The communication efficiency system is the biggest factor behind autonomy in M&T. It calculates how long it takes for your orders to travel from the capital to a specific province. It´s important for the state to increase it with roads and trade harbours to maximize the revenues and military contributions of the provinces under its control.
Communication Efficiency Modifier Edit
Every province in the game has a communication efficiency modifier shown as an icon with either pluses or minuses located in the row of icons of the province view. There are sixteen levels of communication efficiency plus a special martial law modifier that shows up in newly acquired provinces. Below is a list of all the modifiers:
- Instant Communication (This is your capital): Local Unrest -30.
- Perfect Communication (0-4 Travel Time): Local Unrest -28, Monthly Autonomy Change +0.08.
- Superb Communication (5-9 Travel Time): Local Unrest -26, Monthly Autonomy Change +0.16.
- Excellent Communication (10-14 Travel Time): Local Unrest -24, Monthly Autonomy Change +0.24.
- Rapid Communication (15-19 Travel Time): Local Unrest -22, Monthly Autonomy Change +0.32.
- Quick Communication (20-24 Travel Time): Local Unrest -20, Monthly Autonomy Change +0.40.
- Fairly Quick Communication (25-29 Travel Time): Local Unrest -18, Monthly Autonomy Change +0.48.
- Decent Communication (30-34 Travel Time): Local Unrest -16, Monthly Autonomy Change +0.56.
- Average Communication (35-39 Travel Time): Local Unrest -14, Monthly Autonomy Change +0.64.
- Moderate Communication (40-44 Travel Time): Local Unrest -12, Monthly Autonomy Change +0.72.
- Mediocre Communication (45-49 Travel Time): Local Unrest -10, Monthly Autonomy Change +0.80.
- Difficult Communication (50-54 Travel Time): Local Unrest -8, Monthly Autonomy Change +0.88.
- Very Difficult Communication (55-59 Travel Time): Local Unrest -6, Monthly Autonomy Change +0.96.
- Poor Communication (60-64 Travel Time): Local Unrest -4, Monthly Autonomy Change +1.04.
- Very Poor Communication (65-69 Travel Time): Local Unrest -2, Monthly Autonomy Change +1.12.
- Terrible Communication (70+ Travel Time): Monthly Autonomy Change +1.20.
- Martial Law (CE Pending): Local Unrest -20, State Maintenance -1000%, Minimum Local Autonomy +100.
Travel Time Edit
Communication efficiency of a province represents the time that it takes for government agents to reach the province starting from the capital. Travel time is dependent on terrain, roads, bureaucracy buildings and, for travel across water, trade harbours. See this for a visualization of runners. (Or use the dispatch runners interaction in the estates menu, but that will bloat your save file, making it slower and more error-prone.)
Land Travel Edit
Each province traveled, including your capital, increases the travel time by an amount depending on the terrain of the province. Select a province and mouse over the terrain to see the travel time and the effect that roads have on it. Below is a list of the travel time across the different terrain types:
- Three days: Grasslands, Plains, Farmlands, Drylands, Steppes, Savannah.
- Four days: Woods, Coastline, Coastal Desert, Floodplains.
- Five days: Hills, Tundra.
- Six days: Forest, Marsh, Desert, Taiga.
- Seven days: Jungle, Highlands.
- Eight days: Mountains, Desert Mountains.
Ocean Travel Edit
Communication Efficiency (CE) can move over water quite rapidly in good conditions, but only if there is a trade harbour or natural harbour both in the originating province and the destination. Better trade harbours decrease travel time. Having more ports to act as 'relays' along a water path will further speed up travel.
No Connection to the Capital Edit
Provinces that have no connection to the capital whatsoever still get communication efficiency but at a decreased rate, dependent on the distance from the capital.
Improving Communication Efficiency Edit
There are three types of buildings that improve communication efficiency: roads, trade harbours and bureaucracy buildings.
Roads reduce the travel time of a province depending on the type of terrain. Terrain is divided over three subtypes that determine the effect of roads on their travel time: favourable, challenging and rugged terrain. Below is a list of the division:
- Favourable terrain: Grasslands, Plains, Farmlands, Drylands, Steppes, Savannah.
- Challenging terrain: Hills, Woods, Coastline, Coastal Desert, Tundra, Floodplains.
- Rugged terrain: Forest, Mountains, Desert Mountains, Jungle, Marsh, Desert, Highlands, Taiga.
Better roads reduce the travel time further. Below is a list of how the different levels of roads reduce travel time on the different kinds of terrain:
- Road Network: favourable terrain -0.25 days, challenging terrain -0.5 days, rugged terrain -1.5 days.
- Paved Road Network: favourable terrain -0.5 days, challenging terrain -1 days, rugged terrain -2 days.
- Highway Network: favourable terrain -0.75 days, challenging terrain -1.5 days, rugged terrain -3 days.
- Road and Railway Network: favourable terrain -1.5 days, challenging terrain -2.5 days (except for hills and Tundra who get -3 days), rugged terrain -4.5 days.
Trade harbours Edit
Trade harbours are required for government agents to travel across water (Fishing ports and military harbours have no effect). A trade harbour is needed in the originating province and in the destination. Better trade harbours reduce travel time further. Below is a list of how the different levels of harbour reduce travel time (averaged between the originating province and the destination province):
- Trade Wharf (Rank 1 Trade Harbour): Base travel time.
- Trade Dockland (Rank 2 Trade Harbour) -20% travel time.
- Port's Warehouse (Rank 3 Trade Harbour) -35% travel time.
- Great Port and Lighthouse (Rank 4 Trade Harbour) -50% travel time.
If the trade harbour is located in a natural harbour the travel time is further decreased. Small natural harbours decrease it by 5% while great natural harbours decrease it by 15%.
Bureaucracy buildings Edit
Bureaucracy buildings reduce travel time across your country. Their effect is dependent on their level. A bureaucracy building in the capital reduces travel time across the whole country while bureaucracy buildings in other provinces (regional capitals) reduce the up until then accumulated travel time in the province. Better bureaucracy buildings reduce travel time further. Below is a list of the effects of the different levels of bureaucracy buildings for the capital and for regional capitals:
Bureaucracy building in the capital:
- Rank 1 Capitol: -5% travel time for every province.
- Rank 2 Capitol: -7.5% travel time for every province.
- Rank 3 Capitol: -10% travel time for every province.
- Rank 4 Capitol: -12.5% travel time for every province.
- Rank 5 Capitol: -15% travel time for every province.
Bureaucracy building in a regional capital:
- Rank 1 Capitol: -30% accumulated travel time and -4 days of travel time in the province.
- Rank 2 Capitol: -45% accumulated travel time and -6 days of travel time in the province.
- Rank 3 to 5 Capitol: -55% accumulated travel time and -7 days of travel time in the province.