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Note:This article may contain outdated information that is inaccurate for the current version of the mod, M&T 2

Cmushi great job collecting so much info. This one article is getting too long however, if you'd break up the major categories into articles of their own. For example, the list of advisors should have it's own page as that's rather specific info. Also, topics like centralization could, even should, be briefly explained in this sort of topic-overview article, but the nitty-gritty should be put on its own page.

no rush on these changes, and again, good stuff!

Advisors Edit

Changes to the Advisors are as follows:

  • Each Advisor has 2 modifiers (1 Advisor has 3 modifiers and some modifiers are negative).
  • Specific buildings and ideas increases the chances of certain advisors to appear in the advisor pool.
  • Some events provide advisors with lower maintenance and recruiting costs.
  • Some decisions requires specific advisors to enact.
Advisor Type Modifiers Chances
Philosopher Administrative Yearly Prestige: +1

Idea Cost: -5%

Universities
Natural Scientist Administrative Production Efficiency: +10%

Technology Cost: -2.5%

Universities
Artist Administrative Stability Cost Modifier: -10%

Prestige Decay: -10%

Fine Arts

Academy

Treasurer Administrative National Tax Modifier: +5%

Production Efficiency: +2.5%

Treasury Office
Theologian Administrative National Unrest: -1

Tolerance of Heretics: +1

Master of Mint Administrative Yearly Inflation Reduction: +10%

Reduce Inflation Cost: -20%

Treasury Office

Mint

Inquisitor Administrative Missionary Strength: +2%

Tolerance of Heretics: -2

Architect Administrative Build Cost: -10%

Development Cost: -5%

Culture Idea 1

Humanist Idea 7

High Judge Administrative National Unrest: -1%

Monthly Autonomy Change: -0.03

Courthouse

Economic Idea 1

Democracy Idea 3

Culture Idea 2

Composer Administrative Yearly Prestige: +0.5

Prestige Decay: -2.5%

Fine Arts

Academy

Cardinal Administrative Tolerance of Heathens: -1

Diplomatic Reputation: +1

Papal Influence: +1

Universities

Fine Arts Academy

Catholic

Astronomer Administrative Yearly Prestige: +0.5

Diplomatic Technology Cost: -5%

Universities

Innovative Idea 3

Statesman Diplomatic Diplomatic Reputation: +2

Improve Relations: +10%

Parliament

Royal Palace

Naval Reformer Diplomatic Morale of Navies: +10%

Diplomatic Technology Cost: -5%

Port

Admiralty

Trader Diplomatic Trade Efficiency: +5%

Trade Steering: +10%

Stock Exchange
Spymaster Diplomatic Spy Network Construction: +20%

Envoy Travel Time: -20%

Royal Palace
Colonial Governor Diplomatic Global Tariffs: +10% Colonists

Port

Admiralty

Diplomat Diplomatic Diplomatic Relations: +1

Better Relations Over Time: +25%

Royal Palace

Parliament

Navigator Diplomatic Colonial Range: +20%

Naval Attrition: -25%

Colonists

Port

Admiralty

Collector Diplomatic National Tax Modifier: +5%

Trade Efficiency: +5%

Trade Idea 1,3,4
Sheriff Diplomatic National Unrest: -1

Foreign Spy Detection: +25%

Constable

Customs House

Economic Idea 1,2

Banker Diplomatic Trade Efficiency: +5%

Interest per Annum: -2

Constable

Economic Idea 1,2

Grand Admiral Diplomatic Morale of Navies: +10%

Heavy Ship Combat Ability: +10%

Wharf

Shipyard

Naval Idea 1,2

Grand Fleet Idea 4,6

Naval Quality Idea 3,4

Lord Proprietor Diplomatic Global Settler Increase: +10

Settler Chance: +5%

Expansion Idea 3

Exploration Idea 2

Global Empire Idea 5

Rear Admiral Diplomatic Prestige from Naval battles: +25%

Recovery Navy Morale Speed: +5%

Base tax 6

Wharf

Admiralty

Shipyard

Naval Idea 1,2

Grand Fleet Idea 4,6

Naval Quality Idea 3

Colonel Military Mercenary Cost: -20%

Available Mercenaries: +50%

Weapons Manufacturer

War College

Regimental Camp

Leadership Idea 5

Grand Army Idea 6

Logistic Idea 4

Army Reformer Military Morale of Armies: +10%

Military Technology Cost: -5%

War College
Army Organizer Military Land Force Limit Modifier: +10%

Reinforce Speed: +25%

War College
Commandant Military Discipline: 2.5% War College
Quartermaster Military Manpower Recovery Speed: +25%

Recover Army Morale Speed: +5%

War College
Master Recuiter Military National Manpower Modifier: +10%

Recruitment Time: -20%

War College
Military Engineer Military Fort Defense: +25%

Siege Ability: +10%

Forts Level 3, 4, 5
Grand Captain Military Land Maintenance Modifier: -10%

Prestige from Land Battles: +25%

War College

Census Edit

Centralization-Decentralization Edit

Centralization-Decentralization is a mechanic similar to the Centralization vs. Decentralization Domestic Policy in EU3. The mechanic consists of a slider which is represented by different stages and uses policies to move it. Centralization is used for:

  • Unlocking advance government types
  • France enabling edict of Moulins
  • France moving court to Versailles
  • Iberians abrogating Cortes and Reinos
  • Removing Mirco-nation modifiers
  • Faster integration of junior partners
  • Avoiding Bahmanid estate disaster
Centralizing the state will: On the other hand, decentralizing the state will:
+ Increase Land Force Limit - Increase Yearly Inflation
+ Improve Trade Steering - Reduce Trade Steering
+ Reduce Technology Cost - Increase Technology Cost
+ Reduce Monthly Global Autonomy - Increase Monthly Global Autonomy
+ Increase Number of States + Improve Vassal Income and Upkeep
- Reduce Provincial Trade Power + Increase Provincial Trade Power
- Increase Stability Boost Cost + Reduce Stability Boost Cost
- Increase Coring Cost + Reduce Building Cost
- Increase Yearly Corruption + Reduce Fort Maintenance
- Increase Culture Threshold + Reduce Culture Threshold
- Increase National Unrest + Increase Republican Tradition

Stages Edit

There are 11 stages in Centralization vs. Decentralization:

  • Decentralization 1 - 5
  • Decentralization 0 (Midpoint)
  • Centralization 1 - 5 (In-game are displayed as negative numbers)

Each government type can centralize or decentralize as follows:

Government Stages
Medieval Monarchy Decentralization 5 - Decentralization 1
Feudal Monarchy Decentralization 5 - Centralization 1
Despotic Monarchy Decentralization 5 - Centralization 2
Administrative Monarchy Decentralization 5 - Centralization 3
Absolute Monarchy Decentralization 1 - Centralization 5
Constitutional Monarchy Decentralization 5 - Centralization 3
Enlightened Despotism Decentralization 3 - Centralization 5

Policies Edit

The policies 'Centralization Efforts' and 'Decentralization Efforts' are used to centralize and decentralize the nation respectively. These can be enacted by either having a:

  • Statesman as the diplomatic advisor
  • Ruler with 3 or greater administrative skill

Enacting the 'Centralization Efforts' policy has the following country modifiers:

  • Yearly Corruption: +0.05
  • Yearly Prestige: +0.01

Enacting the 'Decentralization Efforts' policy has no country modifiers.

Centralization and decentralization progress are lost over time if the policies removed.

Speed Edit

Centralization process is sped by having:

  • Ruler with high administrative skill
  • High stability

Centralization process is slowed by having:

  • Ruler with low administrative skill
  • Low Stability
  • Having a disaster will stop the process

Decentralization Edit

Decentralization 5 Decentralization 4 Decentralization 3 Decentralization 2 Decentralization 1
Provincial Trade Power Modifier: +10% Provincial Trade Power Modifier: +8% Provincial Trade Power Modifier: +6% Provincial Trade Power Modifier: +4% Provincial Trade Power Modifier: +2%
Build Cost: -25% Build Cost: -20% Build Cost: -15% Build Cost: -10% Build Cost: -5%
Fort Maintenance: -25% Fort Maintenance: -20% Fort Maintenance: -15% Fort Maintenance: -10% Fort Maintenance: -5%
Stability Cost Modifier: -50% Stability Cost Modifier: -40% Stability Cost Modifier: -30% Stability Cost Modifier: -20% Stability Cost Modifier: -10%
Income from Vassals: +25% Income from Vassals: +20% Income from Vassals: +15% Income from Vassals: +10% Income from Vassals: +5%
Yearly Republican Tradition: +0.5 Yearly Republican Tradition: +0.4 Yearly Republican Tradition: +0.3 Yearly Republican Tradition: +0.2 Yearly Republican Tradition: +0.1
Accepted Culture Threshold: -15% Accepted Culture Threshold: -12% Accepted Culture Threshold: -9% Accepted Culture Threshold: -6% Accepted Culture Threshold: -3%
Vassal Upkeep: +5 Vassal Upkeep: +4 Vassal Upkeep: +3 Vassal Upkeep: +2 Vassal Upkeep: +1
Trade Steering: -20% Trade Steering: -16% Trade Steering: -12% Trade Steering: -8% Trade Steering: -4%
Yearly Inflation Reduction: -0.10 Yearly Inflation Reduction: -0.09 Yearly Inflation Reduction: -0.08 Yearly Inflation Reduction: -0.07 Yearly Inflation Reduction: -0.06
Technology Cost: -10% Technology Cost: -8% Technology Cost: -6% Technology Cost: -4% Technology Cost: -2%
Monthly Autonomy Change: +0.20 Monthly Autonomy Change: +0.16 Monthly Autonomy Change: +0.12 Monthly Autonomy Change: +0.08 Monthly Autonomy Change: +0.04

Decentralization 0:

Yearly Inflation Reduction: -0.05

Centralization Edit

Centralization 1 Centralization 2 Centralization 3 Centralization 4 Centralization 5
Land Force Limit Modifier: +2% Land Force Limit Modifier: +4% Land Force Limit Modifier: +6% Land Force Limit Modifier: +8% Land Force Limit Modifier: +10%
Trade Steering: +4% Trade Steering: +4% Trade Steering: +8% Trade Steering: +10%
Yearly Inflation Reduction: -0.04 Yearly Inflation Reduction: -0.03 Yearly Inflation Reduction: -0.02 Yearly Inflation Reduction: -0.01
Technology Cost: -4% Technology Cost: -4% Technology Cost: -8% Technology Cost: -10%
Monthly Autonomy Change: -0.04 Monthly Autonomy Change: -0.04 Monthly Autonomy Change: -0.08 Monthly Autonomy Change: -0.10
Number of States: +1 Number of States: +1 Number of States: +2 Number of States: +2 Number of States: +3
Provincial Trade Power Modifier: -2% Provincial Trade Power Modifier: -4% Provincial Trade Power Modifier: -6% Provincial Trade Power Modifier: -8% Provincial Trade Power Modifier: -12%
Stability Cost Modifier: +5% Stability Cost Modifier: +10% Stability Cost Modifier: +15% Stability Cost Modifier: +20% Stability Cost Modifier: +20%
Core-Creation Cost: +4% Core-Creation Cost: +8% Core-Creation Cost: +12% Core-Creation Cost: +16% Core-Creation Cost: +20%
Yearly Corruption: +0.04 Yearly Corruption: +0.08 Yearly Corruption: +0.12 Yearly Corruption: +0.16 Yearly Corruption: +0.20
Accepted Culture Threshold: +3% Accepted Culture Threshold: +6% Accepted Culture Threshold: +9% Accepted Culture Threshold: +12% Accepted Culture Threshold: +15%
National Unrest: +0.5 National Unrest: +1 National Unrest: +1.5 National Unrest: +2 National Unrest: +3

Coring Edit

The coring system in M&T is a mix between EU 3 and 4:

  • Administrative power is used to start the core construction.
  • The base cost is lowered (from 10) to 5 administrative power per 1 development.
  • The base time is raise to 50 years but can be lowered or raised.
  • During the core construction, having positive stability has the chance of events 'Gaining Control' and 'Core Acquired' firing that finishes the core construction in 2 steps.
  • During wars, provinces have a chance to be seized through war dynamism if the occupier has cores on them (and also depends on culture and religion).
Modifiers that lower core construction time: Modifiers that raise core construction time:
Claimed: -50% Excommunicated (Strong Pope): +20%
Communication Efficiency (Efficient): -25% Excommunicated (Average Pope): +15%
Communication Efficiency (Quite Efficient): -15% Excommunicated (Weak Pope): +10%
Communication Efficiency (Rather Efficient): -5% Nationalism: +30% per 4 Nationalism
Colony: -50% War: +20%
Culture (Same): -60% War Exhaustion: +20% per 5 War exhaustion
Culture (Accepted): -40%
Culture (Group): -20% Modifiers that lower/raise core construction time:
Crown Land: -5% Core creation cost: -/+5% per -/+5% Core creation cost
HRE (Owner is Prince): -10% Local Autonomy: -/+5% per -/+10% Local Autonomy
Neighboring owned core: -20%
Pagan (Owner is Not): -50%
Papal Controller (Strong Pope): -15%
Papal Controller (Average Pope): -10%
Papal Controller (Weak Pope): -5%
Prestige: -5% per 20 Prestige
Religion (Same): -40%
Religion (Same during Religious War): -10%
Religion (Heretics): -10% per 1 Tolerance
Religion (Heathens): -5% per 1 Tolerance
Stability: -10% per +1 Stability
Trade Company: -30%

Court Edit

In M&T, a nation can choose how luxurious the ruler's court can be. There are 6 types of courts:

  • Magnificent
  • Luxurious
  • Impressive
  • Standard
  • Shabby
  • None

Court can be changed:

  • By events that lower the court's luxury which can be stopped by spending ducats or monarch points.
  • By the decision 'Improve our court' allows nation to spend ducats and diplomatic power to increase the luxury of the court at the expense of the ruler gaining 'Generous' or 'Indulgent' traits.

Culture Edit

Acceptance Edit

Conversion Edit

Government Edit

The changes to the government mechanics are as follows:

  • New unique government types and ranks.
  • Existing government types have different modifiers.
  • Changing government types and ranks is done through decisions.

Types Edit

Tech Monarchy Republic Regions
2 Feudal Europe
5 Despotic North Africa

Near East

Persia

Anatolia

Greek Orthodoxs

5 Noble Croatia

Arbanon

Roman Territories

Syunia

5 Oligarchic Tuscans
7 Merchant Genoa

Nice

Novgorod

Pskov

Ragusa

Ancona

Trieste

23 Administrative German Republics
23 Administrative
34 Dictatorship
35 Absolute
39 Constitutional
46 Constitutional
47 Enlightened

Monarchies:

  • Elective Monarchy (Bohemia, Hungary and Commonwealth)
  • Revolutionary Empire (Revolution)
  • Signoria (North Italians)
  • Medieval Monarchy (France)
  • English Monarchy (England)
  • Irish Monarchy (Irish Minors)
  • Portuguese Monarchy (Portugal when a trade company is founded)

Republics:

  • Crowned Republic (United Provinces)
  • Bureaucratic Despotism (Late event that turns monarchy to a republic)
  • Revolutionary Republic (Revolution)
  • Free Imperial City (HRE Republic OPMs with 15+ base tax)
  • Hansetic Imperial City (Lubeck)
  • Siena Republic (
  • Ambrosian Republic (Milan)
  • Venetian Republic (Venice)

Theocracies:

  • Papacy (Papal State)
  • Theocracy
  • Monastic Order (Teutonic Order, Livonian Order and the knights)

Colonials:

  • Colony (Founded colonial nation)
  • Feudal Colony
  • Trade Colony
  • Population Colony
  • Trade Company

Tribes:

  • Tribal Nation
  • Tribal Federation
  • Native Councils
  • Khaganate
  • Hetmanate (Cossacks)
  • Steppe Nomads
  • Amalgamation

China:

  • Scholar Dynasty
  • Aristocratic Dynasty
  • Bureaucratic Dynasty
  • Theocratic Dynasty
  • Peasant Dynasty
  • Celestial Empire

India:

  • Indian Monarchy
  • Rajput Monarchy
  • Maratha Confederacy

Japan:

  • Early Medieval Japanese
  • Late Medieval Japanese
  • Early Modern Japanese

Asian:

  • Eastern Monarchy (Indonesia and Indochina)
  • Tibetan Theocracy (Formable Tibet)

Ranks Edit

M&T expands the government ranks from 3 to 6. These are:

  • County
  • Marquisate
  • Duchy
  • Principality
  • Kingdom
  • Empire

Increasing the rank is achieved by enacting decisions. These decisions can be enact by either having a:

  • Ruler with either 1 or greater diplomacy skill.
  • Ruler with either 2 or greater military skill.
  • Statesman as the diplomatic advisor.

Restrictions:

  • Catholic nations require the permission of the pope to increase their rank. This depends on relations, piety and not being excommunicated.
  • Members of the HRE require the permission of the emperor to increase their rank. Members must be either catholic, protestant or reformed.
  • Subjects require the permission of their overlord to increase their rank.
  • Members of the HRE can increase their rank up to principalities.
  • Electors can increase their rank up to kingdoms.
  • Republics and Theocracies cannot increase their ranks.
  • The government rank may be decreased if the rank is higher than the required development.

General Requirements:

  • Not in a Regency.
  • Not at war.
  • Not under a union (except for members of the HRE).
Rank Catholic HRE Members Subjects Others
Marquisate Prestige: 5

Cities: 2

Cities: 2 Prestige: 5

Cities: 2

Prestige: 5

Cities: 3

Duchy Prestige: 10

Cities: 4

Prestige: 10

Cities: 4

Prestige: 10

Cities: 4

Prestige: 5

Cities: 5

Principality Prestige: 20

Cities: 12

Prestige: 40

Cities: 12

Prestige: 20

Cities: 12

Prestige: 5

Cities: 10

Kingdom Prestige: 40

Cities: 25

Prestige: 80

Cities: 25

Prestige: 40

Cities: 25

Prestige: 5

Cities: 15

Empire Prestige: 80

Cities: 80

Prestige: 5

Cities: 100

Ideas Edit

Inflation Edit

The inflation in M&T uses an equilibrium based system:

  • As inflation goes up, there is an increasing downward force applied to inflation.
  • This is currently set to reach equilibrium at 2% inflation per 0.01 yearly inflation increase.
  • Once it reaches the equilibrium, the yearly inflation increase will stop.
  • The equilibrium can change depending on the number loans and provinces that produces gold, silver and gems.
  • Inflation can now be reduced by 1% for the cost of 40 administrative power.

This means there may be times when it is useful to sit at moderate inflation rather than expending administrative power to reduce it because you effectively are gaining administrative power in exchange for losing gold.

Policies Edit

Ruler Personality Edit

Stability Edit

The stability mechanic in M&T is similar to vanilla except for the following:

  • Stability now has a base cost of 50 administrative power.
  • Stability can only be boosted once every 10 years.

The cool down of the boost can be found in the country modifier tab.

Vassals Edit

Integration Edit

Upkeep Edit

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