLink="false">159660</guid><pubDate>Fri, 16 Oct 2020 14:46:42 +0000</pubDate></item><item><title>How to change the display name?</title><link>http://www.ageofcivilizationsgame.com/topic/152599-how-to-change-the-display-name/</link><description><![CDATA[<p>
	How to change the display name?
</p>]]></description><guid isPermaLink="false">152599</guid><pubDate>Mon, 15 Jun 2020 12:59:00 +0000</pubDate></item><item><title>Imports and Exports</title><link>http://www.ageofcivilizationsgame.com/topic/149705-imports-and-exports/</link><description><![CDATA[<p>
	Imagine if you can import and export with other civilizations.  The resources you can trade will be: crops, which you can get by having a farm, fish, with ports, wood in forest and jungle provinces, coal, copper, oil and iron in provinces that have these resources in real life.  (You can only trade coal, copper, oil and iron in the age of industrialization and after.  You can close and open trade with civilizations whenever you like, but it will impact your civilization. You can see your own and other civilizations imports and exports too.  When you reach the amount of how much resources you need (it depends on your civilizations population, economy, development level etc.) You will get a good amount of income, plus some other bonuses, fish and crops increase your civilizations average growth and coal, oil, iron and copper increase economy and development level. When you have more than the amount you need of a resource, you should trade with a civilization, to get the resources which you do not have.  Civilizations with negative relations can block trade with you, and in a war, naval blockades can happen.
</p>]]></description><guid isPermaLink="false">149705</guid><pubDate>Wed, 08 Apr 2020 19:16:56 +0000</pubDate></item><item><title>45 feedbacks: English: 21240 types , korean: 9862 types feedback, what do you think?</title><link>http://www.ageofcivilizationsgame.com/topic/148997-45-feedbacks-english-21240-types-korean-9862-types-feedback-what-do-you-think/</link><description><![CDATA[
<p>
	About: age of civilization3
</p>

<p>
	English 
</p>

<p>
	========================
</p>

<p>
	 
</p>

<div>
	the existing ones in Age of Civilization 2.
</div>

<div>
	========================
</div>

<div>
	Port 
</div>

<div>
	 
</div>

<div>
	10 percent economic growth, 5 percent population growth
</div>

<div>
	========================
</div>

<div>
	Add General
</div>

<div>
	 
</div>

<div>
	The General has a mobile point of 5.0 
</div>

<div>
	allow to be obtained by use
</div>

<div>
	 
</div>

<div>
	The General has a mobile point 3.0. 
</div>

<div>
	allow for use and dismissal
</div>

<div>
	 
</div>

<div>
	The General has a moving point of 1.0. 
</div>

<div>
	Use the Matton retention point.
</div>

<div>
	 
</div>

<div>
	The general's level is up to 10.
</div>

<div>
	 
</div>

<div>
	General's level one. General's level one. 
</div>

<div>
	receive
</div>

<div>
	 
</div>

<div>
	General Level 1 Party
</div>

<div>
	Add 2% more military attack.
</div>

<div>
	Add 1% military defense.
</div>

<div>
	 
</div>

<div>
	Through combat and training, 
</div>

<div>
	You can get an experience value of 1.
</div>

<div>
	 
</div>

<div>
	If you're 20 years old, the general's level is high.
</div>

<div>
	It's going up
</div>

<div>
	 
</div>

<div>
	It can only be put into a land unit.
</div>

<div>
	 
</div>

<div>
	After 70 years, it is gone.
</div>

<div>
	 
</div>

<div>
	Even if it wins, it disappears with a 0.5 percent chance.
</div>

<div>
	 
</div>

<div>
	It disappears with a 80 percent chance of defeat.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	technical ability
</div>

<div>
	 
</div>

<div>
	Per 0.01 skill 
</div>

<div>
	&gt; 0.05% increase in military defense
</div>

<div>
	&gt; 0.05% increase in military attack power
</div>

<div>
	 
</div>

<div>
	ex) Your country's technology 1.0 
</div>

<div>
	The enemy's technological prowess
</div>

<div>
	My Military 10000 vs Enemy Military 10000
</div>

<div>
	|10000×{(120/100)&lt;-Army attack buff)}×[{(100-10)/100}&lt;-Enemy's Defensive Buff}] vs 10000×{(1110/100)&lt;-Enemy's Attack Buff)}×[{(100-20)/100}&lt;-Army's Defense Force]=&gt;
</div>

<div>
	10000× 12/10 × 9/10 vs.
</div>

<div>
	10000 × 11/10 × 8/10 =&gt; 10800-8800=8000 
</div>

<div>
	 
</div>

<div>
	 
</div>

<div>
	When we send troops from land to sea, 
</div>

<div>
	Add charges (shipbuilding)
</div>

<div>
	========================
</div>

<div>
	dissemination system 
</div>

<div>
	 
</div>

<div>
	Supply is not only foreign land,
</div>

<div>
	It does not make it available on the land of the same country.
</div>

<div>
	 
</div>

<div>
	And supply is only a port, a supply station.
</div>

<div>
	possibility
</div>

<div>
	 
</div>

<div>
	No more ocean-wide access.
</div>

<div>
	========================
</div>

<div>
	Add Tribute Bureau System
</div>

<div>
	 
</div>

<div>
	Only money can be collected.
</div>

<div>
	 
</div>

<div>
	a secular system
</div>

<div>
	Not only money, but the diplomatic score of the underworld,
</div>

<div>
	Enable adjustment of moving scores.
</div>

<div>
	========================
</div>

<div>
	Addition of Military Training
</div>

<div>
	 
</div>

<div>
	&gt; 2% increase in military defense
</div>

<div>
	&gt; 3% increase in military attack power
</div>

<div>
	&gt; After 50 without training, every 2 tons 
</div>

<div>
	3% reduction in military defense
</div>

<div>
	2% reduction in military attack power
</div>

<div>
	The training takes three turns.
</div>

<div>
	&gt;A military attack through training is up to 30%.
</div>

<div>
	It can be increased.
</div>

<div>
	&gt;A military defense through training is up to 20%.
</div>

<div>
	It can be increased.
</div>

<div>
	&gt;A military attack through training is up to 30%.
</div>

<div>
	can be lined up.
</div>

<div>
	&gt;The military defense through training is up to 40%.
</div>

<div>
	can be lined up.
</div>

<div>
	========================
</div>

<div>
	economic development and assimilation system 
</div>

<div>
	 
</div>

<div>
	I can't do it at once with brushes or regional bundles.
</div>

<div>
	Make it happen.
</div>

<div>
	========================
</div>

<div>
	Add leader hereditary system
</div>

<div>
	 
</div>

<div>
	Every five years of democracy and republic.
</div>

<div>
	The leader changes automatically.
</div>

<div>
	 
</div>

<div>
	When we're outside of democracy, republicanism,
</div>

<div>
	Leaders change automatically every 80 years.
</div>

<div>
	 
</div>

<div>
	Every time a leader changes, his name changes.
</div>

<div>
	Let me set it up.
</div>

<div>
	========================
</div>

<div>
	leadership ability value conversion
</div>

<div>
	 
</div>

<div>
	We're going to have to figure out what the leadership is capable of.
</div>

<div>
	It is divided into diplomacy, politics, military and charisma. 
</div>

<div>
	And all of these capabilities range from at least 10 to 1.
</div>

<div>
	It can be up to
</div>

<div>
	 
</div>

<div>
	In the event of a diplomatic increase
</div>

<div>
	&gt;Add 6% diplomatic points. 
</div>

<div>
	&gt;5 The chance of success of the alliance proposal increases.
</div>

<div>
	 
</div>

<div>
	At the rate of political increase from zero,
</div>

<div>
	&gt;Add 6% moving point
</div>

<div>
	&gt;3% building construction cost, assimilation cost reduced.
</div>

<div>
	&gt; 0.1% increase in political legitimacy per ton
</div>

<div>
	&gt; Increases speed of happiness by 2%
</div>

<div>
	&gt; Decrease research costs by 10%
</div>

<div>
	 
</div>

<div>
	When the number of troops increases from zero,
</div>

<div>
	&gt;1% additional military defense.
</div>

<div>
	&gt;1% more military attack.
</div>

<div>
	 
</div>

<div>
	At zero, charisma increases by one.
</div>

<div>
	&gt;The rate of increase in national corruption decreased by 20 percent
</div>

<div>
	&gt;Reduce corruption by 0.5% per ton
</div>

<div>
	&gt; 3% reduction in military maintenance costs
</div>

<div>
	 
</div>

<div>
	If diplomacy drops by one from zero,
</div>

<div>
	Six percent of the diplomatic points are added.
</div>

<div>
	The chances of success in the alliance proposal of &gt;5 are reduced.
</div>

<div>
	 
</div>

<div>
	If politics drop by zero,
</div>

<div>
	&gt;Add 3% more moving points
</div>

<div>
	&gt;3% building construction cost, assimilation cost increase.
</div>

<div>
	&gt; Decrease 0.2 per ton in political justification
</div>

<div>
	&gt; Increases happiness rate by 2%
</div>

<div>
	&gt; Increases research costs by 10%
</div>

<div>
	 
</div>

<div>
	If we reduce the military by one from zero,
</div>

<div>
	&gt;1% less military defense
</div>

<div>
	&gt;1% less military aggression
</div>

<div>
	 
</div>

<div>
	If you decrease your charisma by one at zero,
</div>

<div>
	&gt; National corruption increases by 20 percent
</div>

<div>
	&gt;Collapse per ton increases by 0.5%
</div>

<div>
	&gt; 5% increase in military maintenance costs
</div>

<div>
	========================
</div>

<div>
	Added national corruption
</div>

<div>
	 
</div>

<div>
	Added red-money clearing items from the budget
</div>

<div>
	Budgets can be adjusted to suit your disposal
</div>

<div>
	 
</div>

<div>
	in the capacity of a leader
</div>

<div>
	If your charisma decreases from zero to one,
</div>

<div>
	Corruption per ton increases by 0.5 percent.
</div>

<div>
	 
</div>

<div>
	per ton of inflation
</div>

<div>
	Corruption Increases 2%
</div>

<div>
	 
</div>

<div>
	Corruption per ton per loan also increases by 1%
</div>

<div>
	 
</div>

<div>
	Corruption per ton increases by 0.5% when war fatigue is over 80.
</div>

<div>
	 
</div>

<div>
	Happiness is under 50, corruption per ton increases by 1%.
</div>

<div>
	 
</div>

<div>
	Corruption per ton increases by 2% when the capital is lost.
</div>

<div>
	 
</div>

<div>
	political justice from zero to 100
</div>

<div>
	at the rate of one rise
</div>

<div>
	0.02 per ton also reduces corruption
</div>

<div>
	 
</div>

<div>
	in the capacity of a leader
</div>

<div>
	When charisma increases from zero to one,
</div>

<div>
	Decrease in per-ton corruption by 0.5%.
</div>

<div>
	 
</div>

<div>
	At 0% of the budget for the liquidation of the enemy. 
</div>

<div>
	at the rate of 1%
</div>

<div>
	Decrease corruption per ton by 1%.
</div>

<div>
	 
</div>

<div>
	If corruption increases by 1%. 
</div>

<div>
	&gt; Increase the rate of rebellion by 2%
</div>

<div>
	&gt; 2% reduction in tax income
</div>

<div>
	&gt;Reduced military defense by 0.3%
</div>

<div>
	&gt;Reduced military offensive power by 0.3%
</div>

<div>
	&gt; 0.05 reduction in political justification per ton
</div>

<div>
	========================
</div>

<div>
	the addition of political legitimacy
</div>

<div>
	 
</div>

<div>
	If political justice is zero,
</div>

<div>
	a coup d'etat
</div>

<div>
	 
</div>

<div>
	political justice from zero to 100
</div>

<div>
	at the rate of one rise
</div>

<div>
	&gt;Add 0.05 moving point per ton
</div>

<div>
	&gt;Add 0.02 diplomatic point per ton
</div>

<div>
	&gt; 0.02 per ton less corruption
</div>

<div>
	 
</div>

<div>
	3 increase per ton if water is lost.
</div>

<div>
	 
</div>

<div>
	If war fatigue is over 70 
</div>

<div>
	a five-point increase per ton
</div>

<div>
	 
</div>

<div>
	in the capacity of a leader
</div>

<div>
	If politics drop by zero,
</div>

<div>
	&gt; Decrease 0.2 per ton in political justification
</div>

<div>
	 
</div>

<div>
	in the capacity of a leader
</div>

<div>
	At the rate of political increase from zero,
</div>

<div>
	&gt; 0.2% increase in political justification per ton
</div>

<div>
	 
</div>

<div>
	a statue built in Province
</div>

<div>
	at the rate of increase
</div>

<div>
	&gt; 0.05 increase in political justification per ton
</div>

<div>
	 
</div>

<div>
	If corruption increases by one percent,
</div>

<div>
	a reduction of 0.02 per ton in political legitimacy
</div>

<div>
	========================
</div>

<div>
	Addition of coup
</div>

<div>
	 
</div>

<div>
	Zero political legitimacy leads to coup.
</div>

<div>
	 
</div>

<div>
	in the event of a coup 
</div>

<div>
	&gt;Province, where the soldiers are, is 50 percent
</div>

<div>
	Probability turns a soldier into a coup d'etat.
</div>

<div>
	&gt; Add 30 degrees of corruption
</div>

<div>
	 
</div>

<div>
	When the coup d'etat takes over the capital,
</div>

<div>
	&gt;The leader of a nation that has fallen into the hands of its capital
</div>

<div>
	Turns into a coup d'etat leader
</div>

<div>
	The Kudeta army was captured by the capital city.
</div>

<div>
	fall into the possession of the state
</div>

<div>
	Province ate by Kudetta
</div>

<div>
	Become the Province of the Fallen State.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Health Center
</div>

<div>
	 
</div>

<div>
	It can be built in three stages.
</div>

<div>
	 
</div>

<div>
	Step 1: 0.2 Construction is possible if technology is more than 0.2
</div>

<div>
	 
</div>

<div>
	Phase 2: 0.6 Construction is possible if the technology is above capacity
</div>

<div>
	 
</div>

<div>
	Step 3: Buildable if over 0.9 skill set
</div>

<div>
	 
</div>

<div>
	In the event of construction in Province,
</div>

<div>
	30% of disease per stage of disease occurrence
</div>

<div>
	mortality reduction
</div>

<div>
	========================
</div>

<div>
	adding frostbite
</div>

<div>
	 
</div>

<div>
	In the event of construction in Province,
</div>

<div>
	an increase of 0.05 per ton in political justification
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Added the religious system, race and culture.
</div>

<div>
	 
</div>

<div>
	the dominant state and the controlled state.
</div>

<div>
	If the system of religion and race and culture are different,
</div>

<div>
	than at the same time
</div>

<div>
	 
</div>

<div>
	Increase in costs of assimilation; increase in rebellion.
</div>

<div>
	 
</div>

<div>
	in the religious system
</div>

<div>
	Add Buff and Debuff to Different Religions
</div>

<div>
	========================
</div>

<div>
	Navy Additions
</div>

<div>
	 
</div>

<div>
	Can only be created in Pro Vince with ports.
</div>

<div>
	 
</div>

<div>
	When moving troops on land into the sea,
</div>

<div>
	Cheaper half the money of the navy.
</div>

<div>
	 
</div>

<div>
	addition of artillery fire
</div>

<div>
	 
</div>

<div>
	(In exchange for not moving)
</div>

<div>
	2% economic power reduction in the number of artillery in the next Province
</div>

<div>
	Next to Province, the soldier was responsible for the attack 
</div>

<div>
	Half as low as military attack, in the next Province. 
</div>

<div>
	Decreased military defense by 10 percent, next to Provins. 
</div>

<div>
	5% less military fraud.
</div>

<div>
	{ex)The economy is 5000-(1/50× 20000)= 
</div>

<div>
	It becomes an economic power of 4,800. 
</div>

<div>
	(Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	The number of soldiers stands at 909. For your information, I calculated without the other buffs.})
</div>

<div>
	 
</div>

<div>
	In the naval battle with the Army,
</div>

<div>
	20% military defense and military attack. 
</div>

<div>
	Add 10%
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	 
</div>

<div>
	Admiral Addition
</div>

<div>
	 
</div>

<div>
	Admiral, you're going to have to take point 5.0. 
</div>

<div>
	allow to be obtained by use
</div>

<div>
	 
</div>

<div>
	Admiral, you're going to need a mobile point 3.0. 
</div>

<div>
	allow for use and dismissal
</div>

<div>
	 
</div>

<div>
	Admiral, you've got 1.0 moving point. 
</div>

<div>
	Use the Matton retention point.
</div>

<div>
	 
</div>

<div>
	The admiral's level is up to 15.
</div>

<div>
	 
</div>

<div>
	The Admiral's level is 1 per capita. 
</div>

<div>
	receive
</div>

<div>
	 
</div>

<div>
	per admiral level
</div>

<div>
	Add 1.5% more military attack.
</div>

<div>
	Add 1% military defense
</div>

<div>
	 
</div>

<div>
	Through combat and training, 
</div>

<div>
	You can get an experience value of 1.
</div>

<div>
	 
</div>

<div>
	If you're 20 years old, the Admiral's level is high.
</div>

<div>
	It's going up
</div>

<div>
	 
</div>

<div>
	It can only be put into the Navy.
</div>

<div>
	 
</div>

<div>
	After 70 years, it is gone.
</div>

<div>
	 
</div>

<div>
	Even if it wins, it disappears with a 0.5 percent chance.
</div>

<div>
	 
</div>

<div>
	It disappears with a 95 percent chance of defeat.
</div>

<div>
	========================
</div>

<div>
	the addition of the emperor's authority in the Holy Roman Empire.
</div>

<div>
	 
</div>

<div>
	The emperor's authority is increased through reform.
</div>

<div>
	the emperor and the state belonging to the Holy Roman Empire.
</div>

<div>
	Decrease in War
</div>

<div>
	 
</div>

<div>
	Decommissioning the Holy Roman Empire on the 0th
</div>

<div>
	 
</div>

<div>
	30th day, the emperor can ask for war.
</div>

<div>
	However, I get a diplomatic grade.
</div>

<div>
	 
</div>

<div>
	60 days, Holy Roman Empire.
</div>

<div>
	the subjugation of the emperor's kingdom.
</div>

<div>
	 
</div>

<div>
	One hundred days, one Holy Roman Empire.
</div>

<div>
	 
</div>

<div>
	Another increase of 10 per increase in prestige
</div>

<div>
	========================
</div>

<div>
	adding trade system
</div>

<div>
	 
</div>

<div>
	Once we put the zoning in, 
</div>

<div>
	the addition of trade power to the unit of the region
</div>

<div>
	 
</div>

<div>
	per trade power
</div>

<div>
	&gt; Increase population growth rate by 0.05%
</div>

<div>
	&gt; Economic growth rate increased by 0.1%
</div>

<div>
	an increase in income of 20
</div>

<div>
	 
</div>

<div>
	The war has forced the trade power of the other region. 
</div>

<div>
	Take up to 25% of them. 
</div>

<div>
	It can be sent to its own region by trade power.
</div>

<div>
	 
</div>

<div>
	Trade power is compared to the existing trade power at the time of the port installation
</div>

<div>
	an increase of 1.5 times
</div>

<div>
	 
</div>

<div>
	Trade power increases by 1 per 1,000 economic power in the region.
</div>

<div>
	========================
</div>

<div>
	addition of trade policy
</div>

<div>
	 
</div>

<div>
	Trade policy is mobile point 3.0, 
</div>

<div>
	diplomatic point 2.0, gold 2000 
</div>

<div>
	allow for alteration in writing
</div>

<div>
	 
</div>

<div>
	In free trade, trade is more common than general trade.
</div>

<div>
	&gt;Double the country's trade power
</div>

<div>
	&gt; Double the income of trade power
</div>

<div>
	&gt; 5 percent increase in economic growth rate of 5 percent
</div>

<div>
	 
</div>

<div>
	Partial free trade is more common than general trade.
</div>

<div>
	&gt; 1.6 times more trade power in the country
</div>

<div>
	&gt; 1.6 times the income of trade power
</div>

<div>
	 
</div>

<div>
	In case of limited free trade, it is more common than general trade.
</div>

<div>
	&gt; 1.2 times the country's trade power
</div>

<div>
	&gt; 1.2 times the income of trade power
</div>

<div>
	 
</div>

<div>
	It has no effect on general trade.
</div>

<div>
	 
</div>

<div>
	Watchdog trade is more than general trade
</div>

<div>
	&gt;a 1.5-fold drop in the country's trade power
</div>

<div>
	&gt; 1.5 times the income of trade power
</div>

<div>
	&gt;Two times the rate of technological increase
</div>

<div>
	 
</div>

<div>
	In case of limited trade, trade is more common than general trade.
</div>

<div>
	a three-fold decline in one's trade power
</div>

<div>
	&gt; Double the income of trade power
</div>

<div>
	&gt;Three times the rate of technological increase
</div>

<div>
	 
</div>

<div>
	When trade is banned, trade is more common than general trade.
</div>

<div>
	&gt;Three times less trade power in one's.
</div>

<div>
	&gt; Double the income of trade power
</div>

<div>
	&gt;Four times the rate of technological increase
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Military Assistance System
</div>

<div>
	 
</div>

<div>
	Military support is based on the presence of its own military personnel.
</div>

<div>
	There is a military option to send as a Providence choice.
</div>

<div>
	 
</div>

<div>
	After the selection, the countries supported 
</div>

<div>
	with the right of way in the country of support.
</div>

<div>
	The soldier turns into a country where ownership is supported.
</div>

<div>
	========================
</div>

<div>
	Adding a Modernization System
</div>

<div>
	 
</div>

<div>
	This effect occurs when certain technical skills are applied.
</div>

<div>
	 
</div>

<div>
	&gt;Add 50% Attack Power 
</div>

<div>
	&gt;Add 40% more defense
</div>

<div>
	&gt;Add 50% increase in population, 
</div>

<div>
	&gt;Add 55% economic growth rate
</div>

<div>
	========================
</div>

<div>
	Add a variety of military types
</div>

<div>
	 
</div>

<div>
	Infantry
</div>

<div>
	 
</div>

<div>
	Production: gold 5 price per unit, maintenance: gold 2 price
</div>

<div>
	 
</div>

<div>
	no effect
</div>

<div>
	 
</div>

<div>
	a mounted soldier
</div>

<div>
	 
</div>

<div>
	Production: 20 gold per unit, maintenance: 5 gold prices
</div>

<div>
	 
</div>

<div>
	&gt;30% more military attack than infantry
</div>

<div>
	&gt;20% less military defense compared to infantry
</div>

<div>
	&gt;10% increase in military offensive against shield troops
</div>

<div>
	 
</div>

<div>
	Artillery
</div>

<div>
	 
</div>

<div>
	Production: Gold15 price per unit, maintenance: Gold5 price
</div>

<div>
	 
</div>

<div>
	Available from 0.35 or higher technical skill.
</div>

<div>
	20 percent more military attack than infantry
</div>

<div>
	&gt;20% less military defense compared to infantry
</div>

<div>
	&gt; 7% reduction in military defense against horseback disease
</div>

<div>
	&gt; Explosive technology (instead of moving)
</div>

<div>
	2% economic power reduction in the number of artillery in the next Province,
</div>

<div>
	Next to Province, the soldier was responsible for the attack 
</div>

<div>
	Half as low as military attack, in the next Province. 
</div>

<div>
	Decreased military defense by 10 percent, next to Provins. 
</div>

<div>
	5% less military fraud.
</div>

<div>
	{ex)The economy is 5000-(1/50× 20000)= 
</div>

<div>
	It becomes an economic power of 4,800. 
</div>

<div>
	(Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	The number of soldiers stands at 909. For your information, I calculated without the other buffs.})
</div>

<div>
	 
</div>

<div>
	shield soldier 
</div>

<div>
	 
</div>

<div>
	Production: 10 gold prices per unit, maintenance: 3 gold prices
</div>

<div>
	 
</div>

<div>
	&gt;35% increase in military defense compared to infantry
</div>

<div>
	&gt;30% less military attack than infantry
</div>

<div>
	&gt; Increases military attack on artillery by 10%
</div>

<div>
	Every soldier in Province with a shield
</div>

<div>
	More than a quarter of the time.
</div>

<div>
	Add 20% ERA
</div>

<div>
	 
</div>

<div>
	 
</div>

<div>
	Infantry on land. Shield's five-ton shift.
</div>

<div>
	One turn can't move.
</div>

<div>
	 
</div>

<div>
	In the ground provins, the artillery will move three-tone,
</div>

<div>
	One turn can't move.
</div>

<div>
	========================
</div>

<div>
	the addition of a soldier's morale
</div>

<div>
	 
</div>

<div>
	For every 0% to 1% increase in fraud,
</div>

<div>
	Increased military offensive power by 0.5%. 
</div>

<div>
	0.2% increase in military defense
</div>

<div>
	 
</div>

<div>
	Every time the fraud goes down from zero to one percent,
</div>

<div>
	 
</div>

<div>
	0.9% reduction in military attack power
</div>

<div>
	Decrease military defense by 0.5%.
</div>

<div>
	========================
</div>

<div>
	Added military complaints
</div>

<div>
	 
</div>

<div>
	 Military dissatisfaction 50
</div>

<div>
	 
</div>

<div>
	There's a random military presence in Pro Vince.
</div>

<div>
	of different ideologies or subordinate to the state. 
</div>

<div>
	rise in revolt of the state
</div>

<div>
	========================
</div>

<div>
	Added military maintenance buffs
</div>

<div>
	 
</div>

<div>
	Less than 10% of the military maintenance cost.
</div>

<div>
	1% less military complaints per turn,
</div>

<div>
	5% less fraud per turn
</div>

<div>
	 
</div>

<div>
	Military Maintenance Expenses 
</div>

<div>
	If the cost of maintaining the troops is less than 10% and 50% 
</div>

<div>
	Every 50 percent to 1 percent drop, 
</div>

<div>
	 
</div>

<div>
	2% less fraud per ton
</div>

<div>
	 
</div>

<div>
	When military maintenance costs exceed 90%. 
</div>

<div>
	 
</div>

<div>
	&gt;Increases fraud by 5% per ton,
</div>

<div>
	Turntang Military Complaints Decrease 2
</div>

<div>
	========================
</div>

<div>
	Added large army and combat penalty
</div>

<div>
	 
</div>

<div>
	More than twice as many as our troops.
</div>

<div>
	 
</div>

<div>
	&gt;Increases military attack power by 10% on enemy troops
</div>

<div>
	 
</div>

<div>
	Decrease military defense by 10% in our armed forces.
</div>

<div>
	 
</div>

<div>
	More than three times as many as four times as our troops.
</div>

<div>
	 
</div>

<div>
	&gt;Increases military offensive power by 20 percent to enemy troops
</div>

<div>
	 
</div>

<div>
	Reduced military defense by 15% in our armed forces.
</div>

<div>
	 
</div>

<div>
	More than four times as many as six times as our troops.
</div>

<div>
	 
</div>

<div>
	&gt;30% more military attack on enemy troops
</div>

<div>
	 
</div>

<div>
	20 percent less military defense for our armed forces.
</div>

<div>
	 
</div>

<div>
	More than six times the size of our army.
</div>

<div>
	 
</div>

<div>
	&gt;Increases military aggression by 50 percent against enemy forces
</div>

<div>
	 
</div>

<div>
	Decrease military defense by 30 percent in our armed forces.
</div>

<div>
	========================
</div>

<div>
	In certain circumstances 
</div>

<div>
	Added duration of battle in battle
</div>

<div>
	 
</div>

<div>
	Three times the difference in each other's armies.
</div>

<div>
	 
</div>

<div>
	&gt; 20 percent reduction in battle period
</div>

<div>
	 
</div>

<div>
	Four times the difference in each other's forces.
</div>

<div>
	 
</div>

<div>
	&gt; 40% reduction in battle period
</div>

<div>
	 
</div>

<div>
	Five times the difference in each other's army.
</div>

<div>
	 
</div>

<div>
	&gt; 60% reduction in battle period
</div>

<div>
	 
</div>

<div>
	6 times the difference in each other's armies.
</div>

<div>
	 
</div>

<div>
	&gt; 80% reduction in battle period
</div>

<div>
	 
</div>

<div>
	Every 50,000 soldiers in combat.
</div>

<div>
	 
</div>

<div>
	&gt; Increases duration of battle by 20%
</div>

<div>
	 
</div>

<div>
	In battle in the castle
</div>

<div>
	 
</div>

<div>
	&gt; Increases gender rating by 40% during 1 day fighting period
</div>

<div>
	 
</div>

<div>
	&gt; 80% increase in the duration of battle when the gender rating is 2 days
</div>

<div>
	 
</div>

<div>
	If there's a war of Garylia of the General's character,
</div>

<div>
	 
</div>

<div>
	&gt;When a grade is raised by about one degree, 
</div>

<div>
	20 percent increase in combat time
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Regional Attendance
</div>

<div>
	 
</div>

<div>
	25 tons per region.
</div>

<div>
	Use a diplomatic point of 0.7
</div>

<div>
	Add your own core to the area.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	the addition of an economic alliance
</div>

<div>
	 
</div>

<div>
	0.9 Offerable for technical skill or higher than 0.
</div>

<div>
	 
</div>

<div>
	Available for half the price of a trading country
</div>

<div>
	 
</div>

<div>
	2% more opinions per turn with your country
</div>

<div>
	 
</div>

<div>
	 20 percent increase in the chance of alliance success
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	the addition of World War
</div>

<div>
	 
</div>

<div>
	Both the attacker and the defense.
</div>

<div>
	Occurs when hot steel is present
</div>

<div>
	 
</div>

<div>
	One and a half times as much war fatigue as a normal war.
</div>

<div>
	Increase
</div>

<div>
	 
</div>

<div>
	with an ally of the powers or powers. 
</div>

<div>
	Inter-border distance from possible alliance success,
</div>

<div>
	It's war, diplomatic relations are severed.
</div>

<div>
	Remove factors
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Resources
</div>

<div>
	 
</div>

<div>
	as much as one-fifth of the economy's gold output per turn.
</div>

<div>
	As much as Province's resource reserves.
</div>

<div>
	 
</div>

<div>
	3 production and 1 maintenance per shield unit required
</div>

<div>
	Five production, two production per artillery unit
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Providence Resources Reserve
</div>

<div>
	 
</div>

<div>
	In the topography and map editor of Provins,
</div>

<div>
	Per turn as much as the set resource reserves
</div>

<div>
	give resources
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add deal
</div>

<div>
	 
</div>

<div>
	Upon transaction request 
</div>

<div>
	Exchange resources and money for transactions
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add tension
</div>

<div>
	 
</div>

<div>
	Limit 200
</div>

<div>
	 
</div>

<div>
	a decrease of 160 after the end of the world war
</div>

<div>
	 
</div>

<div>
	In case of a merger per Province without a core
</div>

<div>
	a tenfold increase 
</div>

<div>
	 
</div>

<div>
	Decrease by 1 per turn
</div>

<div>
	 
</div>

<div>
	 1 increase in tension 
</div>

<div>
	Increased AI militancy by 2
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add war justification
</div>

<div>
	 
</div>

<div>
	In the declaration of war, other religions, cores,
</div>

<div>
	colonial objective, hostile country and invasion.
</div>

<div>
	 
</div>

<div>
	a different religion
</div>

<div>
	 
</div>

<div>
	&gt; Invasion and defense states
</div>

<div>
	Create justification for different religions
</div>

<div>
	 
</div>

<div>
	Core
</div>

<div>
	 
</div>

<div>
	&gt;The core of an invasive country is a defensive state
</div>

<div>
	Generate justification if present
</div>

<div>
	 
</div>

<div>
	colonial objective 
</div>

<div>
	 
</div>

<div>
	An invasive country is a modernized country.
</div>

<div>
	defenseless
</div>

<div>
	Create a nation-time justification
</div>

<div>
	 
</div>

<div>
	a hostile country
</div>

<div>
	 
</div>

<div>
	&gt; Opinion - Generate justification for a country less than 10
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add penalty in case of invasion without cause of war
</div>

<div>
	 
</div>

<div>
	Increased tension by 5
</div>

<div>
	 
</div>

<div>
	Friendly nations and allies,
</div>

<div>
	the Holy Roman Empire
</div>

<div>
	Decrease 10 Opinions with the Empowerment
</div>

<div>
	 
</div>

<div>
	Emperor of the Holy Roman Empire
</div>

<div>
	the 15th reduction of the emperor's authority
</div>

<div>
	========================
</div>

<div>
	General Added Capability Values
</div>

<div>
	 
</div>

<div>
	Guerrillas: General Capability Level Increase by 20% per Battle Period
</div>

<div>
	 
</div>

<div>
	Strategy: 1% increase in military attack per general level.
</div>

<div>
	 
</div>

<div>
	Mountain: General Skills 1 Party 
</div>

<div>
	1% increase in military defense in mountain ranges and hills
</div>

<div>
	 
</div>

<div>
	Plain: General's Capability Level 
</div>

<div>
	1% increase in military defense on flat ground
</div>

<div>
	 
</div>

<div>
	Desert: General Capability Level 1 
</div>

<div>
	1% increase in military defense in deserts and reflectors
</div>

<div>
	 
</div>

<div>
	Forest: General Skills 1 Party 
</div>

<div>
	1% increase in military defense in jungles and forests
</div>

<div>
	 
</div>

<div>
	Cold: General's Capabilities 1 Party 
</div>

<div>
	1% increase in military defense in tundra
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Admiralty Capability Values
</div>

<div>
	 
</div>

<div>
	Avoidance: 2% increase in military defense per admiral's ability.
</div>

<div>
	 
</div>

<div>
	Strategy: 3% increase in military attack power per admiral's ability.
</div>

<div>
	 
</div>

<div>
	Continued: 20% increase in duration of battle per admiral's ability.
</div>

<div>
	 
</div>

<div>
	Land Defense: Admiralty Capabilities 1 Party 
</div>

<div>
	2% increased attack on land units
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	addition of troops
</div>

<div>
	 
</div>

<div>
	Flayer's got his own ratio.
</div>

<div>
	Production after setup
</div>

<div>
	 
</div>

<div>
	Flayer sets the name himself
</div>

<div>
	possibility
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	the limit of military defense
</div>

<div>
	 
</div>

<div>
	all military defenses beyond the general's capability.
</div>

<div>
	The agreed-upon variation is 0% to 90%.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	the threshold of military aggression
</div>

<div>
	 
</div>

<div>
	The limit of military aggression is
</div>

<div>
	General's ability is greater than -100%.
</div>

<div>
	Do not exceed 'number of enemies/number of allies'.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	Add Resource Support
</div>

<div>
	 
</div>

<div>
	He's been trying to convince other countries of his own resources. 
</div>

<div>
	Support is available.
</div>

<div>
	 
</div>

<div>
	in case of volunteer assistance 
</div>

<div>
	 
</div>

<div>
	&gt;Increate
</div>

<div>
	&gt;The countries that are funded by resources 
</div>

<div>
	To a country that has volunteered. 
</div>

<div>
	Make 'improvement of relations'
</div>

<div>
	========================
</div>

<div>
	addition of artillery fire
</div>

<div>
	 
</div>

<div>
	Available in the presence of artillery and navy
</div>

<div>
	 
</div>

<div>
	Production: 15 price per unit, maintenance: 5 price
</div>

<div>
	 
</div>

<div>
	Instead of moving,
</div>

<div>
	2% economic power reduction in the number of artillery in the next Province
</div>

<div>
	 
</div>

<div>
	Next to Province, the soldier was responsible for the attack 
</div>

<div>
	Reduce military aggression by half.
</div>

<div>
	 
</div>

<div>
	Decrease the military defense of the neighboring Province by 10%
</div>

<div>
	 
</div>

<div>
	Five percent less military fraud in the neighboring Province.
</div>

<div>
	 
</div>

<div>
	{ex)The economy is 5000-(1/50× 20000)= 
</div>

<div>
	It becomes an economic power of 4,800. 
</div>

<div>
	(Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	The number of soldiers stands at 909. For your information, we calculated without the other buffs.}
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	That's enough.
</div>

<div>
	 
</div>

<div>
	Korean
</div>

<div>
	========================
</div>

<div>
	문명의 시대2에 기존에 있던 것들
</div>

<div>
	========================
</div>

<div>
	항구 
</div>

<div>
	 
</div>

<div>
	경제 성장 10% 증가, 인구 성장 5% 증가
</div>

<div>
	========================
</div>

<div>
	장군 추가
</div>

<div>
	 
</div>

<div>
	장군은 이동 포인트 5.0을 
</div>

<div>
	써서 얻을 수가 있게 한다.
</div>

<div>
	 
</div>

<div>
	장군은 이동 포인트 3.0을 
</div>

<div>
	써서 해임시킬 수가 있게 한다.
</div>

<div>
	 
</div>

<div>
	장군은 이동 포인트 1.0을 
</div>

<div>
	매턴 유지 포인트를 사용한다.
</div>

<div>
	 
</div>

<div>
	장군의 레벨은 10까지 있다.
</div>

<div>
	 
</div>

<div>
	장군의 레벨 1당 장군 능력치 1를 
</div>

<div>
	받는다.
</div>

<div>
	 
</div>

<div>
	장군 레벨 1당
</div>

<div>
	군사 공격력 2% 추가
</div>

<div>
	군사 방어력 1% 추가
</div>

<div>
	 
</div>

<div>
	전투와 훈련을 통해 
</div>

<div>
	경험치 1를 얻을 수 있다.
</div>

<div>
	 
</div>

<div>
	경험치 20이 되면 장군의 레벨이
</div>

<div>
	오른다.
</div>

<div>
	 
</div>

<div>
	오직 육상 유닛에게 넣을 수 있다.
</div>

<div>
	 
</div>

<div>
	70년이 지나면 없어진다.
</div>

<div>
	 
</div>

<div>
	승리해도 0.5%의 확률로 사라진다.
</div>

<div>
	 
</div>

<div>
	패전시 80%의 확률로 사라진다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	기술력
</div>

<div>
	 
</div>

<div>
	기술력 0.01 당 
</div>

<div>
	&gt;군사 방어력 0.05% 증가
</div>

<div>
	&gt;군사 공격력 0.05% 증가
</div>

<div>
	 
</div>

<div>
	ex) 자국의 기술력 1.0 
</div>

<div>
	적국의 기술력 0.5 -&gt;
</div>

<div>
	나의 군사 10000 vs 적의 군사 10000
</div>

<div>
	 |10000×{(120/100)&lt;-아군의 공격력 버프)}×[{(100-10)/100}&lt;-적의 방어력 버프}] vs 10000×{(110/100)&lt;-적의 공격력 버프)}×[{(100-20)/100}&lt;-아군의 방어력)]=&gt;
</div>

<div>
	10000× 12/10 × 9/10 vs
</div>

<div>
	10000 × 11/10 × 8/10 =&gt; 10800-8800=8000 
</div>

<div>
	 
</div>

<div>
	 
</div>

<div>
	육지에서 바다로 군사 보낼 때 
</div>

<div>
	 요금(선박 건설)추가
</div>

<div>
	========================
</div>

<div>
	보급 시스템 
</div>

<div>
	 
</div>

<div>
	보급은 타국 땅뿐 만 아니라
</div>

<div>
	자국의 땅에서도 보급이 안 되게 한다.
</div>

<div>
	 
</div>

<div>
	또 보급은 오직 항구, 보급소만 있는 곳만
</div>

<div>
	가능
</div>

<div>
	 
</div>

<div>
	이제 바다만 걸쳐 있는 곳은 보급이 불가능
</div>

<div>
	========================
</div>

<div>
	조공국 시스템 추가
</div>

<div>
	 
</div>

<div>
	오직 돈만 걷을 수가 있다.
</div>

<div>
	 
</div>

<div>
	속국 시스템
</div>

<div>
	돈뿐 만 아니라 속국의 외교점수,
</div>

<div>
	 이동 점수 조정 가능하게 한다.
</div>

<div>
	========================
</div>

<div>
	군사 훈련 시스템 추가
</div>

<div>
	 
</div>

<div>
	&gt;군사 방어력 2% 증가
</div>

<div>
	&gt;군사 공격력 3% 증가
</div>

<div>
	&gt;훈련 안한 50턴 이후로 2턴당 
</div>

<div>
	군사 방어력 3% 감소
</div>

<div>
	군사 공격력 2% 감소
</div>

<div>
	&gt;훈련은 3턴씩 걸린다.
</div>

<div>
	&gt;훈련을 통한 군사 공격력은 30%까지
</div>

<div>
	늘리 수 있다.
</div>

<div>
	&gt;훈련을 통한 군사 방어력은 20%까지
</div>

<div>
	늘리 수 있다.
</div>

<div>
	&gt;훈련을 통한 군사 공격력은 30%까지
</div>

<div>
	줄을 수 있다.
</div>

<div>
	&gt;훈련을 통한 군사 방어력은 40%까지
</div>

<div>
	줄을 수 있다.
</div>

<div>
	========================
</div>

<div>
	경제 개발 및 동화 시스템 
</div>

<div>
	 
</div>

<div>
	브러시나 지역 묶음으로 한 번에 할 수가
</div>

<div>
	있게 한다.
</div>

<div>
	========================
</div>

<div>
	지도자 세습 시스템 추가
</div>

<div>
	 
</div>

<div>
	민주주의,공화제일 때 5년 마다
</div>

<div>
	지도자가 자동으로 바뀐다.
</div>

<div>
	 
</div>

<div>
	민주주의, 공화제 이외일 때
</div>

<div>
	80년 마다 지도자가 자동으로 바뀐다.
</div>

<div>
	 
</div>

<div>
	지도자가 바뀔 때마다 이름은 또 플레이어가
</div>

<div>
	 설정하게 한다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	지도자 능력치 변환
</div>

<div>
	 
</div>

<div>
	지도자 능력치를
</div>

<div>
	 외교, 정치, 군사, 카리스마로 나눈다. 
</div>

<div>
	또 이 모든 능력치는 최소-10부터
</div>

<div>
	 최대 10까지 된다.
</div>

<div>
	 
</div>

<div>
	0에서 외교 1씩 증가할 시에
</div>

<div>
	&gt;6%의 외교 포인트를 추가. 
</div>

<div>
	&gt;5의 동맹 제안 성공 가능성이 늘어난다.
</div>

<div>
	 
</div>

<div>
	0에서 정치 1씩 증가할 시에
</div>

<div>
	&gt;6%의 이동 포인트를 추가
</div>

<div>
	&gt;3%의 건물 건설 비용, 동화 비용이 감소.
</div>

<div>
	&gt;1턴당 정치적 정당성 0.1 증가
</div>

<div>
	&gt;행복도 증가 속도 2% 증가
</div>

<div>
	&gt;연구 비용 10% 증가
</div>

<div>
	 
</div>

<div>
	0에서 군사 1씩 증가할 시에
</div>

<div>
	&gt;1%의 군사 방어력 추가.
</div>

<div>
	&gt;1%의 군사 공격력 추가.
</div>

<div>
	 
</div>

<div>
	0에서 카리스마 1씩 증가할 시에
</div>

<div>
	&gt;국가 부패도 증가 속도가 20% 감소
</div>

<div>
	&gt;턴당 부패도 0.5% 감소
</div>

<div>
	&gt;군사 유지비 3% 감소
</div>

<div>
	 
</div>

<div>
	0에서 외교 1씩 감소할 시에
</div>

<div>
	&gt;6%의 외교 포인트가 추가한다
</div>

<div>
	&gt;5의 동맹 제안 성공 가능성이 줄어든다.
</div>

<div>
	 
</div>

<div>
	0에서 정치 1씩 감소할 시에
</div>

<div>
	&gt;3%의 이동 포인트가 더 추가
</div>

<div>
	&gt;3%의 건물 건설 비용, 동화 비용이 증가.
</div>

<div>
	&gt;1턴당 정치적 정당성 0.2 감소
</div>

<div>
	&gt;행복도 감소 속도 2% 증가
</div>

<div>
	&gt;연구 비용 10%증가
</div>

<div>
	 
</div>

<div>
	0에서 군사 1씩 감소할 시에
</div>

<div>
	&gt;1%의 군사 방어력이 감소
</div>

<div>
	&gt;1%의 군사 공격력이 감소
</div>

<div>
	 
</div>

<div>
	 0에서 카리스마 1씩 감소할 시에
</div>

<div>
	&gt;국가 부패도 증가 속도가 20% 증가
</div>

<div>
	&gt;턴당 부패도 0.5%증가
</div>

<div>
	&gt;군사 유지비 5% 증가
</div>

<div>
	 
</div>

<div>
	 ========================
</div>

<div>
	국가 부패도 추가
</div>

<div>
	 
</div>

<div>
	예산에서 적폐 청산 항목 추가하여
</div>

<div>
	예산을 마음대로 조정 가능
</div>

<div>
	 
</div>

<div>
	지도자의 능력치에서
</div>

<div>
	카리스마가 0에서 1씩 감소할 시에
</div>

<div>
	1턴당 부패도 0.5% 증가
</div>

<div>
	 
</div>

<div>
	인플레이션이 발생시 1턴당
</div>

<div>
	 부패도 2% 증가
</div>

<div>
	 
</div>

<div>
	대출 1개당 1턴마다 부패도 1% 증가
</div>

<div>
	 
</div>

<div>
	전쟁피로도 80이상시 1턴당 부패도 0.5% 증가
</div>

<div>
	 
</div>

<div>
	행복도 50이하시 1턴당 부패도 1% 증가
</div>

<div>
	 
</div>

<div>
	수도를 잃을시 1턴당 부패도 2% 증가
</div>

<div>
	 
</div>

<div>
	정치적 정당성이 0에서 100까지
</div>

<div>
	1씩 높아질 시에
</div>

<div>
	1턴당 0.02 부패도 감소
</div>

<div>
	 
</div>

<div>
	지도자의 능력치에서
</div>

<div>
	카리스마가 0에서 1씩 증가할 시에
</div>

<div>
	1턴당 부패도 0.5% 감소
</div>

<div>
	 
</div>

<div>
	적폐 청산 예산에서 0%에서 
</div>

<div>
	1%씩 높아질 시에
</div>

<div>
	1턴당 부패도 1% 감소
</div>

<div>
	 
</div>

<div>
	부패도 1% 증가시 
</div>

<div>
	&gt;반란율 증가 속도 2% 증가
</div>

<div>
	&gt;세금의 소득 2% 감소
</div>

<div>
	&gt;군사 방어력 0.3% 감소
</div>

<div>
	&gt;군사 공격력 0.3% 감소
</div>

<div>
	&gt;1턴당 정치적 정당성 0.05 감소
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	정치적 정당성 추가
</div>

<div>
	 
</div>

<div>
	정치적 정당성이 0이면
</div>

<div>
	쿠데타 발생
</div>

<div>
	 
</div>

<div>
	정치적 정당성이 0에서 100까지
</div>

<div>
	1씩 높아질 시에
</div>

<div>
	&gt;1턴당 0.05 이동 포인트 추가
</div>

<div>
	&gt;1턴당 0.02 외교 포인트 추가
</div>

<div>
	&gt;1턴당 0.02 부패도 감소
</div>

<div>
	 
</div>

<div>
	수도를 잃을시 1턴당 3증가
</div>

<div>
	 
</div>

<div>
	전쟁 피로도가 70이상시 
</div>

<div>
	1턴당 5증가
</div>

<div>
	 
</div>

<div>
	지도자의 능력치에서
</div>

<div>
	0에서 정치 1씩 감소할 시에
</div>

<div>
	&gt;1턴당 정치적 정당성 0.2 감소
</div>

<div>
	 
</div>

<div>
	지도자의 능력치에서
</div>

<div>
	0에서 정치 1씩 증가할 시에
</div>

<div>
	&gt;1턴당 정치적 정당성 0.2 증가
</div>

<div>
	 
</div>

<div>
	프로빈스에서 건설한 동상
</div>

<div>
	1개씩 증가할 시에
</div>

<div>
	&gt;1턴당 정치적 정당성 0.05 증가
</div>

<div>
	 
</div>

<div>
	부패도 1%씩 증가할 시에
</div>

<div>
	1턴당 정치적 정당성 0.02 감소
</div>

<div>
	========================
</div>

<div>
	쿠데타 추가
</div>

<div>
	 
</div>

<div>
	정치적 정당성 0이면 쿠데타 발생
</div>

<div>
	 
</div>

<div>
	쿠데타 발생시 
</div>

<div>
	&gt;군사가 있는 프로빈스는에서 50%의
</div>

<div>
	확률로 군사가 쿠데타 군으로 바뀐다.
</div>

<div>
	&gt;부패도 30추가
</div>

<div>
	 
</div>

<div>
	쿠데타 군이 수도를 함락시킬 시에
</div>

<div>
	&gt;수도를 함락 당한 국가의 지도자가
</div>

<div>
	쿠데타의 지도자로 바뀐다.
</div>

<div>
	&gt;쿠데타 군은 수도로 함락 당한
</div>

<div>
	국가의 소유가 된다.
</div>

<div>
	&gt;쿠데타가 먹은 프로빈스은 수도가
</div>

<div>
	함락 당한 국가의 프로빈스가 된다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	보건소 추가
</div>

<div>
	 
</div>

<div>
	3단계로 건설 가능하다.
</div>

<div>
	 
</div>

<div>
	1단계: 0.2 기술력 이상시 건설 가능
</div>

<div>
	 
</div>

<div>
	2단계: 0.6 기술력 이상시 건설 가능
</div>

<div>
	 
</div>

<div>
	3단계: 0.9 기술력 이상시 건설 가능
</div>

<div>
	 
</div>

<div>
	프로빈스에 건설할 시에
</div>

<div>
	질병 발생시 1단계당 30%의 질병
</div>

<div>
	사망 감소
</div>

<div>
	========================
</div>

<div>
	동상 추가
</div>

<div>
	 
</div>

<div>
	프로빈스에 건설할 시에
</div>

<div>
	1턴당 정치적 정당성 0.05 증가
</div>

<div>
	========================
</div>

<div>
	종교 시스템과 인종, 문화권도 추가
</div>

<div>
	 
</div>

<div>
	지배한 국가와 지배 당한 국가의
</div>

<div>
	종교 시스템과 인종, 문화권이 다를 시에는
</div>

<div>
	같을 때보다
</div>

<div>
	 
</div>

<div>
	동화 비용 증가 반란율 증가
</div>

<div>
	 
</div>

<div>
	종교 시스템에서
</div>

<div>
	여러 종교마다 버프와 디버프 추가
</div>

<div>
	========================
</div>

<div>
	해군 추가
</div>

<div>
	 
</div>

<div>
	 오직 항구가 있는 프로 빈스에서만 생성이 가능
</div>

<div>
	 
</div>

<div>
	 육지에 있는 군사를 바다로 이동시킬 때에
</div>

<div>
	해군의 수의 절반 수의 돈을 싸게 한다.
</div>

<div>
	 
</div>

<div>
	포격 추가
</div>

<div>
	 
</div>

<div>
	(《이동을 안 하는 대신
</div>

<div>
	 옆 프로빈스에 포병 수의 2% 경제력 감소,
</div>

<div>
	 옆 프로빈스의 군사는 공격한 포병의 
</div>

<div>
	군사 공격력 반만큼 감소, 옆 프로빈스의 
</div>

<div>
	군사 방어력 10% 감소, 옆 프로빈스의 
</div>

<div>
	군사 사기 5% 감소》
</div>

<div>
	{ex)경제는 5000-(1/50× 20000)= 
</div>

<div>
	4800의 경제력이 되고 
</div>

<div>
	(군사 사기는 100%기준)군사는 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	군사수가 909가 된다. 참고로 다른 버프는 제외하고 계산했다.})
</div>

<div>
	 
</div>

<div>
	육군과의 해전에서 해군이
</div>

<div>
	 군사 방어력 20%와 군사 공격력 
</div>

<div>
	10% 추가
</div>

<div>
	========================
</div>

<div>
	 
</div>

<div>
	제독 추가
</div>

<div>
	 
</div>

<div>
	제독은 이동 포인트 5.0을 
</div>

<div>
	써서 얻을 수가 있게 한다.
</div>

<div>
	 
</div>

<div>
	제독은 이동 포인트 3.0을 
</div>

<div>
	써서 해임시킬 수가 있게 한다.
</div>

<div>
	 
</div>

<div>
	제독은 이동 포인트 1.0을 
</div>

<div>
	매턴 유지 포인트를 사용한다.
</div>

<div>
	 
</div>

<div>
	제독의 레벨은 15까지 있다.
</div>

<div>
	 
</div>

<div>
	제독의 레벨 1당 제독 능력치 1를 
</div>

<div>
	받는다.
</div>

<div>
	 
</div>

<div>
	제독 레벨 1당
</div>

<div>
	군사 공격력 1.5%추가
</div>

<div>
	군사 방어력 1% 추가
</div>

<div>
	 
</div>

<div>
	전투와 훈련을 통해 
</div>

<div>
	경험치 1를 얻을 수 있다.
</div>

<div>
	 
</div>

<div>
	경험치 20이 되면 제독의 레벨이
</div>

<div>
	오른다.
</div>

<div>
	 
</div>

<div>
	오직 해군에게 넣을 수 있다.
</div>

<div>
	 
</div>

<div>
	70년이 지나면 없어진다.
</div>

<div>
	 
</div>

<div>
	승리해도 0.5%의 확률로 사라진다.
</div>

<div>
	 
</div>

<div>
	패전시 95%의 확률로 사라진다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	 신성로마제국에서 황제의 권위 추가
</div>

<div>
	 
</div>

<div>
	황제의 권위는 개혁을 통해 증가
</div>

<div>
	황제인 국가와 신성로마제국에 속한 국가
</div>

<div>
	전쟁시 감소
</div>

<div>
	 
</div>

<div>
	0일시 신성로마제국 해체
</div>

<div>
	 
</div>

<div>
	30일시 황제인 국가가 참전 요청 가능
</div>

<div>
	단. 외교력 점수가 든다.
</div>

<div>
	 
</div>

<div>
	60일시 신성로마제국의
</div>

<div>
	 모든 국가가 황제국의 속국
</div>

<div>
	 
</div>

<div>
	100일시 하나의 신성로마제국으로 된다.
</div>

<div>
	 
</div>

<div>
	또 1증가 할 때마다 위신 10 증가
</div>

<div>
	========================
</div>

<div>
	 무역 시스템 추가
</div>

<div>
	 
</div>

<div>
	일단 지역 묶음을 하였을 때 
</div>

<div>
	그 지역 단위로 무역력 추가
</div>

<div>
	 
</div>

<div>
	무역력 1당
</div>

<div>
	&gt;인구 성장율 0.05%증가
</div>

<div>
	&gt;경제 성장율 0.1%증가
</div>

<div>
	&gt;20의 소득 증가
</div>

<div>
	 
</div>

<div>
	전쟁으로 상대 지역의 무역력을 
</div>

<div>
	최대 25% 정도를 뺏어 
</div>

<div>
	자기 지역으로 무역력으로 보낼 수가 있다.
</div>

<div>
	 
</div>

<div>
	무역력은 항구 설치시 기존 무역력의 비해
</div>

<div>
	1.5배 증가
</div>

<div>
	 
</div>

<div>
	무역력은 해당 지역의 경제력 1000당 1증가
</div>

<div>
	========================
</div>

<div>
	무역 정책 추가
</div>

<div>
	 
</div>

<div>
	무역 정책은 이동 포인트 3.0, 
</div>

<div>
	외교 포인트 2.0, 금2000을 
</div>

<div>
	써서 변경할 수가 있게 한다.
</div>

<div>
	 
</div>

<div>
	자유 무역시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 2배 증가
</div>

<div>
	&gt;무역력의 소득 2배 하락
</div>

<div>
	&gt;경제 성장률 5% 증가
</div>

<div>
	 
</div>

<div>
	부분적 자유 무역시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 1.6배 증가
</div>

<div>
	&gt;무역력의 소득 1.6배 하락
</div>

<div>
	 
</div>

<div>
	제한적 자유 무역시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 1.2배 증가
</div>

<div>
	&gt;무역력의 소득 1.2배 하락
</div>

<div>
	 
</div>

<div>
	일반 무역시 아무 효과 없다.
</div>

<div>
	 
</div>

<div>
	감시하 무역시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 1.5배 하락
</div>

<div>
	&gt;무역력의 소득 1.5배 증가
</div>

<div>
	&gt;기술력 증가 속도 2배 하락
</div>

<div>
	 
</div>

<div>
	제한적 무역시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 3배 하락
</div>

<div>
	&gt;무역력의 소득 2배 증가
</div>

<div>
	&gt;기술력 증가 속도 3배 하락
</div>

<div>
	 
</div>

<div>
	무역 금지시 일반 무역보다
</div>

<div>
	&gt;자국의 무역력 3배 감소
</div>

<div>
	&gt;무역력의 소득 2배 증가
</div>

<div>
	&gt;기술력 증가 속도 4배 하락
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	군사 지원 시스템 추가
</div>

<div>
	 
</div>

<div>
	군사 지원은 자국의 있는 군사가 있는
</div>

<div>
	프로빈스 선택으로 보낼 군사 선택할 수가 있다.
</div>

<div>
	 
</div>

<div>
	 선택 이후에는 지원 받은 국가는 
</div>

<div>
	지원한 국가의 통행권을 갖고
</div>

<div>
	그 군사는 소유권은 지원 받은 국가로 바뀐다.
</div>

<div>
	========================
</div>

<div>
	근대화 시스템 추가
</div>

<div>
	 
</div>

<div>
	일정 기술력이 되면 이 효과가 생긴다.
</div>

<div>
	 
</div>

<div>
	&gt;공격력 50% 추가 
</div>

<div>
	&gt;방어력 40% 추가
</div>

<div>
	&gt;인구 증가율 50% 추가, 
</div>

<div>
	&gt;경제 성장률 55% 추가
</div>

<div>
	 ========================
</div>

<div>
	다양한 군사 종류 추가
</div>

<div>
	 
</div>

<div>
	보병
</div>

<div>
	 
</div>

<div>
	생산: 한 유닛당 금5 가격 , 유지: 금2 가격
</div>

<div>
	 
</div>

<div>
	아무 효과가 없음
</div>

<div>
	 
</div>

<div>
	기병
</div>

<div>
	 
</div>

<div>
	생산: 한 유닛당 금20 가격 , 유지: 금5 가격
</div>

<div>
	 
</div>

<div>
	&gt;보병에 비해 군사 공격력 30% 증가
</div>

<div>
	&gt;보병에 비해 군사 방어력 20% 감소
</div>

<div>
	&gt;방패병에 대한 군사 공격력 10% 증가
</div>

<div>
	 
</div>

<div>
	포병
</div>

<div>
	 
</div>

<div>
	생산: 한 유닛당 금15 가격 ,유지: 금5 가격
</div>

<div>
	 
</div>

<div>
	 기술력 0.35 이상부터 사용가능
</div>

<div>
	&gt;보병에 비해 군사 공격력 20% 증가
</div>

<div>
	&gt;보병에 비해 군사 방어력 20% 감소
</div>

<div>
	&gt;기마병에 대한 군사 방어력 7% 감소
</div>

<div>
	&gt;포격 기술(《이동을 안 하는 대신
</div>

<div>
	 옆 프로빈스에 포병 수의 2% 경제력 감소,
</div>

<div>
	 옆 프로빈스의 군사는 공격한 포병의 
</div>

<div>
	군사 공격력 반만큼 감소, 옆 프로빈스의 
</div>

<div>
	군사 방어력 10% 감소, 옆 프로빈스의 
</div>

<div>
	군사 사기 5% 감소》
</div>

<div>
	{ex)경제는 5000-(1/50× 20000)= 
</div>

<div>
	4800의 경제력이 되고 
</div>

<div>
	(군사 사기는 100%기준)군사는 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	군사수가 909가 된다. 참고로 다른 버프는 제외하고 계산했다.})
</div>

<div>
	 
</div>

<div>
	방패병 
</div>

<div>
	 
</div>

<div>
	생산: 한 유닛당 금10 가격 , 유지: 금3 가격
</div>

<div>
	 
</div>

<div>
	&gt;보병에 비해 군사 방어력 35% 증가
</div>

<div>
	&gt;보병에 비해 군사공격력 30% 감소
</div>

<div>
	&gt;포병에 대한 군사 공격력 10% 증가
</div>

<div>
	&gt;방패병이 한 프로빈스의 모든 군사의
</div>

<div>
	1/4 이상일시 프로빈스의
</div>

<div>
	 방어율을 20% 추가
</div>

<div>
	 
</div>

<div>
	 
</div>

<div>
	육지 프로빈스에서 보병, 방패병은 5턴 이동 후
</div>

<div>
	한 턴은 못 이동한다.
</div>

<div>
	 
</div>

<div>
	육지 프로빈스에서 포병은 3턴 이동 후
</div>

<div>
	한 턴은 못 이동한다.
</div>

<div>
	========================
</div>

<div>
	군사의 사기 추가
</div>

<div>
	 
</div>

<div>
	플래이어가 예산에서
</div>

<div>
	군사 유지비를 마음대로 조정 가능
</div>

<div>
	 
</div>

<div>
	사기가 0%에서 1%씩 높을 때마다
</div>

<div>
	군사 공격력 0.5% 증가 
</div>

<div>
	군사 방어력 0.2% 증가
</div>

<div>
	 
</div>

<div>
	사기가 0%에서 1%씩 낮아질 때마다
</div>

<div>
	 
</div>

<div>
	군사 공격력 0.9% 감소
</div>

<div>
	군사 방어력 0.5% 감소
</div>

<div>
	========================
</div>

<div>
	군사 불만도 추가
</div>

<div>
	 
</div>

<div>
	군사 불만도가 50일시
</div>

<div>
	 
</div>

<div>
	랜덤으로 군사가 있는 프로 빈스에
</div>

<div>
	이념이 다르거나 그 국가 종속된 
</div>

<div>
	국가의 반란을 일어난다.
</div>

<div>
	========================
</div>

<div>
	군사 유지비 버프 추가
</div>

<div>
	 
</div>

<div>
	 해당 군대 유지비의 10% 이하일시
</div>

<div>
	1%정도 적을 때마다 턴당 군사 불만도 1 증가,
</div>

<div>
	턴당 5%씩 사기 감소
</div>

<div>
	 
</div>

<div>
	 군사 유지비가 
</div>

<div>
	해당 군대 유지비의 10%초과 50%미만일 시 
</div>

<div>
	50%에서 1%씩 낮을 때마다 
</div>

<div>
	 
</div>

<div>
	&gt;턴당 2%씩 사기 감소
</div>

<div>
	 
</div>

<div>
	군사 유지비 90% 초과일 때 
</div>

<div>
	 
</div>

<div>
	&gt;턴당 사기 5% 증가,
</div>

<div>
	턴탕 군사 불만도 2 감소
</div>

<div>
	========================
</div>

<div>
	대규모 군대와 전투 패널티 추가
</div>

<div>
	 
</div>

<div>
	아군의 군대의 2배 이상 3배 미만일시
</div>

<div>
	 
</div>

<div>
	&gt;적의 군대에 군사 공격력 10% 증가
</div>

<div>
	 
</div>

<div>
	아군의 군대에 군사 방어력 10% 감소
</div>

<div>
	 
</div>

<div>
	아군의 군대의 3배 이상 4배 미만일시
</div>

<div>
	 
</div>

<div>
	&gt;적의 군대에 군사 공격력 20% 증가
</div>

<div>
	 
</div>

<div>
	아군의 군대에 군사 방어력 15% 감소
</div>

<div>
	 
</div>

<div>
	아군의 군대의 4배 이상 6배 미만일시
</div>

<div>
	 
</div>

<div>
	&gt;적의 군대에 군사 공격력 30% 증가
</div>

<div>
	 
</div>

<div>
	아군의 군대에 군사 방어력 20% 감소
</div>

<div>
	 
</div>

<div>
	아군의 군대의 6배 이상일시
</div>

<div>
	 
</div>

<div>
	&gt;적의 군대에 군사 공격력 50% 증가
</div>

<div>
	 
</div>

<div>
	아군의 군대에 군사 방어력 30% 감소
</div>

<div>
	========================
</div>

<div>
	특정 상황시 
</div>

<div>
	전투시 전투기간 추가
</div>

<div>
	 
</div>

<div>
	서로의 군대가 3배 정도 차이 날시
</div>

<div>
	 
</div>

<div>
	&gt;전투기간 20% 감소
</div>

<div>
	 
</div>

<div>
	서로의 군대가 4배 정도 차이 날시
</div>

<div>
	 
</div>

<div>
	&gt;전투기간 40% 감소
</div>

<div>
	 
</div>

<div>
	서로의 군대가 5배 정도 차이 날시
</div>

<div>
	 
</div>

<div>
	&gt;전투기간 60% 감소
</div>

<div>
	 
</div>

<div>
	서로의 군대가 6배 정도 차이 날시
</div>

<div>
	 
</div>

<div>
	&gt;전투기간 80% 감소
</div>

<div>
	 
</div>

<div>
	전투하는 군사가 5만 명당
</div>

<div>
	 
</div>

<div>
	&gt;전투기간 20% 증가
</div>

<div>
	 
</div>

<div>
	성이 있는 곳에서 전투시
</div>

<div>
	 
</div>

<div>
	&gt;성 등급이 1일시 전투기간 40% 증가
</div>

<div>
	 
</div>

<div>
	&gt;성 등급이 2일시 전투기간 80% 증가
</div>

<div>
	 
</div>

<div>
	장군의 특성의 개릴라전이 있을시
</div>

<div>
	 
</div>

<div>
	&gt;등급이 1정도 오를 때마다 
</div>

<div>
	전투기간 20% 증가
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	지역주장 추가
</div>

<div>
	 
</div>

<div>
	25턴 동안 한 지역당
</div>

<div>
	0.7의 외교 포인트를 사용해
</div>

<div>
	자신의 코어를 해당 지역에 추가한다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	경제동맹 추가
</div>

<div>
	 
</div>

<div>
	0.9 기술력 이상시 제의 가능
</div>

<div>
	 
</div>

<div>
	거래 국가와의 절반 가격만큼 구매 가능
</div>

<div>
	 
</div>

<div>
	소속 국가와의 의견이 턴당 2씩 증가
</div>

<div>
	 
</div>

<div>
	동맹 성공 가능성 20증가
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	세계대전 추가
</div>

<div>
	 
</div>

<div>
	공격한 측과 방어하는 측 모두
</div>

<div>
	열강이 있을시 발생
</div>

<div>
	 
</div>

<div>
	일반 전쟁보다 1.5배 전쟁 피로도
</div>

<div>
	증가
</div>

<div>
	 
</div>

<div>
	열강 또는 열강이 속한 동맹국와의 
</div>

<div>
	동맹 성공 가능성에서 '국경 간 거리',
</div>

<div>
	'전쟁이다', '외교 관계가 단절되었습니다'
</div>

<div>
	요인 제거
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	자원 추가
</div>

<div>
	 
</div>

<div>
	턴당 경제의 골드 생산량의 1/5만큼 또는
</div>

<div>
	프로빈스의 자원 매장량만큼 흭득
</div>

<div>
	 
</div>

<div>
	방패병 유닛 1당 생산 3개, 유지 1개 필요
</div>

<div>
	 포병 유닛 1당 생산 5개, 2개 필요
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	프로빈스 자원 매장량 추가
</div>

<div>
	 
</div>

<div>
	프로빈스의 지형과 맵 에디터에서
</div>

<div>
	설정된 자원 매장량만큼 턴당
</div>

<div>
	자원을 준다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	거래 추가
</div>

<div>
	 
</div>

<div>
	거래 요청시 
</div>

<div>
	자원과 돈을 거래로 교환 가능
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	긴장도 추가
</div>

<div>
	 
</div>

<div>
	한계치 200
</div>

<div>
	 
</div>

<div>
	세계대전이 끝난 뒤 160 감소
</div>

<div>
	 
</div>

<div>
	코어가 없는 프로빈스 1개당 합병시
</div>

<div>
	10씩 증가 
</div>

<div>
	 
</div>

<div>
	턴당 1씩 감소
</div>

<div>
	 
</div>

<div>
	긴장도 1증가시 
</div>

<div>
	AI 호전성 2씩 증가
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	전쟁 명분 추가
</div>

<div>
	 
</div>

<div>
	전쟁 선포에서 타종교, 코어,
</div>

<div>
	식민지 목표, 적대국을 선택 후 침략
</div>

<div>
	 
</div>

<div>
	타종교
</div>

<div>
	 
</div>

<div>
	&gt; 침략 국가와 방어 국가가
</div>

<div>
	서로 종교가 다를시 명분 생성
</div>

<div>
	 
</div>

<div>
	코어
</div>

<div>
	 
</div>

<div>
	&gt;침략 국가의 코어가 방어 국가에
</div>

<div>
	있을시 명분 생성
</div>

<div>
	 
</div>

<div>
	식민지 목표 
</div>

<div>
	 
</div>

<div>
	&gt;침략 국가가 근대화된 국가이고
</div>

<div>
	 방어 국가가 근대화가 안된
</div>

<div>
	국가일시 명분 생성
</div>

<div>
	 
</div>

<div>
	적대국
</div>

<div>
	 
</div>

<div>
	&gt;의견 -10이하 국가일시 명분 생성
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	전쟁 명분 없이 침략시 패널티 추가
</div>

<div>
	 
</div>

<div>
	긴장도 5 증가
</div>

<div>
	 
</div>

<div>
	 우호국과 동맹국,
</div>

<div>
	경제 동맹국, 신성로마제국
</div>

<div>
	제후국과의 의견 10감소
</div>

<div>
	 
</div>

<div>
	신성로마제국의 황제시
</div>

<div>
	황제의 권위 15감소
</div>

<div>
	========================
</div>

<div>
	장군 능력치 추가
</div>

<div>
	 
</div>

<div>
	게릴라: 장군 능력치 1당 전투 기간 20% 증가
</div>

<div>
	 
</div>

<div>
	전략: 장군 능력치 1당 군사 공격력 1% 증가
</div>

<div>
	 
</div>

<div>
	산악: 장군 능력치 1당 
</div>

<div>
	산맥과 언덕에서 군사 방어력 1% 증가
</div>

<div>
	 
</div>

<div>
	평지: 장군 능력치 1당 
</div>

<div>
	평지에서 군사 방어력 1% 증가
</div>

<div>
	 
</div>

<div>
	사막: 장군 능력치 1당 
</div>

<div>
	사막과 반사막에서 군사 방어력 1% 증가
</div>

<div>
	 
</div>

<div>
	숲: 장군 능력치 1당 
</div>

<div>
	정글과 숲에서 군사 방어력 1% 증가
</div>

<div>
	 
</div>

<div>
	혹한: 장군 능력치 1당 
</div>

<div>
	툰드라에서 군사 방어력 1% 증가
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	제독 능력치 추가
</div>

<div>
	 
</div>

<div>
	회피: 제독 능력치 1당 군사 방어력 2% 증가
</div>

<div>
	 
</div>

<div>
	전략: 제독 능력치 1당 군사 공격력 3% 증가
</div>

<div>
	 
</div>

<div>
	지속: 제독 능력치 1당 전투 기간 20% 증가
</div>

<div>
	 
</div>

<div>
	육상 방어: 제독 능력치 1당 
</div>

<div>
	육상 유닛에 대한 공격력 2% 증가
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	부대 추가
</div>

<div>
	 
</div>

<div>
	플래이어가 직접 비율을 정해
</div>

<div>
	설정 후 생산
</div>

<div>
	 
</div>

<div>
	플래이어가 직접 이름을 설정
</div>

<div>
	가능
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	군사 방어력의 한계치
</div>

<div>
	 
</div>

<div>
	장군의 능력치 외의 모든 군사 방어력
</div>

<div>
	합의 변동치는 0%~80%이다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	군사 공격력의 한계치
</div>

<div>
	 
</div>

<div>
	군사 공격력의 한계치는
</div>

<div>
	장군의 능력치 포함 -100% 이상이고
</div>

<div>
	'적군 수/아군 수'를 초과하지 못한다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	자원 지원 추가
</div>

<div>
	 
</div>

<div>
	자신이 흭득한 자원을 다른 국가에게 
</div>

<div>
	지원이 가능하다.
</div>

<div>
	 
</div>

<div>
	자원 지원할시에 
</div>

<div>
	 
</div>

<div>
	&gt;의견 1 증가
</div>

<div>
	&gt;자원 지원 받은 국가는 
</div>

<div>
	자원 지원한 국가에게 
</div>

<div>
	'관계 개선'을 한다.
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	포격 추가
</div>

<div>
	 
</div>

<div>
	포병과 해군이 있을 시 사용 가능
</div>

<div>
	 
</div>

<div>
	생산: 한 유닛당 15 가격 ,유지: 5 가격
</div>

<div>
	 
</div>

<div>
	이동을 안 하는 대신
</div>

<div>
	 옆 프로빈스에 포병 수의 2% 경제력 감소
</div>

<div>
	 
</div>

<div>
	 옆 프로빈스의 군사는 공격한 포병의 
</div>

<div>
	군사 공격력 반만큼 감소
</div>

<div>
	 
</div>

<div>
	 옆 프로빈스의 군사 방어력 10% 감소
</div>

<div>
	 
</div>

<div>
	 옆 프로빈스의 군사 사기 5% 감소
</div>

<div>
	 
</div>

<div>
	{ex)경제는 5000-(1/50× 20000)= 
</div>

<div>
	4800의 경제력이 되고 
</div>

<div>
	(군사 사기는 100%기준)군사는 10000-[{(1/2 ×20000)×9/10}×99/100]= 909
</div>

<div>
	군사수가 909가 된다. 참고로 다른 버프는 제외하고 계산했다.}
</div>

<div>
	 
</div>

<div>
	========================
</div>

<div>
	이 정도에서 이만 마치겠습니다.
</div>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2020_02/Screenshot_20200214-112755_JotterPad.jpg.65a9f33a6256183637bc6124b135ecd7.jpg" data-fileid="16616" data-fileext="jpg" rel=""><img alt="Screenshot_20200214-112755_JotterPad.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="16616" data-ratio="178.15" width="421" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2020_02/Screenshot_20200214-112755_JotterPad.thumb.jpg.f3c211d6c33ded615f83b4f118b5fbef.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2020_02/Screenshot_20200214-112730_JotterPad.jpg.89037bb09bf163dec1af6f6cbf8957e6.jpg" data-fileid="16617" data-fileext="jpg" rel=""><img alt="Screenshot_20200214-112730_JotterPad.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="16617" data-ratio="178.15" width="421" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2020_02/Screenshot_20200214-112730_JotterPad.thumb.jpg.964e681cbc53e9387a03093402d924cd.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">148997</guid><pubDate>Fri, 14 Feb 2020 02:51:44 +0000</pubDate></item><item><title>China+France+Australia</title><link>http://www.ageofcivilizationsgame.com/topic/149174-chinafranceaustralia/</link><description><![CDATA[<p>
	juiuiiuiuui
</p>]]></description><guid isPermaLink="false">149174</guid><pubDate>Wed, 04 Mar 2020 05:33:44 +0000</pubDate></item><item><title>Yousef</title><link>http://www.ageofcivilizationsgame.com/topic/148983-yousef/</link><description><![CDATA[
<p>
	<span class="ipsEmoji">🥰</span><span class="ipsEmoji">🥰</span>بث دايو
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">148983</guid><pubDate>Thu, 13 Feb 2020 09:24:50 +0000</pubDate></item><item><title>How refund.</title><link>http://www.ageofcivilizationsgame.com/topic/75671-how-refund/</link><description><![CDATA[
<div style="background-color:#fdfdfd;border:0px;color:#000000;font-size:30px;padding:0px;">
	<span style="padding:0px;">An error occurs once in 10 turns. </span><span style="background-color:#fdfdfd;color:#000000;font-size:30px;">How can I refund the game? I'm using the app store.</span>
</div>

<div style="background-color:#fdfdfd;border:0px;color:#000000;font-size:30px;padding:0px;">
	<span style="background-color:#fdfdfd;color:#000000;font-size:30px;">Apple says you should talk to the seller.</span>
</div>
]]></description><guid isPermaLink="false">75671</guid><pubDate>Fri, 14 Jun 2019 13:24:39 +0000</pubDate></item></channel></rss>
