Note that an increase in Base Tax will will also cause a minute rise in trade income because boosting total development of a province raises provincial trade power. A similar error exists for Production income as well - see the next section. See below:Īnnual Tax income of Paris should be 8 (Base Tax) x 1.15 (Tax Efficiency) x 1 (autonomy) = $9.2, but is displayed as $9.15 in the tooltip. Narbonnais should be the first province to have its Base Tax developed, as this will give you the most value for your Monarch Points.īTW, there is an error in the way the game displays provincial Tax income. This means that the provinces are aligned in the correct order of Monarch Point efficiency. (d$T/m)/DC (the column highlighted in yellow) matches Predicted order (also highlighted in yellow). 3 decimal points are discarded, rather than being rounded up or down. Note that in the game, up to 2 decimal points are displayed. You can see that d$T/m (the column highlighted in green) matches Predicted increment (also highlighted in green), meaning that the game makes an accurate prediction of the increase in provincial tax income. (d$T/m)/DC = Difference in monthly province tax income, divided by the development costĭo refer to EU4 wiki Tax page () for formulas required to calculate tax income.d$T/m = Difference in monthly province tax income, after developing the province by 1 Base Tax.$T+1/m = Monthly province tax income, after developing the province by 1 Base Tax.For provinces controlled by Clergy, autonomy is assumed to be 0, as Clergy estate does not affect tax income.I developed an Excel table to calculate the actual change in tax income for the top 10 provinces from the list, from Narbonnais to Vivarais. Spending 53 Admin Power is supposed to improve the Monthly Tax Income of Narbonnais by $0.09 per month. Open the Develop Province tab, then align by Local Tax Value.Īccording to this list, Narbonnais is the most cost-effective province when developing Base Tax. This list will not affect the idea groups the AI will choose while already in a game.France at the 1444 start date is shown as an example. In start dates where the country had the administrative technology to already have idea groups unlocked, this list will determine which groups are picked. It uses indexed colors (more information is at Template:Revolutionary_flag#Values) These colors are used in the tricolor flag when the country becomes revolutionary. This is the country's colour on the political map mode. You can find a list of graphical cultures in /Europa Universalis IV/common/graphicalculturetype.txt. Alternatively, copy the file of a very similar country, then rename and edit it.ĭefines the set of graphics used for units and advisor portraits. A country cannot share a tag with any other country.Ĭountry tags should start with a letter and contain at most one number.Ĭountry tags that do not work properly and should be avoided:ĪDD, ADM, AND, ART, AUX, CAR, CAT, CAV, CON, DIP, HAS, HRE, INF, JAM, MIL, MIN, NOT, NUL, PRN, RGB, SUM, VAL, and VAN.Ĭreate a new file in the /Europa Universalis IV/common/countries folder. Is address of the country file that will be created/edited, located in /Europa Universalis IV/common/Īll country tags must be unique. To create a tag, add a new file to /Europa Universalis IV/common/country_tags (or edit an existing file) and add something like the following: This is how a country is referred to in all of the game's script. Pick or create your country idea group.Ĭountries need a 3-character country tag.Create a file in /Europa Universalis IV/history/countries.Create a file in /Europa Universalis IV/common/countries.Define a unique 3-character country tag.8.2 Adding countries with province history. 8.1 Adding countries by event, mission or decision.7 Setting up Country Traditions and Ideas.
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