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1.Basic Info
Info about countries and players. It has mostly no affect on game.
2.Economy
Here you can see your money balance per turn. Everybody starts with 40 monyz so nobody would cry that i am biased.
3.Buildings
You can build this stuff because i didn't think of any better thing so waste your money on these. Also there's limit of buildings that can be increased by development tech or conquering provinces (YOU CANNOT HAVE MORE BUILDINGS THAN PROVICNES 1 Province = 1 Building)
Note: Cost may be adjusted in future turns.
Farm (10) - Provides small bonus to income. (Gets upgraded into 3 diffrent types of factories during late game)
Military School (10) - Provides small bonus to manpower.
Castle (20) - Small Defence Bonus.
Fortress (40) - Great Defence Bonus
University (15) - Allows you to reasearch techs. Every two universities give +0.2% chance for automatically gaining one tech level, also every five universiteties deincerase cost of techs by 5%.
Marketpalce (25) - Provides quite big bonus to income. (Get's upgraded into 3 diffrent types of buidlings in colonial era)
4.Diplomacy
Do i really have to tell you what is this? All you really have to know is higher agressive expansion = rebels, so don't blob, play nice and fair whatever. NAP is for non agression pact (it lasts 10 turns so beware.) alliance and union you know.
If rebel faction reaches 100% They will declare independence.
Note 1: If you not Independent you may start a faction.
Note 2: BEING A FAGGIT AND BACKSTABING YOUR ALLIES WILL GIVE YOU SHITTONE OF COMET EVENTS (:P) . DON'T BE A CUCK.
5. Armies
This actually the only system in game that works and i cared for. Light unit is generally weaker than heavy one but it's also cheaper. Training any unit reqires 50 Manpower. Special units are OP and they can be gained only via events but they don't have upkeep and do not require manpower.
Cost: Cost/Upkeep
Light Infantry (2/1) +50 Manpower
Light Cavalry (4/1) +50 Manpower
Heavy Infatry (4/2) +50 Manpower
Heavy Cavalry (5/2) +50 Manpower
Note: You may notice that some light units may do some so much better in some countries and vice versa. But you must figure this out on yourself.
6.Technologies & Doctrines
Another shitty thing that is here only for you to have something to spend money on. Techonlogy costs 10 and + 5 for every level so it's 15 for 2nd lvl 20 for 3rd etc. You need at least one university to start research. Every 5 level of each tech you can unlock some advantage.
Note: Not Independent states will inheirt their owner's technolgies if they got independent.
List Of Techs:
Administrative Tech - Slows down rebel factions, events give bigger bonuses (doesn't affect bad things)
Diplomatic Tech - Incerases Marketplace Income, Makes non played countries more friendly.
Military Tech - gives bonus to armies.
Development Tech - Allows you to build more buildings, incerases farm income.
Colonial Tech - Make colonies stronger and more moneymaking. (Disabled until i say it's time)
And Doctrines is something you mare recive randomly basing on all your actions in the game. If you are conqueror you will gain some military doctrine soon, if you build great economy it will be economic, if you keep balance it will be something blanced.
7.Colonies
For funding colonies you need at least LOW colonial potential. You may gain some in future
     
 
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